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Battle Drills

Jan 20, 2014
Battle Drills


  • Battle drills are the default techniques for dealing with enemy in various situations. Every player and leader should be familiar with these as they carry across to almost all roles in the game and will enhance the performance of any group. While movement and position diagrams are shown in this guide these are general concepts only; as far as possible, players should adapt these formations to fit the cover and concealment each battlefield provides.

    This section is broken down into these parts:

    • Basic drill
    • Contact drill aka Find, fix, flank and finish
    • Retreat
    • Close Quarters Combat (CQC)
      • Equipment
      • Clearing Corners: Individual
      • Hallways
      • T junctions
        • Individual
        • Fire Team
      • Breaching
        • Individual
        • Fire Team
    • Denial of Space (DNS)
      • Equipment
      • Equipment
    • King of the Hill
    • MAX Crash



    Strategy without tactics is the slowest route to victory. Tactics without strategy is the noise before defeat.
    - Sun Tzu, General


    Basic drill

    Drifter's Field Notes


    This is the section where the Platoon hierarchy really comes into play. Teamwork between multiple elements is VITAL in every one of these sections, and battle drills will allow you to harness your skills and battle in a controlled environment. The Republic's iron fist thrives on control, and the panic of their enemies. If we attack, and react with that same control, with superior Vanu technology, victory will be assured.

    Reminder: In simulated drills, live fire is discouraged to avoid the long walk from the respawn tubes.

    This drill is designed to provide a player with simple steps to follow under the initial surprise and stress of combat. The goal of this drill is to move the player into cover, move from the last position where he was seen by the enemy and keep him busy by spotting and shooting any targets in range until his commander assesses and issues instructions. Most experienced FPS players will be familiar with this as it is an effective technique and to be honest the bread and butter of any standard multiplayer FPS.

    The basic drill is:

    • Double tap (fire a couple of shots at your attacker to hopefully kill them, or at least make them take cover)
    • Run a few meters to
      cover
    • Move while hidden
    • Observe
    • Shoot
    • Move
    • Observe
    • Shoot
    • Repeat until given orders.


    Contact drill aka Find, Fix, Flank and Finish

    Scribe Azekiel's notes


    Most of these grunts you're fighting have long since lost their fear of flying lead. Keep a lookout for the cocky ones, and know when to switch from Suppressing fire to Accurate fire - a fresh corpse is a great way of reminding them to keep their heads down.

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    Retreat

    When a retreat is necessary the unit should do so in as safe a manner as possible, with one element (be it a single man, fire team or squad) covering another while they bound away from the enemy.

    Squad and fire team leaders should identify choke points inside a facility and natural ones in the terrain and use them as fall back positions to actively defend where the enemy is forced into a narrow area and destroyed with concentrated fire power.

    When setting up choke points is difficult due to the terrain, deployable equipment and mines can be used to funnel the enemy into attacking from a direction of your choosing.

    Close Quarters Combat (CQC)

    Your commanders know you're going to be in a heavy indoor fight before they deploy you there and call for CQC. Sight lines, Fields of Fire and Survival. Its gonna be close and its gonna be dirty. Go Slow. Be aware and listen.

    Equipment

    Shotguns, Proximity Mines, Grenades and Flash Bangs. AI MAXs. Shotguns are best for close work find one that works well for you. Decimators are a great thing to have in CQC especially for those max pulls. Eng with proximity mines are good as well. Throw that grenade, you only get better with use so let it fly. If your in front crouch down more fire is better. Stop jumping around this isn't outdoors, you have backup. Friendly fire is horrible indoors and most of the time its from side to side and jumping around. Untrain yourselves from this and we will all be better for it.

    When doing CQC or max crashes onto rooms, do not ADADAA strafe in front of all your friends. Get to a wall, or find a good spot to shoot from. Sometimes it is best to just take a knee and let your friend walk by you then get back up and find where you should be. Also, if you see me actively down my sights and you need to cross in front of me, let me know in proxy, you're less likely to be team killed.

    Engy's and Medics, you know. Everyone else check your load outs see what gives you best damage at short ranges and feels right for you.

    Clearing Corners: Individual

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    Hallways

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    T-Junction

    T-Junction as an individual

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    T-Junction as a Fire Team

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    Breaching

    Breaching as an Individual
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    Breaching as a Fire team

    Doorways are some of the most dangerous locations; defenders can sit and wait for attackers to pack in tightly and then can focus fire onto a small area to create a kill zone. Breaching tactics aim to get players away from the doorway as quickly as possible, getting the players through the door and spread out to bring their own weapons to bear on the enemy.

    Initially troops should stack up on either side of the door way, MAX units should enter first while the hacker enters last. One player should be guarding the rear during a door breach. Fragmentation grenades are recommended to scatter any defenders, and EMP grenades to destroy any explosives. Make sure to vary the breeching technique otherwise enemies may prepare for your tactics.

    There are two main methods of breaching doorways, which are listed below:
    1. Hook:
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    2. Penetration:
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    Denial of Space (DNS)

    There are times when a smaller force can contain a larger force in a spawn room, building or area simply by raining down so much suppression fire the enemy just doesn't leave, can't see out and/or decides its not worth it and goes somewhere else not wanting to be farmed.

    Equipment:

    The easiest of these is the Lasher. Alone the Lasher is not impressive but with constant fire and multiplying Lashers it becomes one of the best DNS weapons available.
    The Lancer is also a multiplying weapon the more you have the great you deny enemy armor the use of the area you are concentrated in. Not into Heavy Assault then look over your class and decide what can work for you to aid a DNS attack. Engy's will always be needed to supply ammo and Medics for obvious reasons.
    King of the Hill

    High Ground matters and can win battles. You need to be in the right place to do the most damage. Long and Medium Ranged weapons, Anti-Air and Anti-Armor are the key here. In this case we are denying all the area we can see ground and sky. Whether we are on a hill or roof top it is all about keeping the enemy at the range we want them. Keep some distance from each other don't be rocket spam targets. Use "Q" to spot the enemy like it was your fire button.
    Equipment:

    Sniper and Scout Rifles, AA and AV MAXs, I love me some Lancers but any big gun is best. Spawn Beacons. Again check your load out and see what works well for you. Think about this situation and how you can be more effective for yourself and your squad.
    MAX Crash

    Sometimes the call will go out to organize (or respond to) a MAX crash. This simply requires everyone to grab MAX armor and a few Engineers and Medics for support and mass up out of sight of the enemy to award warning them. Once we get enough grouped up we can then make a push with a clear objective (usually a generator or Sunderer).

    When responding to a MAX crash defenders should grab a selection of weapons; AV MAXs, AV Launchers, AV Grenades, C4 and Proximity Mines in that order and defend choke points as groups.

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