Warfare Tips!

Forum for ArmA Discussion

Moderator: ArmA Admins

Warfare Tips!

Unread postby Xerxes17 » 28 May 10, 12:43 pm

While i do see there is a general + domination sticky, I feel that warfare is distinct enough to warrant a different thread. In my initial post i will be describing what I think would help a lot of players with thier game.

Topic One: have friends!
I've seen far too many players driving around only solo in an ambulance or a tank and I find this disconcerting as it basically means players are throwing away quite a bit of effectiveness. Having a squad allows you to have more anti-tank weapons, more eyes looking around and most importantly, more targets for the enemy to shoot at other than you! Many players complain that the Ai is stupid and unable to do anything. I strongly disagree with this. Case example: once I took Vyshnoye from two solo players only using 8 riflemen when I wasn't even there. I only lost one of them too.

Also, what is a solotank also known as? A dead tank. No Ai crew means no call outs of spotted threats, no movement when aiming the cannon or vice versa.

Lastly, get ZuesAi! Makes them much better.

INFANTRY
Combat modes, movement and formations.


The most important things you can do as infantry is first set them to “engage at will” and just before the shooting starts “combat” mode. But don't panic if you forget as when the first shot is fired they will automatically assume this mode. Engage at will makes them shoot and manoeuvre as they see fit to attack the enemy, and guys with AT launchers will attack tanks when they can. Combat mode will set them to maximum awareness and caution.

For example, I get my good friends 5,6,7 & 8 to move to a point on the map 50m away from me. If they were only “aware” they will all jog to the point in formation and if they see an enemy, stop to engage. If they are in “combat” mode, two of them will cover as the other two advance a few meters before they switch places. This means that if an enemy is sighted the ones covering will likely get the first shot off and kill them before they can kill any of your men.

Some other commands you might want to use are in movement. Advance and flank left/right do basically what they say on the tin. Advance makes your troops push forward ahead of you and do their best to engage the enemy. However they are less cautious then when they move normally so you will take more losses. Good for clearing forests and the like however. Flanking makes your men attempt to circle around to attack from the sides. This is useful as they will move faster than if you were to order them manually.

I find that issuing movement orders on the map is easier than in 1st person. Just go to the map, select who you want to move and then click where you want them to go.

Lastly, formations will change how the rest of this works. In practice I find that wedge, line, file and diamond are the most useful. Wedge gives good coverage. Line focuses all attention forward and is good for ambushes from tree lines. File is for when your hiking around. Diamond is a good setting as it focuses fire-power but keeps coverage good. I personally prefer diamond in combat.


Organisation and Weapons


Next up, how many soldiers will you command and what they will have has a huge effect on what you can do for obvious reasons. What usually is the limiter is how many you can transport around. Trucks are a good choice as they allow a full squad (12) to be moved around quickly. Helicopters are naturally the best for fast movement of lots of troops. APC's or IFV's are good as they also add a bit of fire-power to your squad.

How many people you have will dictate how you organise them. Example: a UAZ can carry 7 soldiers including the driver. With this limit I usually go with a medic, 4 riflemen and a machine gunner. I have the medic follow me around or lag behind us, the MG to provide fire support and the riflemen do the assaulting. AT is provided by the player.
If I have a KAMAZ truck instead, I will instead have a 3 fire team squad. 234 are red and follow me, 5678 are green and 9,10,11,12 are blue. 2,6,10 are medics. 5,7,9,11 are riflemen.8,12 are MG's and 2,3 are RPG7. Red will hang back and direct the other two teams which push forward. If armor is encountered, red will eliminate it.

Of course these are just examples. Experiment to find out what works for you! You might find a two team squad of fire-base/assault much better with 1-8 having medics, rifles and some RPG's. And 9-12 with MG's and sniper rifles supporting.

Auxiliaries


in Arma2 you can have many things “added on” to your squad. The most obvious is the transport truck to aid movement. A tank can provide some tough mobile fire-power. An APC/IFV is a good mixture of these two. A helicopter moving you around will let you return to base quickly to pick up replacements and perform para drops. Some artillery sitting on call for a strike you need can clear obstacles in a jiffy or soften up a town for your attack. An ambulance will allow you to respawn closer to the action.

