Battlefield 3 - Aces Strategy
Aces Wild - Introduction  E-mail
Written by MooseQuest   
Thursday, 17 November 2011 04:29

Aces Wild Introduction to Squad Base Play

Objective: This guide serves as the organized approached to squad-based play in Battlefield 3. Roles are assigned based on in-game kits. This is meant to be a reference guide and will change from time to time.

Reference:

Blue Text: This text is informational and will explain optional tasks that are performed during gameplay.

Red Text: Important information.

Orange Text: This explains secondary information and warnings pertaining to the strategy,

Bold Text: Items or names of in-game material.

 

Basic Rules of Engagement:

 

  • Do not engage enemy unless immediate threat to self or other teammates.
  • Protect your squad, then your teammates.
  • Be concise with communication (Refer to: Battlefield-brain Communication)
  • Know your role:
    • Engineers - Responsible for all vehicle operations including transportation, support and repair.
    • Assault - Responsible for team morale, leadership and survival.
    • Recon - Responsible for scouting and reconnaissance.
    • Support - Responsible for suppression, fire for effect and cover. Also will support team for munitions.
  • Defense is Zone-type. If you notice teammates are down, move to that position and cover until teammate returns.
  • Maintain sight of objective at all times.


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Last Updated ( Thursday, 17 November 2011 05:58 )
 
BF3 Roles  E-mail
Written by MooseQuest   
Thursday, 17 November 2011 04:44

Roles for Squad Play

This section is meant for 8+ players with communication. Details on the 4-man play are strictly inside knowledge and will not be published publicly on this site.

Objective: In Battlefield 3 it's important to play your role and understand its significance in the game. By sticking to the role, you maximize the success your of team, plus your SPM increases as you are more involved in the gameplay. This sometimes leads to more intense gameplay.

The breakdown of roles is based on three types of groups (Squads) in BF3.

  1. Kits (Ground Pound) - Alpha Squad
  2. Land Vehicle - Golf Squad
  3. Air Vehicle - Delta Squad
Numbers two and three contain the same roles and they are as follows:
  • Pilot (Engineer/Assault/Recon)
  • Co-Pilot (Engineer)
  • Engineer (Engineer/Recon)
The reason why support is left out of the pilot is because it serves no function by itself. The kits listed above can survive on their own in case of emergency.
Pilot - The Pilot is in charge of vehicle operations and responds to the Ground Pound squads request for support. They also coordinate offensive strikes and support. This includes defensive leadership and coordination.
Co-Pilot - This is the standby position and backup for the pilot. They usually are with the pilot to support, repair and ride shotgun for the pilot. This role should be held by an Engineer.
Engineer - The Engineer (not to be confused with the kit Engineer) is a support role for all vehicle operations and also coordinates with Air/Ground Squads for maintenance. Engineers should man transport vehicles and arrange pickup and drop-off for Ground Pound Squad. This role can also spawn recon and use the SOFLAM or MAV to assist with enemy reconnaissance.

Squad Breakdown

The three squads for 8-Man play are Ground Pound, Land and Air. Each of them should have a squad leader. Squad leader should be Pilot or Assault role. The groups should coordiatnate together and are only suggestive setups. The roles should remain intact, and can flex around depending on the type of map. You can use two Ground Pound squads for maps like Grand Bazaar and Operation Metro.

Ground Pound Squad - This is the tactical team, and should be well balanced based on their kits. Leadership flows through the Squad-Leader and their main objective is the M-Com in Rush and maintaining the majority of flags in conquest. This group can be broken down into 2-man groups should "secret mission" needed to be executed. Secret Mission is Aces Wild restricted information and is not to be disclosed to others outside of the group. The kit layout is as follows:

  • Assault x2 - Medic/Team Survival + Tactical / Smoke - Assault should either be point-man or secondary positions so that they can lead the squad and rescue if necessary.
  • Support - Ammo/Tactical - Support is the suppresion specialist. They are to give ammo and stay in the back of the group and uses positioning for covering squad mates.
  • Recon -  Recon either separates from the group, infiltrates enemy territory or focuses maintaining the squads presence on the battlefield. This includes places radar and reconnaissance where needed. Recon should be one of the most communicative positions in the group and maintain constant surveillance over the battlefield. Recon can assume any of the roles mentioned. The Recon SHOULD NOT be sniping.

