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Spiralus
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PostSubject: 4th Platoon xbox 360 Squad cooperative tactics discussion   4th Platoon xbox 360 Squad cooperative tactics discussion EmptySat Mar 13, 2010 4:53 pm

That was fun and left me thinking:
maybe we should try the squad tactical setting (four man teams) until our group grows large enough to field a whole team. I think this will allow us to get used to working together more (since we don't need to worry about nine other blues) and will give us a better feel for what is and isn't worth saying.

Let me know what ya'll think, thnx.


Last edited by Spiralus on Tue Mar 16, 2010 6:28 pm; edited 1 time in total
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Wmr0919
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PostSubject: Re: 4th Platoon xbox 360 Squad cooperative tactics discussion   4th Platoon xbox 360 Squad cooperative tactics discussion EmptySun Mar 14, 2010 11:48 pm

Well once Apache is a bit more full we can do scrimmages against each other. Should be alot of fun..
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Camel Hallux
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PostSubject: Re: 4th Platoon xbox 360 Squad cooperative tactics discussion   4th Platoon xbox 360 Squad cooperative tactics discussion EmptyMon Mar 15, 2010 2:22 am

Well, we are larger than 4. What we need is to grow to 12. Until we get to 8 we can all be in the same party and have multiple squads. When we are at 12 we can have 2 parties of 6. Have one party for squad leaders, plus 2 random squad members. All other squad members in the other party. Squad leaders must be giving attack/defend orders and spotting so their squadmates not in the party know what's going on strategically and can relay that info to their party. Spotting as much as possible by everyone is needed for this to work. Squad leaders must be able to be aware of the spotted enemies and adjust the attack/defend accordingly. If you are one of the squad members in the squad leader party your responsibility will be to attack or defend the flank routes.
That's all I've got so far. We have done fine as a squad of 4, but have been getting destroyed when running into bigger parties.
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PostSubject: Re: 4th Platoon xbox 360 Squad cooperative tactics discussion   4th Platoon xbox 360 Squad cooperative tactics discussion EmptyTue Mar 16, 2010 6:27 pm

Camel. Verily. the one exception I'd like to make to this is: I believe we'll be best served by, putting one squad in each zone (left right center) while on D and stcking mostly together while on offense. I believe screened charges will work very well. The idea is: three guys go ahead of main force left right and center while the main force (9 ppl) go tightly together to one of the objectives at a time. On Each puch, an SL will call lead and the other nine will stay close to him as he advances, dies, is resurected and keeps advancing to an objective. The idea here is:
1. conceal our intention with the screeners
2. be able to keep our main force healthy and ammoed
3. main force will be able to walk right through all but the most heavily defended spots (like MGs - which we'll rocket) due to sheer numbers
4. Be good for keeping advanced warp positions.
5. Will be able to set up to defend armed charges VERY quickly

This attack plan will have some major weaknesses:
1. if the enemy catches on and traps the main force in a wide open space, they can go through a LOT of attack tickets.
2. It'll tend to piss off teamates who like to snipe
3. If a whole squad gets knocked out, it'll be difficult to put back together.

***Edited March 31*** - This plan worked nicely at the time but we are now working on trying to do more complex and maniacal things.


Last edited by Spiralus on Thu Apr 01, 2010 2:54 am; edited 1 time in total
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Spiralus
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PostSubject: Re: 4th Platoon xbox 360 Squad cooperative tactics discussion   4th Platoon xbox 360 Squad cooperative tactics discussion EmptyWed Mar 17, 2010 5:22 am

We accidetaly tried this attack plan a few times tonight and it worked excellently. At one point, we got locked down and someone (Reliox) suggested breaking off a smaller element to light the second objective. Once lit, we ordered our main force to push hard on the other, an action which forced the enemy to hunker down and defend. We lost a lot of tickets this way, the effect was devistating. I believe that by working on moves like this and practising together until they are second nature, we can become a great team, some of the best out there.

Somthing that didn't work tonight. One of the games we lost tonight we lost because, I believe, we got into a bad routine of warping in randomly and coming at the enemy in waves. We realized this to late, got together and made one last push, it was costly but was working, unfortuately we ran out of tickets and lost the round. So, let's not go at them in waves, let's make that a priority. There no time limit, so before we warp, lets make sure to look around and make sure we'll be making concerted pushes.


