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Squad Foxhound Feedback

As you'll have probably noticed, Foxhound is the name I've adopted for the squads I create whilst playing PR, as a tribute to the greatest soldier who ever lived ;). What I'd like is some feedback as to your experiences when in the squad so that I can become a better Squad Leader and hopefully create a more effective, successful and just generally fun squad for all involved.

 

I'm not fishing for praise but am after constructive criticism, suggestions, or anything really that you think might be worthwhile raising. Be as negative as you like, I'm all ears. One aspect that I'd like feedback on for example is the incorporation of armoured assets into the squad - I'd like to hear Lucid's and other regular tankers' opinions on tanking with a squad versus tanking in your own one, and what you'd like the Squad Leader to do for you.

 

So how have you found being a part of Foxhound and what can I do to make it better?

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I know you prob wont adopt this mate but I find myself being strict is good heres a few suggestions:

1.Yelling

2.Swearing :)

3.Be more DEMANDING! :wink:

 

I know that alot of players don't like the Military structure that you and I have going Photo but being a little stricter always helps :twisted:, other than that you are a top squad leader and you know that I would follow/ be apart of your squad anyday mate.

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Win or lose I always enjoy being in Foxhound. On the maps where Tanks have difficult access to flags I'm happy for you to be an infantry only squad.

 

On the new Tank Whore maps I wouldnt mind seeing a 2 tank escort. I remember 2 rounds of Steel Thunder from 0.5. The first you recorded with fraps. In it we took on the US armour as infantry and had a challenging time even though we did manage to kill a fair few. The second time we played that map we initially took 2 tanks, 1 man per tank, and these provided invaluable heavy firepower as well as protection for the rest of the squad.

 

2 single crew tanks are better than 1 double crewed tank (as long as they stick together) because you can put 2 shots into an enemy tank instantaniously rather than having to wait the 5 seconds between rounds.

 

The alternative on the new maps is to remain infantry but have a dedicated chopper pilot for quick access to flags.

 

As far as your infantry SL style goes my only suggestion, and this applies to any SL, is that when defending a flag assign positions and directions for each SM to cover so that all entry points are protected.

http://users.on.net/hindes/bigdy/teamwork1.gif

I've always found you a very vocal/talkative SL, Photo, and I think that's a good thing as it encourages the rest of the squad to talk/report as well.

 

You're not just nattering away but always giving important information/reports, or updating objectives, or pointing out enemy positions.

 

Further, personally, I've found I play better in a squad where there is a lot of communication.

 

So you keep right on talking. Your squad is one I always want to be in and am always a little disappointed when I miss out. :)

  • Author
As far as your infantry SL style goes my only suggestion, and this applies to any SL, is that when defending a flag assign positions and directions for each SM to cover so that all entry points are protected.

I actually did this last night on Assault on Mestia. We captured East Tower or whatever it's called without a single casualty, then I assigned each individual squad member to a position and gave them a direction to cover. It worked very well, until BoHeR, patiently staring at the north trees, finally saw some troops moving in that turned out to overwhelm us. It worked very well, I just needed to get the squad to converge once we spotted someone and we would have been OK.

 

So you will be seeing more of this tactic and it works great, but only once I learn the actual layout of the new control points.

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To be honest its been a long time since i've been in one of your squads mate....

 

I miss it....

So, you want to learn about tanks, eh?

 

All tank squads or just having a tank or two attached and supporting your infantry?

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I'm the dominatrix!

So, you want to learn about tanks, eh?

 

All tank squads or just having a tank or two attached and supporting your infantry?

 

Myself, Ablack, Old1, Bulletmagnet and other members of note (who I have forgotten at this time and I'm sorry) ran a all tank squad on Zatar Wetlands earlier last week did great 2 tanks and a repair vehicle + engineer or 3 tanks make a formidable show of force and we wiped the floor with the US team.

