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View Full Version : The Logistics Squad - BLUFOR


Viper_LW
2012-05-23, 21:33
I have personally tried this a few times, often with a very helpful player from the army of one of the many European countries. The Logistics Squad.

What you need:

Minimum:

Logistics Truck x1
Protective Vehicle x1 (e.g UK landrover, US humvee, possibly even a UK Panther)
Soldiers in Logistics Truck x2 (Officer and Rifleman)
Soldiers in Protective Vehicle x2 (Medic and Combat Engineer)

Maximum:

Logistics Truck x1
Protective Vehicle x2 (e.g UK landrover, US humvee, possibly even a UK Panther)
Soldiers in Logistics Truck x2 (Officer and Rifleman)
Soldiers in Protective Vehicles x2 (per vehicle) - Vehicle 1: Rifleman and Combat Engineer Vehicle 2: Rifleman Specialist and Medic

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Soldier Type Purposes:

Officer

The Officer serves the role of the radioman. The Officer will communicate with other squads, have emergency smoke, has a radio for reporting in contacts. It is needless to say that the Officer is a must-have.

Medic

The Medic is there in case of ambush or a crash. The medic can also exit the protective vehicle to give medical assistance at the location requesting supplies.

Combat Engineer

The Combat Engineer is needed to repair the important vehicles the squad is using whilst out of base. If the vehicles (the truck has the highest priority) are damaged, either by combat, reckless driving or a crash, the CE can repair the vehicle with the support of the disembarked Rifleman, Specialist and protective mounted gun.

Rifleman Specialist

The Specialist is there to deal with any civilians you may come across if on Insurgency or is there to be of any use the SQL likes. This soldier type slot is subject to change if the SQL wishes so. It is not terribly important.

Rifleman

The Rifleman, although the most basic soldier type, is still important. The Rifleman will provide cover for the other soldiers, protect the Officer and Logistics Truck if they come under attack and are split from the Protective Vehicle and finally provide extra ammunition for the squad.

IT IS SURPRISING HOW USEFUL A LOGISTICS SQUAD CAN BE ON ALL GAME MODES - THEREFORE IT WOULD BE NICE TO SEE MORE OF THESE FULLY FUNCTIONAL AND EFFICIENT

nicoX
2012-05-24, 06:17
All named squads that serve a purpose are useful.
Unfortunately you often stumble upon troll named and unnamed squads that do much or don't help the rest of the squads by showing their purpose on the field.

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L4gi
2012-05-24, 06:28
The maximum setup is just rediculous. You take away mobility from 2 other squads, and even with the minimum setup the manpower could be put into a fighting squad. Imo a logisquad only needs 2 guys. An officer to drive+place fobs etc+shovel and a guy with a shovel.

nicoX
2012-05-24, 06:51
The maximum setup is just rediculous. You take away mobility from 2 other squads, and even with the minimum setup the manpower could be put into a fighting squad. Imo a logisquad only needs 2 guys. An officer to drive+place fobs etc+shovel and a guy with a shovel.

I would rather call this Motorized infantry squad.
As in all squads you will need a medic and an officer and for this squad you will add minimum one more and maximum 5 man squad.
The purpose of this squad is not to act as a sim building simulator, everyone that is on the battlefield will need to act as a fighting force.
It doesn't just mean building fobs, but more or less building and defending them, assisting as a repair unit for broken down vehicles... re-ammo squads or set up defence for them as wires...

Doing this kind of work will sure get you in hot spots, being just two you will get over run and lose important assets as logi truck and fobs which leads to ticket loss.

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L4gi
2012-05-24, 07:04
The less people there are driving together, the easier it is to sneak through enemy positions.

Logisquad should only drop crates and then gtfo from there. It is too easy to take out a truck, the less it stays in one position the better. If you lose your teams trucks, youre screwed.

dtacs
2012-05-24, 07:10
L4gi is right. The less the number the less chance to be found out.
Hidden FOB's with less assets and attention (ie more vehicles) around them survive longer in almost every situation.

nicoX
2012-05-24, 07:34
You unload and either you hide the truck or returned it to base.
You set up assets if there is members that man them.
As a Motinf squad you will need to be more than two to defend fobs you see on the map enemy is starting to overrun.
If you don't want to lose all the assets there and don't want enemy to take that area.
Other inf squads will not priority this.

