How to DELETE enemy assets: Fire Superiority Assets Combine
Posted: 2025-08-02 17:59
How to DELETE enemy assets: Fire Superiority Assets Combine
Last flag 6 super FOB strategy from start of round, everyone defending, with its many self evident benefits of:
Self Evident Strategy Benefits of Maximum FOB assets and Vehicle assets coordinating all available weapons in defense of last flag from START OF THE ROUND (certain maps terrain dependant)
1- Main base is right there as a back up spawn, quick unlimited supplies, 10 minute head start
2- You don't attack any flag moving into view of enemy, they move into view of you
3- short distance travel from main base for all assets/logi/heli/supplies/UAV saves fuel.
4- FOBs deployed within 1st minute of game, 2nd minute squad leader runs FOB asset line at 25% FOB
5- 1 man digs each thing gets every emplacement done at the same time, then loading begins
6- APCs and tanks join super FOBS immediatly at last flag, close to main having 3 TOW /3 AA / 6 HMG support from 3 FOBs
7- FOBs on your DOD that can only be approached from one side and not behind
8- Saving logistics trucks from blowing up to respawn, short RTB distance to re-use
9- Short RTB distance for all assets, use up ammo suppressing hiding enemy, go get more ammo quick
10- You have time to build before the enemy gets there and realizes what you are doing
11- Enemy assets will run into 3 TOWs/ 3 AA / 6 HMG, your first APC/IFV
12- then the enemy tanks come across the whole map after their APCs died to 3 TOW/ 3 AA / 6 HMG , your APCs and and your tanks defending each other.
13- Enemy CAS has to deal with 2 AA kits , 3 AA FOB emplacements, any AA vehicles you have and your own CAS
14- Enemy has to cross the whole map to RTB
15- Maximum Security, teamwork, experience, training mutual support, getting super FOBs done faster
16- Many more benefits I have not identified or remembered in this moment, self evident benefits that just make things fun and easy
https://www.youtube.com/watch?v=CYI8TWwiFlM&t=24s
https://www.youtube.com/watch?v=8RlAzzSikso&t=3s
Now the equation of why this works BEST on the last flag as the ultimate teamwork training experience
Tanks + APC + Jeeps + Logi repairs + CAS + 3 super FOBs sharing 3 TOW + 3 AA + 6 HMG + 2 mortars + 30 foxholes + UAV
So imagine every asset working together on a last flag desert map, laze for CAS, early warning from commander
Give or take some asset types depending on layout, even regular infantry maps with no heavy ground assets, 3 super FOBS, 3 TOW/ 3 AA / 6 HMG, more kits open, mow them down .
-Steps
1.) Round begins, 1st minute go to last flag, 3 squads drop 3 FOBs in view of each other surrounding last flag
2.) 2nd minute, once FOB is at 25% from 1-2 guys digging, rest folllow squad leaders emplacment line from edge to edge of FOB build radius, foxholes evenly spaced between 1 AA/HMG/TOW damaged per incoming mortar strike spread on emplacements.
One man digs per emplacement, so they get done all at the same time, don't help each other dig, find one not being dug. TOW/mortar has gunner/ammo runner each, rest is one man per asset
3.) 3rd minute, finishing up digging, starting emplacement ammo running and loading begins on 6 HMG, 3 TOW, 3 AA by each infantry squads super FOB. Mortars begin firing
4.) Await support from APCs to help your TOW, kill enemy APCs
5.) Begin sweeping and suppressing all potential enemy approach directions and towards the flag they are capping, view distance suppress, scan control
6.) Await for your CAS and tanks to join your APCS, 3 TOW/ 3 AA / 6 HMG /30 foxholes, they will get there before enemy tanks and assets.
7.) Kill all their assets. Then time the countdown till enemy asset respawn. Free reign suppress, every available weapon suppress and scan all enemy between you and the view distance and beyond
8.) If there is artillery area attack, at the 20 or 30 minute availability assets take spread and movement measures until enemy first uses it up
9.) Innovate, continue, repeat, never attack enemy flag, keep them coming, only use all your assets together
10.) If a Super FOB on infantry is wiped and you need time to re-build it, spawn main, get ride to go NEUTRALIZE ONLY enemy flag, to get some to stop attacking, that is when you only go to abandoned enemy flag to ONLY neutralize it
Sometimes there is 2 flags you can neutralize, they will need 5 guys to cap it back and might take more expecting a fight. You get sneaky troll pick up, leave flag, drive to go replace your super FOB and resecure your last flag to 100% super FOB security capacity with assets, could even leave claymores behind.
M E T T - T C
Mission - Stay alive, complete objectives (Deplete enemy tickets, demoralize, traumatize, control)
Enemy- Weapons, assets available, what they are doing.
