A full sized build perimeter super FOB can be completed in 4 minutes or less with a full squad,
Steps below (1 man digs each emplacement efficiency order, build radius edge to edge).
But first preaching on maximum available assets and firepower, 3 TOW + 3 AA + 6 HMG + 2 mortars + 30 foxholes + Tanks + APC + Jeeps + Logistics supply/repair + UAV. 6 FOB spawns allowed total.
The only time and place you have time to SAFELY build ALL this is surrounding your LAST FLAGS from START of the ROUND out the gate of main base. Each squad puts their own super FOB in a spot surrounding last flag in view of another super FOB.
Nobody attacks in this team strategy, everyone is bait, security and firepower for each other. This costs less tickets down the road, has more firepower, teamwork, brings more players and cinematic fun.
Each infantry squad will build their own super FOB around the LAST FLAG from the START of the ROUND because that will give time and space to build to prepare this for enemy.
Teamwork between squads all based around defending last flag from round start.
You will scan and aggressively suppress the view distance with your team, constant scanning and probing bullet storms all directions, listening for enemy assets all directions, maximum THERMAL assets spread out in view of each other and the last flag.
Using the last flag as bait to outnumber the enemy with 3 TOW + 3 AA + 6 HMG + 2 mortars + 30 foxholes you race each others squads to build to support your armor.
Then outnumber the enemy armor with all this. Never leave to take down an enemy FOB, everyone is bait for each other, hit them with every long reaching asset through view distance.
Both teams get even assets, like 4 APCs each so have TOW and AA as decoy, distraction, ears, extra thermals and assist.
So maximum available resources, emplacements and assets can be maximized from main base nearby. Every close to main base benefit and advantage we have is opposite for the enemy at our last flag.
Main base has many advantages for LAST FLAG STRATEGY for close RTB, repairs, supply chopper short runs, logistics trucks short runs, its a back up spawn point on top of 6 FOBs with vehicles.
Friendly commander UAV uses less fuel, has more time, while enemy commander has to use more fuel to look and has less time because of main base distances.
Same for supply, repairs, RTB for armor, vehicles. If we have super FOBs enemy cannot place their own in view of them because of the 3 friendly TOW will take it down.
Enemy cannot touch you and you can learn even more brutal suppression and fear tactics from this.
1 Super FOB fully spread from build edge to build edge will only partially be destroyed by area attack artillery following these steps and the games maximum allowed sizes.
Only destroyed on the edges or middle depending where its placed and if you touch the build radius edges and how far emplacements are from FOB, AA on one end and TOW on the other to divide enemy choices further. Multiple super FOBs divides enemy area attack artillery choices.
Its all in the timing and ordering time efficient building methods to accomplish this in 4 minutes, that is "1 man digs per emplacement" so emplacements are completed at the same time rather than one at a time, never help each other dig.
At most 1 man digs, 1 man loads and 1 man is on the TOW only while it is being built. 1 man digging each emplacement has completion speed, spreading, safety and many other benefits rather than multiple guys digging one asset.
Steps
-Place crate one spot, park logi with repairs in another spot, FOB placed 50 meters from crate, all this for COUNTER MORTAR spread between CRATE, LOGI and FOB.
-1 or 2 guys shovel FOB. 1 man is 2 minutes, 2 guys is 1 minute for FOB dig time. Once FOB is at 25% showing the built model asset emplacement line can be placed.
-ALL OTHER ASSETS ARE "One man dig each emplacement" for speed, spread and safety.
-1 TOW, 1 AA, 2 HMG and 10 foxholes, a line of emplacements at least 100 meters away from FOB to counter artillery from end to end of build radius edges on both sides of the FOB line.
-60 seconds to dig everything for 1 man, 1 man digging each emplacement, up to 14 of them. 8 emplacements can be done by 2 minutes.
-Medic drops their medic kit at an isolated dig spot other squad members won't likely dig, things that will get ignored, then grabs rifleman to dig.
-Foxholes will stay up but will be weak at 25% status bar, 1 white build status bar. WEAK TO DAMAGE
-HMG, TOW, AA will stay up at 50% status and can be used but WILL BE WEAK TO DAMAGE.
-Combat engineer can complete assets quicker and silently, 2 are available for a team of 50
-The goal is to make enemy waste more shells or muntions on more emplacements, more distractions from foxholes, foxholes giving cover to either get into, use as visual bait for enemy to distract, shield crates or angle yourself behind
-Super FOBs are artillery, CAS and armor bait.
Full Super FOB in 4 minutes: All emplacements, Largest super FOB
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Grump/Gump.45
- Posts: 637
- Joined: 2018-12-15 21:35
Full Super FOB in 4 minutes: All emplacements, Largest super FOB
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