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L4gi
2012-05-24, 07:39
Why would you want to defend a fob that has been found by the enemy? That is like the biggest waste of time and tickets I can possibly think of.

dtacs
2012-05-24, 08:08
He's a trained Navy SEAL. I think he would know.

nicoX
2012-05-24, 08:12
I can come up with some reasons.

• You will have advantage engaging an enemy who will be unguard occupied destroying your assets
• Still have time saving important assets like mortars that take long time to set up. Or save plots
• Either stall or take out enemy from moving out looking for your other fobs or using this area to come closer your team
• Even if the fob area is known, you will have advantage defending it for feature enemy advancements

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L4gi
2012-05-24, 08:32
This discussion is just pointless...

Salvo
2012-05-24, 08:47
This discussion is FAR from pointless... Far from it.

L4gi: You seem to think that most things that people suggest is a rubbish idea, because you always think you know best... Wrong. What Viper has said is very, very helpful. I know, I served 4 years in the Royal Logistic Corps as a Driver. 2 tours of Afghan driving logistics trucks to built FOB's, and having protection vehicles is a must.

The same applies in PR. As it is a realism mod, the DEV team have aimed for a realistic setting no? Correct me if I'm wrong. Therefore, the 'maximum' requirement he has out in is a very good idea. For the very reason that in real life, the logistics truck is THE single most valuable asset. Without supplies, your fucked basically. Therefore, a protection detail is always helpful. Just because someone posts a suggestion, does't mean OD-S always have to post saying that it's a crap idea and they can do better.

If you can do better... Fine, all well and good. Just don't post. End of. There's no need to.

Dtacs: You really seem to be a real little kid. 'He's a Navy SEAL he must know' What a load of bullshit.
So does that mean people who make an Australian SAS clan are SAS? Are people who make a 75th Ranger Regiment clan a US Army Ranger? No... They have aspirations, and like to simulate those aspirations. Don't get involved, no need to. Just leave people to what they want to do. Again, same reason as I have given L4gi; this idea is a very good one, and one that is proven IRL as well as PR. Just because you haven't tried the idea, you think it's not viable? Maybe you have tried the idea... But probably tried COD/Rambo style and rammed the fuckers? LEave people to their idea's.

L4gi
2012-05-24, 09:28
Dont take this the wrong way, but real life and PR have very little to do with each other. PR is a game, where gameplay>realism. Most realistic tactics are absolutely useless in PR. I mean no disrespect to you, but having 6 guys covering a logitruck in PR is absolutely useless.

nicoX
2012-05-24, 10:11
It's not just about covering the supply truck. This squad is to maintain the supply and routes and make sure they are up and infantry squad to come familiar with this spots.
Having two guys running around and setting up fob after fob, we will end up with five fobs nobody will defend.
Not only lose 30+ tickets because of this but also not be able to defend the routes and trucks, and no way you can sneak around with a logi. So it's better to have two working fobs and defend them, and move out when your team advances and requires new fobs.

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dtacs
2012-05-24, 10:55
It'd be great if you could record yourself using this strategy. Taking 4 potential infantrymen off the field is completely illogical when 2 people could fulfill the exact same task, but I could be totally wrong. I personally have found that deploying with a car in tow is significantly more wasteful, risking more tickets than necessary. Two vehicles moving have more chance to be seen, and as fact has shown in PR counter ambushing is totally impossible due to the unrealistic nature of the game itself.

Out of curiosity Viper, how long have you been playing PR for?
Not only lose 30+ tickets
I don't think you're familiar with how ticket loss works. When a firebase is destroyed, no tickets are lost. When a flag is lost (read: totally capped by the opposing team) the team loses 30 tickets. Losing firebases, regardless of their location does not reduce tickets in any way at all.

Hypothetical: I build a FOB in the most southern compound next to the river on Kokan. There was only one entrance to the compound, and it hasn't been breached. The crate was dropped inside the building. You are proposing that it should be defended complete with assets, taking a much needed infantry squad from attacking caches, to defending. Doesn't it seem like a total waste when it can be only attacked from a very specific location if I didn't build the deployables?