A repair truck following from a discreet distance is an amazing force multiplier. Setting up a fire base with appropriate weapons can absolutely devastate the enemy. HMG's, automatic grenade launchers and the ZU23 will absolutely wreck infantry and light vehicles from a distance. AA pods will make that aircraft regret flying over you. ATGM launchers in a forest or on a hilltop will turn any armor it sees into scrap metal. You can also place large minefields down in an instant. If you've taken a town and expect a counter-attack you can fortify the town. Use your imagination!
Image
Xerxes17

Padawan
 
Offline
Posts: 282
Joined: 28 May 10, 10:49 am
Location: In Chernarus

Re: Warfare Tips!

Unread postby Goshawk » 28 May 10, 1:16 pm

Well done on the write up, if I get some time I'll add my own little tips here too.
Goshawk

User avatar
1337 p0st3r
 
Offline
Posts: 1176
Joined: 8 Jul 07, 11:23 pm
Location: Canberra

Re: Warfare Tips!

Unread postby Xerxes17 » 29 May 10, 2:37 pm

Topic Two: Why infantry should be your bread and butter

Tying in from the previous topic. A lot of people seem to only play as Rambo, tanker or air. This is not a good thing as a good infantry squad is more powerful than any of these by themselves. The reasons for this are simple, besides from when you are moving around in your vehicle, a tanker or air player will not be able to detect you on their radar. You can conceal yourself in forests to be almost invisible to the enemy.

An infantry squad is far more adaptable to the changing battlefield. If you move out from base in a tank and the enemy get an attack helicopter up. You are pretty much dead the instant you attack one of their towns or run into the copter. With infantry this is not so, just pull over to a camp, distribute some AA launchers to some guys and suddenly it's not so much of a problem! I've lost count of the number of choppers I've knocked out of the sky with ease because the fly boys thought that nobody was around to hit them with SAMs. This is why my transport vehicle after a point in the game has an IGLA and a few missiles stored in the back.

In the new version (.60) of warfare, you will have access to militia from supply depots. They take much longer to build than other soldiers(25s), but the ability to replenish your squad outside of base will allow you to keep going much longer that what was possible before.

On the Offensive

Infantry are very good at attacking. With the correct tactics, you can creep your way to the edge of a town, designate targets and then unleash hell. This is easy as infantry do not make loud noise. Choppers have their loud rotors, tanks and other vehicles their engines. The first indication the enemy will have of your infantry being around is their vehicles blowing up and most of their soldiers getting shot within a few seconds. This is called an “infiltration assault”. A really crafty player will also set-up ambushes before the attack or immediately afterwards to destroy any reinforcements or counter attacks.

Infiltration Assault walk through
First, drive relatively close to the target location, ensuring that your path to the town has good cover and even better, good fire positions on the town. Then put your men on stealth mode and hold fire. They will now not shoot the instant they see the enemy and attempt to remain unnoticed. However, if they do believe that they are about to be attacked they will open fire by themselves. Next, advance to concealed points with good fields of view. Once there your men should start to report they have targets sighted. You may wish to set specific targets for certain soldiers. Eg, Snipers take out medics, RPG's on vehicles, etc. Once everything is good to go, unleash hell!

On the Defensive

If infantry are very good at attacking, they are astounding on the defence. Again it's all about sudden ambushes from cover with appropriate preparation. Two ATGM launchers in a good fire position will completely halt any sort of armoured push on the area. MG teams or snipers set up in well concealed positions will cut down any sort of infantry attack that is in the open. SAM troops will make the area a no fly zone. A good defensive infantry player can defend a town from many attacks without a problem. This is invaluble to the team as it ties up enemy forces while they go on to take other towns.
Image
Xerxes17

Padawan
 
Offline
Posts: 282
Joined: 28 May 10, 10:49 am
Location: In Chernarus

Re: Warfare Tips!

Unread postby Ball0fire » 30 May 10, 11:03 am

nice reading

will add to sticky soon (but not now as it will get read more in the regular section :) )
Ball0fire

User avatar
Forgotten What The Sky Looks Like
 
Offline
Posts: 2181
Joined: 27 Apr 05, 6:25 pm
Location: rockhampton . QLD

Re: Warfare Tips!

Unread postby Goshawk » 30 May 10, 12:32 pm

Using infantry, particularly when it's set on expert, is nearly a must as it allows you to sit back on a good vantage spot and provide covering fire while your men move into actually secure the town.

This also works well while you're in a tank as you don't have to risk yourself to AT fire.
Goshawk

User avatar
1337 p0st3r
 
Offline
Posts: 1176
Joined: 8 Jul 07, 11:23 pm
Location: Canberra

Re: Warfare Tips!

