This is all game community benefits, then this strategies benefits of how it makes a team win, how its to teach players maximum firepower and reinforce epic firestorm teamwork through a demonstration they participate in involving all emplacements maximized and assets supporting a defense.
https://www.youtube.com/watch?v=CYI8TWwiFlM&t=224s
On certain maps where terrain provides advantage over specific flags, mainly desert your whole team goes only to your last flag from the start for a major advantage with many benefits in its nature then expanded weapons view distance suppression scanning strategy I will list in -hash marks.
Squad leaders step up to this time management and ticket saving winning strategy, you bring your guys to build, its 10 minutes from the game start then once enemy caps the flags then time they take to travel and you have a built killing field around your last flag the enemy doesn't have to attack.
Its as simple as read a maps asset list, each squad leader runs a line spreading assets out away from FOB spawn. Know the maximum for super FOB emplacements which is 3 TOW, 3 AA, 6 HMG, 30 foxholes, with 1 squad at each super FOB in view of each other, 3 super FOBs plus a 4th mortar FOB.
1 man digs each thing gets everything done at the same time, running ammo and loading instead of helping another man dig saves even more time.
Between 3 super FOBs and all your assets used in view of each other on your last flag from the start, 1 infantry squad per super FOB, 10 minute wait time where its all building assets to prepare for your armor assets to join you to widen area of control and firepower around flag.
View distance control suppression and scanning as a team with every weapon available until enemy is in view.
Valueable skill fire superiority trolling the enemy. Shooting at enemy without seeing them, without even knowing enemy is there sometimes by firing everywhere they could be behind.
Combat techniques of fire, we got every kind of fire there is. Grazing fire, suppressing fire, traversing fire, searching fire, recon by fire, probing fire, forked fire, free fire, plunging fire, drawing fire, preventative fire, pre-fire, post fire, talking fire, beat fire, Wardrum fire, signal fire.
We do this because the enemy is somewhere out there if not in view, they are behind something in view or just beyond the view distance.
So we tell them we know they are there without actually knowing their exact location until they hopefully react by firing or being carelessly spotted then giving off their location to a superior force that was using fire to search for them to dump every asset known in game on them.
Repair stations from logi, 10,000 COAX in Abrams, all ears defending listening for enemy armor direction.
On certain maps where terrain provides this advantage, I will go over the MANY benefits to defending ONLY your last flag from the start with 3 Super FOBs (3 TOW, 3 AA, 6 HMG) to be joined by armor assets all in their own artillery bait sectors to divide enemy attention.
Read each maps asset list to calculate totals for thermal assets that can scan.
In mutual defense of FOBs built to the widest perimeter with every asset to mitigate artillery damage using the last flag as bait.
To wait for enemy and prepare the teamwork trap with every player defending, its 10 minutes from the start, its a countdown from when you let them have the other flags.
You never leave this maximum asset advantage to cap unless you slack on the killing and start losing your last flag maximum asset advantage.
Benefits of LAST FLAG STRATEGY from start of game includes:
-You have a 10 minute head start to build all your super assets to maximum 3 TOW, 3 AA, 6 HMG to await APC and Tanks to join
-Maps like Kashan for US Army South East Outpost flag, any map with flat terrain to build a killing field (4 tanks, 3 Bradley, 2 stryker mobile assets, 3 TOW, 3 AA, 6 HMG, 2 mortars, 1 AA vehicle, CAS A-10, F16, Kiowa, 4 logi supply and repairs each in their own locations).