L4gi
2012-05-24, 11:26
Also, it doesnt matter how many guys you have defending if the enemy gets close enough to the fob. Thsy dont even have to shoot anyone, just hide, to render the fob unspawnable.

Rudd
2012-05-24, 11:33
Dont take this the wrong way, but real life and PR have very little to do with each other. PR is a game, where gameplay>realism. Most realistic tactics are absolutely useless in PR. I mean no disrespect to you, but having 6 guys covering a logitruck in PR is absolutely useless.

depends on the map, though it works ALOT better on the 128 server, taking too many men from the frontline is bad in 64.

Victory and defeat can depend on the supply chain, on maps like Fools Road, if you can't get the supplies forward then you will start dying

Lots of supplies = you can spam bullets, grenades and rockets at the enemy.

Realistic tactics work, the problem is that people misinterpret what realistic tactics mean.

e.g. staying together doesn't mean clumping together.

Also, it doesnt matter how many guys you have defending if the enemy gets close enough to the fob. Thsy dont even have to shoot anyone, just hide, to render the fob unspawnable.


I fail to see the relevance?

Web_cole
2012-05-24, 15:51
FOBing is one of my favourite things to do in PR, and on certain maps I will take a logi truck and just build FoBs all round long, by myself. But I would never consider taking 4 or more guys for the job because its a huge waste of manpower on a 32 player team.

You should be aiming for as many boots on the ground as possible (Infantry), as it stands there are so many roles that take away from that (Transport, Mortars, Assets, Recce/Spec Ops) that having 4+ guys in a FoBing squad is excessive beyond belief.

The only exception would be on 128 players.

Viper_LW
2012-05-24, 16:09
I think many of you have seen the Logistics Squad I am talking about as an Engineer squad.

The purpose of this squad is to, granted as quick as possible, transport supplies to a FOB, mortars, squad requesting crates, a damaged vehicle etc.

At no point did I say the squad is designed to drive a logistics truck to a location, get out and build a FOB then continue. Preferably, no members of the squad should be leaving their vehicles precisely for the safety in getting in and out as quickly as possible to minimize ticket and personnel loss.

And to satisfy your curiosity, I have been playing PR for about 2 years. I fully understand all aspects of the game and this strategy is relevant to PR as well as real life.

I'd also like to thank Salvo for supporting the idea and also for serving in the Armed Forces. Well done and many thanks.
Also thanks to nicoliani.

Finally, a team (or army for that matter) can not consist of only infantry. Where would it get? It couldn't be transported anywhere, it would have no ammunition, no FOBs, in the case of an army - no morale due to a lack of personal letters and food. Infantry on its own is hopeless, therefore you need your Armour, Helicopters, Airforce, Logistics and the like.

Web_cole
2012-05-24, 16:53
Finally, a team (or army for that matter) can not consist of only infantry. Where would it get? It couldn't be transported anywhere, it would have no ammunition, no FOBs, in the case of an army - no morale due to a lack of personal letters and food. Infantry on its own is hopeless, therefore you need your Armour, Helicopters, Airforce, Logistics and the like.

I never suggested a team should have no specialised roles. I said a team that is 100%, or 70% or 50% specialist roles (heavily map dependant) is going to fail. Always remember you have 32 slots, and 32 slots is nothing. Therefore you should have the minumum amount of people filling any role that it needs to run optimally.

If you can get away with 2 guys on your mortars, do it. For most maps you probably don't need more than a single trans pilot in the air on average. If you want a FOB H/K squad, 2 guys probably is not enough of an increase in effectiveness to merit the extra man, go with 1.

Boots on the ground win you games, yes the Infantry needs it logistics and its armour support, and yes that 1 guy who took out all the enemies FoBs might just have won the game for you, but if you can't win the real fight where it matters all those specialist roles are not going to mean much.

That is why its crucial to not over commit and take guys away from your Infantry, and thats why I think this idea does not work on a 32 player team.

