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Leovarian L Lavitz
Tritan-Industries Legacy Rising
278
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Posted - 2012.12.05 04:37:00 -
[1] - Quote
four squads, specialized
squad 1, Anti-vehicle, 4x forgegunners, each one driving a LAV (so, 4x lavs, giving a troop combined troop lift of two squads) Squad 2, Assault, 4x AR assault suits (standard shield fit) for capturing objectives, get troop lifted to objectives by squad one Squad 3, Support, 4x flux-mass driver assault suits (Standard shield fit), hang back and support squad 2, gets lifted to objective by squad 1 squad 4, variable; probably an additionl assault AR squad, or sniper squad to provide cover to the other two squads or spotting, can be logis, tank, etc.
Or something like that
If suitable targets appear for squad one, they then swap to their av role by hopping out of their lav and then train 4x forgeguns on the threat, batting it fairly quickly, imo, with squad 3 or squad 4 acting as support. Generally, squad 1 will zip around the battlefield making a nuisance of themselves but not staying anywhere too long.
Squad 2 caps objectives, defends objectives, and is the front line fighting unit. Squad 3 supports squad 2 with suppression fire, uplinks, and auxiliary nanohives (should the frontline run out) Squad 4 does whatever squad 4 does. |
HowDidThatTaste
Imperfects Negative-Feedback
2242
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Posted - 2012.12.05 04:43:00 -
[2] - Quote
Just send in 10 heavies 2 logies and 4 assault and see what happens |
Leovarian L Lavitz
Tritan-Industries Legacy Rising
278
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Posted - 2012.12.05 04:52:00 -
[3] - Quote
HowDidThatTaste wrote:Just send in 10 heavies 2 logies and 4 assault and see what happens Huh? Hmm, I'll take that into consideration (my strategy was 12 assault, 4 heavies)
Would yours be two four man heavy squads, then a heavy, 2 man logi squad for support, and assaults for capping objectives? Have to spend some time considering it.
EDIT: Two heavy squads for defending objectives, two heavies for AV (forgeguns) two logis to provide ammo/support, and assaults for capping? |
Free Beers
Internal Error. Negative-Feedback
1032
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Posted - 2012.12.05 04:59:00 -
[4] - Quote
The battle should dictate you squad configuration. Stuff like terrain/map size/sockets/opponent/individual skill to start with. Never underestimate the positive or negative of individuals skill and what i can do to a battle. |
HowDidThatTaste
Imperfects Negative-Feedback
2242
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Posted - 2012.12.05 04:59:00 -
[5] - Quote
It was more like 10 heavies to do all the work 2 logies stand around and rep and feed the beasts. And the 4 assault guys are there to watch and learn how its really done, and complain to each other how bad the lag is. |
Free Beers
Internal Error. Negative-Feedback
1032
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Posted - 2012.12.05 05:09:00 -
[6] - Quote
HowDidThatTaste wrote:It was more like 10 heavies to do all the work 2 logies stand around and rep and feed the beasts. And the 4 assault guys are there to watch and learn how its really done, and complain to each other how bad the lag is.
what about the lag? Besides it **** of course |
Baracka Flocka Flame
SyNergy Gaming
334
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Posted - 2012.12.05 05:18:00 -
[7] - Quote
15 Proto LR, 1 Proto Rail Tank for AV.
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Leovarian L Lavitz
Tritan-Industries Legacy Rising
278
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Posted - 2012.12.05 05:40:00 -
[8] - Quote
Baracka Flocka Flame wrote:15 Proto LR, 1 Proto Rail Tank for AV.
You could do that, also running smg and flux grenades (Since everyone, his mom, and his dog is running shield tanks) |
Garrett Blacknova
Codex Troopers
1849
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Posted - 2012.12.05 07:37:00 -
[9] - Quote
2 Snipers. Suit type doesn't matter. 2 profile-dampened Scouts. First spawn for each is a Dragonfly or Skinweave/Militia fitting with SMG/Pistol and a Drop Uplink. Afterwards, they can bring ARs or Shotguns at their discretion. The Uplink fittings can be swapped into again at any point where they're needed.
Each of the above should also be the Squad Leaders. Defend orders should be set on another member of the squad at all times, and squad actions should be controlled through voice chat.
