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Al Basrah 64 player USMC Strategy

Posted: 2007-07-04 14:07
by Shining Arcanine
I had an idea that could use a Blackhawk to simulate a Chinook in PR on Al Basrah that the USMC can use to take areas like the Facility when they are having trouble. Basically, the commander orders all of the squad leaders to meet at the airport with officer kits and also orders them to order their squad members to delay spawning. Then the commander orders an air squad to pilot the blackhawk and the two cobras. It is very important that the air squad can distinguish between who is who, so that both Cobra pilots know who their gunners are and who the blackhawk pilot is and both gunners know who their pilots are. The Cobras are to fly alongside the Blackhawk, making sure that if any stinger missiles hit, they will be the ones hit and not the blackhawk. Next, the commander designates a drop-off point and the helicopters then take a route to it that avoids eye contact with the city and allows them to enter the city from a direction that enables them to fly over an area that has a low concentration of enemy combatants. While this is happening, the commander is to find a squad that is willing to go to defense (a defense squad that was formed when the game started would be great in this situation). More on this later. As they near the drop-off point, the Cobras' gunners take out any ground infantry they see. It is very important that the Cobras' gunners do not take out any enemy infantry far away from the drop-off point, so they cannot respawn nearby when their teammates start reporting USMC infantry in the area. It is also very important that the blackhawk gunners not fire their weapons as the Cobras are supposed to be along side the Blackhawk (preferablly slightly below the blackhawk so that as stinger missiles come up, the missiles will more likely hit them). At the drop-off point, the Blackhawk will do a ground insertation while the Cobras fly along side it almost to the ground to help protect it from any antitank missiles. Then two things happen, both on the ground and in the air. I will describe the ground component first.

All of the squad leaders get out, moving away from the blackhawk quickly so as it takes-off, none of them get killed. They should also try to spread-out so their squad members can spawn quickly. When they are about 2-3 meters away, they are to order their squad members spawn. Their squad members are to protect their squad leaders. The squad leaders are to establish rally points in an area that is hard for the enemy to see and the defense squad is to stay there and defend the rally points. It is crucial that the commander have found a squad willing to defend, so the defending squad does not join the assault, allowing the rally points to be destroyed. All other squads are to go over to offense as soon as the rally-points are set. They are to maintain two objectives, the first being to keep their squad leaders alive and the second is to take the flag. They should take-out all targets that threaten their squad leader and between them and the flag. All others should be ignored. This helps to ensure organization during the assault. The commander should act as a channel of communication between the squads. It is very important that he try to do only that, as at this point the USMC should have something known as momentum, which means that they are moving in a general direction toward some objective and the enemy is not able to stop them from moving in it because if it could, they would not be moving. It is vital to taking the flag that the commander not mess this up. It is also important that the commander know the difference between the single squad and entire team channels and use both when necessary; this will lower radio chatter. As the squad move towards the flag, they are to mark any spotted spawn cars as enemy boats to signal the Cobras; they are not to engage the spawn cars unless absolutely necessary (that means only killing enemy troops coming out of them), as destroying them takes too long. The destruction of them is to be left to the Cobras.

When all of the squad leaders leave the Blackhawk, the Blackhawk is to take-off and return to base. Whether it takes an a-b route, the path that it took or a path over the areas that have the highest concentrations of insurgents to get the insurgents to consume their ammo is not something I am specifying. It is up to the pilot. Whatever happens, however, he is not to collide with either of the Cobras and he is to make sure that he moves directly upward until he is a few meters off the ground. When the squad leaders land, the Cobras are to move away from the Blackhawk, to minimialize the possibility of mid-air collisions. When their pilots are sure that they are not going to collide with anything, they are to begin a sweep of the immediate area to take-out any enemy troops that pose a direct threat to the squad leaders and consequently, the rally-points. Once that is done, they are to focus on two objectives. One eliminating all of the enemy troops between the ground forces and the flag and two, eliminating enemy assets, such as spawn cars, prioritizing things like spawn cars over other things, like trucks (e.g. the spawn car in the facility is to take precedence over the truck in the facility). They are to balance destroying these with eliminating enemy troops with the enemy troops that are in-front of ground forces being eliminated before all other enemy forces. If any ground troops report enemy boats, this means that a squad has one, found a spawn car and two, will not move towards the objective until it is destroyed because there is no way that any sane person would turn his back on an enemy spawn point. This threatens to slow the team's momentum and any threat to slow the team's momentum is to take priority over everything else. Therefore, one pilot (assuming that both Cobras are still in the air) is to report to the other that he and his gunner are going to take it out and then he is to immediately move his Cobra into position so that his gunner can target it. To summarize, here is the firing order:
  1. Reported Spawn Cars
  2. Enemy troops directly in front of friendly ground forces and those that are able to fire on friendly ground forces
  3. Spawn Cars
  4. Enemy troops between ground forces and the objective
  5. Enemy Assets at and around the objective
  6. Everything else
The Blackhawk pilot upon returning to the air base is to man an A-10 and then fly around the objective, doing airstrikes when a request is relayed through the commander. He is not to perform air strikes on his own unless they are on targets that are not between the team and its objective. This will miniminalize the possibility of friendly fire. There is a possibility for a sixth pilot squad member, who will also fly an A-10. If there is such a member, then he is to stay in his A-10 at the air base until the helicopters are near but not to close to the drop-off point. Then he is to take-off and perform air strikes on the objective while ground forces are moving towards it. When ground forces begin to enter it. He is stop air strikes and fly around the objective, performing the same duties as the other A-10 pilot. There is a possibility for both of them to seek and destroy enemy assets a little farther from the objective than the Cobras would, but they are to stay within range of the objective at all times to deliver air-strikes when requested. Furthermore, if there is any enemy armor spotted, the A-10s are to destroy it. For the A-10 pilots, destroying enemy armor has the highest priority, as any enemy armor is a direct threat to the team's momentum, as ground forces will be moving without any armor support and the Cobras will be too busy with their objectives to assault enemy armor.

If any Cobras are shot down, their crews are to respawn at the airbase and take the next Cobra that spawns, with the same pilot and gunner taking the Cobra together, in the same positions in which they started. If any A-10s are shot down, their pilots is to respawn at the airbase, and take the next A-10s that spawn. There is to be switching from A-10s to Cobras or from Cobras to A-10s. Such actions could harm the air squad's coordination.

This strategy requires that the USMC to function as a team and if they do, they should take the flag and consequently route the enemy from the map if they maintain their coordination from the flag capture onward. It will greatly aid this if everyone on the USMC had microphones and if in the case that some do not, only those that do should be in the air squad, be the commander and be the squad leaders, so that coordination is maximized. I have not been able to play PR lately, but when I get time, I hope that I see this strategy being used.

Edit: Considering that there is an open beta for 0.6, I guess this strategy is a bit late, as this is a 0.5 strategy. I should have thought of this last year. :(

Posted: 2007-07-04 17:47
by Long Bow
Wow, you put alot of thought into that! Nice work. However in 0.6 that idea may not work as well with the longer view distances, it will be harder to go undetected. Plus there is no more A10's but there is now nice British choppers. Give 0.6 a try and you might be able to tweak that strategy to fit :grin:

Posted: 2007-07-04 18:11
by Outlawz7
Heres a brief strategy, that works at the moment:

-A10 takes off, destroys all insurgent armor, bridges and anything else, that gets a nice green square over it

-Cobras sweep all the spawn cars around Village, and keep all the Insurgents down in the basement

-finally after 30 minutes, a small infantry squad comes to Village and caps it, because all the Insurgents are running around Facility being dumbasses

-A10, armor and Cobras continue massacring Insurgents around Facility and Mosque, in the mean time, a SF squad takes out spawn cars and ammo dumps and anything Insurgents didnt use yet

-2-3 squads establish Rally Points and constantly attack the Insurgents, which by now, are all 75% RPGs, because the vehicles keep them busy not holding the AKs

-finally after an hour, all spawn cars are destroyed OR(!) Insurgents have wasted all spawn cars as VBIEDs, and no Insurgent bothers to spawn at Palace to bring new ones back into the city, or is too lazy to repair the bridges

-a few Insurgents are still in the city and a sniper deals with them

-USMC captures Facility, while a forward squad already sits at Mosque

-Mosque is captured, everyone moves to Industry, in the mean time, Insurgents have came to Facility and wonder "OMG Y CANT WE CAP!!!11!

-Insurgents get confused, while the USMC captures Suburbs, A10 keeps palace area supressed

-finally USMC arrives to Palace and starts capturing it, when the dumbass Insurgents arrive at Industry

-all the armor is sent back to deal with them, while Cobras patrol the area

By now, Insurgents have been left without any flags and a few remain hidden, waiting to be finished off
OR
Insurgents manage to recapture Industry just in time, as well as Mosque, forcing all USMC in the east part of city to head back and start all over again, only this time Insurgents have been bleeded out, so victory is ensured.

