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        NVIDIA





1* Armored Company

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BishopWraith Profile

Author: BishopWraith
View Profile of BishopWraith

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5 Comments
I am writing this guide as another contribution that I can give to my 1* D2A Brothers, considering my limited play time. (That and it makes the time fly at work)

This guide will be covering one of the more effective armor formations an armor column can take, as well as tactics to use with this formation and many other formations.

The Formation:

Stationary Unified Battle Front

This description of the formation will use the example of a full armored squad with 3 Vanguards and 2 Skyguards (10 in all with 5 drivers & 5 gunners)

You start by travelling in your standard armor column. Squad leader in the Lead Vanguard's driver position. Followed by 2 more Vanguards and taking up the rear, the 2 Skyguards.

All Vanguard drivers and gunners should have Enhanced Targeting. The Skyguard gunners would do well to use it. The Skyguard drivers don't really need it, but what else would you use while driving a buggy?

The Lead Vanguard:
The Squadleader should always focus on navigating the column through the most advantageous terrain they can find. Do not play a game of follow the leader through rough terrain; someone in the column WILL get stuck, effectively dividing your column.
The Gunner should be on the lookout for enemy armor and air targets to the front of the column, always keeping his view within the front 90degree arc.

Second and Third Vanguard:
The driver's should 100% focus on navigating the terrain and keeping the column in formation. ALL drivers should be on TS. Be ready for formations and commands to be called out.
The 2nd Gunner should keep his view within the RIGHT 90degree arc.
The 3rd Gunner should cover the left.
All Vanguard gunners should be on the lookout for armor and air targets. You are the Front and Side EYES of the column.

The Skyguards:
The Drivers should remained focused on navigating and taking commands.
The 1st gunner should rotate his view along the FRONT 180degree arc, specifically looking for air.
The 2nd gunner should rotate his view along the BACK 180degree arc looking for air and armor.

Taking Formation in the Battle Front

1) Squadleader calls the formation. (alpha, front, line, whatever you choose to call it)

2) Squadleader stops his vanguard facing the target and calls the target out to the unit.

3) The 2nd Vanguard pulls up parallel to the Lead on his right hand side and parks. The 3rd Vanguard pulls up parallel to the Lead on his left hand side and parks.

4) As the Vanguards take position, the Skyguards form a horizontal line directly behind the Vanguard line.

5) The 2nd and 3rd Vanguard drivers bail and duck behind their Vanguards and immediately begin repairing, while the 2 Skyguard drivers bail and run behind the Lead Vanguard and begin repairing it. (It is the point man and will have sustained the most damage and will continue to take damage until it is destroyed)

6) The Squadleader continues to call targets, concentrating on the most damaged enemy until it is destroyed. When there is no definite easy target; work from left to right. (much like how we read, this is easy to remember and puts a method to our destruction)

7) The Skyguard Gunners do what they're made to do. Make life hell for enemy air.

What is this formation good for?

1) Blocking roads and bridges.

2) Sieging and holding the front archway of an enemy base.

3) Holding a Warpgate neutral.

Why take this formation?

1) This formation brings the might of THREE Vanguards to full power.

2) This formation stabilizes the Vanguards allowing them to effective choose targets, concentrate firepower without blocking Line Of Sight, and allows them to fire ACCURATELY while they remain stationary.

3) The stationary formation allows the drivers to repair the vehicles while taking cover from enemy fire.

Three or more STATIONARY Vanguards, coordinating to all fire on the same target should be able to chew through any armor that comes their way. This will tie up enemy armor companies and/or block a road for the duration of a hack.

Once a battle line is drawn with this formation, other units including more armor, air, or special ops can move in with a DEFINITE assurance that the path is cleared.

Let me know what you think!

-BishopWraith
BR13 CR0
ArmoredAssault, MediumAssault, AdvMedic, CombatEngineer
D2A Emerald




User Comments
  Squeegeez on 11/21/04 23:09

Personally, i think 1 skyguard is enough for any air, and as a pilot, i afterburner the heck away when i see one, and stay away for 10 minutes, lol.

  Istvan1956 on 12/18/04 07:30

The fundamental difference between artillery and armor is mobility. The TANK is made for closing in on the enemy and destroying them. For punching through weak points and running riot in the enemy's rear areas. For encircling the enemy or bypassing strong points rendering them ineffective. Stay mobile. Don't line up your tanks and take the drivers out of them, making the tanks pillboxes and the drivers easy kills to splash damage, cloakers and snipers.

I recommend that mobile formations always be used unless you are firing at a fixed target like Phalanx Turrets and deployed AMS's. And keep your drivers/engys inside the tanks so you can escape. Repair at a CE protected rear area (a rally point). If necessary, run away when 50% or more damaged, even if you have to break formation. Meet at the rally point (e.g. Waypoint 3) to repair, rearm and return to formation.

Especially when on a raid this is more important than getting that extra bit of damage or killspam. The tanks are not easily replaced as we usually have to go back to the Sanc to get another one. Remember that without a Tech Plant we can't replace our MBT's so don't waste them.

I have a lot of Death Fist notes as does Colonel Bickdouglas. If you want any help with training, tactics, formations, etc. please feel free to PM me. I also recommend talking with WarriorChief666, our former CO.

  Taram on 03/04/05 10:21
 
There are better plans than this for tanks. The only time I'd use tanks in this manner is in a retreat/holding situation where you need to give folks time to pull out or if you're in defensive positions. On an attack you should never give up mobility.

For an Assault situation the best tactic that I have found is the "rotating wedge"

In the rotating wedge the "lead" tank rotates. Your column should be moving together in a wedge formation. As you advance on your enemy the lead tank should swap positions with the tank to it's right. Then that tank should switch with the tank to it's left. It's a VERY tough maneuver to master but my outfit in MPBT3025 used to use this tactic in our Mechs.

What this allows you to do is bring all weapons to bear on the same target while making yourselves somewhat difficult to hit. With tanks it's easier than 'mechs were because the gun moves independantly of the chasis :)


1
2 3

3
\
2 1

2
/
3 1

1
\
3 2

Etc...

Your wedge, obviously, won't be THAT sharp, it should be a very shallow "V". You can also do this maneuver in a "line" formation wich is also a good option. The "V" however, gives the advantage of presenting enemies with a 'closer' threat.

Your Skyguard should remain in the center rear of the V if you have one to give it maximum protection.

  Taram on 03/04/05 10:24
 
Grrr it stripped my spacing.

Also it's not a V it's a wedge ^ formation

Sorry if that post caused any confusion.

...1...
.2...3.


...3...
.2...1.

...2...
.3...1.

...1...
.3...2.

Etc.

Target should be called by the GUNNER of the SL's tank, imo. The SL is going to be too busy driving. That or the SL should be the gunner in the #1 tank.

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