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Post by tallcat on Oct 26, 2020 20:42:05 GMT -5
S!
After running a few sorties with you, I had a few questions, looking for some clarification.
1. What are the general tactical orders? Meaning, should I wait for orders/ask for permission, or would I be free to take the initiative? Some squads are really strict with orders on ops, others are more casual, I'm trying to see where the Wolfpack fits in. A good example was my first sortie with the squad where we rolled up to the FB, hoofed it to the spawns, grouped up, then blew the crap out of the spawns after receiving attack orders.
2. Similarly, fire discipline. Is the assumption the squad is to hold fire to maintain stealth in general or to fire at will unless otherwise indicated?
3. I noticed on the last sortie, the roster was split between stacking the CP and active patrols throughout the city. Was this an established fireteam protocol or just coincidence?
4. I was periodically calling out FB status, is this helpful or redundant?
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Post by dmaas2 on Oct 27, 2020 0:39:10 GMT -5
S! tallcat, It was fun running with you last night and you bring up some great questions.
1) We don't have any Standard Operating Procedures (SOPs) and only a few rules. - Don't switch sides during a campaign. It looks bad on you and the squad if you're playing both Axis and Allies. If you want to play Axis ask for a leave of absence from the squad and we'll welcome you back in the next one. - Everyone has a say. We hold squad meetings and conduct polls to see what we're going to be doing during squad nights and squad fun nights. If you have an idea speak up. We are better when everyone participates. - During Squad Night if you're online be in the same AO as the rest of the squad. Whether it's in the air, on a ship, in a tank, or with your feet on the ground. Squad Night is about working together as a squad to accomplish the mission and share our victories and our near victories. - If you're online when a squaddie asks for help, and you're not otherwise actively engaged, join up and give them a hand, I like to lone wolf every once in a while but we are all better in a pack. To answer your question specifically to your first sortie with us: Generally for FB attacks we use stealth to come within striking range of the infantry tent because currently the only way to destroy infantry tents at an FB is with HE charges. Combat Engineers are the most efficient troops to do this with because they carry 4 HE charges and it takes 16-18 to bring it down (Sapper's carry 2 HE charges but they are also very limited and are the only infantry that can sap tanks with their 2 HEAT charges and Riflemen carry 1 HE charge). Also Combat Engineers are scarce I think there are only 15 per Battalion so we don't want to assault an FB with them. We usually drive a truck in and set up a Mobile Spawn Point (MSP) just outside of earshot and walk in to see if the FB is defended. If it's not we'll drive the truck up for resupply and get to busting. It's best to place the 16-18 charges on the Infantry tent all at once so the enemy doesn't have time to react. If we can blow up the infantry tent but can't get back in to destroy the vehicle tent because the enemy spawned in to defend, the vehicle tent can be destroyed by bombs from the air. It's more an organic SOP than doctrine. If we can get the Infantry tent down the battle is 90% won.
2) Again we don't have a SOP for fire discipline but we generally hold our fire if we're sneaking into position at an FB, capping a CP in town unless the enemy knows you're there, or until after we've marked an Enemy MSP (EMSP) on your map. Unless of course it's to save your life.
3) We don't have assigned fireteams so it's pretty much what ever you want to do CP guard or active defense as long as the spawnables are guarded. There was only one spawnable CP in the last town and 2-3 can hold it against most attacks. However if it is attacked and it can't be cleared we will all move to clear it as a squad. If there were more spawnable CPs to guard we would be guarding those as well. Holding spawanble CPs is the key to defending towns. If you find yourself in the CP guarding and you'd rather go out and hunt EMSPs just ask and someone will comeback and guard for a bit. It's about having fun and doing what we need to do to win the battle. Sometimes it's fun to hunt the enemy and sometimes it's fun to let the enemy come to you.
4) It's definitely helpful to have someone call out the status of the FB so we know roughly how many charges we have to place and we can be more efficient with them. If you're not moving to cover or otherwise engaged it doesn't hurt. Also ".here" when in a CP so we know everything is ok or if your capping a CP we can move in to help if we have time to get there.
Look forward to seeing you in game again, S!
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Post by cobra on Oct 27, 2020 3:54:29 GMT -5
tallcat these are all very good points and dmaas had great points.when we roll up to what could be a def fb we hold fire and move into fb so we can blow the fb like we did last night now if you have to fire like dmaas said to save your life or save a squad mate's life then we open fire then just lets us know we need to go now you had to kill a ei aaa…...etc now as far as cps go we try to get zoc at a cp and then the rest of you are free to roam the city and recap others or just cap cps and free too kill everything you see :)it was great that you were giving the sats of the fb it lets us all know what needs to be hit and as dmaas said we try to get the inf spawn down frist cause you can call for air to wipe out veh spawn down if you cant get bk in too it. you don't need to ask to do anything sir your free to run whatever op you wish too but like it was already said if a squad mate ask for help we wish you would help them if your not already busy doing something else.looking forward to run more ops with you.
S! wolfpack Cobra
if you ever need to ask anything feel free to we want your input from all squad mates.
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Post by tallcat on Oct 29, 2020 20:01:12 GMT -5
I appreciate the replies, thank you, this helps a lot!
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