-12 assets with thermals covering each other between 3 TOWs and all armor on Kashan STD
-6 TOW launchers between FOBs and 3 Bradley
-4 AA long range between 3 AA and 1 AA vehicle, 2 stinger kits makes 6 each in their own spot scanning view distance
-AA can act as artillery rockets 20 minutes before CAS is up and after enemy CAS threat is down, arc missiles in
-3 AA can decoy, point to, scare and distract enemy armor for the 3 TOW and 1 HAT/4 LAT/5 APC, obscuring vision with explosion, grabbing enemy attention with bright missile
-1 man per FOB asset, 1 man hurt per explosion , 2 men per armor asset, everyone can shoot at a tank
-1 super FOB partially hit per area attack if built to the widest perimeter, 200 meter radius all directions
-FOB spawn emplacement undamaged by area attack if TOW/AA/HMG/foxhole emplacement line is placed 100 meters away from FOB
-Enemy area attack choices is divided between the mobile tanks, apcs and 3 stationary super FOBs emplacements manned by infantry, the actual FOB spawns further back from the line, and the flag
-1 man digs pers emplacment, 60 seconds while another runs ammo then loads as squad leaders runs in a line
-By the rules enemy cannot attack your first flag in the first 10 minutes
-Enemy is delayed by expecting you to show up to the other flags, delayed by travel
-Enemy is not likely to attack all at once starting off or once you break up attacks, as well as enemy staying behind to defend when we are not attacking
- Your DOD is right there next to your last flag for quick supplies, safe short distance travel and fast asset RTB for re-supply
-Your APCs and tanks come out to join the super FOBs 3 TOW, 3 AA right when they spawn, getting there before enemy armor
-Enemy has to travel far to RTB their damaged armor and choppers
-Enemy cannot build anything within 1500 meters of your mortars
-Enemy cannot build a TOW or any emplacement in within view distance of any of your defenses, only shots marked through beyond view distance
-Any enemy that comes in view of this 1200 meter long 3 super FOB wide defense organized with armor
-Any APC that survives by being supported by your 3 TOW and 3 AA against enemy armor, gets to be in view of a tank and no longer is a priority target
-Enemy mortars can only target one FOB at a time
-All your assets have the potential to stay alive with each other supporting
-Many more mutual benefits
3 TOW/3 AA/6 HMG + Armor assets= Maximum Firepower
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Grump/Gump.45
- Posts: 637
- Joined: 2018-12-15 21:35
3 TOW/3 AA/6 HMG + Armor assets= Maximum Firepower
Last edited by Grump/Gump.45 on 2025-08-27 17:11, edited 1 time in total.
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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Grump/Gump.45
- Posts: 637
- Joined: 2018-12-15 21:35
Re: Combined FOB Assets + Vehicle assets= Maximum Firepower
In short, on certain maps where last flag terrain and DOD provides.
Tanks + APC + AA vehicles + jeeps + logistic repairs + CAS laze + UAV + 3 TOW + 3 AA + 6 HMG + 2 Mortar + 6 FOBs total for the Last flag from start of the round, as everything spawns.
Invincible fighting force, your main base is close, enemy main base is across the map, outnumbering them with assets and team benefits.
1 squad per super FOB, emplacements spread wide from build edge to edge of FOBs build radius.
Squad leaders just use teamwork this way and bring your squads. This will teach players teamwork.
Bring your squads to the last flag at the start of the round to have enough time to build 3 TOW + 3 AA + 6 HMG + 2 mortars + Last flag defended by team from start of round for time to build 3 super FOBs at the same time, each squad racing the other to get every FOB spread, done and loaded.
Then APCs spawn in main base close to your last flag super FOBs, they wait for enemy APCs to be heard. Enemy APCs are outnumbered by your 3 TOW, APCs, HAT, LAT, HMGs and even AA.
Tanks spawn, they join your APCs, listen for enemy tanks
View distances suppression and control every direction, shooting everything you see and can't see until you see enemy who was moving behind something out of view. Aim suppression height of a man, fire deep.
Random ceasefires upon gaining fire superiority to listen for armor, resuming fire upon order or the sound of enemy gunfire.
Tanks + APC + AA vehicles + jeeps + logistic repairs + CAS laze + UAV + 3 TOW + 3 AA + 6 HMG + 2 Mortar + 6 FOBs total for the last flag from start of the round, as everything spawns. Invincible fighting force, outnumbering them with assets..
1 squad per super FOB, emplacements spread wide from build edge to edge of FOBs build radius.
Squad leaders just use teamwork and bring your squads.
Last flag, start of the round, it gives time to build, close assets from main base as back up spawn, short travel for quick logistics supply, RTB repairs, UAV travel, short chopper travel. Many more benefits.
Tanks + APC + AA vehicles + jeeps + logistic repairs + CAS laze + UAV + 3 TOW + 3 AA + 6 HMG + 2 Mortar + 6 FOBs total for the Last flag from start of the round, as everything spawns.
Invincible fighting force, your main base is close, enemy main base is across the map, outnumbering them with assets and team benefits.
1 squad per super FOB, emplacements spread wide from build edge to edge of FOBs build radius.
Squad leaders just use teamwork this way and bring your squads. This will teach players teamwork.
Bring your squads to the last flag at the start of the round to have enough time to build 3 TOW + 3 AA + 6 HMG + 2 mortars + Last flag defended by team from start of round for time to build 3 super FOBs at the same time, each squad racing the other to get every FOB spread, done and loaded.
Then APCs spawn in main base close to your last flag super FOBs, they wait for enemy APCs to be heard. Enemy APCs are outnumbered by your 3 TOW, APCs, HAT, LAT, HMGs and even AA.
Tanks spawn, they join your APCs, listen for enemy tanks
View distances suppression and control every direction, shooting everything you see and can't see until you see enemy who was moving behind something out of view. Aim suppression height of a man, fire deep.
