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Gloveys strategy suggestion

This topic contains 10 replies, has 5 voices, and was last updated by  FriendlyShark 6 days, 7 hours ago.

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  • #32623

    Powerbits
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    #32624

    Glovey
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    Hi Chaps,

    Thought it might be a nice idea to starting discussing / looking at more structured and assigned roles within the training sessions that happen Monday evenings. Of course these are only suggestions and thoughts from top of my head so shoot me down if I’m talking a load of trollop!  I’ve been playing with lots of members of PBS with all varying / different types of playing strategy, skills and abilities and think we should now use these to our advantage when it comes to training and ideally, practicing what each member is good at.

    First of all, I think it would be a good idea to breakdown the squads (hoping my maths is right on this);

    •  6 x 6 Infantry Squads (36 Players)
    •  2 x 3 Tank Armor Squads (6 Players)
    •  2 x 2 Recon Squads (4 Players)
    •  1 x 1 Artillery Squad (1 Player – Only if Commander is relaying squad callouts)
    •  1 x 1 Infantry Squad (2 Players – One SL / One Support – to focus solely on defensive Garrison placement and dealing with recon)
    •  1 x 1 Commander (1 Player)

    Total: 50 Players

    Out of the 6 Infantry Squads;

    • 1 x Infantry Squad is Defense
    • 1 x Infantry Squad is Ultra Attacking / Flanking
    • 4 x Infantry Squads (Objective Based)

    <h5>Bizory Road – FOY Scenario (Flanking / Attacking)</h5>
    I’m a firm believer that games in Hell Let Loose are won on a combination of common patterns revolving around recon squads, communicative commander and an artillery squad (1 – 2 man is plenty) along with fluid gameplay. You know that feeling whereby you’ve captured one point, and then the next and then the next in quick succession? That momentum factor? The reason why some games feel like a ‘walk in the park’ is because Garrisons behind enemy lines have been taken out and thus the enemy team can’t re-deploy / dig in on defensive lines, resulting in that ‘momentum’ / ‘mass’ attack. I’m hoping that the below drawing helps back up my thoughts on these winning combination and fluid gameplay that’ll help lead us to victory. (Apologies for the terrible drawing below). This example specifically focuses on ‘Bizory Road’ objective.

    Scenario: Foy
    <span style=”color: #00ccff;”>LIGHT BLUE: </span>Bizory (Currently held by opposing team)
    <span style=”color: #008000;”>GREEN: </span>Our Attacking Front
    <span style=”color: #993366;”>PURPLE: </span>Friendly Garrisons (Ideal Placements)
    <span style=”color: #ff0000;”>RED: </span>Enemy Garrisons (Common Placements)

    In most (I say most, with the odd exception) games, everyone pushes on Bizory outlined via the Green line, south down the road and across open fields. Also, in most cases, the red blocks represent enemy garrison placements. I don’t believe that the entire team should be part of the attacking front as I do not believe this a good use of time / strategy as 90% of the time it revolves around a stalemate. Why? When a stalemate occurs, most squads concentration is on the objective (Bizory Foy) and many seem to not realise the issue of enemy squads / recon squads flanking and taking out Garrisons behind the front. The field of view is lost essentially.

    This then leaves both the Eastern and Western Flanks open to enemy Recon Teams / Tactical Enemy squads to skirt around the attacking front to take out the garrison in F6. All it needs is someone on the opposing team to spot out Garrison in F6 with binoculars and 1 accurately placed artillery shell and our entire attacking front is over.

    Now most many commanders in Hell Let Loose are <span style=”text-decoration: underline;”>against</span> squads being outside of the attacking front – general moaning / groaning that you’re not supporting the team etc etc. However, I duly believe that this isn’t the best way to look at it. I believe that 1 squad needs to assign themselves to protecting and pressuring enemy contact on one of these flanks (named ‘Ultra Attacking’), otherwise you’ll be part of the general ‘run of the mill’ type attack / joining in with the stalemate.

    I also believe, with the team setup above, that 1 recon sniper should be part of the front-line, particularly in this given instance. That sniper will have plenty of targets. They can be far back behind the ‘front line’. They can ‘deal’ with any lone flankers. They can take out enemies in bunkers / trenches with highly accurate shots etc.

