Here is the place where we begin to jot down ideas of how we compete in Clan matches.
I'll start with the following:
1. All Vehicles and Troup movement is combined, strength can be found with say moving an APC/TANK with the Attacking squad, we need to start practice using this tactic rather than sending in a pure infantry squad that has a higher chance of being flattened. Supporting vehicles provide an alternate defence requirement for the opposing force, meaning the Infantry stand a much better chance in advancement.
2. Dedicated roles, we need to get one or two solid Squad leaders specifically. What worked well from what I could tell over the last year, is a SL that avoids contact and if/when on a flag capping, moves immediately after a neutralization. Also, a SL could be an Epic AT rocketeer and should maintain that role if possible, this then leaves the rest of the squad to have a dedicated Medic, who's kit should be picked up if downed. If we maintain point 1. then the squad can have two or more medics resulting in less ticket loss as everyone is (hopefully) kept alive.
3. Pause and cover passage of play. This is something FiB do well, using the Commander to see where the enemy is going and covering the passage of play with both infantry and armour, effectively slowing down any enemy advancement.
4. Don't spawn. When downed, don't spawn, simple. This leaves your SL with the option of checking who is down and making informed calls. Even if you think you should spawn to defend the flag you just went down at, it may not be the right thing to do! Your SL may be near a more critical flag and need your support. Rather Hold your spawn and call that you are down.
A well trained SL will be watching what is going on everywhere and will either tell you to spawn there again or hold.
5. Patience. Patience. Patience.
The New Way to Compete.
- SlipperyDuck
- Posts: 11493
- Joined: Sat Jun 22, 1974 12:00 am
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s3xy_j0nny
- Senior Member
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Re: The New Way to Compete.
Fucking good points. One area that i disagree with the Duck: As SL, I would prefer to play medic 9/10 times, the other kit being AT or Spec Ops. I find that playing medic often allows SL to hang back while his troops engage & kill everything, so that after the action he can revive any fallen comrades (with the help of another squad medic if desired). It also allows the SL to place 2-3 medpacks on his hiding position so that, if he is caught, he has a much better chance at survival whilst waiting for troops to spawn etc; you can take almost a full clip of AK to the poesface if you are constantly being healed by medpacks on your position.
**HOWEVER**:
An extra point: I'm not sure if patch 1.5 changed this, but IF YOU THROW A MEDPACK DOWN, THE ENEMY CAN SEE IT. If you spawn as medic on a SL who is taking fire/hiding from the enemy/whatever, DO NOT IMMEDIATELY TOSS HALF A DOZEN MEDPACKS ON HIS POSITION FFS. What you are doing, effectively, is highlighting the EXACT location of yourself and, more importantly, your SL, for the enemy to see. I can't tell you how many times I've been hiding in a building/behind a wall/wherever with enemies trying to see where I am, whilst I try to sneak my way to safety, only to have a squad medic spawn and start lobbing "shoot tank shell here pls" markers on me whilst yelling at the top of their voice; Yes, the enemy can also hear you shouting "GET FIRST AID HERE!!!11one!!" Similarly, if your SL is trying to hide from nearby enemies, DON'T SPAWN ON HIS POSITION AND FIRE YOUR AT ROCKETS BEFORE MOVING ELSEWHERE. Move first, THEN fire.
As a Squad Member, one of your first priorities is the protection of the SL and his hiding places. Giving away the SL's position is possibly the worst error you can commit in a clannie.
In short, as the Duck said, THINK before you spawn, and when you do spawn, THINK before you perform any action.
/2c.
**HOWEVER**:
An extra point: I'm not sure if patch 1.5 changed this, but IF YOU THROW A MEDPACK DOWN, THE ENEMY CAN SEE IT. If you spawn as medic on a SL who is taking fire/hiding from the enemy/whatever, DO NOT IMMEDIATELY TOSS HALF A DOZEN MEDPACKS ON HIS POSITION FFS. What you are doing, effectively, is highlighting the EXACT location of yourself and, more importantly, your SL, for the enemy to see. I can't tell you how many times I've been hiding in a building/behind a wall/wherever with enemies trying to see where I am, whilst I try to sneak my way to safety, only to have a squad medic spawn and start lobbing "shoot tank shell here pls" markers on me whilst yelling at the top of their voice; Yes, the enemy can also hear you shouting "GET FIRST AID HERE!!!11one!!" Similarly, if your SL is trying to hide from nearby enemies, DON'T SPAWN ON HIS POSITION AND FIRE YOUR AT ROCKETS BEFORE MOVING ELSEWHERE. Move first, THEN fire.
As a Squad Member, one of your first priorities is the protection of the SL and his hiding places. Giving away the SL's position is possibly the worst error you can commit in a clannie.
In short, as the Duck said, THINK before you spawn, and when you do spawn, THINK before you perform any action.
/2c.