Random ceasefires upon gaining fire superiority to listen for armor, resuming fire upon order or the sound of enemy gunfire.
Tanks + APC + AA vehicles + jeeps + logistic repairs + CAS laze + UAV + 3 TOW + 3 AA + 6 HMG + 2 Mortar + 6 FOBs total for the last flag from start of the round, as everything spawns. Invincible fighting force, outnumbering them with assets..
1 squad per super FOB, emplacements spread wide from build edge to edge of FOBs build radius.
Squad leaders just use teamwork and bring your squads.
Last flag, start of the round, it gives time to build, close assets from main base as back up spawn, short travel for quick logistics supply, RTB repairs, UAV travel, short chopper travel. Many more benefits.
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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Grump/Gump.45
- Posts: 637
- Joined: 2018-12-15 21:35
Re: 3 TOW/3 AA/6 HMG + Armor assets= Maximum Firepower
This strategy on Last flag where suitable terrain and DOD position for mutually supporting 3 TOW + 3 AA + 6 HMG + 2 mortars and all armor assets with logistics repairs to maximize firepower, security, thermal optics coordinating on that objective.
Suppression view distance scan storm until the enemy comes. If both teams have 4 APCs then use the 3 TOWs surrounding your last flag from the start to listen and thermal scan for enemy armor direction in support. Common sense teamwork, how easy strategy is by positioning.
On the last flag your commander UAV doesn't have to go as far using more fuel, but enemy does. Your supply assets don't need to travel the whole map, but enemy does.
Waiting for the enemy to capture the flags and come once you are built, waiting for your 1st armor assets. Enemy could attack 1 man, 1 squad at a time or coordinate. Great training and teaching experience, there is no down side to your last flag having everyone defend with 6 FOBs, 3 of those being super FOBs and 1 mortar FOB.
Infantry squads control where the fight can go, so even if armor doesn't agree, which is out of ignorance of teamwork, go last flag having built and placed everything they need demonstrating the advantages of repair stations surrounding last flag.
Flexible just 1 super FOB per squad in view of each other, racing to get them done through time management, 2 TOWs is better than 1 TOW of course, so you build 3.
Suppression view distance scan storm until the enemy comes. If both teams have 4 APCs then use the 3 TOWs surrounding your last flag from the start to listen and thermal scan for enemy armor direction in support. Common sense teamwork, how easy strategy is by positioning.
On the last flag your commander UAV doesn't have to go as far using more fuel, but enemy does. Your supply assets don't need to travel the whole map, but enemy does.
Waiting for the enemy to capture the flags and come once you are built, waiting for your 1st armor assets. Enemy could attack 1 man, 1 squad at a time or coordinate. Great training and teaching experience, there is no down side to your last flag having everyone defend with 6 FOBs, 3 of those being super FOBs and 1 mortar FOB.
Infantry squads control where the fight can go, so even if armor doesn't agree, which is out of ignorance of teamwork, go last flag having built and placed everything they need demonstrating the advantages of repair stations surrounding last flag.
Flexible just 1 super FOB per squad in view of each other, racing to get them done through time management, 2 TOWs is better than 1 TOW of course, so you build 3.
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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Grump/Gump.45
- Posts: 637
- Joined: 2018-12-15 21:35
Re: 3 TOW/3 AA/6 HMG + Armor assets= Maximum Firepower
Interesting breakdown. This last-flag defensive strategy actually makes sense on open-terrain maps: you trade early flags for a 10-minute head start to build 3 super-FOBs, max out all emplacements, set up overlapping thermals, and let armor join the line right when it spawns.
The result is a fortified killing zone where every asset supports each other, enemy travel time works in your favor, and your whole team learns real fire superiority, suppression, scanning, and combined-arms teamwork. It doesn’t work on every map, but when terrain allows it, the advantages stack fast and the enemy is forced to attack into your strongest position.
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I got tired of doing this without 3 TOW + 3 AA + 6 HMG + Tanks + APC + Jeeps + AA vehicles + logi repair stations
https://www.youtube.com/watch?v=l6YpT1DHYhs
I want to do 1 man per FOB emplacement, there will be lots of empty foxholes shielding crates or allowing movement as FOB emplacement spacers.
The FULL length of FOB build radius must be used, to minimize area attack damage, FOB placed 100 meters behind asset line, a line that is rounded to the build perimeter like half moon crescent.
We need 3 of those plus a mortar FOB, divide area attack choices, 1 man digs each thing gets it all done in 4 minutes.
Its running a line, but squad leaders bunch up FOB emplacements carelessly and no other squad helps with a 2nd super FOB.
The bad habit of guys bunching up doing one FOB emplacement at a time needs to be undone rather than multiple at the same time to finish same time. The game goes so much better.