Air Vehicle Team - The Air team might be the most talented of the bunch. It's difficult piloting the the aircraft, defending oneself against enemy threats and finally executing attacks and requests from the ground team. The Air Team should be ready for MayDay situations that include radioing their position when they are down, so they can be picked up by other teammates. Besides adding fun secondary missions to the game, recovering the Air Team after they have been downed is fun and encourages team play. When Air Team is recovered they are to provide support to their rescuers, and be escorted on the Battlefield.

Land Vehicle Team - The primary role of this team is support. While the Land Vehilcles can be awesome killing machines its important to maximize their configurations and understand each specific vehicles role. The IFV's can be used to get troops to land or objective fast and effectively while maintaining a presence that is intimidating to the opponent. The tanks make great offensive vehicles and support vehicles for covering objectives about to be taken by the Ground Pound team. When using these vehicles with the Ground Team, it's beneficial to use Proximity Radar so enemies can be spotted that are near the vehicle or close and can be a threat (C4 from Support).
The vehicles teams should be aware of transportation opportunities and have first priority for ecsorting and making sure transport vehicles are safe. The following formations are recommended.

Tanks should be in the front when escorting vehicles. They should be behind ground forces or used to move ground forces into positions (provide cover from other personnel). Humvees should always be behind any type of land support. In the air, Scout and Attack Helicopters should lead the group followed by transport helicopters. Transport helicopters are great for pickup when the Ground Pound team has finished their assault on the objective. Ground Pound team should clear a 50 meter area for the transport to land. Scout Copter/Attack should circle the landing area and report any enemies inbound during the pickup.

Jets

There are two types of jets. Interceptors and CAS (Close Air Support). The interceptors appear in Conquest only and are used to take down other airborne targets. CAS (Rush) vehicles are excellent against enemy armor, but need help from ground teams for spotting and laser designation. Jets should be called in when neccessary, and pilots should consider all requests for assistance priority one. Ground Teams should load out with Stingers for helping the CAS and SOFLAM for coordinating lasered attacks.



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Last Updated ( Thursday, 17 November 2011 05:48 )
 
Role Detail:Assault  E-mail
Written by MooseQuest   
Monday, 28 November 2011 01:53

Role Detail: Assault

Assault plays two distinct roles in Battlefield 3. One is an onfield medic and the other is a tatical pointman. The beauty of the Assault kit, is that it not only provides these most versatile arsenal of all the kits, but it also can independently change the flow of the game when needed. It all depends on how the kit is used and executed.

Loadouts:

Assault kit comes in various different loadouts. For the main gun you have assault rilfes, M16, M416 and other assault rilfes. When choosing one of these, I suggest using either the tactical flashlight or the heavy barrel attachment. Bipod or Foregrip is your choice, and a 4x or better scope. I'll explain the scope reasons later on. Depending on the situation you will want to either use Smoke or 320 rounds. If the map you are using has lots of vantage points near the objective smoke is a great tactical weapon. If there are a lot of close spaces, or places where an emeny can hide, go with 320 (grenade launcher). The difference between attached and unattached is the speed at which you can acquire a target. Use at your discretion.

Medic Assault:

Your job is to keep the team alive and the moral high. Ask for suppresion, and keep your eyes forward and on the objective. When a teammate goes down, you will need to take their position, acquire their assailant, elminate and then heal. You have 10 seconds from when your teammate dies to revive them. Medic pacs have a 2-3 meter radius. Remember not to drop them in the LOS of your teammate, they are an object and can obstruct their view.

Tactical Assault:

Smoke - If you are using smoke, you probably don't need to attach it to the rifle. You will want to bring it along and use it to obstruct the LOS between you and the enemy. The best way to use the Smoke is not to actually smoke yourself, but smoke the view between you and the enemy. Also use it mark objectives, or locations where you and your squad are going.

Pointman - If you are going to be pointman in CQB follow this exactly for the greatest effect. Grab a Shotgun, preferably the 870MCS, attach the Holographic Scope, and Tactical Flashlight. For CQB use the Buckshot for spread. When moving down the hallway, have a teammate get right on your shoulder with a clear view in front. Have the shotgun up to your shoulder with scope up and walk down the hallway. This will give you two advantages. Anything that comes down the hallway will be quick acquire and blinded by the flashlight. Continue moving, and as you come across hallways, have a teammate break off and cover those intersections.

Scopes - The reason for using the longer ranged scopes is that, the weapons you are using are highly accurate. This will boost your accuracy, and allow you to effectively counter sniping and other target that may suppress you at long range. Remember, if you are in CQB, you will need to switch to Shotgun. Also remember that your Pistol can substitute as CQB.



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Last Updated ( Monday, 28 November 2011 02:16 )
 


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