my team has only won once or twice in Insurgency... only 1 or 2 caches left... insurgents should make AMBUSHES, and not run and gun with tactic like the coallition, got it? insurgency is assymetrical warfare, other words,
if I'm not mistaken, IRL the "insurgency" is allowed to disobey the laws of war (if thats the name of the thingy, eg. u cant shoot a clearly marked medical vehicle with a Red Cross or any other sign approved by i dont know what organization, nor can u use it as cover to approach to a location offencively. another law of war is
u cant put civilians in danger, whether for military advantage whehter for anything that may put the civilian in danger, including shooting at him (who played AmericasArmy is pretty aware of the ROE), nor can u engage enemies that surrender) so, the insurgency in PR should really use ambush tactics, ppl should learn not to step on a friendly grenade trap
REMEMBER!!YOU WON'T TRIP A GRENADE TRAP IF PRONE THROUGH IT!!!! READ THE MANUAL!!!!!! (wow the conding for this colorful thing was huge lol. i saw one guy proning through 2 grenade traps, me and a guy next to me just watching him (we were all insurgents). i was like "oh cool i didnt know u could do that" just to when i finish thinking this, guess what, an insurgent just walking into the nade traps. the result? he died (of course), the guy that was still passing through it prone and the guy next to me. what about me? i got the black screen of bleed (BSB <- just made that up, is that cool??), just to bleed to death a few secs later XD
well, carrying on, insurgents should start using civies. one of my sqd mates went running to get a civi (arrest him), as he had his hands raised, he ran for him and died, and i hear him say "oh, I fell for it

" (he didnt say the

thingy). This was a
VERY important move to do (which clearly shows how the insurgents can disobey, and
in the game should disobey to get an edge over the battle, now with the 'realistic' Insurgents weapons and accuracy. they should climb rooftops and wait for a civi (which is with them) spot a BLUFOR. then the insurgents should pop up behind cover, and shoot them. this tactic is awesome, because according to the the laws of war, the coallition cant injure (which includes killing) civies, so they couldnt just lob a grenade over there. now, the
insurgents are shooting the "HeLL Outta the
BLUFOR", while they scramble to find cover, and some of the BLUFOR soldiers already died because they got shot or RPGed by the insurgents on the rooftop. Now, the BLUFOR, if the SL is smart, has popped smoke (
JUST A NOTE: IF UR SL DOESNT SAY U CAN THROW A GRENADE OR A SMOKE, DONT THROW A GRENADE OR A SMOKE! IT GIVES AWAY UR POSITION!!!! THE INSURGENTS DONT NORMALLY HAVE TEAMWORK, SO ANY FIGHTING IS AN ISOLATED WORLD, CONTRARY TO THE BLUFOR, which HOPEFULLY will report the STATS to the CO or through team chat, asking for support.! ok, now the insurgents are running low on ammo because they shot the hell out of the smoke as well. using the smoke as cover, the BLUFOR sqd will move to a safe location to whether climb the building where the insurgents were (considering the building a building without ladders to the rooftop, being the only way to climb it would be with a collaborator (civi)) or get to another building to try to snipe then with their accurate ACOG and AIMPOING M16s. but the insurgents were smart, the building they were using had walls around it, which are tall enough so the insurgents can go prone and stay concealed from the blufor's point of view (because hopefully the insurgents will be in a building taller than the ones around). as the insurgents location isnt helping the blufor, they have to go and rope to the rooftop. but there are now 2 other problems: first, the moment they get to the rooftops they will find some fidels aiming at them, because they saw the rope. so the SL predicted that, so he smoked the rooftop so the insurgents never see the rope coming. but they heard, and are right next to the rope waiting for someone to climb. again, the BLUFOR cant throw a grenade because of the civi. well, the SL now knows that he cant climb the rope because a guy just died even before he got out of the rope. what the sqd didnt realize was the second problem: as was every sqd member amused by the guy climbing the rope to the rooftop just to get shot, the squad is now pinned down by hordes of violent-starving insurgents coming through ground level (because they saw the smoke and heard the shots) and the guys at the rooftop. cover looks small. ammo is getting scarce. the LMGunner got killed by getting flanked/"sniped" by the rooftop. there are only a few squad members living. the Sqd cant throw nades because more civis showed up. the SL order the soldiers to throw smoke around them, so they can attempt falling back and getting cover in another location, while they wait for the dead SM to respawn, especially the LMG. but as they try to fall back, they realize there are insurgents in every possible exit of the conflict zone. the rally point was taken out, and the SL cant setup another one because of the timer to make another rally after one has been overuned. it isnt safe at all for a medic to attempt to save someone wounded because of the time it takes to heal them. the smoke got dense, now the insurgents are closing in even more to the sqd's survivors. the Sqd survivors pray that the some sqds come help them. the APC cant shoot because of the location (he would probably get IED'd or RPG'd, or he would shoot a civi). so it stays far. another INF sqd comes from behind to try to save the survivors, but the situation isnt good yet because of the guys in the rooftop. they still cant climb it. the insurgents on the rooftop are out of ammo now, but they still have knives to any climbing attempt. the insurgents on the ground are dead, but the BLUFOR doesnt have much ammo now, because they couldnt use nades bcz of the civis. some of the supporting sqd died, but is getting revived. but another thing happens. the insurgents had enough time to spawn back, and the 2 sqds are again pinned down and with no rally, so if they die they will have to spawn at the main base, which is VERY far away and has no vehicles because all of them got blown up by the insurgents. the smoke is dicipating, so the insurgents have easier shots, and they can lob nades on the BLUFOR because there are no Coalition civis. the blufor smokes again, and it's still pinned down. the Sniper Sqd got some kills, but the smoke didnt help them, so they get useless. they will, though, report the last thing the infidels will read (or hear through a commander). What did they report coming?
*THIS*
now everyone's dead. civis, insurgents, blufor. the blufor is stuck at the main base, because the APC got killed looking for some action. there are no firebases or Rallys available. the sniper squad is still alive, but what can they do? the conflict area looks like somewhere that got nuked. a thick dust plum makes it difficult to see the dead bodies.
the result? the Blufor cant go back to action without a VERY long walk, and they lost a bunch of tickets because of the ones that died and the APC that got blown up. what does this mean?
This means that the coalition lost the round, because of one single fight, which was extremely well played by the insurgents, which clearly utilized the laws of war against the infidels.
man, this would be an epic battle.