Extraction
“The USMC/UK must escort a "target" from one location to another. When the target reaches the destination USMC/UK wins the round. Each time the target is destroyed, USMC/UK is penalized tickets. If they get enough penalties, they will lose the round.”
That's what the read me says. But what does that mean?!
Well, the USMC/UK have an SUV spawn at one of their 2 bases on a map. The SUV is the ONLY black jeep. They have to drive it from where it spawns to their other flag. If it gets blown up, it will respawn, with a ticket penalty. The USMC/UK continue until they either succeed or run out of tickets.
Hope that cleared up some of the confusion.
Anyway, I thought it was too easy just to produce that so here is Maverick's guide to PRMM Xtract as well.
The way to do is with a minimum of 3 vehicles. One in front and one behind. This shields the VIP from a RPG attack from the front and back (Easiest shot) and also from a badly times IED.
IN RL the expertise comes in when you hit a choke point or a corner etc. It would be pointless me talking about general rules because BF2 doesn't have civilians just walking around, or cars just going along. SO in BF2 this is how I see it.
The convoy will only encounter resistance from a known number of hostiles along its route, and will only be broken up by hostile vehicles. So, the threats are (A) Ground Vehicle (B) Air Vehicle (C) Ground Troops.
Against (A), AH-6 Little Bird and forward recon support is vital. To get the latter prep'd before the SUV gets there, the convoy should hold until recon units (with AT) are in position and the AH-6 has completed a full recon, and the commander has used his special abilities. These forward troops are to discover, disrupt and destroy any hostile vehicles. Troops can also be deployed around the map by transport HELO and also can escort the convoy on foot, in HUMMVEs, and exit the vehicle when need to engage vehicles.
Once the convoy is moving, the ground vehicles will try principally to interrupt the convoy by putting themselves in between the protection vehicles. To counter act this, the convoy must be close together, but not too close so that an IDE or RPG will effect 2 vehicles. So a good distance (¼ – ½ of a car length) is required.
Against (B), recon is vital to know where a threat is coming from, its size and strength. Once, spotted, the protection force's own air support, and ground units, must act to protect the convoy by engaging or delaying the enemies air deployment. Depending on the threat, ground troops with shoulder mounted AT may be effective.
Against (C), the hardest part will be the chokepoints. On which ever route you select there will be chokepoints where the insurgents will attempt to strike as it will give them concealment and surprise. So, when approaching these chokepoints everybody needs to be on alert. To this end, each HUMMVE should set up its own squad, with VOIP, and be able to scream 'BAIL – 3 guys with RPGs to our left'. As in RL, the major threat will come from IDEs and RPGs. To avoid the former, choose an unobvious route, and also rotate the position of the principle vehicle in the convoy (easier with >3 vehicles). Against RPGs the only defense is awareness and speed - when you enter a chokepoints and come under fire you just put your pedal to the metal and get guns out of every opening you can. So essentially, get the .50 cals opening hell and people bailing out and occupying that force whilst leaving some in the vehicle. To gain awareness, a forward recon unit is vital. This can be a force on the ground or dropped in by transport chopper along the route. Similarly if you have a troop allocation to move along with the convoy they can offer support.
AN ADVANCED TECHNIQUE - if you have >4 vehicles in the convoy. Set up the convoy with HUMMER - HUMMER - SUV - HUMMER. (2 hummers at front).
When you come to a corner, the first hummer slows down (but keeps going), the second hummer stops, the SUV drives past, the last hummer over takes the SUV and the stopped hummer joins the back. This protects the SUV from a 'side hit' RPG whilst on the turn. This is quite advacned and only would work if all your clan were on one team....
So - essential points are:
Prep recon units before commencing movement
Get air assets scanning the area
Choose an unobvious route for the convoy
Have air support from an AH-6 in case enemy vehicles are encountered
If the convoy is hit or comes under fire, accelerate out of the hot zone, regroup and move on again.
So, in essence, the protection ream (USMC/UK) has 2 factors it must use.
Speed and surprise
Organization
XTRACT (PROTECTION TEAM GUIDE)
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the.ultimate.maverick
- Posts: 1229
- Joined: 2006-02-19 23:49
XTRACT (PROTECTION TEAM GUIDE)
Last edited by the.ultimate.maverick on 2006-05-18 20:36, edited 1 time in total.

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Deuce6
- Posts: 888
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And can I add that communication is vital? People have to talk, let everyone know where the enemy is. Give constant updates to your SL and let him know what's going on. And always travel different routes. NEVER use the same route over and over again, you become predictable. Try and change up your routine and keep the enemy guessing.
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Top_Cat_AxJnAt
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the.ultimate.maverick
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Yep - I didn't post this but Deuce is right on the moeny - change you routes, and VOIP is essential. The Commander --> SL ---> Grunt relay, and the other way back up, is vital.Deuce6 wrote:And can I add that communication is vital? People have to talk, let everyone know where the enemy is. Give constant updates to your SL and let him know what's going on. And always travel different routes. NEVER use the same route over and over again, you become predictable. Try and change up your routine and keep the enemy guessing.

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the.ultimate.maverick
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- Joined: 2006-02-19 23:49



