Poll

When attacking, should the tank go first, in line or after infantry?

the tank should go first48%48% - 66
in line with infantry, forming a frontier22%22% - 31
infantry should be ahead of the tank29%29% - 40
Total: 137
Turtle
Member
+7|7243|Boulder, CO

VeNg3nCe^ wrote:

If you are a good driver and there's not much AT, then go first and scare the enemy into hiding.  If wounded or outnumbered by AT guys/other tanks, then hang back and try to get a supply crate.  Moving forward would be suicide.
Yep, it's dependant on the situation of the field, no set tactic. Play it by ear. Personally if I'm in the tank and I have troop support I'll stay in a bit back and wait for spawners to run after infantry and rape them. Or if I'm on foot next to a tank I'll use it for cover unless I see an AT, then I'll go flush them out.
HeimdalX
Member
+37|7136
You guys just want the tank to die

Squad leader in tank next to supply crate at a safe distance to help people pick off those that spawn(yes I advocate spawn camping when others are capping flag so get over it) other people in the squad go and cap the flag and provide cover for the tank while the tank provides cover for them.

Last edited by HeimdalX (2006-06-06 15:16:04)

Ilocano
buuuurrrrrrppppp.......
+341|7152

HeimdalX wrote:

You guys just want the tank to die
My thoughts exactly.  The main gun is useless in tight spots, and the chances of TK are greater when you have to manuever away from AT/C4/Mines.  I prefer to keep my distance and spot and kill stray spawns than get point assists.  Squad respawns also have time to get their bearings before going at the flag again.
voltage
Member
+46|7326|Sweden
A problem when driving the tank and letting the infantry go ahead is that they might not "get it". Often when the tank stops, the accompanying infantry stops as well.

I remember that when going for the knife/explosives badge on Karkand (playing US), I would wait until the tank came to the main street and then some seconds more to let enemies accumulate behind the fence (hiding and waiting for the tank to "disappear"). Then I would throw C4 over the fence or charge into them with my knife out . The tank really offers some protection while it stays near.

Anyway, thanx for replies and votes.
WO2_Testisweat
Member
+-1|7132
Forget the Tank, leave it behind, its not needed.

2x6 man Squads:

2 Sniper, stay rear and pick of targets ( Squad Leaders )
3 AT to kill enemy tank with one shot each
2 Engr to lay mines for tank respawn
2 supply to, well, supply
3 Medics to revive.

All move in on foot, no tank needed.

If you die and are not revived, respawn on Squad leader.
Vilham
Say wat!?
+580|7252|UK
tanks can shoot inf killers at range but its a lot harder for them to kill lots of infantry with AT, that means your inf needs to go first and clear out the AT.
JimmyNoobtron
Member
+-2|7260|Dallas, Tx
So I think we can all completely agree....that we all have our own ideas.  So just do what you do and kill what you kill.
straz_mataz
Banned
+86|7020|Edmonton Alberta

VeNg3nCe^ wrote:

If you are a good driver and there's not much AT, then go first and scare the enemy into hiding.  If wounded or outnumbered by AT guys/other tanks, then hang back and try to get a supply crate.  Moving forward would be suicide.
i totally agree.... its either that or i sit back inbetween two flags and guard one from being capped but i can also take shots atthe one we are attacking
TrueArchon
Enemy Sniper..." *BOOM* "Nevermind... got him...
+61|7080|Las Vegas, NV USA
In my opinion, it all depends upon the situation.  For examples:

Against enemy infantry:  A tank should follow close up on the rear of infantry.  A tank generally has the elevation to fire over the heads of ground troops, and any enemy infantry tend to focus more upon enemy armor vs. enemy ground troops.  This focus of attention towards armor does two things:  1)  It takes focused gunfire from enemy troops away from lesser-armored allied infantry.  2)  Friendly infantry make up a buffer against brave, enemy AT'rs/C4-loving Spec-Ops, and friendly armor with lousy peripheral/rear views.

Against enemy armor:  Armor needs to face against armor, especially when air support isn't nearby.  Thus, armor should always pull ahead of friendly troops to deviate enemy armor from mowing down friendly troops.  As with above, enemy armor will tend to focus their barrages against friendly armor, because they are a bigger threat.  As a result, friendly infantry, especially AT, can help take down the enemy armor with a lesser chance of retaliation.

