Results 1 to 9 of 9
Thread: Platoon Breakdown
14-02-2014, 12:08 PM #1
So, at the moment the meta is shifting with squad spawns and whatnot - combined arms is feeling more and more important (and fun!) - so maybe we should discuss what we need in a platoon, ranging from core (squad leaders with beacons) to optional (dedicated air squads).
Here, I'll start. As discussed elsewhere, I'd be tempted to run a squad with the intention of always dropping from a circling Gal - lots of light assaults and infiltrators designed to disrupt entrenched positions before redeploying to the Gal for another shot.
14-02-2014, 12:33 PM #2
Nice initiative! I agree wholly on the Gal-drop squad! Should be fun. Do we want to prefix this with [VS] or is this topic intended for both outfits, by the way?
I'd like to mention a couple of things in regards to my favourite thing in PS2, tank and combined arms play.
- With the current meta game, we must always bring Skyguards with an armour column. I'd say no less than two Skyguards at any time, and no less than one for every 3-4 Magriders/Sundies (unless those Sundies have Walkers on top). That means two Skyguards per squad of tanks.
- Tanks are awesome against other ground vehicles, and disorganised infantry, but against a competent infantry force in a good position, Mags will lose. Infantry support really seems to help with taking out and/or distracting enemy AV troops, so bringing a squad or two of mobile (Sundy-mounted) foot troops with the tank column might be a good idea.
I've got a few other ideas about platoon-level coordination between tanks, air and ground troops that I'd like to explore some time when we've got around three squads worth of people available. (Maybe it would be worth checking if some other 1-2 squad outfit would like to do a joint op some time?)
14-02-2014, 12:46 PM #3
My idea for 12 man in such a set-up would be 4 heavies (jackhammer), 4 heavies (rocket launcher), 2 medics (revive grenades), 1 light assault (smoke grenade), 1 infiltrator (recon dart to find the last few and max spotter). Lots of damage up front. The set up would not even need to kill everything in a room, just as you said disrupt. Force the defencie position to be either dead, damaged or reloading as the main strike force attacks to mob it all up.
14-02-2014, 01:08 PM #4
14-02-2014, 01:17 PM #5
14-02-2014, 01:38 PM #6
14-02-2014, 01:54 PM #7
- Join Date
- Jan 2013
Yeah, cannot really go wrong with heavies and medics. But there is a certain appeal to dropping 11 infiltrators. Even if most of them die enough should be able to survive hiding under a rock or something to be a persistent annoyance.
19-02-2014, 05:01 PM #8
What about Sunderers? Should we have designated drivers in squads (a pair of them, perhaps, to share the vehicle cooldown and swap between driving/gunning seats) for assaults? Do repair/ammo sunderers have a place in armour pushes?
Is there an ideal layout for a full four-squad platoon in terms of balanced squads, mechanised, air, and the like?
19-02-2014, 05:14 PM #9
The thing is in this game you redeploy a lot, you change classes depending on the situation, and as far as actually getting from A to B, atm the best option is a galaxy.
Finally, you cannot have a strict platoon composition without strict cert requirements. You can ask for specific things, knowing that certain members have them, but you also have to understand that the rest will just have to fill other roles without having the ideal loadout for those.
Last edited by MrEclectic; 19-02-2014 at 05:19 PM.