Advanced forest technique

Originally I appended a couple advanced tips to the post about basic forest technique. They distracted from the core point, so I’m moving them here. This isn’t meant to be an exhaustive or particularly detailed treatment of the subject:

  • Ideally you want your transport to provide fire support from a different angle than your infantry. This way, when it inevitably gets popped, it won’t be on top of your infantry causing them to panic.
  • Timing is critical. If you let your infantry walk 1km infront of the transports, the fire support will arrive too late to change things. On the other hand, if your infantry tends to win unsupported, you might want to wait until the enemy is panicked before adding the fire support – even if the opponent notices and orders an RPG fired, the panicked squads will often miss.
  • If your micro is stretched thin and you know enemy transports are coming, consider turning off infantry MGs manually (just the MG, not the primary weapon – the assault rifle/SMG/carbine/battle rifle can stay on). For most squads the MG is responsible for roughly half of the damage output, so this trick should be used sparingly. Also, you can briefly flick the MG to force RPG to fire without having to right click on a transport.
  • Good players will usually respond to your fire support. Situations like the opening gif, with a transport annihilating a squad and no return shots, can’t be relied on. The technique is still useful. As long as your transport gets a salvo off before it dies, it will contribute to panicking or even stunning the enemy and usually a small edge like that is enough to determine the winner. If you find your opponent is reacting to your transports too quickly or consistently, consider stockpiling them – very good micro can delete one transport before it can affect the battle, but not three of them that show up at the same time.
  • Sometimes, instead of attackmoving the transport, you want to do a normal move. By putting your fire support 0 meters away from the enemy infantry you maximize its damage. It is situational though – when the enemy fires their RPG in retaliation it will be more accurate too, and there may be unengaged enemy infantry behind the spotted squad. Normal move is a good idea for some SMG-armed infantry squads too, mainly delta force.

I recommend being comfortable with the general form of forest fighting before spending time on any of these. They’re not particularly hard but they’re a distraction if you’re still getting used to the game.

To the next guide post: Types of infantry pt 2

Advertisements

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s