Salvo
2012-05-24, 18:26
This idea does work on a 64 slot map very easily. Because not only does the logistics squad deliver logistics to
Build FOB's with, it can, in a game environment, also be very crucial to supplying areas not accessible by air. It also stops one of your infantry guys taking a logi truck, just to take it there and possibly leave it there. This is also where the logistics squad comes in, and having the front an rear force protection will help when accessing forward operating bases on a map not accessible by air.

It also refuels mortars as well, possibly as a seperate squad, to keep the mortars active and leave the helos to more important tasks i.e. Casevac, medivac, troop transport etc.

Logistics squad also backs up as a rather nice ground troop transport for terrain not suitable for helo drops. Just swap out the logi for a trans truck. This idea is very much possible and incredibly helpful to a well structured and organised team.

Tim270
2012-05-24, 19:03
I am the same as Web, If I load into a server and see no fobs I will just grab a logi and built as many as a I can myself. Almost as much fun as fighting :p

nicoX
2012-05-24, 19:47
Royal Logistic Corps

http://www.army.mod.uk/images/central-panel/rlc-who_we_are-410.jpg

1pIP8HQ6VkU

the manpower could be put into a fighting squad...

Taking 4 potential infantrymen off the field is completely illogical when 2 people could fulfil the exact same task, but I could be totally wrong.A logi squad is still infantry. Just because a squad is taking flags directly doesn't mean it should be a number one priority in PR to be called infantry.
You can engage an enemy squad in the middle of the map and do effort and still be infantry.
And taking Royal Logistic Corps for an example they are an infantry squad.

The image says it all and the video shows what logi squads actually do on the battlefield besides keeping the rest of the army supplied.



Directly engaging enemies
Clearing mines
Handling mortars

And for the IRL realistic things about PR. It's what you make it. Playing as in real life this game will give you huge opportunities of delivering results.
Playing it like an arcade game, will only destroy the gameplay and for them that seek to get something out of it.


Just like in RL when you have units ("insurgents") that don't have any idea or tactic other than fire their AK-47 and RPG's from uneducated and untrained people, they will be no match for an Army with soldiers that are trained, under command and tactics.

Danger_6
2012-05-24, 19:48
At the beginning of the round I always build several fobs AWAY from the flags before I start fighting :)

Tim270
2012-05-25, 01:17
Danger is on the money for good fob placement. Muttrah is the prime example of why you should not put fobs right in the middle of flags, put them off the sides so the inf can feed in the enemy gets pulled off cap if he wants to go after them.

Salvo
2012-05-25, 08:28
As nicoliani has said, the logistics are a forward fighting force. When delivering supplies to places like FOB Edinburgh and the like, you came under more contact from ambushes and suicide cars than an infantry patrol did doing a foot patrol...

They often engage the Taliban and neutralise them as a 'mechanised infantry' of sorts. This is why force protection is there. For that very reason.

Now I'm not going to lie and say I don't run around placing FOB's at te beginning of the match, because I do. It's fun, yeah. But as soon as the match goes on, and all those lovely FOB's you built get either destroyed or overrun, how do you build FOB's in an enemy controlled environment? Simple.

1. Send infantry to clear an area big enough for a FOB. .50 cals are always helpful about now.
2. Secure a perimeter for the FOB location.
3. Send in the logistics for crates, with force protection in the form as Land Rovers/Humvees/G-Wagons etc.. They also help the infantry in securing a perimeter.
4. Logistics drop the crates, an bug out with force protection in formation.

It's been proven in both Iraq and Afghanistan that it works. What I said above is watered down for PR from my experience.

Raic
2012-05-25, 10:15
I agree with L4gi that you are taking too much fighting force with you for simple logistics. A good ambush team won't fight a losing battle anyway, so with big logi squad you have potential to lose more tickets with no gain. You don't hunt unknown enemy, big rule. You look for enemies when you know they are there, if this means you lose a truck, you lose a truck.
If I have more men on objective than the enemy, why would I even the battle before I know where those missing men are?

Logistics are not a fighting force in PR, they are to bring supplies and build. If they meet resistance they nope out of the area. As L4gi said, you don't build or place trust on fobs that the enemy knows where they are. Known fobs are a hindrance, they might go down anytime so you cannot place any trust into them, and they are a death trap with Mortals and ninja squads.