Each now-3-man squad can operate from a vehicle. 1 HAV, 1 Dropship, 2 LAVs. Either the Dropship or HAV can be dropped from the team, any single non-HAV vehicle can be swapped out for a second HAV, and any vehicle(s) can be left behind if they aren't needed. The Dropship - if there is one - can drop the Snipers and the Uplink Scouts in appropriate positions before shifting to a combat/support role.
One LAV squad will be 2 Heavies (either 2 Forge Guns or 1 Forge and 1 HMG) and a Logistics Dropsuit. The Logi will need a Nanohive, and will need either Repair Tool or Nano Injector - they can bring both, but it isn't necessary. This squad is heavy support and the team's primary AV. At least 2 squad members should bring AV or Flux Grenades - preferably one of each.
The other 3 squads will have Assault/Logi/Scout fittings with at least 1 AR. The other two players can bring any non-Sniper Rifle weapon combination to either specialise the squad into a particular role or diversify and cover all the bases. 1 AR and a couple of Swarm Launchers (or 1 AR, 1 LR and 1 Swarm) can turn the squad into a full-on AV squad. A couple of Shotguns or a Shotgun/Mass Driver combo will make for a CQC-heavy squad. Dual Mass Drivers can fill the CQC role or provide indirect fire. Laser Rifles provide long-range anti-everything support, and any other combination of weapons allows the squad to fill multiple roles on the battlefield.
The non-Heavy squads can bring a maximum of 3 Heavy suits between them. These can be split among the squads in any pattern, including the possibility of creating a second Heavy squad. |
Tzaar Bomba
Doomheim
174
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Posted - 2012.12.05 08:55:00 -
[10] - Quote
My gawd people really?
Scout team: 2 basic snipers, 1 logi dampened and a runner to draw fire away from the snipers.
Assasult: dropship with a mobile CRU and or LAV all assault suits with a mix of nanite injectors, remote repairs, nanohives, and remote explosives.
Anti vehicle: only 2 forge gunners obviously then two logi for supportin fire against adversaries that draw in close. Also to replenish and repair.
Heavy attack: HAV Rail, LAV blaster, 2 logi with repairs. Done.
Think about the world of possiblities that has just opened up. |
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Axl Steiner
Imperfects Negative-Feedback
11
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Posted - 2012.12.05 09:00:00 -
[11] - Quote
HowDidThatTaste wrote:Just send in 10 heavies 2 logies and 4 assault and see what happens
Actually, this would (with the proper players, of course) win 95% of all corp. matches.
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Sake Monster
Tritan-Industries Legacy Rising
353
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Posted - 2012.12.05 12:18:00 -
[12] - Quote
HowDidThatTaste wrote:Just send in 10 heavies 2 logies and 4 assault and see what happens We could do that easy. We are chalked full of fatties at Tritan. |
Overlord Ulath
Doomheim
85
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Posted - 2012.12.05 12:43:00 -
[13] - Quote
16 Player Fight:
2 shotgun scouts with droplinks, after droplinks are out and secure cap objectives until first death or oppertunity to change fits. Switch up to assault mass driver with nanohives.
4 heavys with HMGs, switch to forge guns as needed. Heavies pair up 2 and 2, driving LAVs to areas of the map that need support
6 assaults, 4 with AR and injectors, 2 with laser rifles andhives
4 logis, 2 AR, hive, injector, repair tool; 1 mass driver, hive, injector, remote explosives; 1 laser rifle, injector, proximity mines, droplink. |
ertert1
Seituoda Taskforce Command Caldari State
48
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Posted - 2012.12.05 13:38:00 -
[14] - Quote
HowDidThatTaste wrote:Just send in 10 heavies 2 logies and 4 assault and see what happens
sounds about right!
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Moochie Cricket
SyNergy Gaming
143
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Posted - 2012.12.05 13:52:00 -
[15] - Quote
While its a nice idea to have a preliminary strategy, a good battle leader would not restrict himself to specifically defining the role of each squad. The best strategy is to field a wide array of infantry and then adapting to the needs of the battlefield. For this type of flexibility you would need competent squad leaders, capable of taking a broad order (capture C, take out tank by supply depot, defend B, etc) and maximizing the talent and loadouts of the players in his squad to achieve the objective. |
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