Squad tactics and target indication

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Squad tactics and target indication

Post by Trigger on Wed 4 Aug - 9:11:57

Group - Automatic riflemen, Squad, individuals, etc
Range - try to guess how many metres are between your squad and the enemy
Indication - E.G 3o'clock of house, sandbag emplacement, 2 enemy
Type of fire , Rapid, Watch and shoot, deliberate and burst

This can be remembered by GRIT

Refer to this for any other info http://www.arniesairsoft.co.uk/articles/basic_fieldcraft.pdf
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Re: Squad tactics and target indication

Post by kopite73 on Thu 5 Aug - 15:12:09

great stuff trigger thanks keep it up
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Re: Squad tactics and target indication

Post by Unit3d_Kill3r on Fri 3 Sep - 0:46:26

That's pretty good actually.

Short, Simple, Precise. :)
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Re: Squad tactics and target indication

Post by Alchemist on Fri 3 Sep - 11:05:46



Playing as a squad leader I would like to hear reports from my goons this way:



1. First you say: Spotted / Contact - When you see something /or/ you are being shot, spotted.
-at that time no one in the sq ask what or where but enters Defcon1

2. Next quickly you define what you see: Infantry, Vehicle, Tech, Civi, Group, Support gunner, Sniper(scoped shooter in general), etc.
-at that time no one in the sq ask where.

3. When you define what is that you are looking at your eyes go at compass and next thing you say:
south west, 350 North, 120, etc... also sq can have defined front and rare so: vehicle ahead, hajji behind /on rare etc.

4. Finaly you give estimated distance or action: 100m, 250m, Danger Close, far, moving away, closing etc.
-through procedure Com's are clear and no one is asking question as all relevant information will be given.



and BTW
In life there are few magic words like "sorry" that can make big difference.
In combat there are few impacting words as well.
Whenever one is given order to move or position himself -Bob move to NW corner and cover the entrance, he should replay -Rgr(yes)/negative(if he can't do it of any reason) -Moving(when hi is moving) -Set or On position(when he gets there).
Whenever you hear "Fall back" it dose not mean that your sl wants you to rout.
"Fall back 50m" "Move back to last corner" etc mean that he wants to get better firing position, avoid being naded or over-run so moving yourself relatively back build some space for maneuvers and it does not necessarily mean that you are losing. Survival is the ultimate victory.



Perhaps its not perfect but man! unified comunication makes job of sl much easier and even more enjoyable therefore whole squad will perform better.


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Re: Squad tactics and target indication

Post by speedhound1-WYD- on Wed 3 Nov - 15:37:17

GRIT is a fire control order.

contact reports are the first stage of a potential engagement.

contact reports in gaming are necessarily different to RL because judging distance in 2D is near impossible but the time frame to report is the same as RL so experience is the only way (but still often mostly wrong)

also contact reports in RL are done with an 'arc of axis', something that can't be achieved in our 2D world (because other players have no idea where your looking) so i find the easiest way is to say:

contact type (armour, troops, aircraft etc)

degree bearing (with cardinal points for quick adjustment) e.g 15 degrees NNE

estimated distance e.g 50 meters (close) 100 metres (within rifle range) 200 meters (can be overcome but will need to be done carefully) and 300 meters + (will need DMR and or SAW)

then add as much relevant information as is needed e.g "by tree" " roof of 2 storey house"

THEN >

everybody checks their map, confirms enemy or friendly presence and corrects distances

THEN >

GRIT (group, range, indication, type of fire)

but remember GRIT can also contain the words "hold your fire" !!

speed

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Re: Squad tactics and target indication

Post by ViciousAxel on Tue 30 Nov - 17:22:40

Very Useful. A problem I see alot of is that people tend to only watch the space infront of them, rather than trying to cover angles/bearings that are not being covered by team mates, this can be solved with a wedge formation, but its less effective against frontal contacts (enemies directly infront of the squad). If people are watching all angles, then it should also be easier to determine where the contact is coming from, provided you take note of who is watching what space. Its not usually necessary to have one person constantly watching the rear of the squad. Instead, a "tail-end charlie" can be used. This is a man at the back of the squad who will watch infront of him, but also frequently turn around to check the rear of the squad to make sure there are no enemies behind the squad.

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Battle drills

Post by Trigger on Tue 5 Jul - 22:59:41

More to add.

Prep for battle - (Acquiring necessary kits, loading weapons, service support (CAS & Logistics etc)

Reaction to effective enemy fire ( take cover, crawl around a bit so when you pop back up the enemy will have a hard time getting rounds down)
Best bet now is to make a base line facing the enemy, to allow max firepower down on the enemy


Enemy location - Where is the enemy? (GRIT as mentioned earlier) e.g Enemy squad, 300m half left ,house to the north east ( 255 degrees), enemy top left window, rapid fire)

Winning the firefight (Essentially getting more rounds down than the enemy to pin them down

Attack -
Approach (flank left or right using fire and maneuver. Popping smoke is advised) fire and maneuver :)
Assault (Get loads of rounds down at a short distance)
Fight through (Use grenades and small arms to clear out any enemy)
Reorg-
*Bug out - Just incase artillery is called onto your position by the en commander knows where you are due to your squad killing his.
*Protection, (Make an all round defence)
*Ammo check, e.g redistribute to who is low on ammo
*Casualtys (heal & res)
*Sitrep to friendly commander
*Orders (what are we gonna do next? Are we going back to main to resupply? Are we getting on a heli and attacking somewhere else? #
*Move off


Hope this helps fellas! It's all legitimate British armed forces tactics that have been tried and tested and they work (and they will require practice (:
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Re: Squad tactics and target indication

Post by [301]Flap32 on Wed 6 Jul - 11:00:10

If I may give my 2 cents , I've been squad leading for a while now , on PR and ArmA

We use a simple technique for target indication :

CONTACT! BEARING (195 next to the house) TYPE (Inf , Armored , audio contact , movement ) MOVING on the right, left of the initial bearing HOT or COLD (Hot if contact is watching us , aiming at us, firing at us , COLD if contact is moving away ,or watching another direction) Finally if needed you can add details to the description "I can see 1 AT + 1 MG next to the second house on the right , count 1 possible jeep behind ..."