With all supportive jobs you go with minimal numbers, as each rifle not roaming, attacking, defending and doing the actual fighting is a significant handicap.

This comes from experiences with PR and tournaments, not much caring how you want to play it on pubs, but if you play as a whole team against another team and both teams only want to win no matter the how, you cut support, its not as important as kicking ass.

In PR there are no insurgents or untrained soldiers, only one team with little worse equipment than the other so pulling out ideas based on experiences/stories on Afghanistan are worthless. While I learned a lot in the military, its different thing than games.

nicoX
2012-05-25, 10:42
In PR there are no insurgents or untrained soldiers, only one team with little worse equipment than the other so pulling out ideas based on experiences/stories on Afghanistan are worthless. While I learned a lot in the military, its different thing than games.

In PR there are tons of players playing untactically. To the extent of ruing it for the team.
I've been around many rounds where one team have completely lost to do anything worth other than being ripped apart, and that from a highly organized opposition, that use tactics and communication. And this is players often in a clan.
So you have this one team that lacks a plan. So what if they have a two manned logi squad, when they don't know how to forward it. Why take two men and lock the squad to supply your other squads when the other don't gain from it.
In this case a 6 manned logi squad that is controlled by a dedicated officer would do much more providing logi and be able to withstand attacks.
Even so for the opposite team, even if they are better.

Nothing says known fobs are a bigger hindrance. Building new fobs takes time, takes men and takes energy to adapt to a new unknown area. And the risks are big to be heard, noticed and lose your truck, whenever you move out to set up a fob.
Salvo has some real life experience of how to move out with a logi squad, and that adaption is crystal clear to work in PR, even for a 32 player setup.

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nicoX
2012-05-25, 11:05
I have run six men logi squads and can say it works flawlessly.
While we have been setting up fobs, we have been defending them, in critical situations calling in CAS to tackle armor. Manning mortars to provide support to our infantry on the front line. Moving out with supplies and medical help to them when asked with protection on our way to them.

Can you do all this things with men then all the best.

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Web_cole
2012-05-25, 11:07
In this case a 6 manned logi squad that is controlled by a dedicated officer would do much more providing logi and be able to withstand attacks.

Ok, lets run some numbers.

Black Gold Alt

Assets for CHINA + RUS:

3 Trans Choppers
1 Trans truck
3 APCs WZ-551or BTR80a
3 light APCs VN-3 or BRDM
4 Logis
1 AAV
2 Attack Helo

Squad Layout:

CAS Squad:

4

APC Squad:

6

Trans:

1

Spec Ops/Spotter:

1

Mortars:

3

CO:

1

Infantry:

16

=32

Where are you going to get your 4/5/6 guys from? The Infantry? Well you just weakened your most important force by at least 25%. The CAS or the APC squads? Maybe you can leave most of your assets home on a 2km map, but I don't think you want to do that on a 4km. The mortars? Perhaps. How useful are mortars on a 4km map with flags like Black Gold has? The answer is more useful than a 4 man Logistics squad.

nicoX
2012-05-25, 11:42
I would take the mortar squad out and use the logi squad for that task.
This way you always save one extra officer. And you as logi officer can handle this extra task easily.
When you don't need mortar support those guys can assist on other tasks.
You just have to think that the mortar squad is a part of the logistic.

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Raic
2012-05-25, 12:54
In this case a 6 manned logi squad that is controlled by a dedicated officer would do much more providing logi and be able to withstand attacks.
Even so for the opposite team, even if they are better.

Nothing says known fobs are a bigger hindrance. Building new fobs takes time, takes men and takes energy to adapt to a new unknown area. And the risks are big to be heard, noticed and lose your truck, whenever you move out to set up a fob.
Salvo has some real life experience of how to move out with a logi squad, and that adaption is crystal clear to work in PR, even for a 32 player setup.

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Like I said, I look at these from perspective of competitive play, not public where teams are what they are, but two highly organized and skilled teams. Large logistic squad may have power to withstand attacks, it simply never going to be attacked like that. Its waste of resources from the opposing team to do so. Logistic is also not meant to clear sectors, it goes to area cleared by other forces, any other way is dangerous and only done if Commander sees necessary.

