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General discussion of the Project Reality: BF2 modification.
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Chymaboy
Posts: 1
Joined: 2024-12-06 18:40

help

Post by Chymaboy »

I'm playing on the server and I come across squads called CAS TRANS. Could you explain the meaning of all squads in project reality
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bad_nade
Support Technician
Posts: 1497
Joined: 2008-04-06 18:26
Location: Finland

Re: help

Post by bad_nade »

Chymaboy wrote: 2024-12-06 18:44 I'm playing on the server and I come across squads called CAS TRANS. Could you explain the meaning of all squads in project reality
Many servers have asset rules for different types of heavy equipment. These assets include everything that files, and ground vehicles that require at least two crewmen kits to operate. First squad named after an asset has the right over the asset as long as the squad exists.

Well-known names for these squads are:
CAS = Close Air Support, either with attack helicopters or fighter jets.
Trans = Transport helicopters, which carry troops and supplies.
Tank = Main Battle Tanks, sometimes includes also IFVs which are Infantry Fighting Vehicles.
APC = Armored Personnel Carriers.
INF = Regular infantry is not claimable per se and doesn't give any rights over anything, but it's common name for non-asset focused squads.
Depending on server and map, some other assets might be claimable as well, like mortars or some faction-specific vehicles. Other squads are named after whatever its initial squad leader sees fit, as long as the name doesn't violate server rules.

See this basic tutorial for info about squads, and many other things.
Grump/Gump.45
Posts: 637
Joined: 2018-12-15 21:35

Re: help

Post by Grump/Gump.45 »

Now CAS Trans, while I never see that name, it does happen that way at times. The extra guy in CAS without position in CAS vehicle will fill trans role if there is no TRANS squad.

We need experienced pilots doing TRANS as well, who can fly and land under stress, but also calculate safe distance from enemy and map edge travel and insertion procedures.

Know where to say no and compromise to a safer distance location. Know when to fly back the safe way you came or when you drop crate and keep flying to mask crate/FOB location from your travel direction. Decoy drops as well to bring enemy off OBJ.

Also know all threats to chopper from AA, APC, .50 cal and such. Distance, altitute and using terrain to provide cover.
1 Man per piece of cover, Move cover to cover. In view of each other to save each other by shooting, distraction, division of enemy attention and ammo. 1 man hit per RPG/tank shell/mortar spread formation full time. Edge of cap zone. Use camouflage, police up each others exposure, no man seen sticking out. Scan aggressively with eyes and ears for anything suspect, even for birds disturbed to fly out of trees
Grump/Gump.45
Posts: 637
Joined: 2018-12-15 21:35

Re: help

Post by Grump/Gump.45 »

To help you with your math homework.. But also to help you in general

Its Tanks + APC + logisitic repair stations + jeeps + AA vehicle + 3 super FOB + 3 TOW + 3 AA + 6 HMG + 2 mortars to maximize firepower.

Preferably on your teams last flag objective with time to prepare, especially on certain maps where terrain provides advantage.

For example on Kashan STD AAS, last US Army flag South Outpost strategy of advantage, from start of the game everyone defends last flag maximum available assets in game.

4 Abram tanks, 3 Bradley IFV, 2 Stryker APC, 2 AA vehicles, 4 logi repairs and supplies, CAS is A-10, F-16, Kiowa plus 1 UAV. Plus 3 TOW/3 AA/6 HMG/2 mortars FOB emplacements. Plus 1 HAT kit, 2 AA kits.

Evenly space ground assets, its impenetrable, its fun to psychologically dominate the enemy.

First the last flag FOBs are emplaced with first spawned APCs as security.

13 Thermals total between armor, UAV and TOWs.

6 TOWs total between Bradley IFV and 3 TOWs.

7 AA total between 3 AA emplacements, 2 AA vehicle and 2 AA kits.

Up to 9 laser desginators available, anybody can hold an SL kit.

Again that is 4 Tanks + 3 IFV + 2 APC + 4 logistic repairs + 2 AA vehicles + 1 F-16 + 1 A-10 + 1 Kiowa + 3 TOW + 3 AA + 6 HMG + 2 mortars + 2 AA kits + 1 HAT + 1 UAV.

All defending last flag from the start, making enemy cocky and baited into an amazing trap.

Imagine all those assets coordinated based upon maximizing firepower, security and mutual support

DOD is close, main resupply, short UAV travel, short heli supply travel and everything else, one of many reasons why.

10 minute head start from start of round to have whole team prepare defenses of 3 Super FOBs plus one mortar FOB placed at the same time.

FOB is placed, 1st minute once its at 25% from 1-2 guys digging the squad leader runs a line edge to edge of build radius putting TOW/HMGs/AA and foxholes spacing over 300-400 meters.

2nd minute, 1 man digs each thing till everything is done then everything loaded by 3rd minute. Wait for the enemy to cap the flags then come into this trap
1 Man per piece of cover, Move cover to cover. In view of each other to save each other by shooting, distraction, division of enemy attention and ammo. 1 man hit per RPG/tank shell/mortar spread formation full time. Edge of cap zone. Use camouflage, police up each others exposure, no man seen sticking out. Scan aggressively with eyes and ears for anything suspect, even for birds disturbed to fly out of trees
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