 

As for you squad's photo well its not secret I don't always like been under your commander nothing personal I just can't seem to always do what you want me to when you need me too. As shown by Albasrah the other night just couldn't put that APC where you wanted it every time. I think more than anything its because I like to have fun even when I'm been serious I like banter in my comm chatter and I trust my squadies to do what I need without alot of direction.

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  • Author
Tank or two supported by ground infantry.

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Personally I'm not a big fan of tank/infantry squads.

APC/infantry squads on the other hand are an all go.

Here is a list of particularly awesome things:

dogs

sniping

very spicy chilli

cat claws on people (but still cool on cats)

Having an APC to support you as well as give ammo and limited kits is great on some maps but on a map like Kashan I doubt that an APC will last 3 minutes. You might stand a chance if you have an excellent commander who makes sure that there are friendly tanks protecting you but that will rarely if ever happen.

 

Personally I think that you should try an all tank squad if possible, Photo. I believe that Zatar Wetlands has about 6 to 8 MEC tanks at the start. Just think about it, 6 tanks all working together would be unstoppable. When someone gets damaged he gets out and repairs his own tank while the 5 other tanks form a shield and shoot anyone foolish enough to poke their heads up.

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In general the admin team will ask that people reframe from having 6 tank in one squad they are 2 men vehicles for a reason. 2 or 3 fully crewed tanks is a reasonable amount and still leave's tank support for other squads.
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It's always a pleasure to be under your command Photo you are one of the few SLs that realize that communication is key to victory. An SL can never talk too much. :D

 

 

As for assets:

My normal thinking is to try and have 4 or 5 infantry backed up by 1 support option of your choosing depending on the map it could be a tank, APC, CAS (plane or attack heli), or a trans heli. This allows your squad to have a strong infantry core but they have they have a special ability if you will that they can call on be it an airstrike, kits and spawing from an APC, good old fashion armor support, or my personal favorite the ability to fly quickly from point to point.

 

Obviously on a map like Zatar or Kashan you would opt for more assets probably. However never forget that without infantry you won't be able to cap very much ie. the bunkers in Kashan, I had a very frustrating time last night as no one would cap the damn flags and most of my squad was in tanks holding the perimeter so we just sat there repelling all comers while I typed frantically to the other players to move in and cap witch was met with inaction and silence.

Having 6 tanks in a squad might be frowned upon (I understand why, nobody likes asset whores) but I would really like to try this just once to see if the other team could possibly counter it.

 

Heck, if the tank squad was out in front the other squads wouldn't need any armour of their own. An APC or a chopper would be just as useful to them.

 

The DEVs might have intended that Tanks be a 2 crew vehicle but in my experience having a dedicated driver and gunner provides little or no perceivable advantage.

 

Whenever possible get 2 single crew tanks and make sure they stick together like glue and communicate with each other and the SL.

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I don't see an issue with having 6 tanks in a single squad. At least they will be used properly if people are that organised to get it going.

 

It then lets the rest of the team form a support/capture squad (AA, support vehicles) and of course death from above (if you're on kashan and air asset maps).

Having dual crewed tanks is awesome if you have some cover to duck behind and good communication plus you don't have to wait for the main gun to load which gievs you the first shot advantage. It doesn't work so well on Kashan because there is nowhere to hide unless you get your driver to hull down fire then go to turret down for the reload, rinse, repeat.
Wolf is right 3 fully crewed tanks will easily beat 6 single crewed tanks with the game the way it currently is who ever gets the first hit on the opposing vehicle is generally going to win the battle. A tank with a gunner and driver have full 360 view, first shot capability and can beat a hasty retreat ohh and twice as fast a repair rate whats not to like there.
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3 fully crewed tanks have 3 shots to start with.

 

6 single crewed tanks have 6 shots to start with.

 

 

2 per tank = dead tank

 

1 per tank = damaged tank

 

I know the odds I'd rather take.

