I like thinking positive. I like to think that the 24 people on my team can work together in harmony to achieve the goal of winning a round. I am, in other words, dreaming. The most I think we can really hope for is to get one or two squads that actually work as a team. As such, I have some strategies for squads that actually like to work as squads. I am a self-admitted Titan mode fan, so all of my strategies are geared toward titan mode. Some can transfer to conquest, some can't. I do not guarantee sucess with these stragegies, but I believe they will make excellent starting points once you get your squad together.
A key part of squad tacitcs is to tie up the other team. This is not a war of attrition like a real battle would be. There are up to 24 people on each team, from start to finish. So you have to misdirect, distract, or otherwise occupy the other team, so they cannot attack your team mates. If you are a 3 man sniper team, and you get 6 or 8 people focused on hunting you down, then you the rest of your team has less people to deal with, and it is easier for your team to win.
1. Rooftop squaters. 4 - 6 man squad NOTE: This is a good way for your squad to get a lot of points, and defend a silo, but it will not help your team to actually win the match. Again, use at your discretion.
SL: support. A. recon (sniper) B. recon (sniper) C. Engineerr (AA missile) opt D. Engineer (AA or Pilum) opt E assault (medic &RPK)
Obviously, your goal here is to suck as many people into the silo area and kill them. The engineers are for defense when the enemy brings a gunship or transport by to take care of you.. The teamwork goal of this squad for your team is to pull as many of the enemy into dealing with you as possible, so your teeamates can work unmolested as you soak up all of the fire. Good luck.
2. AA FAV. 3 or 6 man squad. NOTE: This is a great tactic to use on large maps that are dependant on transports, if the other side has a decent gunship pilot, or you have an armor squad otherwise tying up their manpower. WEAKNESS: avoid armored vehicles.
SL: Support A. Engineer (AA) B. Assault(medic) opt CDE (same as SL A and B)
You are now a hunter of all that flies. Grab a FAV. SL guns, engineer in back. Drive fast to take silos, but be on the lookout for transports and gunships. Avoid armor and walkers at all costs. Just outrun them. With a bit of luck, you can ground the enemies aircraft or tie them up hunting you, allowing YOUR aircraft to work unoppposed and preventing the enemy from jumping behind the rest of your team.
3. Armor squad. 3 - 6 man squad NOTE: this is your heavy hitting squad, but you have to hunt the enemy. You must also have great communication in your squad,since you are depending on each other to keep the vehicles alive.
SL, A- E. Engineers and support.
This is the real heavy hitting squad. Everybody vehicle up. Grab an APC, SL in the mortar. Then grab a tank. then another tank or a walker. If youu have a 5 or 6 man squad, fill in the MG/AA seats. The goal of your squad is silo assault. Use the usual tactic of the APC EMPing targets for the tanks and or walker. The important part is for ONLY the APC to move in to capture the silo. The tank can be taken out too easily, and is better ass a long range sniper. The APC can still us the mortar for its own support. the otherr 2 vehicles supportt at a distance. After taking the silo, huddle up for a mutual repair and rearm orgy. repeat.
4.Whirling Dirvish (APC) 4 - 6 man squad. NOTE: This is for taking silos. You may defend against armor, but not great at attacking.
SL.Assault (medic) A. Engineer B. and C. Enginneer (Pilum) opt D and E. recon, support, or assault.
Another APC tactic, but this can be a lone APC. Drive in circles around the silo or near it. SL in mortar, as usual. The SL should not drive because you have to stop to send orders, or if you have to type instructions. Have the remainderr fo your squad attack and capture the silo, while the APC provides mortar and MG support, and a spawn point. If any armor appears, your engineers should attempt to pod behind them and attack with pilums. This is a strong tacitc to use against infanrty defending, but be cautious around armor.
5. Killer transport. 5 man squad. NOTE: you will do a lot of killing, but your team may still lose if there are not enough people to take silos or attack the titan. Be aware of the rest of the battle.
SL. Assault (meidc) A. Assault (medic) B. Support C and D. Engineer (AA, motion mines)
The SL should NOT pilot! This is the 2142 version of blackhawk whoring, of course. It is a valid and valuable strategy, but should be used carefully. Your squad is a killer of everything. You have the engineers in back to repair your transport, hit other aircraft with AA missiles, drop motion mines on armor or along roads. You have your support to rearm your engineers. You have your medics to heal anyone who gets hit by small arms fire. What you do not have is a squad that likes to take silos. Defend them, yes. Defend the back of youor titan, yes. You even have a couple open spots for other people to use your transport as a mobile spawn point. But this is a fighting squad. You are not taking silos and you can only be in one place at a time. Usee with caution.
6. Air assault 4 to 6 man squad NOTE: If you are just using the gunship for air to air work, one person is sufficient. However, if you plan to engage in ground support, you NEED to have a gunner.
SL, A- E. any kit.
Grab the gunship and the transport. The SL should not be a pilot! Use the transport to move deep and take silos. the gunship should follow behind, trailing. IF something pops out to attack the transport, the gunship is on hand to take it out. The gunship is usually durable enough to last, if the pilot is fast on the shields. Yes, it is a simple tactic, the key is communication between the transport and the gunship.
7. NORTHERN STRIKE Hachimoto heaven. 6 man squad. NOTE: just have fun; watch for snipers, however. Distance is a good thing. This is a serious silo suppression unit.
SL, A - E. Need 2 assault, 1 support, 3 engineers.
Grab a pair of hachimotos, and either an APC or walker. Support goes in the armor, assaults go in each of the hachis, and the engis get spread around. The hachimotos are snipersfor vehicles. Even better than tanks. Problem in, they are sledgehammers wrapped by eggshells. Thyj6j6 eir grenade launchers also do massive amounts of damage to infantry. Put the 2 hachis where they can have good fires, and slide the APC/walker up between them. The APC is responsile for keeping enemy troops away while the hachis deliver long distance death. The hachis can also fly ahead, and use the APC for a moblie reload/ rearm point. Have fun with it. The assault are there to heal any damage done by snipers, long as it is not an instant kill.
TITAN DEFENSE
By all rights, this should be a seperate topic, but I am on a roll. And bored with plenty of time on my hands.
I divide titan defense into 5 (arguably 6) defense zones.
Zone 5: reactor core. Do or die time.
Zone 4: console corridors. Bottlenecks and campers.
Zone 3: Cargo bay. close quarters. have fun.
Zone 2. entrances to the cargo bay, high and low.
Zone 1. Top and rear of the titan.
(Zone 0- away from titan)
Each phase of titan defense requires a different kit breakdown for the squad. Zone 2 and zone 4 defense is passive, more like camping. Zone 1 and Zone 3 are more acitve, run and gun style shooting.. Zone 5 is just pure desperation.
Zone 5 defense: Assault and support. explosives,and lots of it. If you have to retake the core, grenades and RPKs. If you are settling in to defense, sentry guns with ammo and medic packs all over the place. Good luck.
Zone 4 defense: My favorite. First, pick one corridor so you do not invite defeat in detail. (that means that while you may have a larger force, if it is split up you can be taken out each group at a time). 2 assault, 3 support, 1 recon. SL is assult.
SL and 1support stay as far back as possible in corridor while still able to fire on the end of the hallway. the support puts his sentry gun at the consolefacign the doorway. medic and support packs out, of course. The other 4 set up just in front of the console opening. both supports set up seentry guns. The assault stays out of the way in the consloe room with defib at the ready and his med kit layed down in the hallway. The supports have ammo packs out, 1 in the hallway,1 in the console room. The recon is also in the console room,but can watch the hallway. APMs at the turn for the console room and at the start of the hallway. RDX placed in the hallway in front of the sentry guns to the end of the hall. With the defense stacked like this, should be easy. the supports (1 with MG, other with frags) provide first layer of defense, along with sentry guns. The APMs and RDX are if they try to rush. The SL in back can pepperr them with RPK fire. Your squad can hold out a long time like this. Usefull if you are the onlysquad defending the titan.
Zone 3 defense. Run and gun. Do what you want. I do not like defending herre. The advantage is all for the attacker at this point, since it is so hard for defenders to gewt there from any spawn poiint.
Zone 2 Defense.. This is cause of some debate. With your squad spread out, is it better to have assault to revive your dead, or recon to mine the entrances? You can go eitherr way, but I prefer using 4 support and 2 assault. 2 support in the cargo area, each with a sentry gun facing the lower doorways. they have frags out, and light the place up when the sentry guns fire. on the upper catwalk are a support and assault in each side. sentry guns cover the drp entrances. supprts can toss frags or use MGs to cover, sitting on the assault droppedmed packs. The supports ammo packsa are with the assault coverng the far loweer sdoorway with RPKs. Or, if their support dies, to recover the area and revive the squadmate.
Zone 1 defense. Very difficult, but effective. This denies the enemy access to the interior of your titan. The advantage, though, lies with the attacker, since you have to cover three areas, and they can concentrate and take over just one. Do what you can, good luck, and remember to ask for gunship or transport support.
Zone 0 defense. Kill everrything before it gets close to your titan. easy to say, hard to do.