(There is no estimated distance in the description because in PR honestly it's quite useless , you can't watch a bearing WITHOUT seeing the ennemy on it maps are small and inf are not hiding very well ) In Armed Assault though we do give distances

For instance a full report could be "CONTACT! 210 mosque rooftop 2 infs COLD covering south flank , I can see a PKM"

This method have been hardtested for years now and honestly we didn't find anything as good and as short .

For short range spotting like urban aera we use something else :
CONTACT ! Followed by "Front , Left , Right , Back , Front-Right ....etc etc"



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Re: Squad tactics and target indication

Post by TheShaydeeOne on Wed 6 Jul - 16:46:37

Going in to proper RL terms is something that isn't really needed in PR I find. A good basic way is kinda like this,

"Contact!"
Audio or visual, armour or INF, if you can hear armour or footsteps, give a generic N, S, E, W, it'll help your squad out greatly. If visual, carry on as follows-ish

Bearing
(Try get a precise degree number, to the 15s, sometimes a N, NW, S, etc. isn't enough and someone gets picked off)

Range
(Danger close, far, etc. something basic, as speed said estimating range is a bitch in 2D, I find range is rarely needed unless the target is danger close)

Level
(Low, mid - being on the same plain or below the ridge line, high - being on top or just below. Gives a great basic 'where the f**k should I look?' answer, then you can add the next for more accurate eyes on. If you're not on a very hilly map, say Kokan, don't even bother with this)

Landmarks
(Arches, burnt out tanks -both map specific and actual dead enemy armour, certain shaped buildings, abandoned vehicles, rock formations, anything that stands out or can be easily described and, most importantly, quickly)

Status
(Proned, crouched, noticed you or not. The former for the AR/Marksman in the squad to help get a bead if they haven't already with the previous, the latter for judging if some mortars are going to be landing on your face or an APC ploughing around the corner.


What you can also do is instead of the Level section on places like Muttrah, or for buildings in general is the good old 2nd floor, 2nd from the right, etc. Also, when the squad is first starting out SORT OUT WHAT THE GROUND FLOOR IS.
So many times I've said, enemy on the first floor, window blah from the blah and I've had the Americans of the world aim at the ground floor and immediately get their heads blown off. May seem basic but it can really get someone killed, even more so if they're scoped in.


Last edited by TheShaydeeOne on Wed 6 Jul - 16:48:11; edited 1 time in total (Reason for editing : Spelling and stuff lol)

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Re: Squad tactics and target indication

Post by DRodders on Sat 9 Jul - 14:09:34

This post is really helpful, thank you! What would be great is if we could somehow promote it so that everyone coming onto the server is speaking the same language. For example, I didn't know what deliberate fire meant until I read this

Good work, keep it up guys!

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Re: Squad tactics and target indication

Post by Danger_6 on Tue 13 Sep - 18:18:41

Good old british army GRIT.

Another thing to do is assign axis of fire.

For instance, say your squad is heading along 360 degrees, i.e. North, that is your axis of advance.

You can just say Contact: Left of axis or Right of axis.

This works when moving in larger areas. What this allows your squad to do is initiate contact quickly before properly identifying your targets.


The problem with GRIT is that it's used on larger scale operations. It's pretty useless for PR.

I just get my whole squad to fire on the target using the R and I of GRIT. Then If I want to flank I call names and ask them to follow me round.

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Re: Squad tactics and target indication

Post by bullyhouse on Tue 13 Sep - 19:05:27

I just press Q... "enemy spotted, enemy spotted, enemy spotted!!"

Oh sorry! wrong game! Wink

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Re: Squad tactics and target indication

Post by Danger_6 on Thu 15 Sep - 3:27:39

Q right click "enemy boat spotted" ......"enemy boat spotted"........."enemy boat spotted".

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Re: Squad tactics and target indication

Post by speedhound1-WYD- on Thu 15 Sep - 3:29:27

Q-enemy spotted still works in PR but 2 things differ from vBf2,
1 your team needs a Cmdr
2 you Cmdr needs to accept your report.

see its not that different (apart from the tree guarding) :D

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Re: Squad tactics and target indication

Post by fillsson on Thu 15 Sep - 5:02:51

speedhound1-WYD- wrote:Q-enemy spotted still works in PR but 2 things differ from vBf2,
1 your team needs a Cmdr
2 you Cmdr needs to accept your report.

see its not that different (apart from the tree guarding) :D

You can also make question marks behind your vehicle! :lol!:
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Re: Squad tactics and target indication

Post by deadly22sniper on Fri 16 Sep - 12:33:53

fillsson wrote:You can also make question marks behind your vehicle! :lol!:

Don't let me see you doing that. Evil or Very Mad
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Re: Squad tactics and target indication

Post by Danger_6 on Fri 16 Sep - 12:38:47

fillsson wrote:

You can also make question marks behind your vehicle! :lol!:

It's called PR Cluedo. ;P

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Re: Squad tactics and target indication

Post by BXV-[Tr] on Fri 16 Sep - 14:10:52

I fu*ckin can't do that . Someone tell me how to do that PLSS !!!!
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Re: Squad tactics and target indication

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