Tag Archives: Miller

Incoming Enemy Galaxies – A guide to surviving an enemy Galaxy drop.

Please note all diagrams in this post are added as a visual aid only and should not be taken to represent exact troop deployments, enemy movements or base design. I play TR so allies will always be red unless specifically stated otherwise.

During Operations when not engaging larger enemy forces on the edge of a zerg  we in MoX will often find ourselves alone at a base, having either resecured it from the enemy, or attempting to capture it for some wider strategic goal.

Here one of the most serious threats we face is an enemy galaxy transport dropping a squad of enemy troops on the base.

When loaded enemy galaxies approach you can be sure that they will often contain a motivated and organised enemy force inside, who are likely to be communicating and wish for nothing more than to evict you and claim the base for their own. These attacks have become more frequent on lattice controlled continents as outfits attempt to find avenues of attack and opportunities for combat away from a large scale grindfest at a choke point or biolab.

This guide will explore their common methods of attack, as well as exploring some ways of defeating the enemy. Continue reading

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An introduction to Tactical Squad Leading

This guide will offer some general advice followed by some examples of situations you may find yourself in, however be warned, this is purely an introduction as the split second decision making nature of combat squad leading in the more hectic fights is very closely tied to your experience as a squad leader and is best learned out on the battlefield. Continue reading

Fire and Movement

“The concept of applying fires from all sources to suppress, neutralize, or destroy the enemy, and the tactical movement of combat forces in relation to the enemy. At the squad level, it entails a team placing suppressive fire on the enemy as another team moves against or around the enemy.”

The idea of using a force to fix the enemy in place while another engages and destroys them (preferably from the flank or rear) is a very old one and has been employed since antiquity. It is a very simple tactic to pick up and is often employed to great success within a disciplined squad. Continue reading

AlfiesCat – Things I can do.

Alfie is a three year old gamer who loves to drive his truck (Sunderer) around VR training. He is a happy member of the NC on Miller and always wants to be the blue man. So now it is straight over to Alfie (with some editing). Continue reading

Operation Run Away! – A guide to tactical withdrawals

Being forced back in the face of a numerically superior force can suck, but it doesn’t always have to be that way. With a little forethought and timing your squad can retain the initiative and be victorious even when an enemy zerg is bearing down upon you. Continue reading

Know thy Enemy – The Zerg Part one – Behavioural aspects of the Zerg.

To understand the zerg and eventually counter it we must first deduce what it actually is and how it is likely to behave.

To me the term zerg can refer to any large offensively minded concentration of troops

Fortunately it will tend to follow a series of rules. Continue reading

Know Thyself – a brief guide to the general strengths and weaknesses of the single squad in Planetside 2

As a small squad based  you are often faced with overwhelming enemy numbers, you lack the resources of the massive outfits that are able to field hundreds of players at once, yet all is not lost.

If you take the time to study where you will attack and defend and decide in advance how you will do this you can more than hold your own, I often find that our single MoX squad we will make a huge difference to a fight. Much of this is possible by knowing what our strengths and weaknesses are Continue reading