Unread postby Xerxes17 » 30 May 10, 2:08 pm

Topic Three: What kinda of squad should I have?

Now In the previous two topics I've detailed the general theory of infantry command. In this topic I will be describing some various “builds” with their relative strengths and weaknesses. As always, find out what works for you!

Ambulance Squads
With most games (correctly)*admin edit: lol* having camp respawn off, many players will elect to bring an ambulance along with them. However you are limited to a squad of 6 soldiers. In this case it is worth it spending the extra money to increase your squad's abilities. Replace standard rifles with PSO/ACOG versions. It may also be worth loading up the ambo with extra magazines or rockets.

Basic Squad
1 You
2 Rilfe
3 Rifle
4 Medic
5 Machine Gunner
6 Machine Gunner

In this basic squad, you have a good mix of capabilities. The two MG's can put down a fearsome level of fire. It is assumed that the player brings along the AT-launcher, but consider arming the rifles with RPGs also. I favour this squad for taking towns.

Anti-Tank Ambulance Squad
1 You
2 Medic
3-6 SMAW/RPG/Javelin/METIS

In this squad, you are dedicated to killing enemy armor. As always, you should be ambushing from cover. I would also recommend placing extra rockets in the ambo.

Anti-Air Ambulance Squad
1 You
2 Medic
3-6 AA Specialists

The role of this squad is not to directly attack the enemy, but to stay slightly behind other friendly squads to provide AA cover. Be careful however as your troops will use their AA launchers against ground targets, so set them to hold fire. Wait until the enemy air assets appear then use the target menu (2) to select what is going down. Wait until all report “target acquired” then issue the open fire command. Bye bye helicopter!

Motorized Infantry
Vehicle: Ural, Kamaz, MTVR or PKM Vodnik
1 You
3x Fireteams of:
Rifle/Grenadier
Medic
RPG
MG

Use each fireteam as an integrated unit while you follow with them directing them. This is one of the more powerful formations due to it's size and spread of weaponry. Consider using Specialist fireteams if you know what you're up against.

Mechanized Infantry

BMP/BTR Infantry
Vehicle: BTR/BMP
1 You
2 Crew
3 Crew
4 Medic
Fireteam 1
5 Rfile
6 MG
7 RPG
Fireteam 2
8 Rifle
9 MG
10 RPG.

There are three components in this formation, the vehicle and the fire teams. Use the vehicle as a mobile base of fire that supports the two 3 man fireteams. Keep the medic inside and deploy him only when someone gets wounded. If expecting armor, keep the APC in reserve until you find where the enemy armor is, then dart forward, fire and ATGM then retreat.

LAV Infantry
1 You
2 Crew
3 Crew
Fireteam 1
4 Medic
5 RPG
6 MG
Fireteam 2
7 Medic
8 RPG
9 MG

Same as above, but the LAV is substantially weaker than the BMP/BTR and should not be used in heavy combat.

Addons

The Repair Truck Section
This one is really straightforward. Buy a repair truck with a driver after you have bought your main squad. Then buy two crewmen and tell them to board the truck. Now you will have a repair truck that will follow you around ready to deploy stuff. This combined with one of the above ambo squads is a very powerful combination.

A Tank!
Another more mobile alternative to the repair truck is just simply adding a tank to your squad. Hold it in reserve and use it like a mobile pillbox. You infantry will act as spotters so the tank will engage anything your squad sees.
Image
Xerxes17

Padawan
 
Offline
Posts: 282
Joined: 28 May 10, 10:49 am
Location: In Chernarus

Re: Warfare Tips!

Unread postby Scopey » 31 May 10, 8:31 am

great work with these write ups...

i would add some myself but my brain aint working after the weekend and i leave for the states tomorrow... cya all in arrowhead
Scopey

n00bie
 
Offline
Posts: 5
Joined: 15 May 10, 10:07 am

Re: Warfare Tips!

Unread postby Xerxes17 » 31 May 10, 11:04 am

Topic Four: Wait, there's stuff other than infantry?
Please forgive me if I've given the impression that I hate everything that isn't on two feet. Quite the opposite! Tanks, helicopters and jets when employed properly are massive force multipliers that will speed up an assault or make a defensive line insurmountable. However do not make the mistake of investing everything in these expensive toys, as all of them can be blown up from under you by a guy and a rocket launcher at the fraction of the price you paid to get it. Also, tank heavy forces will be stalemated by competent players making use of TOW/Metis on hills and in forests. Air assets are only a bad run in with an anti-air asset away from plunging into the ground. As always, balance is key, too often I've seen a winning team loose because once the commander puts up the air factory everyone tries to play top gun!

