1 (edited by Safe-Keeper 2007-11-21 16:06:14)

Topic: Fireteams

Post your ideas for squad setups here. Could be useful for community games. Note that the buildups below are, by default, in addition to the Officer. For example, the Turbolaser Fireteam consists of an Officer, a Support unit, and one Heavy Weapons Specialist.

    3-man Turbolaser Fireteam
Buildup:
• 1 Support/Medic
• 1 Heavy Weapons Specialist
Suggested use:
• On Mos Espa, overlooking the open space between the city and the hills shielding the Imperial staging area.
• Holding choke points such as hallways, alleys, and gateways.

A defensive squad centered around the deployable turbolaser. A fireteam concentrating solely on defense, it consists of the bare minimum to deploy and operate a turbolaser effectively: An Officer to deploy the weapon, a Support class to provide the generator, and a Heavy Weapons Specialist to deploy a protective shield covering all but the barrel of the turbolaser barrel, allowing it to fire without risking damage. To take out this fireteam, you'll need to flank it, attack it up close with poison or sonic grenades, or quickly approach it by speeder or similar rapid vehicle.

Since this is a defensive squad, and inherently a support squad which should work with other friendlies close by, it doesn't need more than the bare minimum of three people. Create it, lock it, and then tell the other players what you want for the squad (ie 'Need 1 Support and 1 HWS to deploy and defend turbolaser'). Once two people meet your demands, invite them and then keep the squad locked. Edit: Instead of a support player, the squad could instead have a medic, increasing the longevity of the squad members. In this case, the squad would have to rely on a player outside the squad to provide the generator required for the turbolaser to fire more than one single 'clip'.

    4-man Mechanized Anti-Tank Fireteam
Buildup:
• 1 Support
• 1-2 Heavy Weapons Specialist (rocket launchers)
• 1 fast-moving vehicle, such as a Speeder Bike or Combat Speeder
Suggested Use:
• Mos Espa, hunting AT-ST walkers.

A hit-and-fade unit designed to get within firing range quickly, deliver an attack, and swiftly retreat. Its specialty is boosting into range of a walker, for then to have the HWSs fire a rocket each, for then to retreat to a safe spot where the Support player administers repairs to the speeder. Once the repairs are finished, the process is repeated unless the walker has retreated to a safe distance. Even if the walker has infantry escort, this approach just might prove deadly.

Since the Officer can provide Bacta tanks, and the role of the fireteam is not to fight, but rather to avoid infantry, no Medic or Assault units should be needed. As with the Turbolaser fireteam, create this unit locked, for then to tell your teammates what you need. Invite those who sign up.

"One of the bitches actually gave birth while she was attacking, and her puppies joined in on the carnage."
--the awesomeness that is Boatmurdered.

Re: Fireteams

probably should have a medic as those things are targeted

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3 (edited by Stardestroyersarecool 2007-11-20 13:49:18)

Re: Fireteams

Balanced- 1 officer 2 troopers 1 medic 1 support 1 heavy weapons (with rocket)
The general purpose squad. big_smile

First strike, playing from day one: SirKillsalot30

Resident Metal Gear Solid fan

Re: Fireteams

The general purpose 8-man squad

This will only work if you have 8 people together on a TS/Vent server communicating.

You have 8 men split in two ingame squads with 4 in each.

Alpha Fireteam Setup

1-Officer kit, this is the CO of the 8-man squad

1-Medic

1-Trooper with assault rifle

1-Support to provide ammo

Bravo Fireteam Setup

1-Marksman/Sniper, this is the leader of fireteam Bravo, taking orders from the CO

1-Medic

1-Rocket Lanucher

1-Heavy weapons with a heavy blaster cannon

The setup can ofcourse be changed as the battle goes, to say deal better with armour etc.

----------------------------------------


I've done this a couple of times (not in FS though), it can be done and works to great effect when done right.
It's extremely effective, goof firepower and the squad have good capabilitis of healing and reviving each other.

It gives the squad excellent opportunities of flanking ad they're almost unstoppable against any enemy team of infantry, armour should probably be easy to take out as well.

