Guide to Squad Support

Post Reply
Artnez
Posts: 634
Joined: 2005-08-15 01:44

Guide to Squad Support

Post by Artnez »

To follow Fuzzhead's example. A guide to the support class.

The support class is the saving grace for large scale infantry engagements. It's a highly underestimated kit that enemy troops rarely prepare for (because they don't use it much themselves). A good support trooper must love his LMG and live for one thing - to devastate enemy troops with his awesome barrage of firepower. A good support trooper regularly ends the round with the most kills because that is your primary role - to spray bullets. The guide below will describe how to use your primary role in a tactical manner to support your team.

1) Don't forget that you have an ammo pack. When a firefight has ended, help out your team by giving them some ammo. Take note of other classes and locations that contain ammo and don't waste your ammo pack if your squad has somewhere else to get the goods. Save it for a rainy day, however if it's needed and there is no alternate source of ammo -- cough it up big boy.

2) Besides the marksman and the sniper, you are the only infantry troop that is most useful when stationary. This means that you need to pay extra attention to your field of fire. Analyze your terrain very carefully and ensure that you have a great cone of fire, but have enough cover so that you don't have to worry too much about what's going on behind you.

3) There are 3 fire modes that you need to worry about.

3a) Suppression fire. The purpose of this mode is to make the enemy duck down and take cover, giving your squad mates the extra few seconds they need to zero in on their targets. Suppress the enemy in long bursts. Give them a few seconds to peak out from cover and open up one more time. This mode must not be used often because your position is easily given away. Additionally, unless ordered otherwise by your CO, try to wait until the enemy is outside of cover before you being unloading hell on them. Suppression fire is not meant to halt your enemy indefinitely. Eventually they will get brave and start returning fire and guess who they're going to shoot at first. Suppression fire is meant to give your squad a few extra seconds so that they can position themselves and coordinate fire on the enemy location.

3b) Shoot-to-Kill. This is primarily used for close-medium range engagements and when on the defensive. The goal here is to place well aimed short bursts, in order to kill individual troops. Tight corridors and doorways are the perfect situations when you should open fire. Remember that your LMG is very accurate when used in short burts from close-medium range. Do not hold your fire for too long, you have plenty of ammo in that belt so that you can provide a consistent stream of firepower while remaining accurate and not having to reload. Important: If your troops are relying on you for supporting fire, let everyone know when you are reloading.

3c) Drawing Fire. This mode is used to draw fire from any enemy source (including heavy weapons such as Armor and APC). The idea is to draw attention to yourself. Of course, the best way to do this is to kill someone, but sometimes that just can't happen. The goal here is to spray your rounds at the entire enemy position. Each individual soldier and vehicle will react to the bullets hitting nearby and look for you. This will give your squad some time to retreat or flank. If you're lucky, you might even get a head shot by accident.

4) If you see a helicopter with troops inside, open fire on it immediately. Only open fire when the cabin is in your view. A few medium bursts will eliminate everyone inside of the chopper within seconds. A helicopter is a large target and a bunch of troops clumped together in the cabin is the perfect target for you.

5) Know when to use your kit. Before anything else, you are a weapons specialist which means you need to support your squad with your weapon so they can do their job. There are times when the LMG is not the perfect role. Examples include large maps where infantry engagements are long range and your tracer fire is easily detected. When necessary, grab an engineer or rifleman kit and start repairing, handing out ammo, or placing exposives. Remember, it's a support role.. support!

6) If your squad is under attack, you should be the last person to fall back. You have the firepower to draw enemy fire and make yourself a target, so you should use that to your advantage. The ideal situation in these cases is one where you could easily duck in and out of cover while providing suppression fire for your squad. As your squad falls back, stay at frag distance behind your troops and stop every once in a while and fire on the incoming enemy to slow down their chase.

7) Location. Location. Location. Location is everything. I mentioned this lightly above but it deserves a completely separate rule. Your position in references to your squad is the difference between terrible supporting fire and supporting fire that will save the squad leader's skin. You need to anticipate that an ambush or enemy fire will start at any time so be ready to drop at a moments notice and begin drawing fire and providing cover fire. You should never be the point man, but you should at least be right behind him. You need to practice how to get to cover immediately and the best way to do so is to always be aware of your surroundings since the enemy always chooses to attack at the most inconvenient moment for you.

8) This is a general tip that really applies to all kits and classes. When in formation or going somewhere with your squad, always stay frag distance from your friendlies. "Frag distance" is enough distance so that if a frag grenade kills one of you, the other won't be affected. There's nothing worse than getting massacred by a single frag or 2 burts of the enemy LMG support trooper. Remember how I said the enemy does not prepare for the support trooper because they rarely use it? This is how. They don't understand the implications of being caught in the sights of a support trooper while they are bunched up. You should.
Last edited by Artnez on 2007-07-26 15:07, edited 1 time in total.
Rick_the_new_guy
Posts: 291
Joined: 2006-12-01 17:01

Post by Rick_the_new_guy »

Well written. A great resource.


