Commando Archive

Thread: Battle Squads

Tyreal18
Mon Jun 20, 2005 8:13 pm
#1

Ok, just realize that this is what happens when I'm bored, just finished watching a History Channel program over Sergeants,and can't play SWG:


We are definitley going towards a semi-strict structure for a guild, and as such would need "cells" as such to operate independantly at times when battles get fierce and order must be maintained. So in response, I suggest a multi layered structure, one part made up of the grunts, the other part the leadership. It would go something like this:


Guild Leader--> War Council--> Squad Leaders--> Grunts


The guild leader position is self-explanatory, but the council we'll delve a little deeper into. The council voices the concerns of the rest of the guild to the leader, who can then make such things law or a reality. The council creates the war plans and sets up the defense of the city ala setting up squad positions. They then give the commands to the squads, who are broken up into several categories:


Special Operations: Targets jedi and mezzes them, rendering them incapable of healing fellow players. Also can mass-mezz when a retreat back to the bases is yelled or meant to split up enemy forces. Only role that would need a rifle for the long range single target mezzes. They must take out targets before they reach the main bases, reason is below.


Assault: Mass mayhem by way of AOE states such as root, stun, dizzy, etc. Positioned in areas away so they cannot un-mezz the mezzed, hehe. Also utilizes grenades if possible.


Close Quarters: Melee and high-defense templates here. Meant to square off one-on-one with the enemy and apply states in close range. Tactics could include switching to flamer and mass-root/KD, then following up with armor break and strongest attack whilst they are still on the ground.


Snipers: Any longe-range fighters, also utilizes the ASL to apply states from afar. Coordinates attacks with special operations to quickly subdue Jedi. (coudl be done with having four spec ops, two snipers in one group, and a SL directs fire).


Combat Medical Team: Anyone with significant healing abilities goes here. Their skills would preferably be limited to a purely defensive one--mez, blind, KD--and thier highest priority would be to heal those in the most need. However, while they would be ina squad, it would be to give them a position in another squad as the corpsman. This way they can see who is in the most need of medical help.


So a typical assault team would consist of:


Squad Leader to direct fire, a Medic, six carbineers/medium-range fighters.


This structure would allow us to utilize the best of our city planning, moving the enemy where we want them to, and playing a psychological warfare game by separating them and making most of their forces unable to fight/heal/do anything within a period of time. I know I'd freak out if suddenly I saw half my forces stop dead in their tracks, and then run forward only to find most of my squad under heavy fire and also unableto move due to roots, and also unableto retreat soon after because of snares and KDs. Pure hell there hehe. Just some ideas from a bored guy, post ideas/flames/worship here
OsloisAwomaow
Tue Jun 21, 2005 11:06 am
#2

Seems kind of complicated once you get down to squads. But that could work well.



Icek Villawrov
-=Rebel Commando Since CU1=-
Crimson Fleet Alliance (CFA-55)
"It's the end of the world as we know it..
and i feel fine!"
"If someone says they have a great idea,
turn around and run the other way"

Tyreal18
Wed Jun 22, 2005 12:25 am
#3

True, but that's why it is separated into squads: for a simple order to be given to them, and they do it to the best of thier abilities. Like say once a Jedi is mezzed the spec ops team has a retreat on, so they quickly move back to the bases with the assaulters. Then they use whatever skills they have to subdue the nemey as best they can. Really the squads I described here would be at the outset of a battle, and when it gets really going then maybe a commander can order a withdrawal of spec ops or snipers, an have them circle around the enemy to catch them in a crossfire or something like that . I think that the best way to fully utilize commando is through good tactics, and not simply the "Jeid heals," "Riflemen fire at 80m," and "use terrain for melee to get close." Also, since the city will be set up with tactics in mind, why not go ahead and plan out those tactics?
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