    Here’s how the ‘Ultra Attacking’ Squads and ‘Recon Squad Leaders’ I believe should act in this instance;

    <span style=”color: #ff99cc;”>PINK:</span> 1 x ‘Ultra Attacking’ Squad to flank East
    <span style=”color: #ff99cc;”>PINK:</span> 1 x ‘Recon’ Squad to flank West

    See the two options outlined in pink. The option which follows down the far eastern part of the map (column H) skirts around enemy lines and works towards taking out the enemy garrison in G8 and then, ideally, placing an attacking friendly Garrison to allow the team to spawn in and come behind the enemy defense at Bizory. The other option is to head West, which is a tricky run into the forest and then call out accurate artillery markers for defensive enemy Garrisons.

    If the recon squad on the Western Flank (pink line) destroys a defensive enemy garrison in E9 and then calls out artillery marker for Bizory for artillery to fire upon, it is essentially game over for the enemy team on Bizory. That recon squad is solely responsible for the entire team taking Bizory because enemy defenses have been removed. The 5 attacking squads (on the front) will finish up and begin to capture Bizory.

    The key importance of taking out enemy Garrisons not only on the next objective, but any enemy ‘backup’ garrisons is vital to create that momentum factor. Once Bizory starts to capture, the recon squad should look to head towards Road to Bastogne to then begin to take out any up / coming enemy Garrisons.

    Essentially, I’m suggesting that 1 Infantry Squad is predominantly outside of the front and is continually working their way around behind enemy lines (east or west). The reason for 1 full infantry squad, compared to that of just leaving the responsibility to a recon squad, is due to enemy recon naturally protecting these flanks. All it takes is a lone enemy sniper to take out a recon squad leader (after they’ve been running for miles around enemy flanks) to have to start the run all over again. At-least with a full squad you have more bodies to take out the enemy sniper and revive via medic. This worked particularly well last night, whereby the squad leader was purposefully going first on the run (say 20m up ahead) to then call out accurate areas of where the squad leader had been shot from. The supression from 3 other squad members is enough to deal with most ‘snipers’.
    <h4>General Team Setup</h4>
    (Just an idea of course)! But I believe we should look to structure out training session for the below;

    •  6 x 6 Infantry Squads (36 Players)
    •  2 x 3 Tank Armor Squads (6 Players)
    •  2 x 2 Recon Squads (4 Players)
    •  1 x 1 Artillery Squad (1 Player – Only if Commander is relaying squad callouts)
    •  1 x 1 Infantry Squad (2 Players – One SL / One Support – to focus solely on defensive Garrison placement and dealing with recon)
    •  1 x 1 Commander (1 Player)

    How we ‘divvy’ these squads up is of course down to what you as an individual would like to play as a role. Of course, I’m only bringing together some ideas / thoughts for when we do come up against a clan match – so don’t take this as gospel! I can also only comment on members who I’ve played with recently.

    Here’s my suggestion of players that I have been playing with recently focusing particularly on their strengths / play style.

    – Cheff (Nick) – Defensive / Flanking Support.
    Good call outs for squad members. Continually watching the flanks. Good eye for seeing at distances.

    Hienz – Squad Leader / Assault
    Good squad leader call outs and organising squad. Good eye for spotting enemy movement / placement.

    – Kangeroo – Support / Engineer
    Knows exactly when / where to place supplies. Very ‘intune’ with squad leaders thoughts.

    – Farke – Commander / Squad Leader / Medic
    Good squad motivation / fun. Good callouts / strategy behind garrison placement.

    – Goose – Tank Commander / Driver
    Good to take lead / roll of a Tank squad.

    – Tupla – Commander / Squad Leader
    Good commander. Good callouts / strategy.

    – Strela – Assault / Rifleman
    Good eye for enemy movement.

    – Valiant – Anti Tank / Assault / Recon
    Good eye for enemy movement. Good strategy for dealing with tanks.

    – Powerbits – Squad Leader / Commander
    Good commander. Good callouts / strategy.

    – Hieronymous – Tank Driver / Commander
    Good to take lead / roll of a Tank squad.

    – Jarion – Engineer / Assault / Recon
    Good eye for enemy movement / at a distance.

    – Un Desconocido – Medic / Rifeman
    Good eye for enemy movement.

    – Salty – Recon Leader
    Good recon leader to get behind enemy lines / deployment of garrisons.

    – Toastman – Tank Support / Squad Leader / Medic
    Good eye for enemy movement / good callouts squad leader / communication.

