The Twisted Claw

A Battlefield 2 clan with black ops tendencies. We like to drop in unexpected and under the radar and wreak havoc on unsuspecting foes.

Sunday, November 19, 2006

ATTACK!

Ok, Attacking post is now going on, and this one should be good. This will be one of the last on the general series of fighting, and then we should be able to get into the specifics of each map. This one will be adding onto the other 2 posts on defense and movement, along with the general fighting post for a hopefully complete set of guides.

#1 Squad up.
The Usual, this has been discussed numerous times before.

#2 Kit up.
Kits are still very important, and depending on the size of squad, it should consist of 2 medics, 1 support, (at the very minimum), with a spec ops and assault class, coupled with a sniper for long range viewing and picking off if possible. At various non fighting intervals it's a good idea for medics to drop a few medic bags and a support to dump an ammo bag or 2 to keep health and ammo levels up.

#3 Move cleanly, tactically.
See the post on teamwork, last bullet, numbered 5 for the beginning of this topic, and we'll talk about it here in detail. When attacking a flag, 2 should be running and one should be still. Preferably a medic would always be still, but due to the limited sprint capabilities of the support and assault class it does need to be shaken up. A group should move in close but not tight groups. One or two(if there's enough, but 2 should always be running, and not 2 medics together either, ever) should find suitable cover for them to be safe but also able to move quickly and crouch (not prone) to cover the 2 running. The static soldier should call out enemies before engaging, and should also be more concerned with covering fire than getting a kill. Getting a kill is great, but covering fire distracts the enemy and will allow those moving to nail him at closer range. I witnessed this last night with myself attempting to nail a soldier at a flag, I was a good 75 yards away but had him sufficiently distracted to the point that a fellow team mate could flank him and nail him at close range (I got the kill assist though). The leap frog effect should be used all the way to a flag.

#4 Cover the Objective.
This is usually taking a flag, but there are also other objectives that can occur, namely the destruction of commander assets. I will use the flag as the basic setting, as the tactics are essentially the same. On approach to the flag, when the running soldiers reach their destination, they should clear out any remaining opponents that they see, and at this point should use the Go, Go, Go, command in the commo rose to ring the last one or two spotters into the flag radius. With the three or more in the radius, it will change quickly. The biggest problem here is it is still a spawnpoint for a few precious seconds, and there is also the possibility of opponents on rooftops and hidden areas to nail attackers. It is also essential for a squad leader to bring up a UAV to assist on seeing any late arrivals to the spawn point. On arrival, medics should drop medic bags at the base of the flag, and support should do the same with ammo bags. If spec ops is available, C4 should be entertained as a possible defense mechanism against defenders, but as a last resort. Soldiers should crouch, preferably, but prone is also a good tactic if better cover is found that way, and they should all point away from the flag, covering as much in their line of sight as possible. Again, calling out targets is essential before engaging.

#5 Take the Objective.
After setting up a perimeter around the flag, soldiers should only move to keep from getting killed. Flag change should be first priority, with marking targets and covering fire a more effective procedure. If enough squad mates are available, a handy tool is to have a man in the flag circle hucking grenades at called out targets. This should only be done if there are at least 4 men in a squad. Grenades shoot around corners, bullets don't. Medics should be at the ready to drop position and revive when needed, with the nearest soldier covering both areas till the revive is successful. With 3 men the flag should be quickly taken, and then it can be decided by the squad leader whether to attack again or defend.

#6 Replenish.
Any healing needing to be done, or ammo replenish should be done now. Take 10 seconds to sort out your teammates and organize. This also allows for a quick check to see if anyone is hanging around for a retake of the flag after you leave.

#7 Rinse, Repeat.
This tactic should work for most of the cases, and of course should be used loosely enough to allow for individual and battle adaptation. It's been said that no battle plan survives the first shot, but that's really not true. It may be true that battle plans may need to be altered for changing fortunes, but good plans and tactics are proven to win, as can be seen in any case when you have an organized army as opposed to an unorganized one, both in BF2 and Real Life. As with all these guides, any ideas and assistance is welcome, and I will amend them accordingly.

