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Old 12-24-2009, 07:00 PM   #1
Cassius

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Default Winning against insurgents.

Winning against insurgents requires a different approach than winning in an conventional war. Once a cache location is revlealed the total number of killed insurgents is irrelevant. What counts is downing sufficient insurgents in a timespan short enough to create a window of opportunity, to get closer to the objective.

A single squad can have a hard time to take out enough insurgents to create a window of opportunity. If an infantery squad tries to engage 3 insurgent squads it risks to be pinned down and overwhelmed, because the rate of loss on the insurgents side is not so high that it cant be replenished from nearby fobs. Therefore a focused CONTEMPORARY engagement by multiple squads is needed to increase the rate of loss on the insurgent side to a degree that a window of opportunity is created, to maneuver take out F.O.B. s and finally the cache.

Armor and lightly armored attack vehicles should be located behind friendly infantery units and surpress the enemy from a distance. Only when friendly infantery is in a close in firefight friendly armor should move up and only if it is not possible to support the BluFor from the current position. Moving torwards an enemy engaged in close in firefights reduces the probability to find him prepared and equipped to ambush armored targets, but does not exclude the possibility.

1. Deployment
When no cache marker is avaible a sizeable force at least 3 squads should seek out contact with the enemy, backed up by armor of some kind, even an humvee. A team this large gives the medics enough breathing room to revive and heal.

If a marker does pop up a single squad rushing it could take it down if the enemy is not prepared, however rushing on top of a cache with an humvee that is likely to be met by 15 insurgents is (un)healthy optimism that will get the humvee and squad killed.

2. Setting up


The first step to set up is locating an assembling area and an area for a FOB. The 2 can be in the same location. The fob is important on AAS maps, on insurgency maps it is vital. It gives soldiers joining the battle the opportunity to enage in a situation where damage inflicted upon the enemy can be exploited. If the redeployment takes so long, that the insurgency has sufficient time to fully replenish its forces, no progress can be made.

After one or 2 Fobs have been built, all squads that want to attack or surpress should assemble at the assembly area and move in toegether. If you are the first squad that arrived wait for the rest of the team to join you and defend the assembly area.



3. Area control. Before the cache can be searched the Area needs to be controlled to a certain degree. That might require seizing nearby objectives that give the team an tactical advantage, such as seizing the high ground, or controlling the streets in a city. Strategic objectives seized by friendly forces give the team an advantage.



Control of the highground needs to be denied from the enemy so he does not shoot down on Blueforce Squads. The Blueforce controlling the high ground can effectively engage or surpress enemy soldiers at the cache location, enemy soldiers approaching the compound and enemy soldiers attempting to climb one of the other hilltops.

Insurgency in an urban area.

In a city it is important to control a number of streets in the target area to avoide being outmaneuvered by the insurgents and attacked in the rear. Armored units can put fire down the road to further surpress the enemy. If the squad faces fire it should enter a building or a similiar location and engage the insurgents from there untill it is safe to move further again. The team should push past the cache marker, to drive the insurgents out of the area and take out the enemy FOB if possible, unless the cache is found and destroyed beforehand at which point the team retreats.

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Last edited by Cassius; 10-21-2010 at 08:44 PM..
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Old 12-24-2009, 07:13 PM   #2
myles

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Default Re: Winning against insurgents.

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Originally Posted by Cassius View Post
With the rally points removed taking out all 10 caches on insurgency has become hard for the blue force and I mean hard like a blind lesbians nipples in a fish store hard.

Lol o ye btw really nice tactics the diagrams really helped.

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Last edited by [R-DEV]Sniperdog; 10-22-2010 at 07:33 PM..
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Old 12-30-2009, 11:52 AM   #3
1GeKKo3
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Default Re: Winning against insurgents.

The Blufor team must make sure that at least one squad defends their FBs. With the insurgents ability to spawn in random locations and wander around all over the map, it doesn't take long for FB to be found and destroyed. I'm not saying that the squad needs to defend it all round, but when a FB is put down 2-300m from the next cache, the FB needs to be defended until that cache goers down and then build the next FB in proximity to the next cache.

