The dual squad tactic
The dual squad tactic
On conquest one night, the myBB or was it IB guys did something that has stuck in my mind. There were 8 of them, two squads of 4, and they kept together moving from flag to flag. We had a Grrr squad defending C at Panama Canal and even though there were some other blues at C as well, the enemy overwhelmed us and took the flag. They were vicious, everytime I spawened and managed to get to the enemy, I died quickly, even if I got a kill. The guy I killed got reived pretty quickly. On ts I could hear our whole Grrr squad was having this problem.
With there being 8 of them, and quite a few of them medics, they basically swarmed over us so fast, we couldn't hold the flag. Everytime I saw one of them and started shooting, because they were so many of them moving forward, I was lucky to kill one, before another one or two could see me and shot me down. Then a medic would revive the one I shot. I would be waiting out my spawn timer and their squads were then doing the same to the rest of the guys on my side defending the flag, and the two squads got to the flag. I would then spawn with some of my teammates dead waiting for their spawn timer, and I didn't have a chance against their two squads capping the flag and controlling the space directly around the flag.
So I was thinking, is this a good tactic, if so, how do we counter it and should we consider doing it ourselves.
If we employed it, I was thinking, having four medics (two who pick the guns that give them C4 as well, to help with armor), two engi's to deal with armor, a recon for motion mines and C4 and an assault for ammo for everyone might be how to do it. Having four medics means we can revive anyone that goes down and save our tickets. It also means we can have 8 guys in the fight almost all the time. If we rolled round the map, from flag to flag, we would loose few tickets even if the enemy managed to hold two or three flags all the time, while overwhelming the enemy, costing them tickets in deaths all the time.
On maps like the one we will play on Thursday, since there is only one piece of enemy armor, 8 of us with 2 engis and 3 guys with c4, and medics to revive, could easily keep the armor trying to shoot our engi's (who engage it and have medics to revive them) while our sheer numbers allow us to over whelm any support for the armor and get c4 onto it.
One other thing, this simplifies voice comms, as both sqauds are really working like one big squad of 8.
If we have to defend against it... well, we will need both squads to do it, plus have to have quite a few medics, or else I think they will still swarm over us and take the flag. If we dont have the medic numbers, when we go down, we have the 15 seconds respawn timer while the enemy does not have to wait so long till they have revived their guys. The downside of trying to defend, is that as soon as someone is down, a medic has to get to him. When attacking, you are rolling forward, your coming from one side with your medics rolling up with the rest of your guys, meaning your medics are with those who go down pretty much all the time. Not easy to have the medics with those who go down all the time when defending, unless we are all in one spot.
So I think, this tactic might be very good for maps where there is little armor. We might also want to save this tactic for when we come up against a good team. It might give us a suprising win. Any thoughts?
With there being 8 of them, and quite a few of them medics, they basically swarmed over us so fast, we couldn't hold the flag. Everytime I saw one of them and started shooting, because they were so many of them moving forward, I was lucky to kill one, before another one or two could see me and shot me down. Then a medic would revive the one I shot. I would be waiting out my spawn timer and their squads were then doing the same to the rest of the guys on my side defending the flag, and the two squads got to the flag. I would then spawn with some of my teammates dead waiting for their spawn timer, and I didn't have a chance against their two squads capping the flag and controlling the space directly around the flag.
So I was thinking, is this a good tactic, if so, how do we counter it and should we consider doing it ourselves.
If we employed it, I was thinking, having four medics (two who pick the guns that give them C4 as well, to help with armor), two engi's to deal with armor, a recon for motion mines and C4 and an assault for ammo for everyone might be how to do it. Having four medics means we can revive anyone that goes down and save our tickets. It also means we can have 8 guys in the fight almost all the time. If we rolled round the map, from flag to flag, we would loose few tickets even if the enemy managed to hold two or three flags all the time, while overwhelming the enemy, costing them tickets in deaths all the time.
On maps like the one we will play on Thursday, since there is only one piece of enemy armor, 8 of us with 2 engis and 3 guys with c4, and medics to revive, could easily keep the armor trying to shoot our engi's (who engage it and have medics to revive them) while our sheer numbers allow us to over whelm any support for the armor and get c4 onto it.
One other thing, this simplifies voice comms, as both sqauds are really working like one big squad of 8.
If we have to defend against it... well, we will need both squads to do it, plus have to have quite a few medics, or else I think they will still swarm over us and take the flag. If we dont have the medic numbers, when we go down, we have the 15 seconds respawn timer while the enemy does not have to wait so long till they have revived their guys. The downside of trying to defend, is that as soon as someone is down, a medic has to get to him. When attacking, you are rolling forward, your coming from one side with your medics rolling up with the rest of your guys, meaning your medics are with those who go down pretty much all the time. Not easy to have the medics with those who go down all the time when defending, unless we are all in one spot.
So I think, this tactic might be very good for maps where there is little armor. We might also want to save this tactic for when we come up against a good team. It might give us a suprising win. Any thoughts?

