Now that I've gotten the feel of the whole game down and am always thinking up silly nifty tactics shit, here are a set of generic, but specalized squad assemblies and related tactics to their squad. Stuff we should try to use when we get together...
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(Asterisk* indicates desired Squad Leader)
Dual Armor Squad - Engineer (2), Medic (1), Support* (1), Anti-Tank (1), Assault (1).
This squad will be split into two vehicles and stay immediately close to each other, preferable setup is a single engineer driving a tank with the rest of the squad behind in an APC. The other engineer drives the APC and the rest of the squad uses the gun ports in the back, in order to keep both maintained.
The APC will guard the rear of the tank as they progress to stop any Special Ops from running up to them and to defend against other rear attacks. Besides being rear gunners, the infantry team will be properly setup to support each other if they need to leave their vehicle.
The Assault and AT can also move outside, staying in proximity of the vehicle while having the support and medic inside to aid them with automatic supply abilities.
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Mortar Team - Assault (3), Support* (2), Medic (1)
Simple setup, the three assault units will cause massive area damage at a distance with excessive grenade fire, as if some kind of mini-artillery, or more accurately, mortar fire. The volume of grenades is even very effective against tanks, and is a grand tactic for clearing enemies around a flag.
Two support units are necessary to keep up to speed with the amount of grenades launched, and one medic to heal anybody hit during the barrage. Both support do not contribute to firing at all, but keep to the teamwork aspect of their abilities, so gunfire will not reveal their location.
Nobody has the right to whine when the nade isn't fired at point-blank range.
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Tactical Insertion - SpecOps (2), Sniper (1), Support* (2), Medic (1)
When against lots of enemy units in dire situations (heavy defense on last enemy base), a team of Special Ops, along with a medic and support move into enemy territory. The SpecOps will take point and exchange most of the fire, falling back when necessary to the medic and support.
The squad leader and a sniper stay in close proximity to wait for reinforcements (Squad spawn) and give cover fire when available.
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Maverick & Iceman - Engineer* (2), Support (2), SpecOps (1)
An engineer and support get into each F-15 or whichever two seater planes there are. One F-15 will go over enemy territory, and be in over his head against enemy planes and AA emplacements. The other F-15 pilot will have an emotional fit and hesitate until he can let go of his past demons and make it to the scene just in time to save the first pilot.
Then the pilots would fly by the airbase, making the SpecOps spill his coffee.
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"How Do I Shot Gun?" - Sniper (1-6), SpecOps (1-6)
Get a varying number of snipers and Special Ops units, put them in vital vehicles, and put those vital vehicles where they have no use.
Planes and helicopters will be used continuously by the same soldier to make cool explosion patterns in the side of a cliff, and Anti-Air vehicles will become anti-infantry vehicles. If the vehicle being used is quite speedy, it will then be used as a tool of terror, armed to the bumper with explosive plastique.
If there is a tall structure with only one way to get up there, claymores will be used to block off the roof of that structure so that the snipers can see without being snuck up on by anybody if those Duck Hunt skills from long ago are still intact. The dog laughs at them a lot.
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RISE FROM YOUR GRAVE - Medic (6)
No man left behind! Unless one gets blown up or drowns! Then its nobody else left behind! Even if that guy's legs are pinned under some tank treads, treads belonging to an occupied enemy tank, he's always good to go!
The power of GOD flows through your... battery pack and into your defribrilator paddles... which are in your hands! The power of life is startling in the eyes of your peers and threatening in the minds of your opposition! Move onward and spread knowledge of this evangelical power that you yourself (and fifty-thousand other guys) posess!
BF2 Squad Tactics
RE: BF2 Squad Tactics
As always, good stuff.
RE: BF2 Squad Tactics
Great info.....
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midnightservice
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RE: BF2 Squad Tactics
i really like the part about flying in the rocks and cliffs i can do that without thinking about it
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- Undead_Mercenary
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Ideally, the first squad you mentioned would probably work the best. Enough repair, supply and healing capabilities, along with enough fire power to take down almost anything that comes at us. Replace the 2 engineers with another supply and anti-tank and you have a perfect ground attack squad, capable of taking out both infantry and vehicules.

These squads aren't about "best" working overall, but special situations which are generic enough to fit many other activities.
The Mortar Team would be most adaptable to all situations, three nade launchers does the role an Anti-Tank is set to do, and the whole team itself would then fill every infantry-specific role out there, but would only be able to use vehicles as a taxi without an engineer.
But the Dual Armor is intended to be an opressive vehicular force, the engineers being the backbone of the squad, none of the team ever having to get out of their vehicles unless enemy troops are unable to be reached with the vehicles. And if they ever do bail and find another vehicle, they keep the best of both worlds (infantry and armor). Without the engineers, they are really just a ragtag group.
And as for Tactical Insertion, the SpecOps' role can be equally, if not better, filled by two Assault.
The Mortar Team would be most adaptable to all situations, three nade launchers does the role an Anti-Tank is set to do, and the whole team itself would then fill every infantry-specific role out there, but would only be able to use vehicles as a taxi without an engineer.
But the Dual Armor is intended to be an opressive vehicular force, the engineers being the backbone of the squad, none of the team ever having to get out of their vehicles unless enemy troops are unable to be reached with the vehicles. And if they ever do bail and find another vehicle, they keep the best of both worlds (infantry and armor). Without the engineers, they are really just a ragtag group.
And as for Tactical Insertion, the SpecOps' role can be equally, if not better, filled by two Assault.

Açieeed! style by