Project Reality Tactics - Hints and Tips

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Project Reality Tactics - Hints and Tips

Post by Bang2Rights on Tue 5 Jan - 11:55:17

Thought it might be useful to post any ideas for tactics in PR here. New players may find it helpful in understanding what the game is about. As Vandal mentioned previuosly, it's not about getting kills but rather about staying alive!

After a couple of weeks flying in PR, I came back to my favorite role as SL. I was rusty to say the least. Playing Mutrah at the weekend, I'd forgotten tactics learned about movement and cover, especially in respect to clearing a building compound. This got me thinking about the format of a squad and how best to utilise the different kits.

For starters I came up with the diagram below, its a rough outline of a section of the Mutrah map. I did a little reading and whats important are three roles assigned within a squad: Assault, Secure, Support. The diagram show these three sections, marked (1) Support, (2) Assault & (3) Security.

1. Support - The Anti tank and Auto Rifleman kits cover the roads for both APC's and Infantry, as well as guarding the Rally Point. If lucky, a supply crate could hopefully be placed here.

2. Assault - The Squad lead & Medic (Corps Man) escort the assault section (Specialist and Rifleman) across to the fence to rope over. At the fence the SL decides wether to continue with a silent entry into the compound or go noisy with nades. The Spc and RM position themselves ready to rope onto the roof.

3. Secure - The SL and medic secure and hold the ground floor area, whilst the Specialist and Rifleman rope to the rooftop and assault down through the building. Before entering each room, nades are used to soften up resistence.

The SL has the option of staying in the compound with the medic as security or assisting the assault with the medic. Once the compound is clear the squad extracts under cover of the support section. What would be cool, is to have another clan member as a second SL to take the other T-Shape building with his/her squad simaltaniously.


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Re: Project Reality Tactics - Hints and Tips

Post by Shug06 on Tue 5 Jan - 13:19:22

Ideally squads should have atleast 8 pers. that way you can have two assualt teams of two pers, and the AT and supprt wpn can cover areas of approach, with medic and one rifleman in reserve(covering rally point close by). Now I know that it's six man squads in PR, so two squads working together with atleast four in a squad would work. You could have two Sp Wpns, two medics, a Spc, Off(one would be designated squad ldr) and a rifleman/AT. If there are more in the sqds, even better, as there is more choice.


Good diagram mate, we'll have to try your tactics ingame. :)
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Re: Project Reality Tactics - Hints and Tips

Post by ukVandal on Tue 5 Jan - 13:42:55

Nice work Bang.

I think we should also concentrate on teaching us all the basics of being an infantry man.

A fantastic website I was sent a link to is dslyecxi.com. It is a tactical guide for ArmA 2 however the tactics are easily transferable to PR. You will have to overlook certain differences which are not transferable for example ArmA has 8 man sqds.

Clicky clicky

I would suggest that anyone serious about Tactical Gaming read this guide, however if you cannot be bothered (stay out of my squad) I will condense some of the more relevant sections over the coming weeks.


Last edited by ukVandal on Wed 13 Jan - 14:53:42; edited 1 time in total

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Re: Project Reality Tactics - Hints and Tips

Post by Bang2Rights on Tue 5 Jan - 14:08:45

Top post Vandal, exactly the stuff I'm talking about. Getting the squad to move as pairs in their assigned sections (Assault, Secure, Support). This give the SL flexibility and options to counter or push forward safely, using the above basics is what I was hoping to develop this with.

Basics first though.

I'll do a couple for diagrams to cover moving in open ground, sniper cover, vehicle cover etc.


Last edited by Bang2Rights on Tue 5 Jan - 14:26:22; edited 2 times in total

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Re: Project Reality Tactics - Hints and Tips

Post by ukVandal on Tue 5 Jan - 14:10:05

there are plenty of diagrams that can be "borrowed" from that link that might save you a bit of time.

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Re: Project Reality Tactics - Hints and Tips

Post by Bang2Rights on Tue 5 Jan - 14:13:20

ukVandal wrote:there are plenty of diagrams that can be "borrowed" from that link that might save you a bit of time.

TA, have to wait till I get home, bloody works fire wall!

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Re: Project Reality Tactics - Hints and Tips

Post by deadly22sniper on Tue 5 Jan - 19:11:02

ukVandal wrote:...
A fantastic website I was sent a link to is dslyecxi.com. It is a tactical guide for ArmA 2 however the tactics are easily transferable to PR. You will have to overlook certain differences which are not transferable for example ArmA has 8 man sqds.

Clicky clicky
...

Ah yes, I saw this a while ago. Very good guide. It's one of the things that got me into PR I think.

Would be good if we could practice this stuff sometime.
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Re: Project Reality Tactics - Hints and Tips

Post by Snippers on Tue 13 Apr - 23:05:45

Shack tactical #2 has come out - http://ttp2.dslyecxi.com/
Much more in depth and defiantly worth a read guys Enjoy.

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Re: Project Reality Tactics - Hints and Tips

Post by deadly22sniper on Thu 15 Apr - 19:45:03

Ooh, new version. Nice. :)
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Re: Project Reality Tactics - Hints and Tips

Post by ViciousAxel on Tue 30 Nov - 17:30:46

Yeah, I read some of that guide before and it seems to have really good tactics in it. More PR players should read this stuff since you can't win a battle in PR without infantry (with the exception of tank battles obviously).

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Re: Project Reality Tactics - Hints and Tips

Post by DRodders on Thu 10 Mar - 0:05:48

Very helpful, thank you :)

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