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Skouperd
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Re: The dual squad tactic
Murgs, this is definitely a tactic that one could consider but it really boils down to what game play a map allows for. Also, should we be totally overpowering CRAK on Thursday, and we can bottle-neck them up in their base, both squads will move down to the bottleneck and effectively merge as one big squad.
The counter fight for a well oiled 8 man squad is not easy. Even a well oiled 4 man squad is potentially difficult. If you guys did play on a public server (without the banned weapons) have you considered doing the following to your scenario?
• Drop mines in about 10 meter radius from the flag
• Drop C4 in about a 15 meter radius from the flag?
• Then when they start capping the flag, throw arty right in the middle of the flag. The arty should set off the mines, which in turn will set off the C4.
• Snipers cover the edges of the massive explosive for any stray people.
I would not suggest us changing our tactic for this game tomorrow, but yes, I don’t see why we cannot try this tactic in a friendly next week to see how it goes.
The counter fight for a well oiled 8 man squad is not easy. Even a well oiled 4 man squad is potentially difficult. If you guys did play on a public server (without the banned weapons) have you considered doing the following to your scenario?
• Drop mines in about 10 meter radius from the flag
• Drop C4 in about a 15 meter radius from the flag?
• Then when they start capping the flag, throw arty right in the middle of the flag. The arty should set off the mines, which in turn will set off the C4.
• Snipers cover the edges of the massive explosive for any stray people.
I would not suggest us changing our tactic for this game tomorrow, but yes, I don’t see why we cannot try this tactic in a friendly next week to see how it goes.
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Scientific fact, dried testicles of rhino poachers can cure aids.
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Re: The dual squad tactic
skoups, I wouldnt even use the arty in a freindly.
murgs
i think you may be on to a good thing there, if we are continuously defending, and loosing tickets cause the medics cant get to the fallen, then it may be better to keep a rolling attack on the enemas ALL the time, and not even bother with defending.
murgs
i think you may be on to a good thing there, if we are continuously defending, and loosing tickets cause the medics cant get to the fallen, then it may be better to keep a rolling attack on the enemas ALL the time, and not even bother with defending.
- ChaosADPumpkinHead
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Re: The dual squad tactic
murgs, this sounds like a plan. Let's see how tomorrow goes first. I have another friendly lined up with BFB for Monday night, so if needed we can try it out then.

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Skouperd
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Re: The dual squad tactic
Flycatchr wrote:skoups, I wouldnt even use the arty in a freindly.
You could set off the chain reaction with a well places tube as well sure, or even a C4 remote detonation.
Talking about not using certain weapons in friendly (rank, public servers), I would like to get as many of the badges as I can and that includes the CG, the M60 and even the arty badges. Of all the rocket launchers, I only need the CG badge still, because I never played with it before hand. Yesterday reaked in my first 3 kills with it, (and killing fly in the process), but what are your views on this? Should one hold back on personal progress with regards to badge collection / medal collection until they nerfed it down completely, or not?
Bearing in mind, that your view should co-incide with your stats preferably....

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Scientific fact, dried testicles of rhino poachers can cure aids.
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Scientific fact, dried testicles of rhino poachers can cure aids.
Re: The dual squad tactic
Skouperd re "Should one hold back on personal progress with regards to badge collection / medal collection until they nerfed it down completely, or not?"
NEVER get them now because it is starting to get harder now, as the peeps are looking out for them
eg:- the mines in the beginning u could place them anywhere,but now you have to hind them under rock so they dont see them
The same with C4 in the beginning u just hear a klunk on the tank not knowing, but now most peeps know that it is C4 being attached
and jump out, Now u have to place them on the ground next to the tank quicklyyyyyyyyyyyyy to catch someone
the guns, that u can leave till last if u want but go for the trinket now otherwise it going to get difficult
l8r
NEVER get them now because it is starting to get harder now, as the peeps are looking out for them
eg:- the mines in the beginning u could place them anywhere,but now you have to hind them under rock so they dont see them
The same with C4 in the beginning u just hear a klunk on the tank not knowing, but now most peeps know that it is C4 being attached
and jump out, Now u have to place them on the ground next to the tank quicklyyyyyyyyyyyyy to catch someone
the guns, that u can leave till last if u want but go for the trinket now otherwise it going to get difficult
l8r
Re: The dual squad tactic
ChaosADPampoenKop wrote:murgs, this sounds like a plan. Let's see how tomorrow goes first. I have another friendly lined up with BFB for Monday night, so if needed we can try it out then.
Don't waste it on a friendly. If done right, I think it has potential to become a favoured tactic, so I wouldn't want us giving it away until we use it. Maybe we can all form up one night on the public servers, and work as two squads then, trying out exactly this tactic and see how it works there.
It really was fustrating when it was done on the public server to me and a grrr squad. I left the server at the end of the round as I could see my side just didn't have any way to counter it. I didn't feel like getting steamrolled for more rounds. Hence why I think it might really work well in a clannie, steamroll the enemy, especially a team that expects to be us. Might toally catch them off guard and break them even futhur when they panic at loosing preventing them from responding.

Re: The dual squad tactic
I think what everyone is saying is that we need to be able to adapt to changing situations. So instead of getting fustrated and being steamrolled, we merge and split our squads as necessary, thus always keeping them on their toes. We will need someone - Chaos? to make the call in game. I am sure any good squad will catch on to our tactic and then merge their squad to deal with us. Once this happens we need to be ready to change our tactic again and perhaps split the squads and cap the flags, so the aim would be to try and split their 8 man squad. then we play the tactic all over again.
Nice comments guys and i def think tts worth testing in a practice
Nice comments guys and i def think tts worth testing in a practice

Re: The dual squad tactic
Flycatchr wrote:skoups, I wouldnt even use the arty in a freindly.
murgs
i think you may be on to a good thing there, if we are continuously defending, and loosing tickets cause the medics cant get to the fallen, then it may be better to keep a rolling attack on the enemas ALL the time, and not even bother with defending.
FlyCatchr, WTF are you doing spying on our tactics, reading our forum area??? Your in Danglers, not Mixed Nuts.
You guys move your Danglers stuff into your private area, but then you come here and read our stuff???!!!
WTF

- ChaosADPumpkinHead
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Re: The dual squad tactic
Guys, any of the old BFB and now BBH members can tell you all about my strats for any game... there aren't any! I don't believe in plotting out every single move, it not dancing or golf. Your plan inevitably goes to shit the moment you make contact with the enemy.
I prefer a vague start and rely on team work and the players understanding of the game to try and win. You have a general objective, eg. cap B and C. How you do it is up to you as long as it gets done. An opening move is always a good idea but flexibility is key. You need to know how to adapt to situations.
If a call needs to be made about joining or splitting squads, I will make that call.
I prefer a vague start and rely on team work and the players understanding of the game to try and win. You have a general objective, eg. cap B and C. How you do it is up to you as long as it gets done. An opening move is always a good idea but flexibility is key. You need to know how to adapt to situations.
If a call needs to be made about joining or splitting squads, I will make that call.


