Introduction

S O P

Basic Rules

Communication

S O P

Ok, all that other stuff is your basic, any game rules for teamspeak and staying together and whatnot, lets get down to the prime Battlefield stuff.  If you are going to play for a tactical 8 man team in Battlefield there are certain things you are going to have to rewire your brain into doing.  The first of which, may be the hardest of all

 

Forget the Leader board

 

If you are playing in a match situation, there is no reason to be looking at the leader board.  The ONLY thing that matters is that the TEAM wins the match at the end.  All too often, solders will compete to cap individual flags by staying close to them, creating a double target for the enemy already looking to get their flag back, being alerted on the map.  Whenever 2 men come across an enemy flag, ONE of them will move in to capture the flag and the OTHER will fall back to a cover position in case of enemy advancement.  IF the enemy does attack, they will ONLY go for the flag Capper and ignore the cover man, who, unseen, has an easy line to take out the enemy

 

Wrong way, Greedy Soldiers looking for leader board points gathered around the flag zone, make for an easy target for a single cannon hit or grenade.

Right Way, Point man takes the flag zone alone, while his counterpart lays low behind cover in case of enemy attack.  This is teamwork.

Once the flag is taken, the commander may opt for a babysitter to station himself somewhere under cover near the flag.  The rest of the team will move forward onto the next target while he stays behind, alone, to ensure that the flag is guarded, and as an alarm in case he cannot handle the incoming enemy alone.

 

The babysitter’s job is not to actually engage the enemy when they first see them, but rather let the enemy believe the rear flag has been abandoned and feels safe exposing himself in the center of the base to capture it.  Once a few seconds go by with the enemy in the open, near the flag.  The babysitter will rise up and attempt to take him out by use of surprise.  If more than one enemy come to capture the flag, the commander may instruct one or two rescue men to commit suicide if it is a vital point, and respawn back to help the babysitter.  The 2 ticket loss from the respawn may far outweigh the many ticket loss by losing an important base.  The most important thing in either case is speed.  If told to suicide by the commander, its essential that you be ready to do so.

 

Babysitters can be changed per map because they can, at times, be dull positions to maintain over and over again.  The position will be rotated if the Squad Leader opts for the use of the system.  The only ones who will never be chosen for Babysitting are the dedicated pilots.

Using the right weapon for the right target & when not to use a weapon at all

 

The different classes in the game are able to do many different things with the equipment they are given.  None of them, however, can do EVERYTHING.  This is why we need a TEAM of men with different abilities that complement each other as opposed to a dozen M-60 clones running around albeit as scary as that can sometimes be.

 

Does an M-16 damage an attack helicopter?  Yes, will that chopper turn on you and hurt you a lot more?  Most definitely.  Guns have no effect on armored vehicles though, so firing them at tanks and the like are just throwing up huge beacons for them to come kill you at their disposal.

 

 

If you see a vehicle that you do NOT have the proper weapon for you will not shoot at it.  Also, think twice about using grenades on larger armored units unless you have ample cover to escape to once the pin is pulled.  Instead, call out your grid location and the vehicle that you have encountered.  Find cover and let it roll by and keep spying on it, the fact that your side knows where it is is much more valuable than you throwing yourself at it in a stupid assault that you can’t hope to win.

 

Along this line, when you do not have a target, do NOT shoot your weapons.  Firing weapons needlessly  lets the enemy in on your position, and possibly your target.  So, unless using distractionary fire, keep it reloaded, and at the ready, but silent.  This also goes for tank cannons, chopper guns.  Artillery however is allowed some pot shots into the distance if there is no scout available.

Using vehicles for advantage of the Squad and not as their own joyride.

 

The fact that there are so many vehicles in the game give it great diversity on how the match will play out.  However, certain rules must be laid down in order for them to be used in the most effective way.

 

Examples:  GOOD chopper pilots are few and far between, so it will usually be decided on before the match WHO will be the token chop jockey.  They will be the ONLY ones in the air, the rest of the squad will work together on the ground, or use the chopper for a fast attack response team (f.a.r.t?)

 

With ANY vehicle, if it has a drivers seat, and a gunners, try to make sure that you have a gunner.  If you have a multiseat passenger vehicle, be sure that you carry as many friendly soldiers with you as possible.  To drive off with a 3 seat car, leaving two comrades to run forever, is bad planning, because when you DO reach the enemy you are screaming towards, you are sure going to need their firepower to help you through.

 

Hide vehicles in strange places so that the enemy cannot have access to them in spots they are familiar with.  They will instead keep on foot and slow their advance down.

 

Armor MUST be used with infantry, not as its own weapons platform whenever possible.  Armor is to take out other armor FIRST above all other targets.  The infantry that SHOULD be running close behind will be there to take out the softer targets as needed.

 

 

 

 

This Chopper hopefully is full of troops being shuttled to the front, otherwise it’s a waste of material

Movement