Playing Dead resulting in kills

Share your in-game experiences playing PR:BF2.
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Grump/Gump.45
Posts: 637
Joined: 2018-12-15 21:35

Playing Dead resulting in kills

Post by Grump/Gump.45 »

I wish there was a "ragdoll" yourself slot in the dropped kit, so you look like a random dead body. I could do this all the time.

https://www.youtube.com/playlist?list=P ... EwpbStW7hg

NicholasReed
Posts: 1
Joined: 2025-07-01 09:25

Re: Playing Dead resulting in kills

Post by NicholasReed »

Thanks for sharing, your video is very engaging.
Grump/Gump.45
Posts: 637
Joined: 2018-12-15 21:35

Re: Playing Dead resulting in kills

Post by Grump/Gump.45 »

Be sure to look up more playing dead videos. I got a bunch. Then other tactics for individuals like climbing trees for kills, camouflage, hit and run. Then teamwork tactics like 1 man per piece of cover/camouflage/bush/tree top.

1 man per foxhole, 1 man per super FOB asset, 1 super FOB emplacement hit per mortar spread. 1 squad per super FOB, 1 area artillery attack per super FOB. 3 Super FOB, 3 TOW, 3 AA, 6 HMG, 2 mortars, 30 foxholes at 25%+, tanks + APCs + jeeps + logi repair stations. 2 crates per TOW, AA, HMG.

1200 meters of super FOB using last flag as bait with armor support, say on Kashan as USA on the last flag on that south eastern flat area.

That has potential 6 FOB for total of 3 TOW + 3 AA + 6 HMG + 2 mortars + 30 or more foxholes + 4 tanks + 7 APCs + 4 logi repair stations + CAS + HAT kit + AA kit + AR + MG. 14 men in armor postions, 4 on mortars, 2 men per TOW, 2 in CAS. Endless tactics, 1 super FOB hit per area attack. Immediately dig up mortar damage.

(14 men on FOB 2 mortars/3 TOW/3 AA/ 6HMG + 3 TOW ammo runners = 17 + 2 ammo runners on mortars = 19 + 14 in armor seats = 33 + 3 trans pilot +2 CAS = 38 + 1 HAT kit + 1 AA kit = 40 then multi kit roles like medic, machine gun, anything available)

You keep each other alive this way, in view of each other to save each other, 3 AA interlocking and scanning sky for chopper through view distance lock.

That is maximum firepower. 1 bullet per square inch through view distance until enemy is seen, preventative grazing suppression fire aimed at the height of a man into bushes, treelines, snapping bullets and missiles over desert hills, deep through the view distance, 360 degrees where there is not friendly until you see a sign of enemy, scanning aggressively 24/7, 1 man hurt per explosive spread.

Use fear to mentally controll the enemy, troll enemies with dominance and fire superiority. We have 3 TOWs + 4 tanks on that Kashan last flag strategy, 3 AA, what is their armor going to do against all those thermals? Then the enemy choppers stand no chance. Just a storm of missiles and tracers scanning for them, pinning them for laze.
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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