Light Vehicles


The most looked over part of the game are the humble light vehicles. They are often ignored due to the perception that they aren't tough enough or strong enough to bring it to the enemy. This is not at all in line with reality. Properly used they can provide fast, cheap fire power that can tip the balance between victory and defeat.

REDFOR have the best offerings here, with the BRDM in both it's forms being an unbeatable contender. M2 HMG's will do surprisingly little damage to it. It's normal version has the 14.5mm KPVT HMG which is more of an autocannon, allowing it to even take on LAV's or AAVP7A1's. Should one get the drop on even a BMP2/3 or BTR90 it can win. Early on against small resistance towns the BRDM can quite easily take them almost single-handedly. The AT-BRDM however is even more impressive, being able to stop an armored push by itself in the hands of a skilled player. The best way of using it however is to move it to a commanding hilltop and spot targets for it, letting it's ATGM's scrap enemy armor, being able to fire one every second. Two hits will destroy an M1, one hit for immobilising. Add one to both numbers for a TUSK. It's not without it's drawbacks however, with no MG it is near defenceless against infantry and it only has 10 missiles in in two sets of five in total stored.

The UAZ series can be useful in certain cases. The DShKM and AGS variants can provide excellent fire support from afar during a push on an enemy town. The SPG9 UAZ however is near useless as the Ai cannot hit the broad side of a barn with it and even when it does hit, it's damage is not enough to knock out anything tougher than a car. It could have been useful as a direct fire support vehicle rapidly lobbing HE rockets into a town, but it cannot be completely reloaded by an ammo truck (only 1 round of AT ammo) and must have $500 spent on it to rearm it properly.

The Vodnik BPPU is just like the BRDM that precedes it but only with a bigger gun, the same gun mounted on the BMP2/3, BTR-90 and the Kamov. The cannon has a variable fire rate of either 300 or 600 RPM and a coaxial PKT MG. The 30mm cannon can easily destroy enemy infantry, light vehicles and even helicopters!. However it does suffer a limited store of ammo, with only 150 rounds each of AP and HE ammo.

The ZSU-Ural is a truck with the Zu-23mm two barrel gun mounted on it's back. It can fulfil the same role as the fighting UAZs from much greater range along with providing limited anti-air cover. However, it has even worse ammo problems than the BPPU vodnik, being able to burn up all of it's ammo in under 15 seconds of constant fire. It also has the same ammo resupply problem as the SPG9 UAZ and can only have 40 rounds (1 second of fire) unless you spend $500 to rearm it.

BLUFOR has it's large range of Humvees to choose from. M2/240 are basically the same, with the M240 version having slightly better protection, especially for the gunner. The Mk19 has it's powerful automatic grenade launcher that can quickly destroy infantry or light vehicles. The TOW hummer is note as good as it's AT-BRDM cousin, but has much better sustained fire. The Avenger is the best land based AA system BLUFOR has with a rapid fire .50cal MG and 8 stingers. In a pinch it can actually work fairly well against REDFOR light vehicles as it;s stingers can easily immobilise them in one or two guaranteed hits. The MG will chew up unarmoured targets very quickly.

Tanks
Tanks are the most direct of the support options available. It's a big moving hunk of metal with a cannon bolted to it. These guys excel at supporting infantry advances across unfavourable terrain and eliminating hard targets infantry would have problems with. Ordinarily, an infantry squad crossing an open field would be at a severe disadvantage. With a tank supporting it's all good. The tank will provide a hail of fire while the infantry move up and suppress any sort of AT efforts. On the defensive, a tank that was in reserve pouncing out to counter attack the enemy after they have been blunted on your defences will cause havoc and most likely eliminate any remaining enemy forces.

The T72 and Abrams are both evenly matched with the Abrams having slightly better optics. The T90 has and ATGM launcher that makes it an even match against the TUSK as it can “double tap” at close range with the cannon being immediately followed with the missile. The missile also makes it possible to effectively engage enemy targets at long range or on forests. The TUSK is the toughest of all the tanks and much more capable of handling infantry attack with an extra machine gun.