Sunday, November 05, 2006

Defense, What to do?

Ok, Now that we've begun the teamwork postings, Here's the next installment with tactics.

We're gonna start off with Defense here, mainly because it actually is much harder to do than Attacking in Battlefield 2, which, while technically untrue in reality, is still a part of game mechanics and as a result definitely deserves some time to work on. While defending is basic, and Requires only a few of the game workings that make it fun, it's rather crucial to do it right.

#1. Squad up.
Not gonna go any deeper into this, aside from saying squading up is essential.

#2. Kit up.
Kits for defense: Simple, Support, Medic, Spec ops, and if you have enough squad members, Sniper.

#3. Use the kits.
Ok, first thing support should be doing is placing ammo kits down near the flag, but not within the radius. The reason for avoiding the radius is so that those who are trying to take the flag cannot replenish without losing the flag count. Same goes for medic bags, but these should be deployed a little further outside the radius, due to their usefullness to the attacking force. C4 should be deployed within the flag radius, if possible, hidden, but nonetheless one near the base of the flag, and others placed where soldiers are most likely to congregate/hide whilst taking a flag. Snipers, if any should be deployed where they can have a clear view of the entire flag radius, or if not entire, as much as possible. Snipers primary concern should be spotting soldiers first, then covering friendlies going after unseen threats first.

#4. Stay away from the flag.
I actually believe that Defenders should be nowheres near a flag, but well outside the radius and covering the flag from a ways off. Here's where we falter. We are way too close to the flag, and get nailed quickly via grenades and other heavy arms fire. Staying away from the flag and covering it from good covered spots allows us to nail attackers, and keep the flag safe. Only attackers need to be in the flag radius, and if it's defended fast enough the flag will not need retaking.

#5. Medics at the ready.
This is a bit of a dilemma, but this is where a good medic and sniper can be of very good use. If one defender goes down, the sniper and medic closest or available should first take out the threat and revive if possible. Reviving is still important, but while defending it isn't as important as the defended flag can still be used as a spawn point.

#6. BOOM!
If there's time to prepare, the Spec ops should lace the flag radius with well hidden and placed charges, and should be hidden with his finger on the button, before he even fires a shot. He should wait till he can get maximum bodies, and then blow the charges. After he lays the charges and when he runs off, this is also a good time to grab an ammo bag, laid down by a support kit. Regardless of prep time, once someone enters the flag radius, grenades should come flying from all directions. TC-L96A1 and I had this experience where one defender took 4 of us out taking a flag with a barrage of grenades before we even had time to turn and look. Grenades have a use, take full advantage. When the threat clears, now is a good time for ammo bags to be snatched up.

#7. Keep kitted up.
As bags of ammo and health get used, the support and medic classes need to keep them replenished and down. Use the same area to place them so that friendlies know where to get them.

8. TOWs + MGs = FUN
On some maps there are TOWs and MGs placed near flags, and they can be used for great effect. I've had more luck with the mounted MGs than I have with TOWs, but they are very useful. with the MG, fire in short bursts and keep your eyes open, but your head down. Use the crouch position to hide behind the wall it's mounted on (a feature not found on TOWs). This makes it very difficult for you to be hit, even with SRAWs and other antitank missiles. This also allows the gun to be cooled down and for you to fire with great effect. I've used the mounted MGs to cover squadmates at the next flag, and it drove the enemy nuts. The amount of sniper fire I was taking was unbelieveable, and it diverted their resources from watching the flag at their spawn point to watching me. The downside to Mgs is they have a limited swivel and so as a result they are best used to hold off attackers en route to the base, it also makes them easily flanked.

9. Keep your eyes peeled.
Lastly, watch out for flanking positions. Be on the lookout for crafty ways, there are many soldiers who have sneaky ways of getting in. Watch out for them.

Hopefully we can perfect this so that we can defend flags when needed, and be able to hold them back when needed. Too often we take a flag and then lose it when we go to take another. Defense in the right hands makes the other team put themselves into an exposed position, where we will know where they are coming from. This can alow for us to fight on our terms instead of theirs.