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19-04-2013, 11:32 AM #21
19-04-2013, 11:40 AM #22
- Join Date
- Nov 2012
The biggest problem with having the airsquad doing their own thing is that they risk being shot down so they are not availible when needed.
19-04-2013, 11:43 AM #23
Very long, sketchseven, but also very insightful, which is good! Agree completely on the use of the air group, Sundy hunting and cover from incoming enemy Galaxies are perfect jobs for the air group - GIVEN THAT the ground forces can make sure the skies aren't filled with flak.
Air group should not be a taxi service, there is too much overhead and organisational trouble to get it to work properly. Besides, a Galaxy only fits 12, so if the pilot's not in the squad, someone will have to find other transport. Usually, this sorts itself out, because there is often someone flying, rather than being on the ground, but if we get a regular air group going, that's not going to happen anymore. SO, having squads bring their own galaxies is probably best.
As for keeping people in the fight, that is something that I try to keep in mind when PLing. Making sure that everyone is enjoying themselves is equally as important as "winning" or achieving whatever goal we've set for the night. That includes asking how people are doing every once in a while, and trying to keep track of who's been getting any good fights lately. I find it a very tricky thing to do, however, because there is simply so much information to juggle when you're platoon leading. You must make it a high and very conscious priority at all times, before it becomes a habit.
19-04-2013, 11:46 AM #24
Yeah, last night was much too ghostcappy, but this is the wrong thread for that. Can we just start having all AARs in one single thread as we tried and just discuss the last event there?
sketch: That's the idea with call-in with the addition that you ask to speak first. This makes sure it reaches the PL loud and clear and such.Find me on the Steams
19-04-2013, 03:49 PM #25