Within this category for REDFOR are the excellent Shilka and Tunguska AA vehicles. The shilka just has four 23mm autocannons with a blistering rate of fire to destroy any threat from around 2km distance. It is also murderously effective against infantry and light vehicles. The Tunguska is even better with two 30mm autocannons that are even more effective than the shilka's set along with 8 Tunguska SAMs. One missile is almost guaranteed to destroy any air threat in one shot from any distance.

Helicopters (Transport)

Transport helicopters allow for rapid advances and attacks from unexpected directions. They are also the fastest way of bringing forces up to respond to an enemy attack. Some of them can also directly participate in either with their weapons.

On BLUFOR you have the Osprey, the Huey and the Black-hawk. The Huey has the most offensive fire-power with two mini-guns an a small number of rockets. It trades this off with only being able to transport 8 men. Next up is the Black-hawk with only M240's to defend itself. However the transport capacity goes up to 13. Last is the osprey which can carry 20 soldiers around but no defensive armament.

On REDFOR you have the Mi8 in a few flavours. While the Mi24 can carry troops it fits better in the attack helicopters section. The first Mi8 has two PKM's mounted and a cargo bay that can fit 18 soldiers. The medevac Mi8 has no MG's but can heal troops. The Mi8-MTV3 is the king of transport choppers. Has 3 PKMs coving all directions with 128 rockets in pods for no loss in carry capacity. It can drop off a full squad and be on call to eliminate any sort of strong point.

Helicopters (Attack)
Attack helicopters do what they say on the tin: blow things up from the sky. Their fast response and heavy fire power make them invaluable for destroying the enemy. Combine them with a laser designator on the ground and you will get pinpoint accurate fire for much further away.

On BLUFOR you have the excellent AH1 and AH64. Both carry a set of 8 Hellfire ATGM's along with some rockets. Where they differ is that the AH1 has a weaker cannon but two sidewinder AA missiles. The AH64 has a bigger cannon and heavier armour. In short, the AH1 is the jack of all trades while the AH64 is the dedicated ground asset killer.

On REDFOR you have two flavours of the classic hind and the Kamov. For the kamov it has 12 VIKHIR missiles that are officially ATGM's but work against anything made of metal, including jets! With their supersonic speed the first indication of one of them screaming towards you is when it detonates in your face. One will destroy anything short of a TUSK, which requires two. These missiles can be laser guided onto targets that cannot be locked. The kamov also carries some rockets and a semi-fixed 30mm gun.

The Hind comes in two flavours: the P and the V. The Hind-P has a fixed GSH 30Autocannon, 4 ATGM's, 2 fuel-air bombs (FAB-250) which can lock on to targets along with 40 Rockets. This is the much better option for destroying enemy armor as it's FAB's can destroy even a TUSK in one hit and it's ATGM's are more powerful than the V's. The Hind-V by contrast has a 12.7mm minigun turret mounted on it's chin with 4 ATGM's and 80 rockets. This version is much better in Air to Air engagements as the turret is much easier to bring to bear on the enemy than the fixed 30mm. It's large number of rockets also make it much better for close-air-support or air assault missions.

Now, usually it is said that air cannot take towns. But this is not true on REDFOR's side. The Mi8 and Mi24 can both perform airborne assaults by (para)dropping off infantry near an objective and supporting their attack. I would say the Mi8-MTV3 is the most effective at this role followed by the Hind-V then Hind-P.

Attack Jets
Attack jets are just like their helicopter cousins except for their much higher speed and usually heavier payload. They however do not have as much ability to “loiter” over a target or give precision support. The turnaround time between sorties is also higher due to the much longer landing process. They should be held in reserve flying a holding pattern within friendly airspace, waiting for an air support request. The request should detail the location of the target(s) and what they are. The jet should then fly to within range, drop ordnance and then return to the holding pattern. A jet should not fly over enemy territory as that is just asking for it to be shot down.

REDFOR open up at level two with the amazing Su34. It has a GSH 30mm cannon, 4 R73 air to air missiles, 6 CH-29 “ATGM's” and 40 rockets. I put the ATGM part in quotes because the CH-29 has 320kg of HE for it's warhead. For comparison, the maverick has only a 20kg shaped charge warhead. With laser guidance from the ground an Su34 can level a base from a distance land based air defence cannot reply to.

Next is the Su25 which has slower airspeed than the Su34 but trades that for more armour. However it has much less guided munitions compared to the Su34. Only 2 R73's and 4 CH-29's or FAB-250's. However it has more rockets, clocking up at 80. Out of the two the Su25 makes the better ground attacker as it's lower airspeed and heavier armour allows you to spend more time lining up your shots. Also it's heavier load of rockets makes it a superb base killer. While the Su34's balanced features makes a much better multi-role fighter.

