An urgent plea from a dedicated Blufor Player

General discussion of the Project Reality: BF2 modification.
Quikli
Posts: 103
Joined: 2008-12-21 21:19

An urgent plea from a dedicated Blufor Player

Post by Quikli »

Dear squad leaders. Dear all PR players who play Blufor in Insurgency.

I cannot stress enough that when engaging the insurgents, we need to mass together and fight as a strong group.

I've been in countless squads that hop into a humvee and drive alone out into the wild, only to get ambushed and wiped out by insurgents with ease.

Like in reality, try to convoy up, and move en masse. Safety in numbers. You rarely see one humvee go out into action.
Foxxy
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Re: An urgent plea from a dedicated Blufor Player

Post by Foxxy »

Like in reality, try to convoy up
Convoys do work... "sometimes". You have to realize that insurgents get IEDs, Mines, and Bomb Cars/Gary that could really ruin your Day. Your taking a big risk when doing Convoys and mass groups.
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Double Doppler
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Re: An urgent plea from a dedicated Blufor Player

Post by Double Doppler »

If I was commander and didn't have incompetent "worms" as team mates I'd probably get the whole team to move to the cache location at once (why do we need the guys everywhere else? Its not like were defending any flags or so).
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Johncro
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Re: An urgent plea from a dedicated Blufor Player

Post by Johncro »

Foxxy wrote:Convoys do work... "sometimes". You have to realize that insurgents get IEDs, Mines, and Bomb Cars/Gary that could really ruin your Day. Your taking a big risk when doing Convoys and mass groups.
This


Not much more to say

Yes 2 squads maybe but convoys and most of the team in one group is asking for it
Foxxy
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Re: An urgent plea from a dedicated Blufor Player

Post by Foxxy »

Yea your much more effective communicating in mumble then riding around in convoys
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dtacs
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Re: An urgent plea from a dedicated Blufor Player

Post by dtacs »

I've been in countless squads that hop into a humvee and drive alone out into the wild, only to get ambushed and wiped out by insurgents with ease.
Then you're obviously in a terrible squad.
Like in reality, try to convoy up, and move en masse. Safety in numbers. You rarely see one humvee go out into action.
This isn't real life. In the previous version it was the multiple squads going alone that got the caches as they could cover a larger area of the map. Its the same in this version, the UAV takes too long to get out into the battlefield and even then it can't recon a sizeable chunk where as lone squads can simply guess enemy activity by RPG/PKM/RPK movements.

Huge convoys have tried and failed. I've seen infantry dismounts from fuzzhead's Stryker convoys on Karbala and get promptly wasted by someone hiding behind them.
Cassius
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Re: An urgent plea from a dedicated Blufor Player

Post by Cassius »

You mean like this?

https://www.realitymod.com/forum/f195-m ... gents.html

I guess if a cache is revealed you might try to get lucky and ninja it, but if it is actually defended, go to assembly area, wait for everyone else, call mortars move in.
dtacs wrote:
This isn't real life. In the previous version it was the multiple squads going alone that got the caches as they could cover a larger area of the map.

It depends on where you play. If a cache is unattended a single infantery squad might get lucky and ninja a cache that is not revealed and lightly defended. However if a cache is well guarded most of the time the optimistic squads bleed the team dry of tickets.
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dtacs
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Re: An urgent plea from a dedicated Blufor Player

Post by dtacs »

call mortars move in
Why does everybody think mortars are going to save the day? Quite honestly they are a waste of time, they take too long and they often don't destroy the source of the enemy. The spotting rounds take too long and by then the enemy already know that someone is sighting them in.

Useless.
Ford_Jam
Posts: 458
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Re: An urgent plea from a dedicated Blufor Player

Post by Ford_Jam »

dtacs wrote:Why does everybody think mortars are going to save the day? Quite honestly they are a waste of time, they take too long and they often don't destroy the source of the enemy. The spotting rounds take too long and by then the enemy already know that someone is sighting them in.

Useless.
In two hour rounds might I add.
Because many servers play 4 hour rounds (Where the Aussie servers only play two hour) you guys have the luxury of time to organise forces and call in mortars etc.
We play at a very fast pace for PR though.
Target_Practice_117
Posts: 30
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Re: An urgent plea from a dedicated Blufor Player

Post by Target_Practice_117 »

dtacs wrote:Why does everybody think mortars are going to save the day? Quite honestly they are a waste of time, they take too long and they often don't destroy the source of the enemy. The spotting rounds take too long and by then the enemy already know that someone is sighting them in.

Useless.
The other night on Kokan we were using them very effectively to clear cache area's prior to an assualt on the cache.

they also hammer a enemy FOB very well too.
Cassius
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Re: An urgent plea from a dedicated Blufor Player

Post by Cassius »

dtacs wrote:Why does everybody think mortars are going to save the day? Quite honestly they are a waste of time, they take too long and they often don't destroy the source of the enemy. The spotting rounds take too long and by then the enemy already know that someone is sighting them in.

Useless.
If they move torwards you they run into your fire, if they move as in retreat you can go after them after you made the mortar crew walk their fire torwards the retreating enemy (or made them check it) and there is of course a good chance that one or 3 insurgents will be downed.
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ShockUnitBlack
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Re: An urgent plea from a dedicated Blufor Player

Post by ShockUnitBlack »

dtacs wrote:Why does everybody think mortars are going to save the day? Quite honestly they are a waste of time, they take too long and they often don't destroy the source of the enemy. The spotting rounds take too long and by then the enemy already know that someone is sighting them in.

Useless.
Depends how you measure their effectiveness. If your expectations are that mortars are going to knock off whole squads and make attacks a breeze, then you've got the bar set way too high. I sort of look at them like a long-distance suppression tool, capable of keeping the heads of enemies down over a large area.

On topic. Successs really comes down how well each team can effectively use their assets, whether that be heavy vehicles for the BLU, largely unpunished deaths for the opposing force, etc. Scouting's naturally important, but then people like the aforementioned HMMWV group can easily go too far and simply cost their team tickets by driving over a mine or getting surrounded in RPG-territory.

My attack style, if I were a BLUFOR commander attacking a heavily defended cache, would be to do it like SWAT teams and such do it, except on heavier-armed scale. For starters, create a solid perimeter around the cache with every available unit, AKA the whole team, getting a nice FOB up near it as well. Then bombard the cache with mortars/area attack for a couple of minutes before launching two major assault groups comprised of the heaviest vehicles available and properly equiped CQB infantry (red-dots, no snipers/marksmen) from two directions on the cache. Then you'd have auxilliary infantry squads holding the perimeter, and helicopters providing complete support.

Of course, that would require incredible labour by the BLUFOR's commanders to actually make tangible, but whatever.
Last edited by ShockUnitBlack on 2010-10-22 03:31, edited 1 time in total.
billdan
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Re: An urgent plea from a dedicated Blufor Player

Post by billdan »

all depends on which server you play.

good insurgent team means you must have good blufor team to beat them.

average insurgent team that doesn't adequately defend caches can be beat by single good blufor squads

and a lone blufor squad operating by themselves is much easier to put together and run than a blufor team

so on most servers, i would not recommend the large rolling vehicle convoy unless the capabilities of the opposing insurgents require it, most of the available blufor squadleaders are competant and willing to cooperate, or you really want the epic lulz.

but if you're playing a good insurgent team that has multiple squads dedicated to defending caches, you will need more than one or two lone blufor squads to get the job done

with regards to player conducted recon,
the need for it in order to determine cache buildings/locations is much less than in previous versions because of the increased accuracy of intel markers and the UAV upgrades (thermal, zoom, the ability to initially deploy anywhere on the map). once that intel marker is up the CO can deploy the UAV over the marker and within minutes of intelligent observing can sight hideouts, mortar/AT, and the cache building.
Last edited by billdan on 2010-10-22 03:13, edited 2 times in total.
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Hunt3r
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Re: An urgent plea from a dedicated Blufor Player

Post by Hunt3r »

Infantry really should gather up in an entire grid square or two, with armor, mortar, and possibly air support waiting to be called in. Infantry should advance while armor spams explosives to clear out potential dangerous areas, mortars suppress area around cache to make cache defense much less doable due to heavy suppression, possible bleeding effects, etc.