    – Thijss – Assault
    Good eye for enemy movement.

    – Siege – Tank Commander / Driver
    Good use of tanks / organisation of tank squad members.

    Knowing my mind, I have most likely forgot a whole bunch of people (sorry in advance). I know that I’ve definitely forgot a few regular players! I shall add to the list for ideas on anyone that comes to mind / jogs memory (as I’m at work currently).

    I’ve had a few comments regarding my play style which is suited towards a Squad Leader. More than happy to continue as an SL if members can put up with me! :mrgreen: – Happy to change to any role really thought.

    Let me know your thoughts on this guys! I could be barking up the wrong tree here, but had to get something down on the forum about training. Would be good to start working in closely knitted squads / improve on our own squad records etc.

    Speak to ‘y’all’ tonight

    Cheers

    Glovey

     

    #32628

    Tuplasalami
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    Artillery coordinates. It would be really overpower to have sheet of coordinates where most popular garrison/outpost/enemy defend spots are located. Needs time, work and effort to get those done but with that kind of information 2 guys could dominate enemy team without even really knowing enemy location. Might need a few ammunition nodes but otherwise artillery is most overpowered and undiscovered element of game with garrison redeploy method to capture points.

    #32632

    Powerbits
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    love your tactics Glovey

    #32633

    Kangeroo_nl
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    I also believe that we should focus more on tactics. As PBS we will distinguish ourselves from the rest. So I am in favor of this way of playing.

    #32634

    Glovey
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    <p style=”text-align: left;”>Great training tonight guys, thanks to all squads – felt like we had created that momentum factor on Foy finishing in around 26 minutes. It just seemed to click together well and squads were paying attention to Frank’s orders.</p>
    Our squad was set to “ultra attacking” and deployment of advanced garrisons (which essentially followed the tactics / map drawing above). It seemed to really work well together as the squad, as we went on to win 3 more games consecutively after the Foy map.

    Thought of a few more suggestions and feedback from fellow squad members regarding training;

    • Might be worth using FOY, on Germans to repractice our strategy/tactics regularly?
    • Need to firm up other squad leaders (and those squad leaders to put themselves forward at training to lead a squad).
    • Would be good to firm up recon / tank squads.
    • Would be great to have a solid hour of training – if we win in 20 minutes, it would be great to see everyone onto the next map.

    We have our first “firm” infantry squad confirmed:

    • Glovey (SL)
    • Heinz (Support / Rifleman)
    • Chef (Assault)
    • Thijs/Strella (Assault / Engineer)
    • Kangaroo (Medic / Support)
    • Valiant (AT)

    Ideally looking to practice regularly as a squad as we begin to learn each others play styles.

    I believe Tupla, Tekoss and Toast were squad leaders tonight in training? Would you guys be happy to continue with that role?

    Cheers

    #32637

    FriendlyShark
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    Thank you Glovey that map layout is great, do you have the rest of the maps? Would really like to put some ideas together, perhaps we jump into discord and do some sort of screenshare one evening?

    I was thinking we could also add to this by identifying the best kill zones for defensive and attacking purposes, where not to put garrisons etc. We could do this by having walkarounds during quiet moments to really map these out. There are some cap zones which you easily capture when attacked from specific directions and mapping these out could really help us.

    With regards to artillery I’m more than happy to start getting more involved on that and sharing the tactics I use. We can also add the ranges of each capzone to the above map.

    I use the Happyapilot map that I linked into the forum earlier. What i also do when using Artillery is bracket the target area with multiple markers, leaving our defence marker on the nearest friendly unit so I dont get any blue on blue. I’ll put together some screenshots of what i mean later this week.

    This format works for me too…I  would probably ask for maybe one additional person to help load and act as backup if the arty gets rushed.

    •  6 x 6 Infantry Squads (36 Players)
    •  2 x 3 Tank Armor Squads (6 Players)
    •  2 x 2 Recon Squads (4 Players)
    •  1 x 1 Artillery Squad (1 Player + 1 loader perhaps – Only if Commander is relaying squad callouts)
    •  1 x 1 Infantry Squad (2 Players – One SL / One Support – to focus solely on defensive Garrison placement and dealing with recon)
    •  1 x 1 Commander (1 Player)
    #32696

    Powerbits
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    Use this nice tool for more tactical discussions

    Battleplanner

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