BLUFOR have a much larger range of options for jets, along with the benefit of many being able to preform VTOL, negating the need for an airfield. The harrier jump jet comes in two forms: a bomber and a LASER bomber! Out of the the two the normal bomber is much more preferred as it's Mk48 bombs are lockable onto vehicles while the LGB version needs a laser target from a soldier or a Huey. In addition the LGB version has only a cannon along with it's bombs compared to the other version's cannon, two sidewinders and 18 rockets.

The F35B is a terrible jet in this game. It only has a cannon, two sidewinders and 2 LGB's. It has no use.

The A10 however is arguably the best air to ground attacker in the game. It has two sidewinders, 18 rockets, 4 laser guided bombs, 2 Maverick ATGM's and it's famous GAU-8 rotary “coke bottle gun” cannon. It can use the Mavericks to soften up the target before swooping in with it's main gun. Should an enemy base be discovered and laser pointed, the LGB's will demolish it in short order.

Artillery
Artillery is something everyone should be using. As the saying goes, god is on the side with the most artillery. There is nothing more disruptive to enemy players than constantly running into well direct artillery fire. So having two howitzers ready to go will be of great help to you and your team. Ideally everyone will have their own artillery section as 5 groups of 2 artillery each is more powerful than one group of ten due to increased flexibility. This is because of the artillery cool-down time between salvoes (5minutes with no upgrades). Artillery on both sides comes in 3 flavours, mortars, howitzers and MLRS/GRAD.

Mortars are the cheapest and have the shortest range. Their bombs are effective against infantry and light vehicles and fire 4 shots a salvo. Howitzers are next up the list in cost and range, with their fire-power going up as well, firing 10 shots a salvo. A few good hits can destroy a tank, but just an immobilisation is most likely. Conversely that means that the crew is likely to be killed as they bail out into an artillery strike. Last is the MLRS/GRAD which is mobile and thus can be moved up to support an offensive. More boom than a howitzer, but with less penetration so it's not as effective against tanks.

If a town is proving to be a tough nut to crack, consider putting a howitzer within direct fire range of the town. Consistant, accurate fire of a howitzer will quickly destroy any sort of defence, and usually half the town along with it!

For reloading any artillery you will need either an ammo-truck, a vehicle supply point, a vehicle ammo box or use the resupply support menu option of the repair truck. If you are using the ammo-truck, the artillery pieces will need to be close around the back end of the truck.

Artillery is not without it's problems however. Mortars are notoriously hard to reload consistently and only carry 2 salvoes worth of ammo. The Howitzers can occasionally blow themselves up due to a bug in the artillery script. Because of those two problems many players favour the MLRS/GRAD which does not have those problems. Reloading is easy as it can drive to the appropriate spot and it will never blow itself up. However the MLRS/GRAD will normally take double the number of men to operate unless you micromanage. So have only one crew in it and tell them with the action command menu to switch seats as needed for reloading, moving or shooting.
Image
Xerxes17

Padawan
 
Offline
Posts: 282
Joined: 28 May 10, 10:49 am
Location: In Chernarus

Re: Warfare Tips!

Unread postby puddleduck01 » 9 Jun 10, 8:16 am

Fantastic and informative. So far I've been going solo and encountered many of the issues you have outlined in your pieces. Time to squad up me thinks. CombatDuckie. :2gunsfiring_v1: :2gunsfiring_v1:
puddleduck01

n00bie
 
Offline
Posts: 3
Joined: 26 Jan 06, 7:14 pm

Re: Warfare Tips!

Unread postby Boxer » 9 Jun 10, 3:16 pm

Great info there xerxes. Convinced me to change my lone wolf ways. Never knew the AI could be so handy.
Image
*facepaw*
Boxer

User avatar
Player
 
Offline
Posts: 27
Joined: 9 Jun 10, 3:13 pm

Re: Warfare Tips!

Unread postby Freeborne » 11 Jun 10, 2:59 pm

Nice write-up Xerxes. Very informative.

I however play by completely opposite tactics, and if I may say so, I do rather well with my own style (usually top spot on scoreboard). :mrgreen:

If I have infantry, they're in a vehicle, if not, I consider them a waste (and usually disband them). Infantry can certainly be effective, but I don't use them the same way you do for many (good, IMHO) reasons.