Eat the enemy first before attacking, enemy rushes deep and you should do your last flag first, all squads, 1st APC and armor to spawn helps the TOWs.
AA can be used as rocket artillery until CAS is up, 3 AA emplacments plus the kit. Just dumping ammo into the view distance aggressively scanning for targets. Enemy will rarely attack all at once, first to show up or peek needs to be taken out before enemy gets full picture...
Your last flag is close to main for your UAV and all other vehicle assets. UAV has more time defending than enemy UAV can because of fuel travel distance.
Enemy has to go farther for everything and stay coordinated out of main into the attack, the enemy would have to stop attacking to wait or they die one squad at a time under heavy suppression.
Double sweep and scan everything, never let enemy distract or bait you. Let armor run.
Everything dumps into potential target zone, whether you see enemy there or not, all directions of the ground beyond the view distance or any obstacle, bullets, rockets, APC/Tank shells onto and over, through deep over the map.
Commander marks confirmed locations with Yellow Alpha-Golf letter waypoints.
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: 3 TOW/3 AA/6 HMG + Armor assets= Maximum Firepower
I got tired of doing this without 3 TOW + 3 AA + 6 HMG + Tanks + APC + Jeeps + AA vehicles + logi repair stations
https://www.youtube.com/watch?v=l6YpT1DHYhs
I want to do 1 man per FOB emplacement, there will be lots of empty foxholes shielding crates or allowing movement as FOB emplacement spacers.
The FULL length of FOB build radius must be used, to minimize area attack damage, FOB placed 100 meters behind asset line, a line that is rounded to the build perimeter like half moon crescent.
We need 3 of those plus a mortar FOB, divide area attack choices, 1 man digs each thing gets it all done in 4 minutes.
Its running a line, but squad leaders bunch up FOB emplacements carelessly and no other squad helps with a 2nd super FOB.
The bad habit of guys bunching up doing one FOB emplacement at a time needs to be undone rather than multiple at the same time to finish same time. The game goes so much better.
Eat the enemy first before attacking, enemy rushes deep and you should do your last flag first, all squads, 1st APC and armor to spawn helps the TOWs.
AA can be used as rocket artillery until CAS is up, 3 AA emplacments plus the kit. Just dumping ammo into the view distance aggressively scanning for targets. Enemy will rarely attack all at once, first to show up or peek needs to be taken out before enemy gets full picture...
Your last flag is close to main for your UAV and all other vehicle assets. UAV has more time defending than enemy UAV can because of fuel travel distance.
Enemy has to go farther for everything and stay coordinated out of main into the attack, the enemy would have to stop attacking to wait or they die one squad at a time under heavy suppression.
Double sweep and scan everything, never let enemy distract or bait you. Let armor run.
Everything dumps into potential target zone, whether you see enemy there or not, all directions of the ground beyond the view distance or any obstacle, bullets, rockets, APC/Tank shells onto and over, through deep over the map.
Commander marks confirmed locations with Yellow Alpha-Golf letter waypoints.
https://www.youtube.com/watch?v=l6YpT1DHYhs
I want to do 1 man per FOB emplacement, there will be lots of empty foxholes shielding crates or allowing movement as FOB emplacement spacers.
The FULL length of FOB build radius must be used, to minimize area attack damage, FOB placed 100 meters behind asset line, a line that is rounded to the build perimeter like half moon crescent.
We need 3 of those plus a mortar FOB, divide area attack choices, 1 man digs each thing gets it all done in 4 minutes.
Its running a line, but squad leaders bunch up FOB emplacements carelessly and no other squad helps with a 2nd super FOB.
The bad habit of guys bunching up doing one FOB emplacement at a time needs to be undone rather than multiple at the same time to finish same time. The game goes so much better.
Eat the enemy first before attacking, enemy rushes deep and you should do your last flag first, all squads, 1st APC and armor to spawn helps the TOWs.
AA can be used as rocket artillery until CAS is up, 3 AA emplacments plus the kit. Just dumping ammo into the view distance aggressively scanning for targets. Enemy will rarely attack all at once, first to show up or peek needs to be taken out before enemy gets full picture...
Your last flag is close to main for your UAV and all other vehicle assets. UAV has more time defending than enemy UAV can because of fuel travel distance.
Enemy has to go farther for everything and stay coordinated out of main into the attack, the enemy would have to stop attacking to wait or they die one squad at a time under heavy suppression.
Double sweep and scan everything, never let enemy distract or bait you. Let armor run.
Everything dumps into potential target zone, whether you see enemy there or not, all directions of the ground beyond the view distance or any obstacle, bullets, rockets, APC/Tank shells onto and over, through deep over the map.
Commander marks confirmed locations with Yellow Alpha-Golf letter waypoints.
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
