A transport chopper with three engineers, two medics and support!
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(Asterisk* indicates desired Squad Leader)
Dual Armor Squad - Engineer (2), Medic (1), Support (1), Anti-Tank (1), Assault* (1).
This squad will be split into two vehicles and stay immediately close to each other, preferable setup is a single engineer driving a tank with the rest of the squad behind in an APC. The other engineer drives the APC and the rest of the squad uses the gun ports in the back, in order to keep both maintained.
The APC will guard the rear of the tank as they progress to stop any Special Ops from running up to them and to defend against other rear attacks. Besides being rear gunners, the infantry team will be properly setup to support each other if they need to leave their vehicle.
The Assault and AT can also move outside, staying in proximity of the vehicle while having the support and medic inside to aid them with automatic supply abilities.
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Mortar Team - Assault (3), Support* (2), Medic (1)
Simple setup, the three assault units will cause massive area damage at a distance with excessive grenade fire, as if some kind of mini-artillery, or more accurately, mortar fire. The volume of grenades is even very effective against tanks, and is a grand tactic for clearing enemies around a flag.
Two support units are necessary to keep up to speed with the amount of grenades launched, and one medic to heal anybody hit during the barrage. Both support do not contribute to firing at all, but keep to the teamwork aspect of their abilities, so gunfire will not reveal their location.
Nobody has the right to whine when the nade isn't fired at point-blank range.
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Tactical Insertion - SpecOps (2), Sniper (1), Support* (2), Medic (1)
When against lots of enemy units in dire situations (heavy defense on last enemy base), a team of Special Ops, along with a medic and support move into enemy territory. The SpecOps will take point and exchange most of the fire, falling back when necessary to the medic and support.
The squad leader and a sniper stay in close proximity to wait for reinforcements (Squad spawn) and give cover fire when available.
---
(Asterisk* indicates desired Squad Leader)
Dual Armor Squad - Engineer (2), Medic (1), Support (1), Anti-Tank (1), Assault* (1).
This squad will be split into two vehicles and stay immediately close to each other, preferable setup is a single engineer driving a tank with the rest of the squad behind in an APC. The other engineer drives the APC and the rest of the squad uses the gun ports in the back, in order to keep both maintained.
The APC will guard the rear of the tank as they progress to stop any Special Ops from running up to them and to defend against other rear attacks. Besides being rear gunners, the infantry team will be properly setup to support each other if they need to leave their vehicle.
The Assault and AT can also move outside, staying in proximity of the vehicle while having the support and medic inside to aid them with automatic supply abilities.
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Mortar Team - Assault (3), Support* (2), Medic (1)
Simple setup, the three assault units will cause massive area damage at a distance with excessive grenade fire, as if some kind of mini-artillery, or more accurately, mortar fire. The volume of grenades is even very effective against tanks, and is a grand tactic for clearing enemies around a flag.
Two support units are necessary to keep up to speed with the amount of grenades launched, and one medic to heal anybody hit during the barrage. Both support do not contribute to firing at all, but keep to the teamwork aspect of their abilities, so gunfire will not reveal their location.
Nobody has the right to whine when the nade isn't fired at point-blank range.
---
Tactical Insertion - SpecOps (2), Sniper (1), Support* (2), Medic (1)
When against lots of enemy units in dire situations (heavy defense on last enemy base), a team of Special Ops, along with a medic and support move into enemy territory. The SpecOps will take point and exchange most of the fire, falling back when necessary to the medic and support.
The squad leader and a sniper stay in close proximity to wait for reinforcements (Squad spawn) and give cover fire when available.
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