Insurgent generally get the upper hand because they can spawn their whole team on every spawn, while the Blufor team use to rely on RPs rather than FB which do allow the whole team to spawn, but with no one defending it it doesn't take long for the insurgents to over run it.

Observation is a key to taking down a cache. Someone, SL or Sniper, sitting far away, generally up high with their binocs out can trace the insurgents paths to locate Dog Boxes or cache spawns. If this information is relayed effectively to other squads then a squad can flank the DB first and then with a big enough push just to remove the spawn of insurgents off the cache means that once you clean up the insurgents in the area the cache should be easy to destroy before the insurgents have enough time to regroup or build another DB. Usually at this point the insurgents will give up on that cache if they can't spawn near by and go to the next cache.
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Old 03-03-2010, 01:10 PM   #4
lucky.BOY
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Default Re: Winning against insurgents.

Really nice guide, thanks for some advice
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Old 10-21-2010, 11:33 PM   #5
Target_Practice_117
Default Re: Winning against insurgents.

Quote:
Originally Posted by 1GeKKo3 View Post
The Blufor team must make sure that at least one squad defends their FBs. With the insurgents ability to spawn in random locations and wander around all over the map, it doesn't take long for FB to be found and destroyed. I'm not saying that the squad needs to defend it all round, but when a FB is put down 2-300m from the next cache, the FB needs to be defended until that cache goers down and then build the next FB in proximity to the next cache.
^This.

Time and time again on many popular servers, a squad will build a fob + tow and everyother asset they can only to abandon it 5 minutes later and move on to capping a flag.

Considering blufor only gets 2 tows, it's absolutley vital that these be available to the front line. if you lose them up the front you can build them again easy... there is nothing worse than having to cross half a map to destroy your own teams TOW just so you can place it somewhere usefull because they didn't!

Gekko the only thing I would add to that is that in .95 new unknown caches now spawn far apart... so the new fob just built is going to be miles away. I prefer to pre plan fobs for total map access when needed.
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Old 10-22-2010, 12:08 PM   #6
boilerrat

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Default Re: Winning against insurgents.

Nice guide and all, but this kind of coordination will never happen unless it was prearranged or the planets line up for you.


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Old 10-22-2010, 01:19 PM   #7
Pronck
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Default Re: Winning against insurgents.

Nice, actualy very nice, but I do not agree with the effect to enter a building in an Urban Area. Even if you have multiple squads engaging the enemy, sitting still in a building will make you a target for area/mortar attacks/strikes. And the chance to get overrun by the enemy gets multiplied by the time you and your squad sitting still.
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Old 10-22-2010, 07:03 PM   #8
Cassius

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Default Re: Winning against insurgents.

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Originally Posted by ghost-recon View Post
Nice, actualy very nice, but I do not agree with the effect to enter a building in an Urban Area. Even if you have multiple squads engaging the enemy, sitting still in a building will make you a target for area/mortar attacks/strikes. And the chance to get overrun by the enemy gets multiplied by the time you and your squad sitting still.
Well the idea is to stay only in the building untill you have shot people coming at you and then move on.

|TG|cap_Kilgore

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Old 10-22-2010, 07:23 PM   #9
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Default Re: Winning against insurgents.

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Originally Posted by boilerrat View Post
Nice guide and all, but this kind of coordination will never happen unless it was prearranged or the planets line up for you.
With that kind of thinking, It NEVER will.

In order to attempt this, people just need some direction provided from a commander.

Only problem is that hardly anyone takes command....

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Old 10-22-2010, 07:40 PM   #10
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Default Re: Winning against insurgents.

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Originally Posted by boilerrat View Post
Nice guide and all, but this kind of coordination will never happen unless it was prearranged or the planets line up for you.
Not true, I see this kind of team coordination once in a while. It requires a confident CO and very competent squad leaders, no question about it.

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