It gets ambushed by small tactical force, even by single man, which will simply destroy the truck and then leaves. You may ask any old NATO champ how annoying it is when there is a single unseen man blowing your trucks, but never showing himself.

I have run six men logi squads and can say it works flawlessly.
While we have been setting up fobs, we have been defending them, in critical situations calling in CAS to tackle armor. Manning mortars to provide support to our infantry on the front line. Moving out with supplies and medical help to them when asked with protection on our way to them.

Can you do all this things with men then all the best.

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Never said it doesn't work, placing 20 guys to logistic works as well as 6 men, it simply strains the front and takes men off from more important jobs. Not talking about mortars here either, they are their own thing and not part of logistics. If logistics are in position/have time to call in CAS, something has gone very wrong for one of the teams.

You are talking about some sort of squad which does everything from logistics to fast reaction and that sort of thing is horrible to have.

Its great for public play where you cannot trust your team to report, clear or guard their area or rear, simply has no place in proper matches, imo.
And like any proper squad, they each have an dedicated Officer, ofc.

Salvo
2012-05-25, 12:57
1. Don't need spotter/sniper. Use a squad marskman.
2. Logistics can do mortars also. Don't need a specific mortar squad if you don't have a specific logi squad.
4. Don't need 2 birds in the air for CAS. Have one and one in reserve, if both go down by a well placed AA shot. Your fucked for 20 mins without CAS.

nicoX
2012-05-25, 14:41
In NATO and most other western countries, motorised infantry is infantry which is transported by trucks or other motor vehicles. It is distinguished from mechanized infantry, which is carried in armoured personnel carriers, infantry combat vehicles, or infantry fighting vehicles.

Motorising infantry is the first stage towards the mechanisation of an army. Civilian trucks are readily adaptable to military uses of transporting soldiers, towing guns, and carrying equipment and supplies. This greatly increases the strategic mobility of infantry units, which would otherwise rely on marches or railroads. In practice, armies have found it advantageous to develop trucks to military specifications, such as all-wheel drive, in order to have vehicles that function reliably in extremes of weather and terrain.

Motorisation provides no direct tactical advantage in small unit combat, because trucks and jeeps are vulnerable to artillery and small arms fire. However in larger battles motorized infantry have a crucial edge in mobility, allowing them to move to critical sectors of the battlefield faster, allowing better response to enemy movements, as well as the ability to outmaneuver the enemy.

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ryan d ale
2012-05-25, 20:09
I often lead logistics squad.

3 man compromise layout:

1x logi truck
1x officer
1x rifleman
1x combat engi (spawns on fob)

1x spare infantry for another squad to use :)

Medic kit can be taken from crate if needed, combat engi lays some mines and rifleman covers whilst officer goes back to base to re-arm for next mission.

Raic
2012-05-25, 21:03
In NATO and most other western countries, motorised infantry is infantry which is transported by trucks or other motor vehicles. It is distinguished from mechanized infantry, which is carried in armoured personnel carriers, infantry combat vehicles, or infantry fighting vehicles.

Motorising infantry is the first stage towards the mechanisation of an army. Civilian trucks are readily adaptable to military uses of transporting soldiers, towing guns, and carrying equipment and supplies. This greatly increases the strategic mobility of infantry units, which would otherwise rely on marches or railroads. In practice, armies have found it advantageous to develop trucks to military specifications, such as all-wheel drive, in order to have vehicles that function reliably in extremes of weather and terrain.

Motorisation provides no direct tactical advantage in small unit combat, because trucks and jeeps are vulnerable to artillery and small arms fire. However in larger battles motorized infantry have a crucial edge in mobility, allowing them to move to critical sectors of the battlefield faster, allowing better response to enemy movements, as well as the ability to outmaneuver the enemy.

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Armies in real live do not place men into trucks or armored carriers if they know there is a contact mile away as people die in them. Again, real-life has nothing to do with PR as any fool who would sit inside an vehicle at the distances PR has would be dead man.

And what you talk about would not be a logistic squad anymore and serves completely different position.

