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Author: Istvan1956
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Commanders’ Field Guide to Battlefield 2
By Istvan1956
Introduction to Command
1) You applied for the job and were elected or won election by being of higher rank than any other applicants. This shows you have initiative, not competency. Do not forget that unless you demonstrate good leadership that your troops will mutiny and force you out of office.
2) A good leader wins battles. Maybe not all of them but most of them. To do this requires that he:
a. Has an understanding of the basics of every role and kit in BF2.
b. Has an understanding of the layout of each map and game type in BF2.
c. Has an understanding of the limitations of the forces at his disposal.
d. Has an understanding of the commander tools.
e. Effectively communicates with his squad leaders and troops.
f. Effectively responds to the actions of the enemy.
g. Effectively deals with problems posed by mutineers, deserters, insubordinate soldiers, et al.
MOOSE MUSS
1) As a commander you job is not to go out and play Rambo, fighting the enemy as a one-man army. To be effective you must be secure in your headquarters (stationary or mobile depending on the terrain). There you use your map button (default CAP LOCK) to oversee the battle, issue commands and access your tools.
2) Remember these basic principles of war:
a. Mass Organize your soldiers into squads. Lone Wolves are hard to direct and are often combat ineffective.
b. Objective Killing the enemy isn’t the only objective. Nor are taking all the spawn points. (Some maps have spawns that can’t be taken.) Only by running down the enemy’s tickets can you ensure victory for your team.
c. Offensive “The best defense is a good offense.” Keep the enemy leader responding to your attacks so he cannot put his grand plan into effect.
d. Strategy Pre-plan according to the map and game you are playing. Don’t just wing it.
e. Economy of Force If you put all your troops onto one spawn point the enemy will be free to take the rest away from you. Use enough troops holding back a reserve to keep your vulnerable spawns secure.
f. Mobility Encourage your troops to use vehicles as squads and not as loners. Units in vehicles are faster and those properly gunned make the difference in battle.
g. Unity Avoid the “Zerg” mentality of every man for himself as he rushes to the sound of the guns. Designate squad targets and encourage subordinates to rally troops before moving to new objectives.
h. Speed Keep on top of the action. When you first see a friendly flag go neutral is the time to hit it with an artillery barrage, not when it is lost. Follow this by sending a nearby unit or reserve unit to resecure.
i. Surprise Distract the enemy, blind the enemy commander, do the unexpected.
The Three Cee’s
1) The “Three Cee’s” are Command, Control & Communications (CCC or C3).
a. Command As the commander you are able to give orders to squad leaders who may accept or reject them. Through the team communication (default K) you may type commands to the team in general. But that is it.
b. Control As the commander you have four tools that you control. These are the Scan (radar) function, the Unmanned Ariel Reconnaissance (UAV) drone, artillery fire missions and supply drops.
c. Communication As the commander you have VOIP to squad leaders only. If on Teamspeak you may communicate with your fellow clan members. You also may type to members of both teams (default J) or your team (default K).
2) Commanding in BF-2 is like herding cats. If your squad leaders and lone wolves (solo players) do not want to follow your instructions there is little you can do about it. At least with the D2A members you should have cooperative soldiers.
a. Using your map interface click on line of the squad you wish to give orders to. The squad line will show the numbers and make-up (kits) of the squad members. Assign a task to the squad leader by clicking on a point on the map (e.g. an enemy held spawn point), right click to bring up the menu options and then left clicking on the desired option (e.g. “Attack here”). If the squad leader agrees with the command (by pressing Page Up) the box next to his kit symbol will record this with a green check. If he rejects it then a red X will appear there. Text messages will also record the exchange as will the voice macros.
b. Basic commands include move here, attack here, defend here and need repairs here. Obviously a squad without an engineer will not respond well to the “need repairs here” nor will a squad with a single sniper or jet pilot respond to “attack here.” You need to use common sense in choosing which squads are best for attack or defense. Large squads are great for taking spawn points so have them attack. A squad with ground vehicles or helicopters are also good to stop a lone enemy who is camping one of your spawn points so tell them to “defend here” at that flag. Follow this up with communications as to enemy strengths or vulnerabilities. Warn them about preparatory artillery barrages and designate who gets UAV and supply support. Command not by fiat but by consensus.