Against fighter jets:  Like it or not, if the enemy has experienced fighter pilots on it's team, it is often better for armor to cover friendly troops from a bit more of distance.  Armor shows up on fighter HUDs, while infantry do not.  As a result, it wouldn't be very hard for a successful bombing run ending in the deaths of not only the armor, but any nearby troops.

Against enemy artillery:  If a large group of infantry goes to take a flag, and past experience has resulted in the enemy commander dropping artillery on such tempting targets, a MBT should remain at a distance from capturing infantry, just in case.  An APC, on the other hand, should enter the artillery "hot zone" so that any friendly troops can find shelter within the vehicle.  This latter option may result in the loss of an APC (and any troops within) in the event of a direct hit, but it still gives better odds than if the infantry were out in the open without any sort of protection at all.

Against "apparently vacant" capture points:  Armor should never, ideally, take an enemy flag by itself without the cover of friendly infantry, or at the very least, a friendly UAV overhead.  The randomness of spawn points near a flag can easily result in the loss of vital equipment, all because an enemy Spec-Ops happened to spawn on the armor's blind spot.  Even better is cover from friendly infantry, AND a friendly UAV overhead.  Sometimes, depending upon the lack of maneuverability, and the amount of cover spots for enemies, it may even be better for armor to remain at a distance to cover friendly troops capturing the flag (the hotel and warehouse on Karkand springs to mind).
Spearhead
Gulf coast redneck hippy
+731|7175|Tampa Bay Florida

TrueArchon wrote:

In my opinion, it all depends upon the situation.  For examples:

Against enemy infantry:  A tank should follow close up on the rear of infantry.  A tank generally has the elevation to fire over the heads of ground troops, and any enemy infantry tend to focus more upon enemy armor vs. enemy ground troops.  This focus of attention towards armor does two things:  1)  It takes focused gunfire from enemy troops away from lesser-armored allied infantry.  2)  Friendly infantry make up a buffer against brave, enemy AT'rs/C4-loving Spec-Ops, and friendly armor with lousy peripheral/rear views.

Against enemy armor:  Armor needs to face against armor, especially when air support isn't nearby.  Thus, armor should always pull ahead of friendly troops to deviate enemy armor from mowing down friendly troops.  As with above, enemy armor will tend to focus their barrages against friendly armor, because they are a bigger threat.  As a result, friendly infantry, especially AT, can help take down the enemy armor with a lesser chance of retaliation.

Against fighter jets:  Like it or not, if the enemy has experienced fighter pilots on it's team, it is often better for armor to cover friendly troops from a bit more of distance.  Armor shows up on fighter HUDs, while infantry do not.  As a result, it wouldn't be very hard for a successful bombing run ending in the deaths of not only the armor, but any nearby troops.

Against enemy artillery:  If a large group of infantry goes to take a flag, and past experience has resulted in the enemy commander dropping artillery on such tempting targets, a MBT should remain at a distance from capturing infantry, just in case.  An APC, on the other hand, should enter the artillery "hot zone" so that any friendly troops can find shelter within the vehicle.  This latter option may result in the loss of an APC (and any troops within) in the event of a direct hit, but it still gives better odds than if the infantry were out in the open without any sort of protection at all.

Against "apparently vacant" capture points:  Armor should never, ideally, take an enemy flag by itself without the cover of friendly infantry, or at the very least, a friendly UAV overhead.  The randomness of spawn points near a flag can easily result in the loss of vital equipment, all because an enemy Spec-Ops happened to spawn on the armor's blind spot.  Even better is cover from friendly infantry, AND a friendly UAV overhead.  Sometimes, depending upon the lack of maneuverability, and the amount of cover spots for enemies, it may even be better for armor to remain at a distance to cover friendly troops capturing the flag (the hotel and warehouse on Karkand springs to mind).
summed up what I was thinking of pretty nicely
Choclot
Member
+21|7028
If the tank goes straight in then its gonna get slaughtered by anti tank guy so you should have the sniper taking out the defence and the tank and infantry slowly rolling in just giving covering fire to hold them off then overrun them
Ayumiz
J-10 whore
+103|7219|Singapore
infantry?

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