It is a good idea to place a truck into inf or mot-inf squad, but you should not remove rest of the squad from the battle if truck moves to ream or supply.

Salvo
2012-05-26, 09:53
Armies in real live do not place men into trucks or armored carriers if they know there is a contact mile away as people die in them. Again, real-life has nothing to do with PR as any fool who would sit inside an vehicle at the distances PR has would be dead man.

And what you talk about would not be a logistic squad anymore and serves completely different position.

It is a good idea to place a truck into inf or mot-inf squad, but you should not remove rest of the squad from the battle if truck moves to ream or supply.

Actually... Yes they do. Because the APC's and IFV's are more than capable of taking that type of fire.
Logistics trucks will often go through a choke point because they have no other alternative. And they do come under contact, often.

I remember well when we where on a Combat Logistical Patrol at night travelling from Camp Bastion to Sangin. We where tasked with dropping off supplies o a newly formed Patrol Base as it was too dangerous for a helicopter landing. During the patrol, we actually had to cross a bridge that was just wide enough, with just a 1/2 inch clearance either side.

One of the trucks took an RPG to the front of the truck at the engine compartment. Completely tore the front end out, and removed both wheels.
Because of the design of the truck, and the explosive defences at the windscreen, both the driver and gunner weren't hurt. However, because we had top cover from the GPMG's mounted on the trucks (I know it's not available in PR) and then Land Rovers, we were able to recover the truck and tow it the rest of the way.

Raic
2012-05-28, 17:06
Actually... Yes they do. Because the APC's and IFV's are more than capable of taking that type of fire.
Logistics trucks will often go through a choke point because they have no other alternative. And they do come under contact, often.

I remember well when we where on a Combat Logistical Patrol at night travelling from Camp Bastion to Sangin. We where tasked with dropping off supplies o a newly formed Patrol Base as it was too dangerous for a helicopter landing. During the patrol, we actually had to cross a bridge that was just wide enough, with just a 1/2 inch clearance either side.

One of the trucks took an RPG to the front of the truck at the engine compartment. Completely tore the front end out, and removed both wheels.
Because of the design of the truck, and the explosive defences at the windscreen, both the driver and gunner weren't hurt. However, because we had top cover from the GPMG's mounted on the trucks (I know it's not available in PR) and then Land Rovers, we were able to recover the truck and tow it the rest of the way.

What type of fire? Grenades and small arms, yes. PR has two actual armies, not group of minutemen with rifles, fighting each other with a little different equipment.
Also you seem to talk of logistics, I am talking about fighting a war against an enemy with same amount of iron behind his ass.

Unless you have good support from air or other indirect elements, I doubt you want to make anysort of attacks against enemy with proper AT weaponry while inside vehicles.

Vehicles offer speed, but they also reduce you to one big target and you are very dead, if someone sets his eyes on you on modern battlefield.

Salvo
2012-05-28, 18:48
What type of fire? Grenades and small arms, yes.

No. RPG's. Please, re-read the text next time. I was also referring towards the insurgents and Taliban. Not some god forsaken country with the same firepower. Against them, yes. Pretty useless.

Also, have you ever served your country? At all? Just out of curiosity?

Raic
2012-05-28, 21:46
No. RPG's. Please, re-read the text next time. I was also referring towards the insurgents and Taliban. Not some god forsaken country with the same firepower. Against them, yes. Pretty useless.

Also, have you ever served your country? At all? Just out of curiosity?

It may be little crude to call RPG a grenade, but it gets it name from there.
I have served my time in the Finnish army.

Salvo
2012-05-29, 20:29
I know. But hey ho. It is what it is.

Murphy
2012-05-30, 03:27
PR =/= Real life. It's a game and the devs have made a lot of concessions to make it enjoyable. Taking real life tactics/strategies and applying them to PR will rarely, if ever, work unless they are the simplest of concepts (suppressing fire rarely even works). You are wasting time, and time is money especially when the enemy is baring down on your position. Numbers win fights and by taking players away from the front lines you are hindering your entire team. Those times you had 6 men digging fobs could have been 2 guys building and 4 guys off helping the offensive/defense. One smart player can turn the tide with well placed fobs, I have seen it done a number of times on a number of maps.

