人间地狱

人间地狱

评价数不足
A quick guide for new and old commanders (also good for every solider to know)
由 pardise 制作
These aren’t hard fast rules just good general things to know.

Don’t be afraid of the commander position. Theirs a lot of people that say don’t take it unless you know what you’re doing. But if you state you are new to your squads most players will help you do it
   
奖励
收藏
已收藏
取消收藏
The Map
Map. Spawn in pull up the map and zoom out as far as it will go. Each square is now 200m. This is important for placing garrisons but also for a number of other things. Such as how long a solider will take to get somewhere on foot and whether they are in range to shoot or be shot at.
Game Mode
Know the game mode you are playing warfare or offence

Offence- only the black circle will count for attack/defence and only at a ratio of 1 to 1.

Warfare – each black circle both on attack and defence will be on one of four squares. Any soldiers inside those squares count towards attack/defence. Each solider cancels out an enemy solider. Any solider inside the black circle counts as 3 soldiers.

below capping from one of the four squares


An important distinction to know is that capturing depends on the attackers out numbering defenders BUT the speed of capture never changes 10 attackers Vs 1 defender will capture at the same rate as 2 attackers Vs 1 defender.

This information is important when using the reinforce ability. In a 2 attackers Vs 1 defender situation it will make the defender count as two stopping the cap. But in a 10 Vs 1 situation it’s a waste of resources until the defenders equal half the attackers number. An airhead for more soldiers might be a better use of resources.

This is a good key concept for all players to know. If there is one attacker and one defender. The attacker kills the defender they will get 20 to 60 seconds of capping before the defender returns. Other than that there is no benefit to kills. Outside of that killing a player does almost nothing.

It also means as a defender not firing on the enemy as soon as you see them and giving your position away can be the best thing to do as it forces the attackers to search for you if they want to cap or wait for reinforcements to arrive.
Garrisons
Yes these are spawn points but are useless on the front lines. RULE ONE never put a garrison in or close to the black circle. WHY? Three main reasons

1 – garrisons can only be placed 200m apart so straight away it locks you down to one garrison in a useful distance which is the worse case scenario for any team when defending and attacking.

2 – when the enemy get too close to a garrison it becomes locked. Where are the enemy guaranteed to go?…..Straight to the black circle and therefore your garrison, locking it down making it worthless. Also once the enemy spot your garrison in the circle they know you cant have any others near by and that all soldiers have a moment of disorientation when spawning. So instead of risking destroying it they will enjoy mowing down the fish in a barrel you so nicely gave them.

3 - one bombing run or precision strike and its gone.

General idea of a garrison is that it’s rear spawn. The front line spawns are the outposts. They have lower re-spawn timers and if locked down it only locks down that one squad.

Good practice is to aim for a minimum of 3 garrison on both attack and defence. One on each of 3 compass points and on or just outside of the squares that make up the circle. Then let your squads move in and set up outposts closer to the point.
Below a standard set up to aim for
green= backup
blue = defensive
yellow= Offensive


Attack garrison placement

defence garrison placement

Your allowed up to 8 garrisons at once so the remaining two are best placed in the squares around your next defensive point (which will be locked at this point) This is a good strategy as you can only remove one garrison with the ability and then wait for it to recharge. But as you cant have garrisons in locked territory and the enemy taking a point wipes all garrisons in that sector. Its cleared six garrisons at once. You already have two in defence so only need to set up one more. Then 3 new attack garrisons and move your spare two to the next defensive point. It allows you to quickly respond to loosing a point. It also stops the enemy cascading point capture and steam rolling your team before they can set up a defence.

The AIRhead – this can be used on attack but is generally bad for it. It’s much more effective when saved for defensive emergencies. Enemy crawling over the defence point you garrisons gone. The point is lost. Unless you drop your air head and some supplies 200m away. Suddenly your entire force is flooding the point and hopefully your squad leads have used the supplies to set up a new garrison. Turning the tide.

The HALF TRACK – it’s a valuable mobile garrison but its also the easiest to destroy. Best to be kept in blue territory and further back from the front line that a normal garrison. Its advantage is that if it’s found by the enemy it can quickly be moved. Most teams will not touch the half-track so its best for the commander to stay with it to quickly and easily move it around. On the flip side if your recons can find and mark the enemy half track one precision strike and it’s gone.


The supply drop
it’s not just for garrisons. Using the supply drop for a garrison isn’t all that effective as the enemy can see where it drops and move straight there to prevent or destroy the garrison. It is effective as a defence garrison. But your attack ones are best set up by officers and 2 supply soliders.
Dropping them on your defensive points is a much better use as a lv 3 bunker, barbed wire and tank traps can make a surprisingly large difference to a defence. As an engineer getting the supplies to build that can be very frustrating.

One of the best uses is in the warm up. As it has a reasonably quick recharge rate. As soon as the first charge is ready you can drop it on a HQ and mark it with a build node order. One-drop gives enough supplies to build a full set of nodes in a safe position that supply trucks and supply soldiers cant do. Also by the time the warm up timer has ended and your soldiers have reached the front line it’s recharged.
Your MAIN JOB
- your main duty is co-ordination. Tell your squads what to do. They may not do as you ask but they defiantly wont if you don’t give them any orders. Aim to have two thirds of your squads defending and one third attacking. You can then change this ratio as needed.

Most recons will head to the enemy HQ and suppress artillery. This makes them very in affective. Its usually good to ask them to roam the enemy side of the front line location and marking garrisons, armour and half tracks. When the artillery starts they can head back to silence it and then go back to other duties. If they get a quite period locating and removing enemy nodes is helpful. If you don’t say anything to your recons they will usually sit at the enemy HQ for most of match where there not as much use as they could be.

Start by using squad name then player name with squad name then back to squad name only. For example “ABLE squad please build a garrison at B4” no response “captain-pants of ABLE squad please build a garrison at B4”

From the other side it usually goes captain-pants “dam it ABLE build that garrison” “WHAT” checks hud “OH crap IM ABLE squad ill get right on that”

If they still ignore you then let them do there own thing and ask the next squad.

There usually ends up being a separation between armour and infantry. The tank squads usually go off doing their own thing hunting other tanks. Not a bad thing in its self. But if you as commander can get them together. One tank as rolling cover with two squads of infantry behind is very hard to stop.

Help your squad leads manage there squads. Telling all your squad leads what to tell there squad to get them to be effective.
If they tell their squad to spawn on the op and WAIT there until the Officer spawns. Then to sick to the officer like glue. its an easy way to get squads to work. They’re all together with one person leading where they move (the officer) without needing constant direction.