Terrain/Weather- Visibility, cover, positioning allowing mutual support, movements, advantages
Troops/Support available- Your vehicle assets, kits, your FOBs and emplacements, how you use them
-
Time Considerations- Quickly, efficiently, multiple things, made ready, crate distance, emplacement loading
Civil Considerations- No civilian or un-armed surrender kills, keep non-fighters not fighting
Last flag 6 super FOB strategy from start of round, everyone defending, with its many self evident benefits of:
Self Evident Strategy Benefits of Maximum FOB assets and Vehicle assets coordinating all available weapons in defense of last flag from START OF THE ROUND (certain maps terrain dependant)
1- Main base is right there as a back up spawn, quick unlimited supplies, 10 minute head start
2- You don't attack any flag moving into view of enemy, they move into view of you
3- short distance travel from main base for all assets/logi/heli/supplies/UAV saves fuel.
4- FOBs deployed within 1st minute of game, 2nd minute squad leader runs FOB asset line at 25% FOB
5- 1 man digs each thing gets every emplacement done at the same time, then loading begins
6- APCs and tanks join super FOBS immediatly at last flag, close to main having 3 TOW /3 AA / 6 HMG support from 3 FOBs
7- FOBs on your DOD that can only be approached from one side and not behind
8- Saving logistics trucks from blowing up to respawn, short RTB distance to re-use
9- Short RTB distance for all assets, use up ammo suppressing hiding enemy, go get more ammo quick
10- You have time to build before the enemy gets there and realizes what you are doing
11- Enemy assets will run into 3 TOWs/ 3 AA / 6 HMG, your first APC/IFV
12- then the enemy tanks come across the whole map after their APCs died to 3 TOW/ 3 AA / 6 HMG , your APCs and and your tanks defending each other.
13- Enemy CAS has to deal with 2 AA kits , 3 AA FOB emplacements, any AA vehicles you have and your own CAS
14- Enemy has to cross the whole map to RTB
15- Maximum Security, teamwork, experience, training mutual support, getting super FOBs done faster
16- Many more benefits I have not identified or remembered in this moment, self evident benefits that just make things fun and easy
https://www.youtube.com/watch?v=CYI8TWwiFlM&t=24s
https://www.youtube.com/watch?v=8RlAzzSikso&t=3s
Now the equation of why this works BEST on the last flag as the ultimate teamwork training experience
Tanks + APC + Jeeps + Logi repairs + CAS + 3 super FOBs sharing 3 TOW + 3 AA + 6 HMG + 2 mortars + 30 foxholes + UAV
So imagine every asset working together on a last flag desert map, laze for CAS, early warning from commander
Give or take some asset types depending on layout, even regular infantry maps with no heavy ground assets, 3 super FOBS, 3 TOW/ 3 AA / 6 HMG, more kits open, mow them down .
-Steps
1.) Round begins, 1st minute go to last flag, 3 squads drop 3 FOBs in view of each other surrounding last flag
2.) 2nd minute, once FOB is at 25% from 1-2 guys digging, rest folllow squad leaders emplacment line from edge to edge of FOB build radius, foxholes evenly spaced between 1 AA/HMG/TOW damaged per incoming mortar strike spread on emplacements.
One man digs per emplacement, so they get done all at the same time, don't help each other dig, find one not being dug. TOW/mortar has gunner/ammo runner each, rest is one man per asset
3.) 3rd minute, finishing up digging, starting emplacement ammo running and loading begins on 6 HMG, 3 TOW, 3 AA by each infantry squads super FOB. Mortars begin firing
4.) Await support from APCs to help your TOW, kill enemy APCs
5.) Begin sweeping and suppressing all potential enemy approach directions and towards the flag they are capping, view distance suppress, scan control
6.) Await for your CAS and tanks to join your APCS, 3 TOW/ 3 AA / 6 HMG /30 foxholes, they will get there before enemy tanks and assets.
7.) Kill all their assets. Then time the countdown till enemy asset respawn. Free reign suppress, every available weapon suppress and scan all enemy between you and the view distance and beyond
8.) If there is artillery area attack, at the 20 or 30 minute availability assets take spread and movement measures until enemy first uses it up
9.) Innovate, continue, repeat, never attack enemy flag, keep them coming, only use all your assets together
10.) If a Super FOB on infantry is wiped and you need time to re-build it, spawn main, get ride to go NEUTRALIZE ONLY enemy flag, to get some to stop attacking, that is when you only go to abandoned enemy flag to ONLY neutralize it
Sometimes there is 2 flags you can neutralize, they will need 5 guys to cap it back and might take more expecting a fight. You get sneaky troll pick up, leave flag, drive to go replace your super FOB and resecure your last flag to 100% super FOB security capacity with assets, could even leave claymores behind.
M E T T - T C
Mission - Stay alive, complete objectives (Deplete enemy tickets, demoralize, traumatize, control)
Enemy- Weapons, assets available, what they are doing.
Terrain/Weather- Visibility, cover, positioning allowing mutual support, movements, advantages
Troops/Support available- Your vehicle assets, kits, your FOBs and emplacements, how you use them
-
Time Considerations- Quickly, efficiently, multiple things, made ready, crate distance, emplacement loading
Civil Considerations- No civilian or un-armed surrender kills, keep non-fighters not fighting