Cost!
Most AI just cost too much. $220 for MG gunner? $550 for a Team Leader? AT units start around $400 from memory.

Speed!
If infantry aren't in a vehicle, it takes them too damn long to leg it to the next town. The way they have to run around to the right side of vehicles, etc can also really slow things down (meanwhile, fast moving enemy players are moving into position and flanking you, etc)

Complexity
I focus 90% of my attention on myself, and killing any enemy I see. FOMA... that's my tag and it mean's Freeborne's One Many Army lol. No seriously though, I prefer to have most of my focus on myself, and not trying to worry about lots of AI, who are wounded, or low on ammo, or still in Danger mode and moving too slowly, etc. Once you start losing a few guys, it's very time consuming and cumbersome to organise reinforcements back to the front-lines.

Game Winning
Maybe I'm just competitive, but I like to win when I play Warfare. I don't think infantry wins games. Moving all those infantry units around is too slow, costly, and takes too much of your time (time you could spend finding the enemy base and forcing them on the defensive). Infantry are better for setting up ambushes, but when you do that, you're already on the defensive, and I just find that tactic doesn't work very well.

Also, I think you missed some of the best benefits of West vehicles.

Hummers (including Tows and Avengers) can remain undetected by radar (air/tanks) if you remove the driver (and leave engines off). East vehicles however start the engines as soon as the gunner moves an inch. So Avengers and Hummer TOWs are perfect ambushes vehicles (much better than one or two guys with a SMAW). You can also get them to the front lines pretty quick, then make the driver jump out (and disband him, or make him move forward as an observer)
Image
Freeborne

Jedi Upstart
 
Offline
Posts: 927
Joined: 29 Mar 10, 2:01 pm

Re: Warfare Tips!

Unread postby theremin » 11 Jun 10, 6:06 pm

My Tuppence Worth:

The power of the Ambo.
The most powerful weapon in Arma2 Warfare is the ambulance. The sooner all commanders realise this, the better. The ambulance is the single biggest force multiplier in the game, allowing a (maybe patient) player with a carefully parked ambo to take over any town singlehanded. This is so self evident, it is astonishing that some commanders choose not to immediately upgrade to LF2 asap.

ball0fire edit: thats assuming of course that camp respawn isnt on :)

theremin edit: Aah but ambos give you options when camp respawn is on. Also, I like ambos when camp respawn is on when taking over enemy (not resistance) towns, because when you take a camp, it tells everyone that "YOU ARE CURRENTLY ATTACKING TOWN 'x'." If you use an ambo, and don't take any camps, you can capture the town before they even realise. Also, camp respawn is almost never on (and quite rightly).
ALL GUTS. NO GLORY.
theremin

User avatar
Padawan
 
Online
Posts: 365
Joined: 7 Jun 10, 9:48 pm

Re: Warfare Tips!

Unread postby Xerxes17 » 14 Jun 10, 10:57 am

Freeborne wrote:Stuff

Well Freeborne, I follow the main rule of writing which is write what you know. So since I am primarily an infantry player I'll be writing from that perspective. Likewise on my focus for the REDFOR side, as I usually play on that side.

I always have my infantry in a vehicle, I suppose I should change the write up to include that a truck to move you around is always needed. Mobility is key as you have mentioned! I've also never really had the problem where infantry take ages to get inside a vehicle, are you running ZuesAi? It helps quite a bit. Some parts of SLX also help here I think too.

On cost I have to completely disagree. $150 for a rifleman, $190 for a medic, $220 for an MG and about $350 for an RPG7 trooper. Let's compare some costs:

T72 = $3750
2x Crewman = $240
Total = $3990

T90 = $5250
2x Crewman = $240
Total = $5490

1 truck = $300
3x Medic = $570
3x Rifle = $450
3xMG = $660
2x RPG = $700
Total = $ 2680

1 Ambo = $425
Medic = $190
2x Rifles = $300
RPG7 = $350
MG = $220
Total = $1485

As you can see the infantry option is much more cheap! You also need to consider that when a soldier gets shot, you only loose 1 part of what you have. When a tank gets hit by an ATGM, the entire thing tends to explode. The tank is the much more costly loss. I suppose a good analogy is digital vs analog. With a tank you're either invulnerable or about to blow up, with infantry there's a spectrum of “oh ****”.

