Fire danger close right outside obvious entrances to the trench you're defending. Arty on the defense: Maxim 7 is especially useful on the defense.Maxim 7 may not always be the case, if you see friendlies heading to a certain direction, fire a mortar on the corresponding section of the trench they might be heading to - it'll suppress/kill opposition or at least deny enemy reinforcing that area. The former to weaken them, the latter to serve as area of denial for enemy reinforcements. Arty on the attack: overtime you'll become familiar with the defensive strong points of trenches and that'll be your target with or without targets.So continuous firing would still be better, even if the enemy is not visible yet. Others would prefer saving their mortar strikes when they need it the most - but that sort of tactic is marred by the long delay before the shells fall. Which means you keep calling you mortar strikes nonstop. Arty that is not reloading is wasted artillery. Create a system by having your squad members type out "respawning" when they're about to spawn in 5 seconds, in that way, you have time to find adequate cover for them to spawn on. Keep in mind that allies will only spawn on you if you're in registered cover, be it a foxhole, shell crater or in a trench and provided no enemy is right beside you. The most important role in the squad due to his passive ability of being a spawn point.
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