Jump to content
Spartans Home

Whiskey

8-Apella
  • Posts

    27
  • Joined

  • Last visited

Everything posted by Whiskey

  1. That is a pretty good write up. I have a few points that could be considered. One is the ?expand and contract? principle. When crossing an open area, the distance between each Soldier should be as far as hand signals can allow. This is somewhat difficult to replicate in game but just remember to spread out in the open. This protects the entire team from getting hosed by one grenade or artillery fire. On the opposite end you want to collapse the formation when entering a wooded or brush filled area. You must be able to see the Soldier to your sides (wedge, line, echelons, etc) and your front and rear (line, Ranger file). The best method of maintaining formation in game is just to have everybody on comms and to have them slow down. Yes it is easier and quicker to have everyone running when they move. However if everyone is not running you can react quicker as a team to what ever threat is presented. Even if someone does not have a mic, they should be on TS to at least be able to listen to commands, SITREPS etc. Also standard commands should be used when identifying a threat while in formation. ENEMY (TROOPS, TANK, TRUCK, etc) DIRECTION IN RELATION TO THE FORMATION, NOT YOU. (THREE O'CLOCK) -> a general description can be used also (THREE O'CLOCK NEAR THAT BARN) So, BMP 2'0CLOCK TREELINE. Once the threat is identified, the formation is brought on line to engage the target. That is the beauty of the Wedge, be it a team, squad wedge, Platoon in column squads in wedge etc, the entire element can be brought on line and the firepower directed en mass on the target, with just a slight shift of personnel. You can then begin bounding towards the enemy, or lay suppressive fire while another team bounds to and sweeps through the enemy line. Although suppression in regards to the AI is questionable. If you are going to take the time to move as a formation, you need to fight as one, this means no Rambo's who take off on a whim to pet the rabbits or see what is over the next hill. Also if a group is going to actively move as and work as a team, weapon load out does matter. How that load out is set up will be mission dependant, a good cross section of weapons would be best, at least one AT (SMAW, etc), a couple 203's, some demo, etc. The wedge and left/right echelon formations are effectively used with a Platoon of tanks or PC's the same principles apply. I have not played AMRA2 enough to have tried this, however team and squad tactics against the AI and other players in ARMA did work well. A great source of Infantry tactics can be found in FM7-8 Infantry Rifle Platoon and Squad and FM 7-7J Mechanized Infantry Platoon and Squad which can be found here. http://www.globalsecurity.org/military/lib.../7-8/index.html They are the slightly outdated versions, but the basics stay the same. Good reads are.... FM 7-8 Ch 1 Sec 2 Ch 2 Sec 3,4,5,9 Ch 4Battledrills.
  2. Greetings Sparta! I was referred to your ARMA 2 servers by my friend SARMedic, he advised that you guys are a class act and highly recommended your servers. Like (1VB)NCO I am also a US Army Infantry veteran of 10 years, 7 of which I spent with the Big Red One in Europe bouncing around various deployments. I just picked up ARMA 2 on Saturday so I spent that evening and Sunday with control set up and getting a feel for the game, so I have yet to get online, but I will be visiting your servers shortly. I look forward to getting my digital boots muddy with you. Thanks!
×
×
  • Create New...