Hey first off I'd like to say we appreciate the kind words
The way I see it the AAS order is to create a 'front line' on the battlefield. And I strongly believe that the day the Devs removed the special forces kit, was to add more realism and to stop the whole 'behind enemy lines' tactics. I admit that 'spec ops' or 'recon' or 'fob hunters' are all valuable and effective tactics however they tend to find themselves breeching our rules, and so in my eyes it becomes a question of are those tactics really needed, especially when the chances are it's going to end up with an admin getting involved
Another thing to consider, in my mind is, we have all been in that position where the team has all attacked and its been left up to one squad to defend, or even worse no one defending. When the team is on the other side of the map laying mines, or deploying HAT kits 300m from the enemy main, who's going to be the people who rush back to defend, basically no one. They won't have enough time to react, nor will they probably care, as long as they get their long awaited cheap APC kill.
I think ambush tactics would definitely be useful when servers gain the ability to allow for a handful more players, i.e another squad per team, because as it stands at the minute, asset heavy maps, where ambush tactics are used, tend to only have two infantry squads; one attacking, one defending. And the 'line' is spread so thin when you have half of the team in choppers and such, and then four or five guys a mile away planting mines. As well as an ineffective 'recon' squad.
Going back to the point I made about the infantry being spread too thin, we then have to take into consideration the men who have to deal with the ambush squads, so that makes it around 4+4 on either end of the map, four attacking behind enemy lines, and four defending deep inside their own territory. I know four is a small amount of men, and seems quite a minor loss of man power, but I still feel that there's no where near enough infantry these days.
And just to reflect on the above, that's pretty much my thoughts but I do have a split decision as to whether it's beneficial however I am very much against delaying the cap of a flag by rushing, right down to the way people advance to the next flag on the assumption it will be capped, the final thing I'd like to add is something which deeply annoys me, when squads take HAT/LAT kits again based entirely on presumptions, based on the likelihood of coming up against armor, and so when it's actually needed, it tends to be floating around the carrier, main base or on the far extremities of the map. And so if there is a tank or armored personnel carrier floating around, resorting to ambush tactics the chances of the target being able to hit the thing with AT is slim because some random 'HAT' squad is sat in the mountains with both HAT kits and a sniper. Again this is all effected due to the 'public mentality' towards PR, and I don't mean to sound like I'm criticising people's game play but sometimes the lack of thought that goes into the kits that a squad selects is beyond me, purely based on the squads safety/benefit not the teams.
Another thing is, the lack of communication between squads, I know this is the teams fault, but when you consider public players as an important factor, it becomes a little blurry as to whether it really seems fair, I'm struggling to put this into words but, I know it bares down to 'it's their own fault' but I think for game plays sake there has to be a few things there to help the, for lack of a better word, bad players. Once a team has a slight advantage of having better players, allowing them to really turn up the pressure just makes it a nightmare for the enemy, and after all it is a 'fun pass time' not a battle of life and death.
You could argue that who ever is destined to win may as well get it over quickly, but wheres the fun in games ending in 20-30minutes?
Currently enemy forces are allowed to attack the flag to "clear out " opposition such as mortars or infantry giving them grief but not allowed to stay on it , I think this is very fair. People simply need to look and think about attacking from multiple angles in order to avoid the big blue blob.
Rushing, this is something I feel strongly about. And i believe the Devs placed that attack order for a reason. As the standard game mode in vBF2, does also simulate real world tactics, of holding down key points in a battlefield without any designated attack routes. The Devs felt the need to change this, and I agree with them fully. I believe a shot should not be fired, until the two forces meed head on in the AAS order. Delaying caps, Preventing Caps, killing/Destroying cappers' vehicles and fobs is all both cheap and dull to be honest . As an extension to this I feel that CAS is an exception.
I would also like to add, this rule, in my mind, is being somewhat implemented through the use of the AASv4, as well as erasing a few grey areas around the rule.
Just on a side note, this rule has been subject of many debates, and we would really appreciate more feedback and suggestions from the people who play on our servers.
Sorry for the lengthy post.
Proof.