As you'll have probably noticed' date=' Foxhound is the name I've adopted for the squads I create whilst playing PR, as a tribute to the greatest soldier who ever lived ;) [/quote']

 

Audie Murphy?? :wink:

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Or as one of many thousands of Canadians have said, my guns are at the bottom of that lake. That's my story and I'm sticking to it. - On Gun Confiscation

Personally I'm not a big fan of tank/infantry squads.

APC/infantry squads on the other hand are an all go.

 

If ever either move in a real life combat situation they die. Armour provides direct artillery while the infantry keep away the little surprises and spot new targets.

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Or as one of many thousands of Canadians have said, my guns are at the bottom of that lake. That's my story and I'm sticking to it. - On Gun Confiscation

6 single crewed tanks have 6 shots to start with.

 

6 tanks have 6 drivers who in turn need to change to there 6 gunner positions wait the alloted timed before there allowed to shoot there main armament. In which time they have already been hit and most likely lost some of there unit's. If tanks were meant to be driven, gunned and commanded by one person than the dev team would have left it that way.

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3 fully crewed tanks have 3 shots to start with.

 

6 single crewed tanks have 6 shots to start with.

 

 

2 per tank = dead tank

 

1 per tank = damaged tank

 

I know the odds I'd rather take.

 

As long as the numbers are even bewtween a 2 man and aa single man crew if the 2 man crew is using viop they have a massive advantage.

 

If they see eacother at the same time roughly the 2 man takes a shot and moves to hull down. Then move into open take the second shot and kill it all while only taking only one hit. Even if there is no cover with two sets of eyes the two man should see the other first and in a straight sluggin match the delay should prove the single crewed tanks demise.

 

This is all under the assumtion that the driver listens to the gunner without question. Also, once a shot is off move so as not to be a static target.

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Or as one of many thousands of Canadians have said, my guns are at the bottom of that lake. That's my story and I'm sticking to it. - On Gun Confiscation

6 single crewed tanks have 6 shots to start with.

 

6 tanks have 6 drivers who in turn need to change to there 6 gunner positions wait the alloted timed before there allowed to shoot there main armament. In which time they have already been hit and most likely lost some of there unit's. If tanks were meant to be driven, gunned and commanded by one person than the dev team would have left it that way.

 

Thats if they don't know what they are doing and move off without having any sort of cover from the other tanks in the squad. :roll:

 

Either way, I don't really care. It's a game and you obviously take it far too seriously. You're not any sort of authority to pass down what can and can't be done, you're there to police rules that have already been created. If Darth has an issue im sure he will speak up about it. Until then 6 tanks in a squad is perfectly fine by ME. So if I see it happening I'm not going to force people out of the tanks and kick up a huge completely unnecessary stink about it.

 

End of discussion.

3 fully crewed tanks have 3 shots to start with.

 

6 single crewed tanks have 6 shots to start with.

 

 

2 per tank = dead tank

 

1 per tank = damaged tank

 

I know the odds I'd rather take.

 

As long as the numbers are even bewtween a 2 man and aa single man crew if the 2 man crew is using viop they have a massive advantage.

 

If they see eacother at the same time roughly the 2 man takes a shot and moves to hull down. Then move into open take the second shot and kill it all while only taking only one hit. Even if there is no cover with two sets of eyes the two man should see the other first and in a straight sluggin match the delay should prove the single crewed tanks demise.

 

This is all under the assumtion that the driver listens to the gunner without question. Also, once a shot is off move so as not to be a static target.

 

There are a huge number of variables to take into account. Pointless discussion, it could go either way depending on what tactics, formations and ability of the crews of each side.

 

Until you play the situation out 10-20 times you don't really have any conclusive results.

 

Hell you could have one of the crewmen off taking a crap, where does that put your 6 or 3 tanks then?

I will settle this out once and for all and give advice for armour attached to infantry squads.

 

That is, after I get home from work. For now, you can all postulate.

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