If you get into a fire fight at your fob location the enemy will make sure that fire base is taken care of ASAP. They will pour their resources into ensuring your work was for none, especially on insurgency maps. If you built a fob and the enemy knows where it is you can be damn sure mortars and cas will be there to mop up in short time. If no fire support is available one patient ninja can deal with it (my personal favorite role in-game).

The OP is too caught up in real warfare and does not play to the strengths/weaknesses of the BF2 engine, sure you may have found success against a bunch of randoms on pubs but against a competent team things won't go so well.

Fall
2012-05-30, 03:57
4. Don't need 2 birds in the air for CAS. Have one and one in reserve, if both go down by a well placed AA shot. Your fucked for 20 mins without CAS.

Are you talking Insurgency 2 Kiowas or AAS 2 apaches

nicoX
2012-05-30, 09:03
You can still have two men of a logi squad digging a fob and the other four helping out in the front line.
It's all about the quality of the leading officer, how he can distribute his squad to work the most efficient.
So will it matter then if the squad is locked to two or six? If you read the OP's post there will be situations when the logi squad need to be more than two and situations when you don't need an extra infantry squad on the attack due to the enemies inefficiency at that time.

But it takes skills to be a leading officer in this game, and many want to do it as easy as they can for themselves without needing to use their potential creativity.

Viper_LW
2012-05-30, 18:46
Once again.. The aim is not to build FOBs. The aim is to transport repairs and crates and then get out of there, without getting out the vehicles.

L4gi
2012-05-31, 07:36
You dont need a 6 man squad to drop 2 crates and drive away.

Viper_LW
2012-05-31, 18:33
As I explained, you need protection if you do not want to lose your assets. If the squad is efficient it won't lose a single person or asset.

dtacs
2012-06-01, 08:10
Protect what assets? A logi is worth 2 tickets, takes 5 minutes to respawn, and are almost always in plentiful supply. Losing them is nothing, you lose more tickets and manpower in voluntary team kills at the main.

You think of dropping crates as some grand affair requiring planning an carful execution when in reality its a very simplistic process. The OP, Salvo and others over complicate something that can be done by 2 people at most.

Salvo
2012-06-01, 08:45
Protect what assets? A logi is worth 2 tickets, takes 5 minutes to respawn, and are almost always in plentiful supply. Losing them is nothing, you lose more tickets and manpower in voluntary team kills at the main.

You think of dropping crates as some grand affair requiring planning an carful execution when in reality its a very simplistic process. The OP, Salvo and others over complicate something that can be done by 2 people at most.

Because you play too much COD obviously. Do you actually listen to people's logistic requests, or do you just fuck around with a logi doing whatever is needed for YOUR squad with the logi? Hmm... Guessed as much.

No, logistic trucks are NOT in plentiful supply because idiots like you go and blow them up by childish feats trying to run around 1 manning a important asset building FOB's in the middle of nowhere that have no importance in anything at all. (YEs, I do class it as an important asset)

Really.. Try re-thinking what you just posted dtacs, because honestly. If that's the case, I don't care how long you've been playing PR, you honestly can't play the game.

Danger_6
2012-06-01, 09:59
I've been following this topic for a while. I have noted both the positives and negatives for either argument. I will reserve my overall judgement and I would also like to remind all of you to keep things civil.

Murphy
2012-06-03, 19:21
Salvo, I don't know your ingame name but you obviously haven't grasped the concept of logistics properly. You go on as if you know what you're talking about but anyone with any sense can see you are wasting numbers on something that requires very few people.

You are wrong by stealing soldiers from squads that are actually doing something to help the team and as such when you run logistics you are hurting your team more then helping. 1 guy can keep the team supplied, and fobs built all by himself. 2 people would make sense but anymore is just tying up the most valuable resource FIREPOWER, I shudder to think the manpower you cost your team by having 4 guys stand around while 2 dig. This is not CoD but again this isn't a game with unlimited numbers and you should do everyone a great service and never run logistics with more then 2 maybe 3 players in the squad.

Trans chopper guys do the job with 1 player and they will be better at it then anyone driving a logi truch, so stick to inf and leave logi to people with the sense to do it properly.