Bluefor Insurgency Guide

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Bluefor Insurgency Guide

Post by hitmanrules on Mon 3 Oct - 15:54:19

Bluefor Insurgency
Guide: Note : This isn't finished, so feel free to give suggestions and constructive feedback.



Insurgency is an
in game representation of Asymmetric warfare, a war between two sides of
varying tactics and composition, and is such very hard to define. The winning
condition for the Bluefor faction is to destroy 9 caches that are dotted around
the map and contrastingly the winning condition for the insurgent faction is to
drain the Bluefors manpower and assets, which come in the form of tickets,
until they reach 0. There are only ever 2 caches that spawn in the game at any
one time and eventually get revealed on the Bluefor map after they have gained
enough intelligence points. Intel points are gained upon killing enemies and are
a very dynamic variable in that the collaborator class can influence a negative
addition to the intel points that Bluefor currently have, therefore stopping
them from locating caches easily. Both the Intel and the cache mechanisms
create a very dynamic environment for the Bluefor players that differs from
other FPS’s that I’ve played before and thus most people don’t understand how
to properly dictate themselves and their squad during a game. I’m making this
guide hopefully to give squads a few more ideas about the game type and how to
play it more effectively.


Bluefor’s objective during insurgency is to find
and destroy 9 weapons caches located around the map. Killing enemies does not constitute an endgame
win for Bluefor unlike the Insurgent team which has to drain your tickets;
therefore it is important to understand that conserving your tickets and
destroying enemy caches are the only two parameters that you have to
understand.


When playing Insurgency as Bluefor commander I like to split the round up into two different phases,
The Search Phase and Assault Phase. I find it more distinguishable as commander
because of the more hands-on role that I play during the Assault phase but it
applies to all role of leadership in a Bluefor unit. For the Search Phase I am
searching with the squads in my command or I am at base with my UAV checking
compounds for groups of infantry or exposed caches. I am trying to preserve the
manpower and assets as much as possible by having them all work together in
clearing compounds and I am systematically clearing the map looking for
possible caches. The Assault Phase is a transition from locating the cache to
attacking a force that is defending a cache and as a result I will move into a
position from which I can place a commander rally and better organise an attack.
The Assault phase is definable by a concentrated defence around the cache that
requires teamwork and coordination in order to overcome.


Squad leaders
have a more hands on role than the commander as it is there job to
systematically find these objectives and eliminate them. Understanding the
cache and ticket objectives it is your job to find them while sustaining as
little losses as possible. This next bit
is gonna be from an SL’s perspective.


The first phase is the Search
phase
. You will generally be in the Search phase when there is no intel, or
the known cache is providing too much of a ticket loss in order to constitute
an attack. Sometimes it is better to just leave the cache until they are less
reinforced or have become complacent, even if it is known. Remember there are
always 2 caches and there is no time limit in getting them, nothing is forcing
you towards that blue known marker.


During this phase you are systematically checking for
sporadic contacts and checking areas that haven't previously been checked. You
will be primarily be focusing on saving tickets and locating caches. Any heavy
contacts that you encounter such as a full squad of infantry or more is a
highly suspicious area and is likely a cache, so are any high profile weapons
such as AA, AT and PKM. When a cache located, is either through intel or
without, you move into the Assault phase.


Coming across an unknown
caches
is often much more favourable as you will most likely be in the
Search phase. They don’t know that you are coming due to the lack of intel and are
often left alone by an insurgent faction or they are defended by a very small
unorganised force without Hideout support. This makes it very easy for a squad
of coordinated guys to come in and secure the area. Remember as long as you
aren’t loosing tickets you are a positive asset to your team.


The Assault phase
is sometimes bypassed when little or no resistance is found, however if an
organised, well reinforced defence is present that you move into the Assault
phase. If the cache is well defended with a healthy stream of infantry spawning
from hideouts then your first objective is to find these hideouts and destroy
them. Infantry generally make a beeline from the hideout to the cache location
so therefore they will be much less resistance than around the cache. Notice if
there is a lot of infantry on the cache marker it is very likely they have
built a fob around the cache itself, this will make it much easier for you to
attack as it will limit the amount of fobs close to the cache.


Once their primary means of reinforcements have been
whittled down you can begin moving towards the cache and engaging the infantry defending.
As you have limited their spawns they will only have a few spawn choices and
will make it much easier to predict where the enemy infantry will come from. During
this phase you should be working with as many squads and assests as possible to
maximise your team’s survivability and damage to the enemy team.


Common Mistake’s and
Tips



Often during games I
see people failing repeatedly to attack a cache and wasting tickets, making beelines from fobs towards the cache
location or rushing in jeeps. When playing understand that there are always 2
caches on the map at any time and you have the freedom to change to the Search
phase whenever you feel that an attack is not working. Whether or not a cache
is known is irrelevant you do not gain any more points for a known cache, the
only resource you have to understand is tickets and if you are loosing them
without result (a destroyed cache) then you are a hindrance to the Bluefor
team.


Making sure you have the best communications you can is the most important thing you can do
during a game. Having to type isn’t as immediate as voice chat and is much harder
to pick up on. Squads will instantly react to some with charisma and a plan on
voice chat and will want to follow you around the map is search of caches. The
primary means of communication that I use during a game in PR mumble and its
situational voice program is excellent in adding comms and immersion and it
really brings the game to life. The SL channel is great too for providing a
quick and easy way to talk to the other squads and for relaying important
information as soon as it is made known.


Understanding your
role
in the larger scale of things is very important as an SL. Your squad’s
survivability and firepower are more than doubled when working with another
squad and therefore is your effectiveness, by working on your own as a squad you
are not only undermining your team’s effort, by risking your tickets, but you
are also limiting your effectiveness as a squad.

_________________
Benjibby "Battle for LA is so homoerotic american that it actually made me s**t myself" Everyone else "...lol?" Bounty "do you guys know up dog?" "what the f**k is up dog?...ah wait"
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hitmanrules

Registration date : 2010-12-01

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