Squad leading as 'BLUFOR' on insurgency.
Posted: 2010-01-24 02:56
Right, ive been playing alot on Insurgency maps (mainly on TG) and have had great success using the follow tactics. First things first kits;
1. Officer
2. Medic
3. SAW
4. Specialist
5. Rifleman
6. Rifleman (Grenadier, if working in support of another squad).
Im normally not to bothered with kits , tho i find the first 5 are essential and the last can be SL preference.
Now for this to work the squads needs to be close, SLs can figure there own ways out of keeping there squad close but i find a "25m from me at all times or a kick you" at the start of the game works. keep reminding people during the game; "keep close", "keep it slow" etc.
slow is smooth smooth is fast - unknown quote.
Now to the actual tactics.
A cache is reviled. First thing first, check the map for a large building/piece of terrain to observe over the cache area, preferably about 100m from the area and easy to defend should you need. The aim of the game, and the most important part of the tactic is trying to identify the caches position BEFORE you move in. Best ways of doing this:
1. RPG - if you see a rpg aim at you, let him fire at you. chances are he will miss and run to the cache to rearm, follow him.
2. Other pickup kits like Al quds, PKM etc
Observe the area for a bit, and try and confirm the caches position. preferably try and stay undetected but heres where the position choosing comes into play as you will probably have to defend it. unless you absolutely have to, do not move into a cache area unless you know the caches possible position, This minimizes time on the ground and ticket loss.
Now, a careless RPG guy has given you the caches most probably position, game time. If possible, SAW/rifleman (grenadier) covers from the observation position. This is where the first part comes in, keep it CLOSE and slow/steady. move to the target building and hopefully destroy the cache.
now a VERY important part, Get The FU*K OUT!. this is where most squads fail and lose guys because they are spread all over the place and get killed off. Evac the same way you came in with hopefully the SAW covering, again : 'slow is smooth smooth is fast' dont just turn tail and run. Pull back whistle SAW covers and regroup. Pull out of the area completely, every INS you killed will most likely come back. Hopefully all this is done with APC and support of other squads (mumble & TG FTW).
Rinse and repeat the above for each cache, save arty for caches deep in the city and replace the assault part of the guide to "call arty" and your sorted.
Summery (TL: DR version):
1. High building near cache area to observe
2. ALWAYS try and identify the cache position before moving in, minimizes time on ground and ticket loss.
3. GTFO without ticket loss.
4. keep it close, slow and smooth.
5. if possible, mumble with APC/friendly squad support.
Hope this isnt to long and boring, and the result of the tactic:
http://screenshot.xfire.com/screenshot/ ... 459be0.png
3 caches destroyed and one of the deaths was a disconnect/reconnect. hope this helps!
1. Officer
2. Medic
3. SAW
4. Specialist
5. Rifleman
6. Rifleman (Grenadier, if working in support of another squad).
Im normally not to bothered with kits , tho i find the first 5 are essential and the last can be SL preference.
Now for this to work the squads needs to be close, SLs can figure there own ways out of keeping there squad close but i find a "25m from me at all times or a kick you" at the start of the game works. keep reminding people during the game; "keep close", "keep it slow" etc.
slow is smooth smooth is fast - unknown quote.
Now to the actual tactics.
A cache is reviled. First thing first, check the map for a large building/piece of terrain to observe over the cache area, preferably about 100m from the area and easy to defend should you need. The aim of the game, and the most important part of the tactic is trying to identify the caches position BEFORE you move in. Best ways of doing this:
1. RPG - if you see a rpg aim at you, let him fire at you. chances are he will miss and run to the cache to rearm, follow him.
2. Other pickup kits like Al quds, PKM etc
Observe the area for a bit, and try and confirm the caches position. preferably try and stay undetected but heres where the position choosing comes into play as you will probably have to defend it. unless you absolutely have to, do not move into a cache area unless you know the caches possible position, This minimizes time on the ground and ticket loss.
Now, a careless RPG guy has given you the caches most probably position, game time. If possible, SAW/rifleman (grenadier) covers from the observation position. This is where the first part comes in, keep it CLOSE and slow/steady. move to the target building and hopefully destroy the cache.
now a VERY important part, Get The FU*K OUT!. this is where most squads fail and lose guys because they are spread all over the place and get killed off. Evac the same way you came in with hopefully the SAW covering, again : 'slow is smooth smooth is fast' dont just turn tail and run. Pull back whistle SAW covers and regroup. Pull out of the area completely, every INS you killed will most likely come back. Hopefully all this is done with APC and support of other squads (mumble & TG FTW).
Rinse and repeat the above for each cache, save arty for caches deep in the city and replace the assault part of the guide to "call arty" and your sorted.
Summery (TL: DR version):
1. High building near cache area to observe
2. ALWAYS try and identify the cache position before moving in, minimizes time on ground and ticket loss.
3. GTFO without ticket loss.
4. keep it close, slow and smooth.
5. if possible, mumble with APC/friendly squad support.
Hope this isnt to long and boring, and the result of the tactic:
http://screenshot.xfire.com/screenshot/ ... 459be0.png
3 caches destroyed and one of the deaths was a disconnect/reconnect. hope this helps!