Post by sasha on Jul 15, 2013 17:39:31 GMT
Ok, here is a briefing for sunday's session
First about lazer guided airstrikes tactics:
Terrain is important. Bare hills and mountains as in Takistan would favor this kind of assault (spotter can see target from almost any spot) while forested hills or flat forested plains as in Chernorussia make targeting extreemely difficult. Especially when target is moving. Spotter will spend lots of time in vain trying to get to good position only to find that he can see nothing valuable from there. And if he attempts to come closer enemy might easily spot him. And plains would be waiting for nothing at base or burning fuel in air.
So if you find yourself in woodlands - try in advance to find most open areas on map as far from target as possible and position yourself there (with targets confirmed and visible) before calling in airstrike, and make sure that your lazer mark doesn't hit treebranches or grass right at your face (or the bomb will fall on you rather then on target)
And if you have to defend against LGB threat - patrol all open areas leading to possible hideouts to find spotters, and move your armored staff away from visibility, or at least relocate it often. Enemy jets would spend enormous time and fuel in the air in vain, being called out every and again.
Second about our suppressive fire assaults:
we were quite good in taking enemy positions in PvP battles in Takistan ))) As in textbooks - suppressive base of fire and attacking assault team grenading last survivors hiding behind parapets.
Third about Evo:
When many players in game it might be good to have a commander sitting at forward farp. He should not be busy with fighting - he should be busy coordinating all teams - air, armored and inf. Surely it might be good to form up teams (as Arska did) to separate channels in order to avoid flood in global chat
Commanders should learn english command slang to be short and precise (i believe my english level is far from good for this case)
Last session showed that we can play decently - first town Lopatino and last town Krasnostav were taken very smartly and cooperatively (all others were still a messy all out battles). Especially at Krasnostav we owerwhelmed AO completely. Perfect pilots - Frost, Arska, Pavel and Drak, Daniel - won the skyes completely, and decimated all resistance on the ground. Armored force (me in LAV) was advancing right in time when enemy defences were suppressed from air. Also the same moment infantry - renz and others - were scouting in town killing static guns and cooperating with me to reach radio, which we easily demolished.
Anyway - the map we played is actually good for 20+ number of players. But my server can handle 12 ppl optimum (and Mo anyway has much lag). So I will again make changes to mission. Will make AI air presence less heavy (now Evo is too much focused on airbattle); will make AI armor presence less heavy (othervise we do not have any infantry vs infantry engagements which is a core of Arma.
First about lazer guided airstrikes tactics:
Terrain is important. Bare hills and mountains as in Takistan would favor this kind of assault (spotter can see target from almost any spot) while forested hills or flat forested plains as in Chernorussia make targeting extreemely difficult. Especially when target is moving. Spotter will spend lots of time in vain trying to get to good position only to find that he can see nothing valuable from there. And if he attempts to come closer enemy might easily spot him. And plains would be waiting for nothing at base or burning fuel in air.
So if you find yourself in woodlands - try in advance to find most open areas on map as far from target as possible and position yourself there (with targets confirmed and visible) before calling in airstrike, and make sure that your lazer mark doesn't hit treebranches or grass right at your face (or the bomb will fall on you rather then on target)
And if you have to defend against LGB threat - patrol all open areas leading to possible hideouts to find spotters, and move your armored staff away from visibility, or at least relocate it often. Enemy jets would spend enormous time and fuel in the air in vain, being called out every and again.
Second about our suppressive fire assaults:
we were quite good in taking enemy positions in PvP battles in Takistan ))) As in textbooks - suppressive base of fire and attacking assault team grenading last survivors hiding behind parapets.
Third about Evo:
When many players in game it might be good to have a commander sitting at forward farp. He should not be busy with fighting - he should be busy coordinating all teams - air, armored and inf. Surely it might be good to form up teams (as Arska did) to separate channels in order to avoid flood in global chat
Commanders should learn english command slang to be short and precise (i believe my english level is far from good for this case)
Last session showed that we can play decently - first town Lopatino and last town Krasnostav were taken very smartly and cooperatively (all others were still a messy all out battles). Especially at Krasnostav we owerwhelmed AO completely. Perfect pilots - Frost, Arska, Pavel and Drak, Daniel - won the skyes completely, and decimated all resistance on the ground. Armored force (me in LAV) was advancing right in time when enemy defences were suppressed from air. Also the same moment infantry - renz and others - were scouting in town killing static guns and cooperating with me to reach radio, which we easily demolished.
Anyway - the map we played is actually good for 20+ number of players. But my server can handle 12 ppl optimum (and Mo anyway has much lag). So I will again make changes to mission. Will make AI air presence less heavy (now Evo is too much focused on airbattle); will make AI armor presence less heavy (othervise we do not have any infantry vs infantry engagements which is a core of Arma.