Artnez.com wrote: 4) If you see a helicopter with troops inside, open fire on it immediately. Only open fire when the cabin is in your view. A few medium bursts will eliminate everyone inside of the chopper within seconds. A helicopter is a large target and a bunch of troops clumped together in the cabin is the perfect target for you.
However, during recon or stealth flanks, it may be sound to not fire on the chopper. Doing so, may give your position away.

The CO depends on choppers for distance recon now that the zoom is gone (awsome modification).
(PO3) Marcinko_R. (BF2 PR .609) Squad Member
(CPO) Marcinko_R. (BF2 PR .609) Squad Leader
(LCDR) Marcinko_R. (BF2 PR .609) Commander


Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html
Squad Leader pledge to their team:http://www.tacticalgamer.com/battlef...r-platoon.html
Commander pledge to their SL:http://www.tacticalgamer.com/battlef...d-leaders.htm
The Highwayman
Posts: 2
Joined: 2007-08-08 23:47

Post by The Highwayman »

I too am surprised by the effectiveness of the light machine guns. Especially when you come across a few guys clumped together. Not to mention those occasions when a bunch of spec-ops decide it would be cool to sneak into your main base presenting you with some fun from-the-hip CQC.

Kinda suspicious how accurate and stable the LMGs actually are.
carrack090
Posts: 21
Joined: 2007-09-11 01:44

Post by carrack090 »

actually many lmg's have longer range than rifles, so it makes sense they need to be acurate, or else nobody would use them no? whats the point of suppresing fire if the enemy knows you cant hit him anyway?
RHYS4190
Posts: 959
Joined: 2007-08-30 10:27

Post by RHYS4190 »

Hmmm I find that at long range the support gun is vulnerable to riflemen because of there zoom or scope might be a good idea to give support and grenadier kit a zoom just to make them more useful at long range. I also find that every ones is more scared of a rifle men support fire because he has a zoom and shot at you more accurately, when ever I shot the support gun at people at long medium range they laugh at me and pull there rifles out and head shot me.
Morgan
Posts: 826
Joined: 2007-08-27 10:06

Post by Morgan »

The LMG does not need zoom as it has a greater rate of fire than the assault rifles. More bullets and same zoom and the LMG would be over powered. Just aim generally in the direction of the enemy and give them a few bursts.
Image
JohnnyPissoff
Posts: 1358
Joined: 2006-07-26 14:06

Post by JohnnyPissoff »

The Highwayman wrote: Kinda suspicious how accurate and stable the LMGs actually are.
You should have been here for the .3 build, they were utterly devastating.

An excellent, well written and articulate guide Artnez. I really enjoyed reading it.
RHYS4190
Posts: 959
Joined: 2007-08-30 10:27

Post by RHYS4190 »

Nah suppourt is shizzer i just use a vehical mounted 50cal now thats a suppourt gun :razz: .
KingKong.CCCP
Posts: 396
Joined: 2006-10-25 08:13

Post by KingKong.CCCP »

well, in reality... with ordinary rifle you can shoot ppl up to 400m... with MG up to 800m... but that horrible 0.32 MG... I almost quit playing PR because of that bs.

I would add, when you're facing 10 enemies... MG is the only thing that will keep 8 of them under cover. BUT those 2 riflemen will kill you. :(
So I would say - get one rifleman as your fireteam buddy with you, if you can... to shoot those who pop their heads to shoot you.
And yes, in a good LOCATION, you can kill sooo many enemies... Location is very important.

ONE MORE THING TO CONSIDER
Support gun is the only weapon that you can not run away from (zig-zag). Jumping, strafing, dolphin-diving... doesn't matter. Support gun will get you.
Doom721
Posts: 503
Joined: 2006-07-30 13:32

Post by Doom721 »

So true king-kong, I had some great moments as an infantry squad in kashan with the support gun ( sidenote: Hope the british get their mini-me or w/e it is called soon ;P )

That gun held off a squad coming out of a bunker, was insane... though I did die, I provided HUGE cover due to suppressive/shoot to kill fire.

Thanks to .6 I have a new respect for the support gun in heavy infantry situations.
Image
"FAIL" - Right after you drive on the grass in Gran Turismo 4
Playing PR since Halo dropping spec ops and SL spawn ;) ( .3 :razz: )
Proud Member of the ~6 player PR clan StrkTm
KarateDoug
Posts: 264
Joined: 2007-10-04 06:55

Post by KarateDoug »

When I played BF2 i was good on point. On PR im not as good. But as support I rip teams apart.
I love it. I murdered a whole squad tonight. 1 after 1, all within 1-2 minutes
Great guide. I'm glad I figured this stuff out.

Location is key forsure.
Dan UK
Posts: 227
Joined: 2007-08-04 22:13

Post by Dan UK »

squad supports great but it could do with zoom, i hope they put a susat on the fn minimi
arjan
Posts: 1865
Joined: 2007-04-21 12:32

Post by arjan »

THanks for the guide.. i was in helmand and their was an squad walking in the fog near their outpost.. i saw them, i getted cover in xray houses and shot the whole 6 man squad down in 1 burst.. :D
Fatal-M
Posts: 459
Joined: 2008-01-06 14:16

Post by Fatal-M »

Good Job Man !

realy i learned alot !!
Post Reply

Return to “Infantry Tactics”