From the darkness you must fall
Failed and weak, to darkness all.
Re: The New Way to Compete.
Here is the place where we begin to jot down ideas of how we compete in Clan matches.
I'll start with the following:
1. All Vehicles and Troup movement is combined, strength can be found with say moving an APC/TANK with the Attacking squad, we need to start practice using this tactic rather than sending in a pure infantry squad that has a higher chance of being flattened. Supporting vehicles provide an alternate defence requirement for the opposing force, meaning the Infantry stand a much better chance in advancement.
2. Dedicated roles, we need to get one or two solid Squad leaders specifically. What worked well from what I could tell over the last year, is a SL that avoids contact and if/when on a flag capping, moves immediately after a neutralization. Also, a SL could be an Epic AT rocketeer and should maintain that role if possible, this then leaves the rest of the squad to have a dedicated Medic, who's kit should be picked up if downed. If we maintain point 1. then the squad can have two or more medics resulting in less ticket loss as everyone is (hopefully) kept alive. [/b]Needs more debating around whether squad leader should be a medic[/b]
3. Pause and cover passage of play. This is something FiB do well, using the Commander to see where the enemy is going and covering the passage of play with both infantry and armour, effectively slowing down any enemy advancement.
4. Don't spawn. When downed, don't spawn, simple. This leaves your SL with the option of checking who is down and making informed calls. Even if you think you should spawn to defend the flag you just went down at, it may not be the right thing to do! Your SL may be near a more critical flag and need your support. Rather Hold your spawn and call that you are down.
A well trained SL will be watching what is going on everywhere and will either tell you to spawn there again or hold.
5. Patience. Patience. Patience.
6. We need farkin good armour whores! At the moment we only have Scorp and he will be leaving for Oz next year.
7.A consistant team I view this as one of if not the most important attribute in order to have a successfull team. The more we play together and the more often the better we become
8. If we can, we should play on the open servers the way we wouold in a clannie, it is free practise
I'll start with the following:
1. All Vehicles and Troup movement is combined, strength can be found with say moving an APC/TANK with the Attacking squad, we need to start practice using this tactic rather than sending in a pure infantry squad that has a higher chance of being flattened. Supporting vehicles provide an alternate defence requirement for the opposing force, meaning the Infantry stand a much better chance in advancement.
2. Dedicated roles, we need to get one or two solid Squad leaders specifically. What worked well from what I could tell over the last year, is a SL that avoids contact and if/when on a flag capping, moves immediately after a neutralization. Also, a SL could be an Epic AT rocketeer and should maintain that role if possible, this then leaves the rest of the squad to have a dedicated Medic, who's kit should be picked up if downed. If we maintain point 1. then the squad can have two or more medics resulting in less ticket loss as everyone is (hopefully) kept alive. [/b]Needs more debating around whether squad leader should be a medic[/b]
3. Pause and cover passage of play. This is something FiB do well, using the Commander to see where the enemy is going and covering the passage of play with both infantry and armour, effectively slowing down any enemy advancement.
4. Don't spawn. When downed, don't spawn, simple. This leaves your SL with the option of checking who is down and making informed calls. Even if you think you should spawn to defend the flag you just went down at, it may not be the right thing to do! Your SL may be near a more critical flag and need your support. Rather Hold your spawn and call that you are down.
A well trained SL will be watching what is going on everywhere and will either tell you to spawn there again or hold.
5. Patience. Patience. Patience.
6. We need farkin good armour whores! At the moment we only have Scorp and he will be leaving for Oz next year.
7.A consistant team I view this as one of if not the most important attribute in order to have a successfull team. The more we play together and the more often the better we become
8. If we can, we should play on the open servers the way we wouold in a clannie, it is free practise

Re: The New Way to Compete.
I am keen to fire up some BF2 action tonight, the Sooz is off to the Theatre.
Be glad to get some squad action in.
Be glad to get some squad action in.

-
s3xy_j0nny
- Senior Member
- Posts: 4046
- Joined: Thu Oct 05, 2006 2:44 pm
- Contact:
Re: The New Way to Compete.
Whoopa! I am off tomorrow so can jam til LATE. For any of the Wannabe SL's out there, watch Mega's style of play and learn.

From the darkness you must fall
Failed and weak, to darkness all.
Re: The New Way to Compete.
Hey is this thread private? I don't think this board is, can we move this thread to a member board only, there are some stuff I want to suggest that I wouldn't want to make public (No, no I am not saying we should use hax..........although)

- SlipperyDuck
- Posts: 11493
- Joined: Sat Jun 22, 1974 12:00 am
Re: The New Way to Compete.
ONLY the following groups (and their members) have access to this thread:
Global Moderator
AGASA Team
[grrr] Admin
[grrr] BF2
[grrr] Clan Leader
[grrr] Founder
Global Moderator
AGASA Team
[grrr] Admin
[grrr] BF2
[grrr] Clan Leader
[grrr] Founder
Re: The New Way to Compete.
OK cool well then, what I wanted to discuss is Team swapping on FFS.
What are our thoughts on that? I know FiB have got a bad name because most of their guys swap to the same team but I do beleive that have 2 grrr on 1 side and 2 grrr on the otherside won't help us improve even if we squad together.
Now I hate team swappers that cause the sides to become unbalanced but I think if we want to be a bit more serious we will need to swap to the same side in order to prac with each other
What are our thoughts on that? I know FiB have got a bad name because most of their guys swap to the same team but I do beleive that have 2 grrr on 1 side and 2 grrr on the otherside won't help us improve even if we squad together.
Now I hate team swappers that cause the sides to become unbalanced but I think if we want to be a bit more serious we will need to swap to the same side in order to prac with each other

- SlipperyDuck
- Posts: 11493
- Joined: Sat Jun 22, 1974 12:00 am
Re: The New Way to Compete.
I think if we have certain days where we do so, like any Tuesday or Thursday, then it won't be seen as "hey they're always stacking!"
[/td]