Mortars really should be loaded with enough ammo for continuous bombardment to the point of rendering much of cache defense just sitting in cover hoping that airburst and impact fused rounds don't kill you. Mortars shouldn't have too much spotting, just one general area to continuously bombard to deny enemy movement before allied forces move in to capture the area is what you want.

Armor has the advantage of direct fire, thermals, and higher rates of fire, and reaction.
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Tirak
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Re: An urgent plea from a dedicated Blufor Player

Post by Tirak »

dtacs wrote:Why does everybody think mortars are going to save the day? Quite honestly they are a waste of time, they take too long and they often don't destroy the source of the enemy. The spotting rounds take too long and by then the enemy already know that someone is sighting them in.

Useless.
No, stupid tactics. Yes mortars take a little while, but with good preparation, you can lay down accurate fire support instantly. What do I mean? While waiting for fire missions, have your SL go out and range landmark buildings, the kind that people love to defend from, maker street corners, intersections, any place where the enemy is going to group up, or anywhere you've received a request for fire before. Keep this information on a little sheet of paper or a 3x5 card and so the next time you receive a request for fire support near these marks, you can instantly lay down a barrage.

Mortars can be effective on the fly, but they are fucking devastating if you know what you're doing. Learn to use them properly and reap the rewards.

PS: I'm still waiting for my howitzers...
Bringerof_D
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Re: An urgent plea from a dedicated Blufor Player

Post by Bringerof_D »

dtacs wrote:Why does everybody think mortars are going to save the day? Quite honestly they are a waste of time, they take too long and they often don't destroy the source of the enemy. The spotting rounds take too long and by then the enemy already know that someone is sighting them in.

Useless.
mortar squads should predetermine ranges on likely targets at the beginning of the round as soon as they can. that way a call near that location can be adjusted to quickly. If you can the other squads to spot the rounds for you at the beginning this will really help.
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CallousDisregard
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Re: An urgent plea from a dedicated Blufor Player

Post by CallousDisregard »

dtacs wrote:Why does everybody think mortars are going to save the day? Quite honestly they are a waste of time, they take too long and they often don't destroy the source of the enemy. The spotting rounds take too long and by then the enemy already know that someone is sighting them in.

Useless.
1 word for you: counterbattery.
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dtacs
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Re: An urgent plea from a dedicated Blufor Player

Post by dtacs »

CallousDisregard wrote:1 word for you: counterbattery.
Counter-battery fire - Wikipedia, the free encyclopedia

One word for you: What?
Tartantyco
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Re: An urgent plea from a dedicated Blufor Player

Post by Tartantyco »

Moving together does not mean standing on top of each other. When there is no active cache blufor should fall back and diffuse, committing to only minor engagements and using range to their advantage.

When a cache is active the team in its entirety must move on it together, keeping supporting distance and choosing the easiest route to the target. If you find yourself 100m away from any other element on your team then you're too far away and you are unlikely to recoup any losses. Infantry units should keep within 50m of each other and armored vehicles should provide long range support, with mortars barraging entrenched enemy positions.
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Brummy
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Re: An urgent plea from a dedicated Blufor Player

Post by Brummy »

One blob does not work.

Several blobs with supporting squads does work. That seperate squads ninjaing are more effective is complete BS. If you get teams of equal organisation level then you need to work together with support, transport and attack squads.

Then again it is new release period, so the infantry can be bad at times, but it is still way more effective to at least try and organise your team.
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