Last edited by Spiralus on Thu Apr 01, 2010 2:55 am; edited 1 time in total
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Wolfhide
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PostSubject: Re: 4th Platoon xbox 360 Squad cooperative tactics discussion   4th Platoon xbox 360 Squad cooperative tactics discussion EmptyWed Mar 17, 2010 2:54 pm

This is exactly why there has been some confusion of my organisation of Hunters.
I have set out two 4 man "squads" rather than having a 12 man "team" until I actually have some members.
What you really want is to standardise some squads and get people familiar with each other's playing styles, then work with squad staff in each "squad" to optimise this on the battlefield.

This means, when you have a full 12 man "team" you might need to desginate someone who is third in command to lead the 3rd "squad". As its annoying to pop in and out of party chat, you can simply say 1st "squad" goes roughly down the middle of the map, 2nd "squad" right, 3rd "squad" left, or however you prefer (possibility of air, land sea/ high, low, buildings/ sniper squad, assault squad, support squad, you get the idea)
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Spiralus
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PostSubject: Re: 4th Platoon xbox 360 Squad cooperative tactics discussion   4th Platoon xbox 360 Squad cooperative tactics discussion EmptyWed Mar 17, 2010 3:56 pm

yeah, wolfy, We're close to twelve right now for the 360. (that are actually on at the same time) Once we hit like 16 (enough to have a whole stable team - soon I hope cause I've got three coming). Then we can hopefully make a third squad by borrowing from seminoles and apaches.
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Camel Hallux
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PostSubject: Re: 4th Platoon xbox 360 Squad cooperative tactics discussion   4th Platoon xbox 360 Squad cooperative tactics discussion EmptyWed Mar 17, 2010 4:04 pm

For a full team there will obviously have to be more than one strategy. However, one good one might be the 2 squads in the party mount an assault together while the 3rd flanks that position or attacks lightly defended objectives. This is an attack strategy for rush, if you didn't figure it out. It could be adapted for defense. Conquest really depends what map you're playing (i.e. linear or triangular maps). Eventually we'd need map strategies along with photoshopped overhead maps for mine placements, sniper spots, where squads should post up(like squad 1,2,3), etc.). Each overview would need adaptions for Rush attack, defense, and conquest. Oh, and squad rush and deatmatch. I would do it, but I'm pretty busy with capturing and editing gameplay for my youtube channel.
I think my tank video outlined a good base defense for Arica Harbor on the first objectives. Maybe if I get some time I will start on the long and tedious task of coming up with individual map strats for a full team.
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Wolfhide
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PostSubject: Re: 4th Platoon xbox 360 Squad cooperative tactics discussion   4th Platoon xbox 360 Squad cooperative tactics discussion EmptyWed Mar 17, 2010 4:37 pm

If you guys look at: http://ultimateprestige.com/

you can see most/all maps from above, just say you are 18 if you aren't.
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Spiralus
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PostSubject: Re: 4th Platoon xbox 360 Squad cooperative tactics discussion   4th Platoon xbox 360 Squad cooperative tactics discussion EmptyWed Mar 17, 2010 4:59 pm

Here's maps we can edit:
http://planetbattlefield.gamespy.com/View.php?view=Gameinfo.Detail&id=310&game=12
Let's concentrate on our rush plays first, since they'll be more straight forward than conquest and deathmatch. I feel like squad rush is small enough to where we can just talk in game/ doesn't really need lots of planning.... well, if somone else wants to do it... lol I dont even have the mode.
It's probably worth mentioning that anything we post here should be for 13th eyes only. Suspect

Also, I don't want to work on plays until at least a whole team's worth has posted onto this thread (at least a "hey these are cool ideas.... I'm down" - for example) for assurance that they're going to be viewing them. Without everyone's study, they'll be useless.
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Camel Hallux
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PostSubject: Re: 4th Platoon xbox 360 Squad cooperative tactics discussion   4th Platoon xbox 360 Squad cooperative tactics discussion EmptyWed Mar 17, 2010 5:27 pm

This isn't perfect, just a general idea of what I meant. Squad locations are the GENERAL area where the squad should be, not literal. It's obviously not good to be right on top of each other. Oh and this is Rush defense on Arica Harbor.
4th Platoon xbox 360 Squad cooperative tactics discussion AricaHarborRushDefensecopy
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Wolfhide
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PostSubject: Re: 4th Platoon xbox 360 Squad cooperative tactics discussion   4th Platoon xbox 360 Squad cooperative tactics discussion EmptyWed Mar 17, 2010 5:55 pm

Its good just to have them to be honest, I started using tactical maps/ideas in 2nd Plt. and even new members recognised that they were useful. Sometimes you just need this kind of thing as a support structure for your general gameplay, if you over-focus on it then you lose the fun aspect.

Nice work Camel Smile
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Spiralus
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PostSubject: Re: 4th Platoon xbox 360 Squad cooperative tactics discussion   4th Platoon xbox 360 Squad cooperative tactics discussion EmptyWed Mar 17, 2010 7:46 pm

Hells yeah Camel! Good work dude, Imma post some blow up of that with more detailed stuff for each setion. Everything is open for debate, of course.
Also, I suggest dividing the squads up by their names in game.
Also, had a thought the other night.
Because com. is SO imprtant in this game and our com somtimes got confusing (also I believe, once everyone gets better, we'll be trying to fit more and more intel onto one channel) What about using some simple short chat rules. for example:
call enemies "Red" or "Bads" or somthing with one syllable
dont preface red locations with stuff like "I just saw a guy....." or "there's a guy running to"
Try to use and learn cardinal directions instead of left/right "red squad across the street, south of bravo"
try to, whenever possible, use numbers. " three reds, two sniping, on north-east rocks "
call Helicopters "Helos"
Call ATVs bikes

Stuff like that, lemme know what you think. and post ideas so we can make a list (or not if ya'll think this'd be annoying. I personaly think it'd be more fun (in character) and that more intel will = more winning. Also, none of this is to suggest that we would no longer F@## around when there's no heat, just that when things get intense we could keep it pro.
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Spiralus
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PostSubject: Re: 4th Platoon xbox 360 Squad cooperative tactics discussion   4th Platoon xbox 360 Squad cooperative tactics discussion EmptyWed Mar 17, 2010 8:58 pm

Arica Harbor Defense: Zone 1 Detail
4th Platoon xbox 360 Squad cooperative tactics discussion 157n85d
Recon: this squad gets over watch and calls out targets, calls in morters constantly in the enemy spawn, and sustains itself on the very powerful hill position. It falls back bahind the fuel depot and works to retake the hill. Assault and Medic, in addition to the 2 snipers, are very important for HOLDING this position and (I believe) Will wind up taking more enemy tickets than 4 snipers.
Tank : Responsible for locking the snot out of the cross-roads.From this position, the tank squad can mine like crazy and support the hill.
https://www.youtube.com/user/bobbo1979#p/a/u/1/Tig7PJglG_Q
Respnse Team: spots incoming enemy, mines the back part of the zone, mans the AT emplacements, defends the objectives and generally responds to the enemies successfull actions. Response SL becomes team leader if the enemy breaks the defense.
In this D, The tank squad and response team would be responsible for disarms.

This is obviously meant to be loose, and will have to adapt to different situations.
Be free with feedback please, all tactics posts here are open to debate and discussion.

EDIT - this has proven VERY effective. Bear in mind that we need to get set up FAST and not let them through. We've only lost to Blitzes that we weren't ready for.


Last edited by Spiralus on Thu Apr 01, 2010 2:57 am; edited 2 times in total
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GhostOps21
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PostSubject: Re: 4th Platoon xbox 360 Squad cooperative tactics discussion   4th Platoon xbox 360 Squad cooperative tactics discussion EmptyWed Mar 17, 2010 9:38 pm

Overall for Arica Harbor D Zone 1, you have a good setup Spiralus. Definitely suggest X12 scopes for the sniper team, or one x12 and one spotting scope, and the squad needs to really have good communication, so VOIP is a must here. I've tried very similar tactics to this, and it has worked very successfully. Response team should have at least one person with a tracer gun, and they should be more focused on the the disarm than tank as they will be fighting heavily.
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PostSubject: Re: 4th Platoon xbox 360 Squad cooperative tactics discussion   4th Platoon xbox 360 Squad cooperative tactics discussion EmptyWed Mar 17, 2010 10:58 pm

GhostOps21 wrote:
or one x12 and one spotting scope... so VOIP is a must here.... it has worked very successfully. ....Response team should have at least one person with a tracer gun....and they should be more focused on the the disarm than tank as they will be fighting heavily.

great idea ... what? .... word ..... why tracer? I'm thinking most of their vehicles will get melted by tank squad and AT turrets .... most definately.

Also, thanks for the review man!
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blazingsun
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PostSubject: Re: 4th Platoon xbox 360 Squad cooperative tactics discussion   4th Platoon xbox 360 Squad cooperative tactics discussion EmptyThu Mar 18, 2010 3:05 am

Warning! Long message enclosed!



I agree with ghost ops. The response team should be the most flexible, and go where they are needed depending on the match. I think that the squad should have one of each class, and go where they are needed in the battlefield on their own. The assault class will take out any person or car/bike that comes into the base that the tank squad missed. Engineer will repair the tank squad when needed, mine the road, be an early warning system by spotting vehicles as soon as someone gets in them, and destroying vehicles when it doesn't compromise the engineers position. The medic will go to the area that is getting hit the hardest, take out any infantry that is outside of the base (not including snipers), and provides suppressing fire in areas that need it. The recon class will take out enemy snipers that the recon squad misses (or doesn't have time for), spot vehicles and troops, and snipes troops. When a crate goes off, the assault and medic will attack from one side and support each other, while the engineer fires rockets in and attacks from another side (if possible on the exact other side), the engineer will have to be cautious and wary of the crate and the walls, for collapsing the building or blowing up the crate doesn't help us. The sniper will mortar the building ONCE (if the building is in good condition only) and spot/snipe the troops inside and in the surrounding area (the sniper should always be in a position where he has or can easily get a view of the crates). The other two squads can handle the tanks and infantry moving into the base (the tank and recon squads will ignore the crate, thats what the response teams main purpose is, but on special occasions, the recon squad can shoot troops in the building). The response squad will be independent, (except for when the crate is under attack) mobile, and specialized. Their main priority will be to protect the crate and respond to any threat against the crate, and their second priority is to maintain the other squads. Please make any changes you wish to this idea, I support the idea of high flexibility of the squad, and any idea shouldn't have the squad pinned down in one area, they are the response squad. This idea of the squad works with any map.[center]
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PostSubject: Re: 4th Platoon xbox 360 Squad cooperative tactics discussion   4th Platoon xbox 360 Squad cooperative tactics discussion EmptyThu Mar 18, 2010 4:09 am

blazingsun wrote:
Warning! Long message enclosed!

LOL. and absolustely to all of the above except the very last bit. Let's not jump to the conclusion yet that there should ALWAYS be a respaonse team. lol.
Also,
blazingsun wrote:

Sniper should mortar the lit target ONCE.
Meh... NEVER on hardcore...lol. Not so useful in this zone. Bravo gets deserted immediately after they light (because it's a trailer and not defensible, and alpha is immune (thick roof). The sniper should bust out is pistol and get to work clearing/disarming. Mortering isn't totally out on Alpha because it can throw off their aim, but it throws our as well.

but all very good stuff there. specificaly with one of each class and the medic floating to the hottest areas. You've pretty much laid out in detail here what I had in mind for them. I feel it likely that after some playing we'll wind up with 2 engineers, assault and medic (rather than a sniper) in the response team. Another good role they can play here, is ferrying tanks up to tank squad. And destroying the useless (for the defense team) sniper towers in the back of the zone.
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blazingsun
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PostSubject: Re: 4th Platoon xbox 360 Squad cooperative tactics discussion   4th Platoon xbox 360 Squad cooperative tactics discussion EmptyThu Mar 18, 2010 4:24 am

Spiralus wrote:

Let's not jump to the conclusion yet that there should ALWAYS be a respaonse team. I feel it likely that after some playing we'll wind up with 2 engineers, assault and medic (rather than a sniper) in the response team.

good idea about the 2 engineers. When I was talking about it working for every map, I was talking about the idea worked for every map. I was thinking a bit more generalized while making this. The two engineers is a bit more specialized, and needed for this map because of all the extra vehicles that are in it. The response team idea, if used in other maps, can have variations like that depending on the main kind of assault on the base. Feel free to comment or change my ideas.

RATE 5 STARS!!! Very Happy Very Happy Very Happy
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PostSubject: Re: 4th Platoon xbox 360 Squad cooperative tactics discussion   4th Platoon xbox 360 Squad cooperative tactics discussion EmptyThu Mar 18, 2010 4:28 am

blazingsun wrote:


RATE 5 STARS!!! Very Happy Very Happy Very Happy

Like a Star @ heaven Like a Star @ heaven Like a Star @ heaven Like a Star @ heaven Like a Star @ heaven lol!
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blazingsun
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PostSubject: Re: 4th Platoon xbox 360 Squad cooperative tactics discussion   4th Platoon xbox 360 Squad cooperative tactics discussion EmptyThu Mar 18, 2010 4:40 am

Spiralus wrote:

Meh... NEVER on hardcore... Not so useful in this zone.
Our strategy will never work on hardcore mode anyway... The medic will be useless without the radar, the scout squad will have a extremely difficult time without spotting, and the tank squad will get blown up by a rush if they use both enemy tanks at the same time. If were playing hardcore mode we need a strategy that doesn't rely so heavily on the squads communicating with each other.
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PostSubject: Re: 4th Platoon xbox 360 Squad cooperative tactics discussion   4th Platoon xbox 360 Squad cooperative tactics discussion EmptyThu Mar 18, 2010 4:48 am

blazingsun wrote:
Spiralus wrote:

Meh... NEVER on hardcore... Not so useful in this zone.
Our strategy will never work on hardcore mode anyway... The medic will be useless without the radar, the scout squad will have a extremely difficult time without spotting, and the tank squad will get blown up by a rush if they use both enemy tanks at the same time. If were playing hardcore mode we need a strategy that doesn't rely so heavily on the squads communicating with each other.

Maybe... the medic can still revive in HC, tank squad will also have two tanks, with two enineers and a mine field, they should fair splendedly against a tank rush. We do lose the recon squad's spotting in HC, but so does the enemy. I don't know what you mean about communication being affected. I think it'll work in either mode.

Also, go ahead and post a hardcore variation. Very Happy
Also Also, what do you think of the other stuff on page 1 (like the chatter guidlines)?
And what about starting a thread for each rush lvl (cause this'll get cumbersome real fast when we add more plays) lol
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PostSubject: Re: 4th Platoon xbox 360 Squad cooperative tactics discussion   4th Platoon xbox 360 Squad cooperative tactics discussion EmptyThu Mar 18, 2010 5:00 am

Spiralus wrote:


Maybe... the medic can still revive in HC, tank squad will also have two tanks, with two enineers and a mine field, they should fair splendedly against a tank rush. We do lose the recon squad's spotting in HC, but so does the enemy. I don't know what you mean about communication being affected. I think it'll work in either mode.
In HC medics can only revive people that he sees die, otherwise you go running around shocking each body, not knowing the difference between the teams as the people you want to get respawn. The enemy won't normally be as organized as we are, so spotting doesn't affect them as much as it affects us. Also, they are attackers, they don't need a early warning system. There will be lone wolf snipers that will shoot anyone the see, and are mainly isolated from the rest of the team. And as for the tank rush, your strategy only includes one tank and three miners. The tanks only need to see you to kill you, they don't need to drive close...Also, by communication i meant spotting


Last edited by blazingsun on Thu Mar 18, 2010 5:25 am; edited 1 time in total
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PostSubject: Re: 4th Platoon xbox 360 Squad cooperative tactics discussion   4th Platoon xbox 360 Squad cooperative tactics discussion EmptyThu Mar 18, 2010 5:05 am

might be a good idea for us to transfer everything on this thread into small folders inside the thread... and as for your chatter rules, good except for helicopters can also be helis (one syllable instead of 2 (helos)) enemies could also be called guys (or a guy), snipers need to be called snipers, and saying ATV is actually just as fast as saying bikes so they can be interchangable
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PostSubject: Re: 4th Platoon xbox 360 Squad cooperative tactics discussion   4th Platoon xbox 360 Squad cooperative tactics discussion EmptyThu Mar 18, 2010 5:24 am

blazingsun wrote:
might be a good idea for us to transfer everything on this thread into small folders inside the thread... and as for your chatter rules, good except for helicopters can also be helis (one syllable instead of 2 (helos)) enemies could also be called guys (or a guy), snipers need to be called snipers, and saying ATV is actually just as fast as saying bikes so they can be interchangable

word, thanks What a Face
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