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#1 |
![]() Join Date: Jan 2007
Location: norfolk
Posts: 8,075
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Right, ive been playing alot on Insurgency maps (mainly on TG) and have had great success using the follow tactics. First things first kits;
1. Officer 2. Medic 3. SAW 4. Specialist 5. Rifleman 6. Rifleman (Grenadier, if working in support of another squad). Im normally not to bothered with kits , tho i find the first 5 are essential and the last can be SL preference. Now for this to work the squads needs to be close, SLs can figure there own ways out of keeping there squad close but i find a "25m from me at all times or a kick you" at the start of the game works. keep reminding people during the game; "keep close", "keep it slow" etc. slow is smooth smooth is fast - unknown quote. Now to the actual tactics. A cache is reviled. First thing first, check the map for a large building/piece of terrain to observe over the cache area, preferably about 100m from the area and easy to defend should you need. The aim of the game, and the most important part of the tactic is trying to identify the caches position BEFORE you move in. Best ways of doing this: 1. RPG - if you see a rpg aim at you, let him fire at you. chances are he will miss and run to the cache to rearm, follow him. 2. Other pickup kits like Al quds, PKM etc Observe the area for a bit, and try and confirm the caches position. preferably try and stay undetected but heres where the position choosing comes into play as you will probably have to defend it. unless you absolutely have to, do not move into a cache area unless you know the caches possible position, This minimizes time on the ground and ticket loss. Now, a careless RPG guy has given you the caches most probably position, game time. If possible, SAW/rifleman (grenadier) covers from the observation position. This is where the first part comes in, keep it CLOSE and slow/steady. move to the target building and hopefully destroy the cache. now a VERY important part, Get The FU*K OUT!. this is where most squads fail and lose guys because they are spread all over the place and get killed off. Evac the same way you came in with hopefully the SAW covering, again : 'slow is smooth smooth is fast' dont just turn tail and run. Pull back whistle SAW covers and regroup. Pull out of the area completely, every INS you killed will most likely come back. Hopefully all this is done with APC and support of other squads (mumble & TG FTW). Rinse and repeat the above for each cache, save arty for caches deep in the city and replace the assault part of the guide to "call arty" and your sorted. Summery (TL: DR version): 1. High building near cache area to observe 2. ALWAYS try and identify the cache position before moving in, minimizes time on ground and ticket loss. 3. GTFO without ticket loss. 4. keep it close, slow and smooth. 5. if possible, mumble with APC/friendly squad support. Hope this isnt to long and boring, and the result of the tactic: http://screenshot.xfire.com/screensh...e462459be0.png 3 caches destroyed and one of the deaths was a disconnect/reconnect. hope this helps! |
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#2 |
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Well done sir. This will make INS a ton easier for everyone
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#3 |
![]() Join Date: Aug 2009
Posts: 533
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Sounds good, but what does the squad do whe no caches have been discovered on minimap? dig in at a FB/ hit a high rooftop, or pull a recon in force?
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#4 |
![]() Join Date: Jan 2007
Location: norfolk
Posts: 8,075
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either really, as long as you dont enter the cities looking for trouble. go to an area of the map your team isnt and look for contacts, keep in the open and mobile.
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#5 |
![]() Join Date: Feb 2008
Location: Espoo
Posts: 74
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Gazz,
I totally agree with your methods. Specially the part of "GTFO" when objective has been taken out. Personally i don't understand players, that go on purpose middle of the city (sometimes even right next to a mosque spawn!) and just die there wasting tickets. |
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#6 | |
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Retired PR Developer
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Quote:
http://www.realitymod.com/forum/f112...ah-attack.html | |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. "You the people have the power to make life free and beautiful, to make this life a wonderful adventure." I'm AFK until further notice, have fun guys. |
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#7 |
![]() Join Date: Jul 2008
Location: Cerkno
Posts: 3,127
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Yeah this is the right thing, but everybody just runs out of main at the start "IMA GET 10 CACHES OMG!"
Wouldnt it be easier to wait and prepare (especially with mumble) for those 3 mintes until a cache is revealde, defend main until then... |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Orgies beat masturbation hands down. - Staker
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#8 |
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i would especially stress the "know where the cache is before you move in" part. if you know where it is it can probably be taken out by lots of long range fire, especially if apcs are in the picture.
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#9 |
![]() Join Date: Aug 2009
Posts: 533
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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.
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#10 |
![]() Join Date: Aug 2009
Location: Nottingham <3
Posts: 2,014
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I always find that on round start going for a little patrol works wonders, find an area the est of the team isn't going and patrol along it, if you're contacted then either deal with the contact quickly, or withdraw to a safe position.
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| Tags |
| blufor, insurgency, leading, squad |
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