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Old 01-26-2010, 04:39 PM   #11
Wags

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Default Re: Squad leading as 'BLUFOR' on insurgency.

Quote:
Originally Posted by Shaihuluid View Post
from experience, I'll say it's just about impossible on a public server. Holding the squad back tends just to get your subordinates irritated and cause them to leave. I'm not saying human-wave tactics, but if you can manage to keep your squad in a FB or area just near enough for long-range fighting, but not close enough for CQB, you'll be both giving fire support to the idiot squads rushing in, and you'll be making sure your subordinates don't start harbouring resentment and leave. Irritating, but it works.
Exactly.

I play too many games as SL (Just games in general, not limited to INS, but mostly INS), where I'll try to get some sort of info on an area by stopping and doing a recon of my surroundings. When I do this, all I get from my Squad Members is: "Squad Lead, I think we should, like, do something." "Wags, your taking too long." "Squad Leader, this is boring. You suck."

They eventually leave after I tell them to shut up. I don't take too long. I think the most I've taken is 15 minutes. Yet, if I hadn't taken that 15 minutes to recon the cache area, we would have been ambushed.

I prefer to know where the enemy is before he ambushes me. I also like to know where my objective is before hand. It makes life much easier. Which is why I recon.
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Old 01-27-2010, 02:57 PM   #12
Cassius

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Default Re: Squad leading as 'BLUFOR' on insurgency.

Set up fobs. The insurgency team is kind of sloppy on most servers, however the one I play on insurgents tend to keep a lot of bodies around a 200m radius around the cache. So set up 2 fobs, then observe. After the objective has been taken out you can rally your troops in an easily to hold facility and rack up kills if intel is needed.
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Old 03-19-2010, 06:38 AM   #13
iAstralPr0jekt
Default Re: Squad leading as 'BLUFOR' on insurgency.

Great guide.

I agree with your statements and methods.

1 thing I'd like to add, if I may, is that many players want to focus on killing insurgents. they fire at them when not really needed and ruin their concealment. It does no good to kill the insurgent unless he is a direct threat. It only creates trouble and ticket loss.
At times of course they must be shot, but I find that many time's I can slip into a cache location with 3-4 people and as long as we keep the idea of staying hidden and out of sight in mind, the more likely we can actually get in, let a few insurgents slip by and slip by them to their cache and then slip out asap without them ever seeing who did it. It's never a sure ting but it's a lot more sure than going in guns blazing.

If you have ever played Splinter Cell than you get the idea. It's quite ninja and effective many times. Just make it your focus to see if you can let them walk by without seeing you. It's great fun and takes discipline.

But it is absolutely crucial you first find the exact location of the cache. at least narrow it down to a couple key pads.
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Old 04-11-2010, 02:48 PM   #14
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Default Re: Squad leading as 'BLUFOR' on insurgency.

Two things I think could be added to the great original guide.

1. Working combined arms with armor assets is very important. Using Tanks/APCs/IFVs back away from the caches to provide over watch/fire support and kill insurgents for intel gathering. Tangling up the vehicles without infantry support deep in the cities can be very bad. Mines RPG's and Gary are all much more of a threat deep in the urban jungle. Al Basrah, Karbala, Ramiel, Fallujah this all applies to.


2. Overbuilding FOB's in insurgency maps is way too common. Since the name of the game is Offense for BlueFor , multiple minimal 1 crate firebases are preferable. Wire/MG nests/Foxholes look cool but more serve to give away a FOB than "defend" it. Insurgents tend to swarm on FOBs like sharks with blood in the water, this leads to serious ticket loss defending FOBs.


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Old 04-14-2010, 04:58 AM   #15
PFunk

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Default Re: Squad leading as 'BLUFOR' on insurgency.

Best thing to do at the start of a match is to get out of main and THEN wait for the cache to appear. INS know where you are at the start. If you start stealthy you can stay stealthy much more easily.

The rest of this is golden.


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Old 04-16-2010, 01:29 AM   #16
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Default Re: Squad leading as 'BLUFOR' on insurgency.

One of the most vital aspect in insurgency is to always be on the move. I have encountered numerous times where the Blufor just setup a fire-base and camp there for the majority of the round.
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Old 05-04-2010, 01:23 PM   #17
mosinmatt
Default Re: Squad leading as 'BLUFOR' on insurgency.

I also suggsting using the lase for the littlebird if it is around. I have, and have seen a cache get taken down like that quite often.
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Old 05-09-2010, 05:50 PM   #18
Megagoth1702
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Default Re: Squad leading as 'BLUFOR' on insurgency.

Guys I need help.

I tell my SQD to stick with me, I tell them to keep up but when one gets shot we have to stop, more people get shot. In the best case we just get slown down and can sprint up the way but in the worst case we all get killled because of that. Keeping on the move is really important.

HOW do I make myself clear talking to those guys...? What are the magic words? Keeping on the move is so effin important! And when is it better to leave the dead guys dead?

Use mumble nubs.


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Old 05-12-2010, 08:57 AM   #19
PFunk

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Default Re: Squad leading as 'BLUFOR' on insurgency.

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Originally Posted by Megagoth1702 View Post
HOW do I make myself clear talking to those guys...? What are the magic words? Keeping on the move is so effin important! And when is it better to leave the dead guys dead?
Sound like when you're telling your guys to keep up that you're distracted by the mission, as if its something you're literally following, like some object in the distance. I keep a rolling commentary to my guys in the non combat periods about where we're going, what we're doing, why we're doing it, what the strategy is, etc.

Guys who are worth having will respond to it, guys who just don't keep up will either leave or become so distanced from the squad its easy to say 'alright I'm kicking you'.

Leadership is about dragging people along with your own will. You can't be angry, you can't be an authoritarian. You just make it so that its very clear to everybody that this is your squad and its their privilege to be in it so long as they're there doing what you need. Gamers don't respond well to authority outright usually. But being firm and always on top of everything, telling people to not stand in the open, telling them to keep up... I say "guys on me" or "follow me here" so often it must be my most common phrase.

I usually take the point, usually lead them into the middle of everything. If guys don't follow you then the squad usually fails. One dead guy can kill the squad by being a liability in the revive.

When to leave a guy behind? When its not feasible to fight to get him back up. If an AR gets him from 200 m and your guy is in the middle of a perfect kill zone and you can't easily assault it without it being a major operation, leave him. If one guys sneaks behind you and gets him 40 m to your rear its easy enough to sweep in fast, take him out, get the medic on the downed man, and form a quick perimeter.

You will have an instinct for it. And rallies are there for when its not worth it.


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Old 05-12-2010, 09:53 AM   #20
L4gi
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Default Re: Squad leading as 'BLUFOR' on insurgency.

If they suck just kick em.


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