3) Control tools are the things which only the commander has. If your team doesn’t have a commander then they do without these vital tools. The tools are as follows:
a. Radar scans Pressing the Scan button when it is charged (yellow) will give you a left-to-right sweep of the map momentarily revealing enemies. This bar recharges the quickest and is the eyes of the commander. If the radar goes down fix this first. You cannot accurately target enemies with artillery, place the UAV drone where it will do the most good or see threats creeping up on your six if you don’t have this tool working.
b. Artillery “The King of Battle,” this tool will give the commander the majority of his kill points.
i. Right after scanning the map determine where the enemy is vulnerable to an artillery strike. If enemies are moving quickly they may be airborne. Forget jets and helos as they are too high to hit. If troops/vehicles moving slowly on the ground aim just ahead of them as it take time for the battery to fire and the rounds to travel to their target. Practice makes perfect so fire your artillery as often as it becomes available.
ii. Remember that only enemies in the open are vulnerable, if under cover they are generally safe, even if it is just a tin roof overhead. However, being in a vehicle is little to no protection. Soft skinned vehicles such as hovering helos, Humvees, trucks and buggies will die instantly. Armored Fighting Vehicles (AFV’s) will last a little longer so they may run out of the kill zone before suffering terminal damage. Artillery is not like an OS or Liberator bombing run in Planetside. There is no warning. If you time it just right you will killwhore.
iii. Beware collateral damage, if you call in artillery on top of your troops you may be punished for any resulting team kills. Just because there is a little red cannon on their mini-map doesn’t mean your troops will notice it. If you don’t warn them first they may run right into your barrage so be careful.
iv. Look for enemy troops off by themselves. These may be snipers, Spec Ops or even the enemy commander. Take them out if there are no clumps of enemies presenting an inviting target. If an enemy survives your barrage it is because he is under cover. This is likely the enemy commander. Put the UAV drone over him and dispatch a small squad or put it out to lone wolves to assassinate him.
v. The Artillery is also the second slowest recharging bar. Your map size will determine the number of automated artillery pieces in your battery, the largest maps get three 155mm howitzers. Since they are unmanned they are vulnerable so watch out for enemy Spec Ops troops around them.
c. UAV Your Unmanned Ariel Reconnaissance trailer launches the UAV drone. Protect it as it is the eyes for your team. The UAV will reveal all enemies on friendlies’ mini-maps within range of its’ small radar sweep. It will last for about 20 seconds, or when the bar has recharged to the 80% level. This is the fastest recharging of all the commander tools. Squad leaders may request that the UAV be placed on a certain location, like their next target. If it is needed at another location than deny the request, otherwise give it to the squad leader. This promotes cooperation between the squad leaders and their commander.
d. Supply You can drop a supply crate by parachute anywhere on the map. These crates automatically heal, rearm, and repair all soldiers, vehicles and objects within their range, regardless of which team they belong to. They last about 30 seconds before they self destruct. They are also vulnerable to being destroyed by enemy fire. Use supply crates to repair damaged radars, UAV trailers and artillery (in that priority) as well as to aid friendly squads. Squad leaders may request a supply drop. One smart tactic is to send a Spec Ops squad or lone wolf (best if in a squad of one) to the enemy rear area to destroy their radar, UAV, etc. Drop a supply crate far enough away from the targets to prevent healing them but allowing the Spec Ops soldier to gather as many C4 satchel charges as he needs. If located in a good enough spot the Spec Ops squad or soldier can wreck havoc in their rear for most of the game.
4) One cannot stress enough the importance of communication. It can make the difference between cooperation and mutiny. Type to the team what your objectives are. Warn the team of enemy attacks, special tactics or problems you may be encountering. Also use VOIP to get a consensus from your squad leaders as to what they want to assault or defend. (If they are on VOIP.) Use Teamspeak in a designated channel for fellow clan members on your team.
Handling Problems
1) Mutinies There are times when you just won’t be able to please some members of your team. Whether they are players who think they can do better or feel that you (or D2A) should not be in control of the game they may start a mutiny. You may resign or try to fight it. Just do not get into a pissing match in open chat with the culprits. If this occurs on the D2A server and there is no good reason for the mutiny then request a D2A officer/server admin to step in. Offenders may be warned for unnecessary spamming and even kicked.
2) Kick votes This is a worse step and is uncalled for on a hosted clan server. Anyone who is not a member of D2A who starts an undeserved kick vote against a clan member should be kicked and banned from the server. D2A self-disciplines and if there is a problem the officers/server admins will handle the issue. D2A is not a democracy and our server is not one either.
3) Intentional Teamkilling All persons caught repeatedly and intentionally teamkilling will be kicked and banned. The server is set to kick offenders who have tk’d and been punished 5 times. This does not mean that the offender will be banned as not all punished tk’s are intentional.
a. E.g. An engineer lays AT mines on a road outside a spawn point in plain view. An APC loaded with 5 team members runs over the mines despite the obvious red skull & crossbones, all punish the minelayer resulting in an automatic kick. This is not deserving of a ban.
b. D2A officers/server admins will review any reports of tk’ers and will ban as necessary.
4) Exploiters/Cheaters All persons caught exploiting or cheating should be kicked and banned from the server. If possible get a screen shot of the offense and post it on our website. Additional action, such as posting on the EA forum may be taken.
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