The final thing about titan defense is that if you hav too strong of a defense, you are sure to lose the round. Why? If you have too many defenders, there are not enough people taking silos or attacking theri titan. But then, all of life is a trade off.
Good luck in your 2142 endeavors. Use teamwork. There are many other stategies and tactics for squads to use, but these are my favorites.
A key part of squad tacitcs is to tie up the other team. This is not a war of attrition like a real battle would be. There are up to 24 people on each team, from start to finish. So you have to misdirect, distract, or otherwise occupy the other team, so they cannot attack your team mates. If you are a 3 man sniper team, and you get 6 or 8 people focused on hunting you down, then you the rest of your team has less people to deal with, and it is easier for your team to win.
1. Rooftop squaters. 4 - 6 man squad NOTE: This is a good way for your squad to get a lot of points, and defend a silo, but it will not help your team to actually win the match. Again, use at your discretion.
SL: support. A. recon (sniper) B. recon (sniper) C. Engineerr (AA missile) opt D. Engineer (AA or Pilum) opt E assault (medic &RPK)
Obviously, your goal here is to suck as many people into the silo area and kill them. The engineers are for defense when the enemy brings a gunship or transport by to take care of you.. The teamwork goal of this squad for your team is to pull as many of the enemy into dealing with you as possible, so your teeamates can work unmolested as you soak up all of the fire. Good luck.
2. AA FAV. 3 or 6 man squad. NOTE: This is a great tactic to use on large maps that are dependant on transports, if the other side has a decent gunship pilot, or you have an armor squad otherwise tying up their manpower. WEAKNESS: avoid armored vehicles.
SL: Support A. Engineer (AA) B. Assault(medic) opt CDE (same as SL A and B)
You are now a hunter of all that flies. Grab a FAV. SL guns, engineer in back. Drive fast to take silos, but be on the lookout for transports and gunships. Avoid armor and walkers at all costs. Just outrun them. With a bit of luck, you can ground the enemies aircraft or tie them up hunting you, allowing YOUR aircraft to work unoppposed and preventing the enemy from jumping behind the rest of your team.
3. Armor squad. 3 - 6 man squad NOTE: this is your heavy hitting squad, but you have to hunt the enemy. You must also have great communication in your squad,since you are depending on each other to keep the vehicles alive.
SL, A- E. Engineers and support.
This is the real heavy hitting squad. Everybody vehicle up. Grab an APC, SL in the mortar. Then grab a tank. then another tank or a walker. If youu have a 5 or 6 man squad, fill in the MG/AA seats. The goal of your squad is silo assault. Use the usual tactic of the APC EMPing targets for the tanks and or walker. The important part is for ONLY the APC to move in to capture the silo. The tank can be taken out too easily, and is better ass a long range sniper. The APC can still us the mortar for its own support. the otherr 2 vehicles supportt at a distance. After taking the silo, huddle up for a mutual repair and rearm orgy. repeat.
4.Whirling Dirvish (APC) 4 - 6 man squad. NOTE: This is for taking silos. You may defend against armor, but not great at attacking.
SL.Assault (medic) A. Engineer B. and C. Enginneer (Pilum) opt D and E. recon, support, or assault.
Another APC tactic, but this can be a lone APC. Drive in circles around the silo or near it. SL in mortar, as usual. The SL should not drive because you have to stop to send orders, or if you have to type instructions. Have the remainderr fo your squad attack and capture the silo, while the APC provides mortar and MG support, and a spawn point. If any armor appears, your engineers should attempt to pod behind them and attack with pilums. This is a strong tacitc to use against infanrty defending, but be cautious around armor.
5. Killer transport. 5 man squad. NOTE: you will do a lot of killing, but your team may still lose if there are not enough people to take silos or attack the titan. Be aware of the rest of the battle.
SL. Assault (meidc) A. Assault (medic) B. Support C and D. Engineer (AA, motion mines)
The SL should NOT pilot! This is the 2142 version of blackhawk whoring, of course. It is a valid and valuable strategy, but should be used carefully. Your squad is a killer of everything. You have the engineers in back to repair your transport, hit other aircraft with AA missiles, drop motion mines on armor or along roads. You have your support to rearm your engineers. You have your medics to heal anyone who gets hit by small arms fire. What you do not have is a squad that likes to take silos. Defend them, yes. Defend the back of youor titan, yes. You even have a couple open spots for other people to use your transport as a mobile spawn point. But this is a fighting squad. You are not taking silos and you can only be in one place at a time. Usee with caution.
6. Air assault 4 to 6 man squad NOTE: If you are just using the gunship for air to air work, one person is sufficient. However, if you plan to engage in ground support, you NEED to have a gunner.
SL, A- E. any kit.
