Donbas: The Battle of Voskhod

Share your in-game experiences playing PR:BF2.
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L0rdMasta
Posts: 49
Joined: 2013-01-31 17:53

Donbas: The Battle of Voskhod

Post by L0rdMasta »

This is one of the best matches I've had in nearly two months since Life and Death in the Trenches. I'm the Light Anti-Tank Rifleman of the Squad, I work with a group of people which one would think that we're a ragtag group, but later on, our roles in the Defense of the "Big Red Building" in Central Voskhod would make us brave defenders despite the absence of our Squad Leader who misses out on that as he focuses on another objective. We would hold off wave after wave of enemies as we endure Mortars, Snipers, Helicopters, APCs, and even an attempt of an enemy going up to the roof via grappling hook. I would also destroy a few vehicles which they're not even safe from me for as long as I'm in Voskhod. During the Defense of the "Big Red Building", it is a modern day Alamo or Thermopylae due to a small force fighting off waves of enemies, while a few others retake an objective behind us, it is up to us to slow them down.
Grump/Gump.45
Posts: 637
Joined: 2018-12-15 21:35

Re: Donbas: The Battle of Voskhod

Post by Grump/Gump.45 »

Reasons I don't like urban or suburban warfare. When dealing with buildings, especially defending one you end up having to watch a hallway or stairwell for like 5 minutes or more. Its a lot of sudden peekers in windows who weren't there before, they are just moving behind solid stuff very close to you.

Its a needed skill, but another skill is seeing a chance to avoid meatgrinder for yourself and make one for the enemy.

Also they can just send RPG in, you have the ammo you bring in, enemy brings in un-used or that you can get dropped in a dangerous zone. All rarer instances of finding ammo, versus my unlimited ammo super FOB.

Sitting in a bunker or a building, clearing corners, running into enemy suddenly, repeatedly dying. Having no crate for the LAT, being so close to enemy even if you had a crate mortars or grenades get it.

I prefer a defense of 3 FOB, 3 infantry squads, 3 TOW, 3 AA, 6+ HMG emplacements with foxholes as spacers on the line, in the open. 1 area attack per super FOB, 3-4 super FOB defense with 1 squad per FOB, 1 man per emplacement, medic shares a hole with shovel man.

Start of the round, 3 super FOBs right outside last flag and main to troll the enemy with firepower and armor assets. 3 TOWs help the tanks, if they want your tanks they have to deal with your TOWs and Tanks.

Shooting at enemy through view distance all directions they could be until you see them. If you hear armor far away, send a TOW towards it to make it scared.

1 man digs per emplacement, 1 man mans each emplacement, squad leader runs a 300-400 meter wide line of the 14 emplacements per FOB(10 Foxholes, 1 TOW, 1 AA, 2 HMG). Everything has benefits.

Donbas gets 2 tanks and 2 or more APCs plus thermal CROWs jeeps for each faction. Kashan gets 4 tanks, 3 APCs and CAS. Lets talk firepower. I want maximum firepower and thermal scanning capability defending each other the flag.

Going to be fighting over stealing each others kills more than fighting the enemy, the balance issue will not be skill related, but equipment related.

I want 3 of those super FOBs defending each other, the flag and mutually with the armor surrounding the last flag from start of the game, great way to troll the enemy with maximum firepower. Use the time you have where enemy cannot show up to your last flag to prepare it.

1 man digs each thing gets a super FOB done in 4 minutes or even faster, runs ammo and reloads. Then you wait for enemy

Its time to troll the enemy with maximum firepower tactics or pre-fire suppression before they even come through view distance. DOD and the assets for their re-arms are right there, unlimited crates right there, short chopper flights, short logisitic truck runs.

You come out of main, surround the the last flag with it all from DOD edge, wait for enemy who is thinking "this is going to be easy" because they capped all the flags you never went to as they walk towards you, until all 50 enemies experience the lock down, the aggression, the simulated loud organized trauma machine.

If there is no mortar squad then its 16 emplacements for 1 super FOB, spreading these out will reduce damage plus shoveling damage immediatly.

Having 2 or more super FOBs means only one can get hit by mortars or area attack at a time, having mortars means those get hit first, if they get destroyed re postion to another side of the FOB radius.

Tanks covering and listening for armor coming for the super FOB.

People end up chilling anyways, sitting there doing nothing waiting for the few openings of windows, corners, alleyway for enemy to appear, which enemy is moving behind stuff limiting time you can kill them. If you hit them they can step back into cover, they get medic. I prefer that in the open.

Urban warfare is a needed set of skill like pre-fire, footstep listening, but should be avoided at all costs. Its a ticket eater. Siege it with super FOBs and deal with enemy over wide open terrain.

1 TOW cannot handle 2 APCs plus infantry with RPGs, so you build 2 TOW 200-400 meters apart but in view of each other to establish thermal FLIR security.

1 squad per super FOB, 1 man digs per emplacement, 8 things get done at once 2 HMG, 1 AA, 1 TOW, 10 foxholes, that is 14 emplacements. 1 area attack per super FOB.

Up to 3 TOW, 3 AA, 2 mortars, 6 or more HMGs and 30+ foxholes. A FOB, TOW, AA, 2 HMGs can be placed every 200 meters, but that overlaps the 200 meter build radius so you put the FOB 300-400 meters away to prevent overlap.

So the maximum size of this base could be up to 1200 meters as a line, but wrap the sections around objectives. Armor uses this as bait. Everything is bait, the flag, the super FOBs mutually supporting watching it.

To minimize damage from mortars or artillery, you place FOB the full 50 meters from crate, then mortars 100-200 meters off FOB or fighting emplacement, the fighting emplacements 100-200 meters off FOB.

If you set up against a treeline that is easy for them to directly mark and work their way up and down with mortars but in the middle of a field unless they get direct markers and act on them they will miss a bit.

The squad leader marker range has increments of 50 meters but makes those changes at every 24 meters between say going from 700 meters to 750 meters between 726m-774m+ for a margin of error when reading range to marker for mortars. That is why set up in the open.

You immediatly dig up any damage

Defensive work with APCs and tanks first to break up their attacks, make them approach slower, more cautiously.

Everyone scans aggressively for anything suspicious and fires at it even when it hides behind terrain, view distance or whatever. Aggressive interlocking fields of scanning probing fire. All sounds and signs of enemy get suppressed and tapped with explosives. COAX in between tank shells. LAT/HAT get a crate on foxholes, grenadier.

They will send their armor which will likely die unless they use view distance and peeking tactics with terrain/foliage. The treelines on this map really stop rounds.
1 Man per piece of cover, Move cover to cover. In view of each other to save each other by shooting, distraction, division of enemy attention and ammo. 1 man hit per RPG/tank shell/mortar spread formation full time. Edge of cap zone. Use camouflage, police up each others exposure, no man seen sticking out. Scan aggressively with eyes and ears for anything suspect, even for birds disturbed to fly out of trees
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