The downside is the ammount of organised people you need and things get very hard for the Co if the two fireteams get too far away from each other (across the map), so stick together, best in my experience is to stay within 300 meter distance.

lol hai?

so i herd u liek mudkipz?
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5 (edited by -=CT=- JaFaR 2007-11-20 16:33:22)

Re: Fireteams

6-man Foxhole Fireteam (Two squads acting cooperatively= 2 Officers):
2 Support (Both With EMP, 1 per squad)
2 Heavy Weapons Specialist (one with Rockets, one with Mortar, 1 per squad)

For open battlefields, such as the Mos Espa plain or (HOTH!), where threats are possible from any direction and from the air. Two squads can act in tandem to improve survival chances and create additional firepower in the form of two Deployable blasters and two overlapping shields. Both heavy weapons specialists deploy their shields back to back with a slight overlap, creating a 360* shielded bunker. Each officer then deploys a heavy blaster partly inside each side of the shield, as well as bacta and ammo boxes, while both supports deploy their generators and R2 droid. The Support troops then man the heavy guns.

The shield holds off stray and focused blaster fire, and is far enough away from enemy troops that they can't close to grenade range. Enemy troops behind cover can be hit by the HWS' Mortar and rockets. Should an enemy vehicle get too close, they can be hit with double EMP, then with Rockets and the Blasters. Incoming aircraft... well, if they've got bombs or torpedoes, its trouble for anybody on the ground, but anything else is subject to anti-air fire from your blasters.


4-man Sniper Fireteam (One squad):
2 Troopers (Both with Sniper weapons)
1 Medic (With short range weapon)

Fortify a position quickly and maintain area scans, and the sniper team can spell doom or immobilization for any enemy infantry. As a four man squad, all four men get all the frills, including the ever-vital spawn beacon from the officer. Expect your troopers to get shot at and wounded a lot; that's why you have the medic and spawn beacon.  Expect enemies to try and flank you, that's why you have homing beacons and sensor droids and area scans providing you with intel. Expect your troopers to run low on ammo; thank heaven the officer's got an ammo box. Set up this position on a small ridge or by a choke point, and no enemy soldier will get close.

Oh... are you doing this on a map with vehicles? Be careful or find some REALLY good cover nearby.


5-man Long-range infantry-suppression Fireteam (One squad):
3 HWS (Three with Mortars)
1 Support (With EMP)

Want to keep enemy infantry in one place? Use the power of triple shield generators and a deployable blaster. Set up the shields so that you have a small gap to side-step and fire from. Deploy a spawn beacon, generator, and whatnot, then start raining down the mortars. Ideally, one soldier should fire his clip, then the next should start firing right before the first finishes the clip and goes back to reload, then so on. Fire, reload/heal, and fire, with a focus on maintaining a constant bombardment. The support guy should keep an eye on where the mortars are landing and communicate with the mortar dudes so that enemy troops are unable to move around.

When the enemy is reduced to his last control point, this fireteam makes things hell for them. As part of a two-group assault, this fireteam forces the enemy to take cover and gives the front line an edge... just make sure you're not fragging your own men.


4-man Hit-and Run Bike-miner Fireteam (One squad):
2 Support (Both with EMP)
1 Medic (With Long range weapon)

Get two speeder bikes; have the Officer pilot one, the Medic pilot the other and both support guys riding shotgun, with 10-sec bombs or proxy mines at the ready. Find a secure spot to place your spawn beacon and generators, then make an attack run on an enemy position or where men are moving. With the bike's guns firing, the support men drop their full load of bombs, close to where infantry or stationary defensive positions are. After the run, both bikes return to the secure spot and their crews do maintenace (reload, heal, repair).

If the bombs don't kill anyone, at least it'll force the enemy to take the defensive. Also, should there be enemy vehicles, subject them to the EMP blasts at range, then drop the bombs at their feet/bottom for massive damage.

An alternate configuration of the squad uses 1 Support and one HWS at shotgun instead of two support. The HWS drops his anti-tank mines, while the Support drops his proxy mines.

If you've got canny bike pilots and/or open ground, this fireteam can screw over enemy advances.

GC Veteran (0.14-R6) "General Jafar"
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6 (edited by Safe-Keeper 2007-11-20 16:33:15)

Re: Fireteams

This could make for a good Wiki article. I so have to try to set up that mortar fireteam in the next community game.

"One of the bitches actually gave birth while she was attacking, and her puppies joined in on the carnage."
--the awesomeness that is Boatmurdered.

Re: Fireteams

Squad indestructable!!! all medics. wink

First strike, playing from day one: SirKillsalot30

Resident Metal Gear Solid fan