Posted: 2007-07-04 18:23
by Wasteland
I wrote this up a while ago, for 0.5... Since writing it, I've come up with a more comprehensive plan for the other flags, but nothing's written out yet......

On most public games, it is possible to break through in Al-Basrah quite effectively, as long as your squads organize according to your commands.

The strat can be effectively countered with lots of IEDs in the city. Luckily insurgents on public games aren't with it enough to organize like this.

Here's the formula I've come up with for a 32 player USMC team:
-Mech Inf 1 (2 men in APC [not SL], four mounted infantry manning APC miniguns)
-Mech Inf 2
-Airborne Inf (1 BH Pilot and 5 infantry)
-Ma Deuce support (2 men in Hummer)
-Armor (4 men in tanks)
-Cobras (4 men in Cobras)
-A-10s (2 men in A-10s)
-Spec Ops (single spec ops taking out ammo dumps that A-10s can't hit)

Have everyone hit Villiage ASAP, as this is when USMC loses tickets to bleed.

Once BH drops his squad at villiage, have him pickup spec ops guys and drop him next to dirtbikes on east side of city. Start feeding him ammo dumps. The best ones to hit first are the ones around facility, as the fight will get there pretty soon and these targets will be harder to hit. Then work backwards to mosque, industry, suburbs, and so on.

Meanwhile feed your A-10s spawn car targets.

Once villiage is capped, have your armor, A-10s, and cobras start pounding city to get rid of all spawn cars and keep enemy personel occupied.

Position your Mech Inf and Airborne squads so they will reach their objectives reasonably simultaneously, with the directly assaulting APC being slightly behind the other squads. Your Hummer should stick with the direct assault APC.

At your command, all assaulting squads (Mech Inf 1 & 2, Airborne, and Ma Deuce) move on facility (they should set rally points before reaching their destinations, in case they're wiped out while the other squads still depend on them). Airborne Inf. is tasked with holding the buildings south of facility. Mech Inf 2 must hold buildings north of facility (APC should not stay put once troops are dismounted. Either patrol city or withdraw). Mech Inf 1 must enter facility from the north. Infantry dismounts and clears facility while APC stays in the SW-most part of facility, watching NW entrances. Ma Deuce drives behind gas station in NE of facility, guarding the eastern walls where infantry can jump over. This leaves your 4 infantry with the two southern entrances, which should be manageable.

Anyways, that's the beginning of my strategy. The rest of the battle is much more fluid, so I don't have a specified strat for it.

The key factor in my strategy is mobility and direct support. By maintaining a mobile infantry, you won't get bogged down trying to get to facility. Too often I see USMC stuck at north or south VCP, or at the slums between the VCPs. They kill some insurgents and make a little headway, but the insurgents just spawn in shortly after, and continue the fight.

In order to win, USMC must either really heavily on air power and keep their infantry out of costly engagements, or they need to cap mosque and start a ticket bleed. Keeping infantry out of the fight seems cheap and boring to me, so I guess we have to cap mosque.

Anyways, that's my novel

Posted: 2007-07-04 18:39
by Outlawz7
Basically, if you can brake thru the Facility area, youre on a good way. While all this is going on, there should be another squad, that has a RP hidden in slums west of Industry. Their job would be to go to Mosque and remain hidden, so when Facility gets captured, they start neutralazing Mosque, so when Mosque is capped Insurgents will get split in confusion, and the USMC forces moving from facility to defend newly captured Mosque deal with them.

Posted: 2007-07-04 18:42
by TayloR016
fook reading all that

Posted: 2007-07-04 18:47
by ArmedDrunk&Angry
You have to be kidding !
Wastelands little ditty reads like a dream sequence.
Worth the minute it takes to read it. !

I just have the feeling he has a plan like that for every map he ever played.

Posted: 2007-07-04 19:17
by Wasteland
Sorry to disappoint, Armed, but most of my time is spent coming up with witty retorts to your more conservative posts.

Posted: 2007-07-04 19:37
by ArmedDrunk&Angry
LMAO

Posted: 2007-07-05 02:37
by Shining Arcanine
Please stay on topic.

Posted: 2007-07-05 16:37
by ArmedDrunk&Angry
Your right.
Your Basra will be around for at least 2 more weeks.