Combined Arms Platoon
A combined arms platoon consists of 4 or more squads which work together to achieve the same goal. It is made up of at least the following squads:
- Infantry (Light Assault, Heavy Assault, MAX, Medic, Engineer, Infiltrator Sunderer/Galaxy)
- Armoured vehicles (Magrider, Lightning, Sunderer, Engineer)
- Aircraft (Scythe, Liberator, Engineer)
Each squad has a set role with its members specialised in that area and the class in brackets above is what the majority of the division may well focus on. Due to the free-form nature of PS2's classes, squads can quickly change their role if required. When entering confined areas such as a base interior, armour and air squad members may equip themselves as infantry to support the Infantry Squad.
Vehicles are a vital part of any army, able to sweep across open terrain quickly and capture it, shifting the front lines rapidly.
This part details:
- Squad composition
- Dense terrain
If the tanks succeed, then victory follows.
- Heinz Guderian, General
Ground vehicle squads will typically be made of armour and any supporting vehicles. The vehicles should be specialised for the job in hand; if you are facing massive enemy air then use enough AA equipped vehicles to deal with the threat however make sure that the squad is capable of facing any threat.
Vehicles provide a range of options for the tactical squad. They can be used as the main strike force or simply to support an infantry assault on a facility.
Some possible roles for ground vehicles are:
- Direct fire support: Vehicles hang back while other squads advance, providing cover using their heavier weapons. Vehicles should be able to fire on specific targets that are identified by the forward squads.
- Rapid advance: When a large distance needs covering, vehicles can cross the distance much more rapidly and safely than infantry.
- Reserve/counter-attack: The vehicles wait until needed to strike the enemy, other squads identifying weak areas for the vehicles to exploit. Counter attacks can be made when another squad is forced to, or feigns, a withdrawal.
- Reconnaissance: The vehicle's greater speed allows it scout areas ahead or to the flanks of the main force while keeping pace with the advance.
- Evacuation: When a squad needs to be moved from a combat area to another location, a vehicle can get them there quickly.
Vehicles are incredibly vulnerable while travelling through dense terrain such as urban and wooded areas. These locations provide ideal ambush sites as the vehicle's main advantage of speed is made useless by the close confines. Vehicle squads should get support from infantry when moving through these areas; the infantry will be able to check for mines forward of the armour and cover the flanks, flushing waiting enemies out of cover and into the sight of the vehicles. In these situations the infantry should be in direct communication with the vehicle crews.
Vehicles should fall back when their health falls below 50%. Another vehicle in the squad should cover their withdrawal and protect them while repairs are made.
Air superiority is vital for victory on the ground. This page details:
- Squad composition
- Replacing Scythes
Nothing can stop the attack of aircraft except other aircraft.
- Billy Mitchell, Soldier
An air squad needs to be flexible enough to deal with whatever enemies they find, however if the enemy is known to be using particular tactics, tailor the squad for maximum effect.
RolesAircraft can use their speed to cater for a wide range of battlefield roles.
Some possible roles for aircraft are:
- Personnel carrier: Using the aircraft for transport. Infantry disembark at or close to their objective, using the aircraft's speed for protection en-route.
- Direct fire support: Aircraft hang back while other squads advance, providing cover using their weapons. Aircraft should be able to fire on specific targets that are identified by the forward squads.
- Rapid advance: When a large distance needs covering aircraft can cross the distance much faster and safer than infantry and are not impeded by difficult terrain.
- Reserve/counter-attack: The aircraft wait until needed to strike the enemy, other squads identifying weak areas for the aircraft to exploit. Counter attacks can be made when another squad is forced to or feigns a withdrawal.
- Reconnaissance: The aircraft's greater speed allows it scout areas ahead or to the flanks of the main force while keeping pace with the advance.
- Evacuation: When a squad needs to be moved from a combat area to another location, an aircraft can get them there quickly.
- Deep Strike: Aircraft are use to strike the enemy behind their forward lines, disrupting their offensive capabilities.
Detailed formations for aircraft can be found through this link:
A wide variety of maneuvers for both individual and pairs of aircraft can be found here:
Aircraft should fall back with another aircraft when they get below 50% health.
During a fight Scythes will at some point be destroyed and we will need to replace them, however if they have only been obtained recently the air squad may have issues with resources and timers.
Novum, one of our officers put together this handy flow chart to help squad leaders decide how to do this: