3 TOW/3 AA/6 HMG + Armor assets= Maximum Firepower
Posted: 2025-07-29 17:09
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
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