Funny tactics used by Bluefor on insurgency maps and how to counter it
Posted: 2009-07-03 07:39
On a map, which I believe to be Karbala, we were defending a weapon cache located in the fortified village at b3. Now 2 hummvees came in and started to circle around the walls, which looked funny until I realized that the spawn points on the cache and the hideout were overrun.
In most cases, there are about 16 insurgents on both caches. Now 32 guys from the other team, with far better weapons and armor support try to move to a chache that is defended by 16 poorly armed insurgents that can't spawn as soon as somebody decides to drive a humvee closer to their position. It's always the same story.. insurgents fail. I'm not trying to say it's unbalanced but I'd like to say it calls for a radical change in insurgent tactics. If you didn't read the "Discover a new way to play Insurgency mode" thread, I highly recommend you to do so.
Now the main problem is that insurgents are immobile force sitting right on the weapon cache, firing RPGs and MGs as soon as some american decides to show up. So it think the squads should be divided into defenders and ambushers.
Defenders: They would be the ones defending the cache itself. It is important that the cache is defended only by one squad because a) it makes no difference how many people are on the cache - americans move in and... hideout overrun b) their purpose is to completely and utterly mine, ied, grenade trap the area so that there is only one safe route directly to the cache (main kit in the squad is IED). If they were not in the same squad, the lack of communication would result into accidental teamkills. Defenders should secure one civillian car or at least one bike so they can transport reinforcements or ambushers in and guide them through the traps to get heavy weapons.
Ambushers: Their main objective would be also to protect the weapon caches but in most cases, not from the cache itself. They should do whatever they can to drive the attention away.
- protect roads leading to the cache
- cover the cache from afar with MGs and RPGs (if possible, these heavy weapons should not be fired directly from the cache)
- hunt enemy snipers
- destroy firebases - dont worry if the firebase is crowded, sooner or later, the Bluefor is going to leave and your time will come
- if a weapon cache is in a hard to defend position, like in a village surrounded by open desert, move to the US main and at least ambush leaving vehicles.
- secure every insurgent vehicle possible and use them to ambush Bluefor troops from behind when they start to attack the cache. Mobility is important as the hideout is not on the cache and you need to reaload heavy weapons as well. Defenders may have one vehicle available but it's better if ambushers drive their own people to the main base or cache to get some heavy weapons (a defender can guide them through the traps).
- build hideouts on safe spots but not too far from the caches. If the enemy overruns them, it's not a problem. Unlike the caches, new ones can be build.
- use collaborators to spot enemies from high buildings and as protection against trigger happy apc gunners.
Ok, I'm not yet sure if this is gonna work but what I'm sure of is that insurgents need more teamwork and ambushes than before and running around with a gun aint going to do the job this time.
In most cases, there are about 16 insurgents on both caches. Now 32 guys from the other team, with far better weapons and armor support try to move to a chache that is defended by 16 poorly armed insurgents that can't spawn as soon as somebody decides to drive a humvee closer to their position. It's always the same story.. insurgents fail. I'm not trying to say it's unbalanced but I'd like to say it calls for a radical change in insurgent tactics. If you didn't read the "Discover a new way to play Insurgency mode" thread, I highly recommend you to do so.
Now the main problem is that insurgents are immobile force sitting right on the weapon cache, firing RPGs and MGs as soon as some american decides to show up. So it think the squads should be divided into defenders and ambushers.
Defenders: They would be the ones defending the cache itself. It is important that the cache is defended only by one squad because a) it makes no difference how many people are on the cache - americans move in and... hideout overrun b) their purpose is to completely and utterly mine, ied, grenade trap the area so that there is only one safe route directly to the cache (main kit in the squad is IED). If they were not in the same squad, the lack of communication would result into accidental teamkills. Defenders should secure one civillian car or at least one bike so they can transport reinforcements or ambushers in and guide them through the traps to get heavy weapons.
Ambushers: Their main objective would be also to protect the weapon caches but in most cases, not from the cache itself. They should do whatever they can to drive the attention away.
- protect roads leading to the cache
- cover the cache from afar with MGs and RPGs (if possible, these heavy weapons should not be fired directly from the cache)
- hunt enemy snipers
- destroy firebases - dont worry if the firebase is crowded, sooner or later, the Bluefor is going to leave and your time will come
- if a weapon cache is in a hard to defend position, like in a village surrounded by open desert, move to the US main and at least ambush leaving vehicles.
- secure every insurgent vehicle possible and use them to ambush Bluefor troops from behind when they start to attack the cache. Mobility is important as the hideout is not on the cache and you need to reaload heavy weapons as well. Defenders may have one vehicle available but it's better if ambushers drive their own people to the main base or cache to get some heavy weapons (a defender can guide them through the traps).
- build hideouts on safe spots but not too far from the caches. If the enemy overruns them, it's not a problem. Unlike the caches, new ones can be build.
- use collaborators to spot enemies from high buildings and as protection against trigger happy apc gunners.
Ok, I'm not yet sure if this is gonna work but what I'm sure of is that insurgents need more teamwork and ambushes than before and running around with a gun aint going to do the job this time.