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[AAR] Fallujah firesupport squad

Posted: 2013-10-09 11:04
by gazzthompson
I would like to share a recent game I had on Fallujah practicing an old tactic of fire support as I have highlighted before here as an AAR/tactics post.

The difference is I have been using my whole squad as a fire support position for the team rather than splitting my squad in 2 (attack/cover teams) like I suggest in the above guide.

Theory:

The basic idea is this; BLUFOR INF have 1 major advantage over INS OPFOR INF and that is scopes. Scoped MG's, Rifles , DMRs etc. As a squad (and by extension part of the team) I'm going to use that advantage .
The tactical idea behind this is using the above advantage to kill INS directly defending and reinforcing (underrated objective in my opinion) the cache , if all goes well the fire support squad should not need to directly attack the cache (given the scopes, it would be a bad idea in most cases) as the squad will kill the majority defending/reinforcing making the rest of the teams job much easier.

To do this you first need the correct kits. As stated above, scopes. A medic and breacher is required as the rope and healing ability is vital. The rest of the kits I try have scoped; Scoped LMG, scoped HMG (if USMC) , scoped grenadier , marksman etc whatever really but make sure you have scopes for ranged engagements.
When the cache is shown you need to figure out a fire support position. This is the hard part as it needs to have certain attributes;
1. Far enough away that the scopes weapons have a distinct advantage over the iron sighted ak's
2. Close enough that you can directly fire on the cache area in direct support of assaulting squads.
3. Easily defendable.

1 and 2 can conflict in heavy urban areas , I try prioritize point 2 otherwise you are not helping the team.

if possible convince friendly squads to attack from your position so you can directly cover their approach.

Practical:


An example of this can be seen in the fallujah game I had seen here:
http://i.imgur.com/d3YEwQ4.png
The team was attacking from the south, The OPFOR reinforcing from the north. The T shape is easy to defend, elevated providing good views and a good distance away given the urban position. It was a pretty text book attack from my POV, we destroyed any reinforcement from the north with the scoped LMG & HMG and the team took the cache easily.
A view onto the reinforcement direction : http://i.imgur.com/hUNxXXJ.png
Extracted last to cover team with some leftover squad 6: http://i.imgur.com/JhVQZLm.png

Luckily the next cache was close and we set up using the above rules; http://i.imgur.com/j4Bvk13.png

The position is easily defendable, good distance from enemy and perfect view onto cache area. Once again the enemy reinforcement point was north and in perfect view from our position, we killed the reinforcements: http://i.imgur.com/hApJVwX.png You can't defend a position you can't reinforce and the cache was taken easily.

The next cache was in a little more tricky of a position as shown here: http://i.imgur.com/1K6K3xF.png . I decided to use the gas station roof west in F6K9 . This gives us good cover and distance, also we can cover the roads (reinforcement points) as we are somewhat in line with them.

Squad covering the area from across the road: http://i.imgur.com/tWlmwur.png

This cache was taken pretty easily. The last cache was up north so I positioned the squad north across the road. This way we can cover east (reinforcement area) and the cache building roof/windows.

Cache and position: http://i.imgur.com/YQeLuh6.png
Covering the area: http://i.imgur.com/83CBXBb.png

All in all it seemed a pretty easy round, and the squad did well. We had 1 death (the illusive perfect round evades me once again) and around 30/40 kills I think. K/D on INS isn't everything but every one of our kills was directly defending or reinforcing a cache , everyone of our kills couldn't attack our offensive squads, We also killed 4 RPG's in close proximity to our armour and the 1 death had minimal effect on the teams tickets.

Re: [AAR] Fallujah firesupport squad

Posted: 2013-10-09 14:10
by Rabbit
You seem to have only mentioned was blocking reinforcements. Now I'm not sure you are talking about "reinforcements" that spawn on the cache or real ones driving from main to bring assets forward to help repel or counter attack.

One thing I see you consistently do is taking up potions that also cover an MSR.

Image

Blue is someone else covering two MSRs, while you can cover 2 more places to prevent counter attack/ flanking. In ins, I put the 203 here, in conventional, the lat.

Here you do it again. You give yourself perfect view of the cache, and an MSR/ very likely avenues of approach on a counter attack or flanking.

Image

So really, do you actually give out sectors of fire to each kit, with putting something watching these MSR's, or do you not realize it?

Re: [AAR] Fallujah firesupport squad

Posted: 2013-10-09 14:31
by gazzthompson
Rabbit wrote:You seem to have only mentioned was blocking reinforcements. Now I'm not sure you are talking about "reinforcements" that spawn on the cache or real ones driving from main to bring assets forward to help repel or counter attack.

Reinforcements from main/hideouts, I don't move onto a cache area unless we have intel in which case they can no longer spawn on the cache.

I don't normally give out sectors of fire unless I can identify a very possible hideout, in the above 2 cases I did and have the HMG and LMG cover these areas whistle the rest are free to scan at will.

Re: [AAR] Fallujah firesupport squad

Posted: 2013-10-09 20:33
by Heavy Death
Yep, this is how PR is meant to be played. Deny from far. People dont realise that bullets travel distances and somehow they feel like they need to get right up in the action. Downside is that squadmembers need to know what they are doing.