Now for complexity I'd say it's a user familiarity issue. I can't say I've ever been killed while I've been trying to get my AI to do something. Once you've practised with it, using the AI becomes an extension of yourself I've found. Getting reinforcements can be a **** yea, but with the new militia feature you can reinforce while out in the field at a friendly depot. Should you need a specialist like a medic, you can usually afford the cost of a UAZ/HMMV to bring them up. Another possibility is a dedicated logistics player who flies a transport chopper from the base, delivering reinforcements to other squads.

I would say that game winning requires all three arms, infantry, tanks and air all working together to win. However I've seen infantry being neglected so I wrote this guide to encourage more people to give them a go. Ambushes can either be offensive or defensive in nature. Example. I am attacking Vyshnoye from the north. I know that the OPFOR will quickly move to reinforce the town if I attack it. With this in mind I send either a fire-team to cover the south road or another player to watch that direction. Should any enemies come to help out the defenders, they will hopefully be soundly defeated or severely damaged. Also, my previously described “infiltration assault” technique is pretty much an ambush again a stationary target.
Image
Xerxes17

Padawan
 
Offline
Posts: 282
Joined: 28 May 10, 10:49 am
Location: In Chernarus

Re: Warfare Tips!

Unread postby Xerxes17 » 14 Jun 10, 11:27 am

Topic Five: The map to victory!
This is a small thing, but being able to use the map effectively is a great tool for communication with your comrades. With good use of the map, the compass and either a peice of string and a ruler, you can pinpoint the location of an enemy unit/building on the map to a fair amount of accuracy.

Image
Ahh just another fine day in this man's marine corps. Oorah! Hang on, seems to be something in that treeline.

Image
Damn sonny! A Tunguska! This area is now a no fly zone. I'll need to work out it's location on the map so I can mark it for an arty strike. First, I'll find out it's distance using the spacebar.
Image
Now lets look at the map where we'll do our stuff. In a game of warfare your position will already be marked, but in this example i've put down a marker to show where we are. Note that with 3 digit grids, each grid side length is 100m. With two digits it represents 1000m.
Image
Next, double click the compass to bring it up to full size and place the wire over your position, this will give you an accurate direction of where you are looking.
Image
Now here the ruler or peice of string comes into play. If you ahve a ruler, zoom in or out of the map until each 3 number square matches up with 1, 1.5 or 2cm on your ruler for ease of division. In this example on my monitor it was 1cm = 1 grid = 100m. So with the number of 1899m in our mind, measure out 19cm from your position in the direction of the compass. If you ahve a peice of string, hold it up vertically agaisnt the screen and count out the numbered amount of 'grids' on it and use it in the same manner as the ruler. The red line represents the ruler/string.
Image
Now you should mark on the map what you've found and the time you added the marker, don't forget to ask for that arty strike!
Image
This is a comparison with the editor placement of the Tunguska, as you can see we were only about 15m off. That's a more than acceptable level of error.

If you want to be real fancy pants you can instead use a formula for the measurement step. Warning: uses algebra!

Distance = Gridsize * Ruler/Gridlength.
So in our example it would be 1899m = 100 * x/1.

As the distacne between you and the object is 1899, the gridsize on the map is 100m and the actual length of the grid is 1 cm. We are trying to find the equiv of 1900m in ruler centimeters.

So get rid of the Grid length by multiplying to on both sides

1900 = 100x

Get rid of the 100 by dividing by 100 on both sides.

x = 19cm.

This may be of use for when you cannot get an easily divisible ruler to grid length ratio.
Image
Xerxes17

Padawan
 
Offline
Posts: 282
Joined: 28 May 10, 10:49 am
Location: In Chernarus

Re: Warfare Tips!

Unread postby _Dude_ » 18 Jun 10, 2:43 pm

some good tips in here, gotta say im faaaar too lazy to go to that effort for an arty strike xerxes, lol.

1 thing ive recently discovered is the power of a fully manned BMP-3 for clearing towns, its a beautiful thing when you have every machine gun (i think theres about 3 in total??) letting rip, the 30mm AP cannon chomps its way through any armored vehicles fairly quickly too, never used to rate them until i discovered how effective they are once you throw a few extra gunners in there.
Image

Freeburn: "I have no buddies, just people I kill and people I don't kill."
_Dude_

User avatar
Padawan
 
Offline
Posts: 361
Joined: 10 Jun 10, 7:58 pm

Next

Return to ArmA

Who is online

Users browsing this forum: No registered users and 3 guests