The number of players in a squad is hardcoded. However an increase in their size could be beneficial for both squad organization and tactics.
The in game VOIP system limits communication to only fellow squad members, this is not a massive problem in its self, but any increase in squad size would also require an improved VOIP system.
Therefore I propose the use of use of external VOIP software (example being: Teamspeak, referred to below as TS) to create a single squad channel and the creation of 2 – 3/4/5 man squads in the game itself but with the 2 squads using the same TS channel.
The idea is to reflect the almost total, modern day use of separate fire teams among small groups of soldiers, where communication between fire teams can take place fairly easily.
Each separate squad represents 1 fire team, with 2 fire teams in total. For ease of naming I suggest, one is called Fire team Alpha (FA) and the other, Fire team Bravo (FB).
The actual name displayed on the squad list, for FA I suggest is S1 – FA (Squad 1 – Fire team Alpha) and for FB I suggest is S1 – FB (Squad 1 – Fire team Bravo).
This enable other non “Squad 1” players (those not on the S1 TS channel) to easily identify that the 2 supposedly different squads are actually working as one squad.
All players with in "Squad 1" are also totaly clear as to which fire team they are in.
Having no more than 4 in each Fireteam, means a maximum of around 8 players and this is probaly the max number of players that can effectively use 1 channel. This is a increase over the present 6 man squad number but the possible minor decrease in the overall standard of communication is, i believe, totaly made up for in the gain of 2 extra players and the very rigid formation of 2 fireteams.
Fire teams are nothing unless the players know how to take advantage of the simple fact, of the squad being able to focus on 2 different objectives, however similar or different and have a significant and equal number of men engage each objective. This being the principle point of fire teams.
With out realizing the above, the squad’s only possible advantage is that of numbers over the enemy and we all know that is never enough to be successful and therefore all the effort put into organizing the 2 fire teams becomes worthless!
Therefore we must consider in advance the most appropriate tactics to utilize the 2 objective model, with in the present build of PR, not reality. Failure to recognize the distinctions between game and reality results in tactics not being totally designed for the PR environment.
Below I have mentioned the 2 main tactics and I have tried to explain them in the simplest possible terms.
(1) Suppress THEN Move
Made up of 2 objectives:
1) Suppressing the enemy, FB’s Responsibility - stopping them from firing at you by making them think it is to dangerous for them to expose them self’s and fire.
Vital kits: Support gunner – his ability to fire for long periods of time.
Stages: FB moves to a location where there is cover but they can also fire easily on to the enemy’s position.
A single area is selected using a map marker (area example: wall, building/s, construction site or even 50m line).
All of FB begin firing at the same time and do so until either FA enters their line of fire or FA have completed their objective or it is safe for FB to advance with out fire support.
Smoke – Imperative that IF the enemy will become or are aware of, in particular FA’s movement or future movement, every smoke the squad has is placed on top of and just in front of the enemy – obscuring their view as much as possible, thus unable to return accurate fire again you.
2) Moving onto the enemy’s position or a specific location near (example: high ground over looking the enemy position) FA’s Responsibility – gain the advantage of a
NEW position, be it a cleared out flag area or roof top.
Vital kits: Ones with Frag grenades but NO snipers or marksmen.
Stages: An objective is selected using a map marker.
FA moves to a position where FB can cover them with fire and smoke but also where they can reach their objective the safest. This often means flanking – coming around from the side.
Once FB begins suppressing and smoke is up, FA moves from their cover towards
the objective.
FA secures area, allowing FB to move up safely.
Frags (un-line) – Imperative that any suspected enemy position is “fragged” before any of
FA move on to it – even a near miss causes serious blurring of vision for the enemy and
thus makes them easier to kill for a very short period.
.
(2) Multiple angles of Attack
Made up of 2 objectives:
UPDATE SHORTLY,bldy exausted....
Solution (un-line): A single thread that clearly explains what it is and how to set it up, including down loads. There is already information provided in the guide and there have been some threads in the past (however I am unsure of the exact nature of these threads) - information posted in General section generaly results in the short term a high uptake amung the commited, quality players.
So what do people think. Is the use of fire teams through the above method practical or at all?
Do you think the tactics are to complex or not appropriate for PR?




