Masqi's (Quick) Guide to .7 Rallypoints
Posted: 2008-01-03 10:32
In short:
The key to success is in keeping as many of the squad together as possible. To do this, you need to keep the RP alive. For as long as the RP is alive, dead squad members must spawn on it, and remain defending the RP until *at least* four or five (preferably all) of the squad are able to move out in force again.
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Okay, so you've downloaded 0.7. You've had multiple orgasms over the new eye candy (ooooooh, those trees on Fool's Road! *bliss*). You've stroked your shiny new M16 until it accidentally discharged on you. You've kissed the sky in the Typhoon and you've generally used up all the euphemisms you can.
Only now you're in an infantry squad, and you're trying to spawn, and dear lord but that little green marker isn't anywhere to be found! It's enough to make even the 120mm gun on the Abrams fire blanks.
(Okay, so NOW I've used up all the euphemisms I can. No more, promise.)
So, in 0.7 how do you go about using your infantry squad *effectively*, given that you can no longer jump into existance five meters away from your boss?
First off, some ground rules around RP placement:
Given that you have a RP up, how to use it properly? Well, the hint's in the name - rallypoint. Use it to rally from!
A quick overview of a RP life cycle:
First, it means that they can spread out slightly and defend the RP. As three of them have died it clearly means the enemy have units in the area - which puts the RP at risk. By staying on the RP, they can ensure that the spawn point is available for the other SMs to spawn on.
Secondly, it means that should the rest of the squad also get taken out, the entire squad will be together and able to move in for a second attack on the objective in force. A steady trickle of one-man bands moving into a hostile objective are going to get repeatedly taken out. 6 guys all moving in together stand a much better chance of success - which is why we have squads in the first place!
Now, in pretty picture format for the younger player that cannot read, or the older one that's forgotten how to and the middle-aged ones that can't be bothered:

The key to success is in keeping as many of the squad together as possible. To do this, you need to keep the RP alive. For as long as the RP is alive, dead squad members must spawn on it, and remain defending the RP until *at least* four or five (preferably all) of the squad are able to move out in force again.
-------------------
Okay, so you've downloaded 0.7. You've had multiple orgasms over the new eye candy (ooooooh, those trees on Fool's Road! *bliss*). You've stroked your shiny new M16 until it accidentally discharged on you. You've kissed the sky in the Typhoon and you've generally used up all the euphemisms you can.
Only now you're in an infantry squad, and you're trying to spawn, and dear lord but that little green marker isn't anywhere to be found! It's enough to make even the 120mm gun on the Abrams fire blanks.
(Okay, so NOW I've used up all the euphemisms I can. No more, promise.)
So, in 0.7 how do you go about using your infantry squad *effectively*, given that you can no longer jump into existance five meters away from your boss?
First off, some ground rules around RP placement:
- It is the squad leader (SL)'s responsibility to ALWAYS have a Rally Point (RP) up.
- It is the squad's responsibility to ALWAYS assist the SL in placing an RP.
- If the RP is taken down, one of two things should happen. Either the entire squad should relocate to a new location to place an RP if the squad are a) together and b) not doing something vital. If the squad are scattered, taking a flag or under heavy fire - JUST the SL and two squad members (SM) should disengage and place a new, temporary RP.
Given that you have a RP up, how to use it properly? Well, the hint's in the name - rallypoint. Use it to rally from!
A quick overview of a RP life cycle:
- Squad move out together from the main base, bunker or firebase.
- As they move towards their objective (in this case, a flag), they place the RP. They keep moving it forwards (in case of accidents - like meeting an enemy tank) so that if they die, they don't loose too much ground. Less important on small maps, vital on Quinling!
- They place their final RP around 200m from the objective, so it avoids discovery.
- They then run around 50-100m AWAY from the RP, in a direction that also leads AWAY from the objective. They are then able to approach the objective from a compass baring that will NOT lead the enemy directly to their RP.
- 100m out, they get eyes-on the target, suss out the enemy presence, form a plan of attack and engage. Half the squad die in the attack. The other half survive, and take the flag.
- The dead SMs do *NOT* run immediately to their squadmates. They REMAIN WITH THE RP
- When the objective is taken, the squad regroup and either defend the new objective or move on together.
First, it means that they can spread out slightly and defend the RP. As three of them have died it clearly means the enemy have units in the area - which puts the RP at risk. By staying on the RP, they can ensure that the spawn point is available for the other SMs to spawn on.
Secondly, it means that should the rest of the squad also get taken out, the entire squad will be together and able to move in for a second attack on the objective in force. A steady trickle of one-man bands moving into a hostile objective are going to get repeatedly taken out. 6 guys all moving in together stand a much better chance of success - which is why we have squads in the first place!
Now, in pretty picture format for the younger player that cannot read, or the older one that's forgotten how to and the middle-aged ones that can't be bothered:



Player guide bolted onto the wiki? (shamless advertising there, not intended, just good word use... Honest