Post by sasha on Dec 26, 2012 19:47:10 GMT
Ok, what we have for todays game...
First comes Base battle Sakhe V2 (without ammobox and with full 14 man squad each side)
1. Better to move closer to each other, teams should move like 20 - 40 m apart (i think). Better cooperation, easier medic access, same targets which can be destroyed by multiple guns at once. The 14 man team roles are - 1 squad leader, 1 medic, and 3 teams (teamleader, grenadier, mggunner, assistan mg). When all squad moves tightly on 50m front they are more effective because they engage same targets and can concentrate fire. And its easier for medics and for magazine change.
2. Advance must be done quicker then we did it for several reasons. Enemies respawn and move back and if we dont move ourselves we will be battling endless reinforcements. And we deplete our ammo which due to realism (no ammo box) cant be replenished. If someone gets killed and respawns he gets twice as less ammo then initially, which is good to make you fear being shot but bad when teamkiller shots you right at the start of the game.
3. Anyway, althought it took some time, we pushed enemy (who had slightly better USA weapons) back to their base and then stormed it nicely. Good Job DAMteam and Hunter and Taucky
Second comes Big Battle (one sector assault).
1. Both times we lost due to either some enemy left alive inside or by bug, idk for sure.
2. But the attack was nicely executed anyway. Shadow was landing safely, AT teams were killing tanks, assault team was searching sector, A6 was making preliminary strikes and hunted reinforcements. Its nice we can do this coop not against bots but against ppl, and win with no loss from our team.
Third comes Frontline (assault on fortified position).
1. Only our second assault was successfull. First was a disaster due to two reasons - we had weak base of fire (few mg gunners) and the second one is important so it goes as separate paragraph:
2. When fire from covering mgs and line of advance of assault team are different (say mg is hitting the front and assault team is flanking) its a call for losses. The enemy can hide under the wall and be safe from mg fire, but he at the same time can watch the flank and wait for assault team to shoot them.
So we should try to have at least one mg moving with assault team to help them on the flank. This is my idea, hope you like it.
3. And we (base of fire group) nicely switched fire when assault team moved into enemy position. They started clearing trenches from right flank, and we switched our mg fire on center and then on left flank - so we continued suppression and even scored kills while assault team was doing thei job safe from friendly fire.
And forth game
Alas... We haven't played it, I forgot about it, oh...
It is awesome "Flying fortress"
Please remind me about it next session - AND YOU WILL BE SHOUTING AS MAD WHEN YOU SEE IT - THE FLYING FORTRESS!!!
First comes Base battle Sakhe V2 (without ammobox and with full 14 man squad each side)
1. Better to move closer to each other, teams should move like 20 - 40 m apart (i think). Better cooperation, easier medic access, same targets which can be destroyed by multiple guns at once. The 14 man team roles are - 1 squad leader, 1 medic, and 3 teams (teamleader, grenadier, mggunner, assistan mg). When all squad moves tightly on 50m front they are more effective because they engage same targets and can concentrate fire. And its easier for medics and for magazine change.
2. Advance must be done quicker then we did it for several reasons. Enemies respawn and move back and if we dont move ourselves we will be battling endless reinforcements. And we deplete our ammo which due to realism (no ammo box) cant be replenished. If someone gets killed and respawns he gets twice as less ammo then initially, which is good to make you fear being shot but bad when teamkiller shots you right at the start of the game.
3. Anyway, althought it took some time, we pushed enemy (who had slightly better USA weapons) back to their base and then stormed it nicely. Good Job DAMteam and Hunter and Taucky
Second comes Big Battle (one sector assault).
1. Both times we lost due to either some enemy left alive inside or by bug, idk for sure.
2. But the attack was nicely executed anyway. Shadow was landing safely, AT teams were killing tanks, assault team was searching sector, A6 was making preliminary strikes and hunted reinforcements. Its nice we can do this coop not against bots but against ppl, and win with no loss from our team.
Third comes Frontline (assault on fortified position).
1. Only our second assault was successfull. First was a disaster due to two reasons - we had weak base of fire (few mg gunners) and the second one is important so it goes as separate paragraph:
2. When fire from covering mgs and line of advance of assault team are different (say mg is hitting the front and assault team is flanking) its a call for losses. The enemy can hide under the wall and be safe from mg fire, but he at the same time can watch the flank and wait for assault team to shoot them.
So we should try to have at least one mg moving with assault team to help them on the flank. This is my idea, hope you like it.
3. And we (base of fire group) nicely switched fire when assault team moved into enemy position. They started clearing trenches from right flank, and we switched our mg fire on center and then on left flank - so we continued suppression and even scored kills while assault team was doing thei job safe from friendly fire.
And forth game
Alas... We haven't played it, I forgot about it, oh...
It is awesome "Flying fortress"
Please remind me about it next session - AND YOU WILL BE SHOUTING AS MAD WHEN YOU SEE IT - THE FLYING FORTRESS!!!