Grab the gunship and the transport. The SL should not be a pilot! Use the transport to move deep and take silos. the gunship should follow behind, trailing. IF something pops out to attack the transport, the gunship is on hand to take it out. The gunship is usually durable enough to last, if the pilot is fast on the shields. Yes, it is a simple tactic, the key is communication between the transport and the gunship.
7. NORTHERN STRIKE Hachimoto heaven. 6 man squad. NOTE: just have fun; watch for snipers, however. Distance is a good thing. This is a serious silo suppression unit.
SL, A - E. Need 2 assault, 1 support, 3 engineers.
Grab a pair of hachimotos, and either an APC or walker. Support goes in the armor, assaults go in each of the hachis, and the engis get spread around. The hachimotos are snipersfor vehicles. Even better than tanks. Problem in, they are sledgehammers wrapped by eggshells. Thyj6j6 eir grenade launchers also do massive amounts of damage to infantry. Put the 2 hachis where they can have good fires, and slide the APC/walker up between them. The APC is responsile for keeping enemy troops away while the hachis deliver long distance death. The hachis can also fly ahead, and use the APC for a moblie reload/ rearm point. Have fun with it. The assault are there to heal any damage done by snipers, long as it is not an instant kill.
TITAN DEFENSE
By all rights, this should be a seperate topic, but I am on a roll. And bored with plenty of time on my hands.
I divide titan defense into 5 (arguably 6) defense zones.
Zone 5: reactor core. Do or die time.
Zone 4: console corridors. Bottlenecks and campers.
Zone 3: Cargo bay. close quarters. have fun.
Zone 2. entrances to the cargo bay, high and low.
Zone 1. Top and rear of the titan.
(Zone 0- away from titan)
Each phase of titan defense requires a different kit breakdown for the squad. Zone 2 and zone 4 defense is passive, more like camping. Zone 1 and Zone 3 are more acitve, run and gun style shooting.. Zone 5 is just pure desperation.
Zone 5 defense: Assault and support. explosives,and lots of it. If you have to retake the core, grenades and RPKs. If you are settling in to defense, sentry guns with ammo and medic packs all over the place. Good luck.
Zone 4 defense: My favorite. First, pick one corridor so you do not invite defeat in detail. (that means that while you may have a larger force, if it is split up you can be taken out each group at a time). 2 assault, 3 support, 1 recon. SL is assult.
SL and 1support stay as far back as possible in corridor while still able to fire on the end of the hallway. the support puts his sentry gun at the consolefacign the doorway. medic and support packs out, of course. The other 4 set up just in front of the console opening. both supports set up seentry guns. The assault stays out of the way in the consloe room with defib at the ready and his med kit layed down in the hallway. The supports have ammo packs out, 1 in the hallway,1 in the console room. The recon is also in the console room,but can watch the hallway. APMs at the turn for the console room and at the start of the hallway. RDX placed in the hallway in front of the sentry guns to the end of the hall. With the defense stacked like this, should be easy. the supports (1 with MG, other with frags) provide first layer of defense, along with sentry guns. The APMs and RDX are if they try to rush. The SL in back can pepperr them with RPK fire. Your squad can hold out a long time like this. Usefull if you are the onlysquad defending the titan.
Zone 3 defense. Run and gun. Do what you want. I do not like defending herre. The advantage is all for the attacker at this point, since it is so hard for defenders to gewt there from any spawn poiint.
Zone 2 Defense.. This is cause of some debate. With your squad spread out, is it better to have assault to revive your dead, or recon to mine the entrances? You can go eitherr way, but I prefer using 4 support and 2 assault. 2 support in the cargo area, each with a sentry gun facing the lower doorways. they have frags out, and light the place up when the sentry guns fire. on the upper catwalk are a support and assault in each side. sentry guns cover the drp entrances. supprts can toss frags or use MGs to cover, sitting on the assault droppedmed packs. The supports ammo packsa are with the assault coverng the far loweer sdoorway with RPKs. Or, if their support dies, to recover the area and revive the squadmate.
Zone 1 defense. Very difficult, but effective. This denies the enemy access to the interior of your titan. The advantage, though, lies with the attacker, since you have to cover three areas, and they can concentrate and take over just one. Do what you can, good luck, and remember to ask for gunship or transport support.
Zone 0 defense. Kill everrything before it gets close to your titan. easy to say, hard to do.
The final thing about titan defense is that if you hav too strong of a defense, you are sure to lose the round. Why? If you have too many defenders, there are not enough people taking silos or attacking theri titan. But then, all of life is a trade off.
Good luck in your 2142 endeavors. Use teamwork. There are many other stategies and tactics for squads to use, but these are my favorites.