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  1. Dear all, I address the community and specifically Squad Leaders out there who consistently construct FOB's in tactically sound locations for defensive purposes. I bring you a few golden rules that I personally have found to work exceptionally well and offer you the innovation that is.. Wonkabags. But before we get into that. I'll just jot down a few key principles that are required to construct a defensive position that has any real lasting potential. THINK about that the actual placement of any deployable.. Try to use the actual compound walls as much as possible, the less stuff you can have outside of the walls the better. If you put those sandbags right on the door you're trying to block, the enemy can dig it down happily from the outside. Place it just on the inside? That talibaddy has to expose himself directly in front of the door in order to bring it down. It's all about the inches. Offer as much concealment yet provide as much situational awareness as possible. This may seem like these counter one another, but the use of ladders and wonkabags* will provide access to compound walls that you've decided to feather your nest in. If your guys can shoot over the walls and continually re position, while giving the medics the cover from the wall to revive anyone unlucky enough to take a 7.62mm round to the head. You'll again, enforce Rule 3 and keep your teams ticket count up which is what it's all about as a defensive force, right? Secure the perimeter with wire acting as a stand off. Its no secret the longer you can keep the enemy out, the longer the defense will hold. Time and time again I see SL's fail to employ wire, it's cheap, big and pretty effective at blocking off obvious access routes. Put this into effect and you'll reap the rewards, as a suggestion do this early in your FOB build. Work from the outside inwards (its clearly harder to get this shit up when there are rounds coming in already!) Have an exit point. No matter how much you spend on making this FOB, all the emplacements in the world do not equate to a few friendly squads advancing on the attack objectives. You need to have a readily available way of getting in and out of the FOB. Clearly, out can be easier than in, jumping over walls etc. But you as a defensive force should be disciplined enough to have a few guys covering the main entrances. Fragmentation is the biggest killer of a defensive force. This is even more pertinent with the introduction of mortars. Creating fragmentation barriers (wonkabags*) in the more exposed areas of your defensive position are a complete must. You need to give medics a place to shelter during an indirect fire (IDF) barrage so they can get to work immediately once the rounds have finished. Wonkabags* will assist in the channeling of fragmentation, use the design to protect doorways and create channels where you can restrict the amount of fragmentation. Stop using the sandbags with the little rifle slits in. They are exceptionally annoying when it comes to being a medic. Why? Person A is firing from behind said sandbag and gets knocked down. Medic comes over, and is still taking enemy fire because the bottom of the sandbag, your cover, HAS HOLES in it. If that isn't enough for you, the enemy can prone crawl through them and fragmentation will cut you to pieces if you're hiding behind them. They can be used in certain circumstances but generally speaking, avoid using them for regular fortification. Lastly, and especially important for the wonkabags* is if it looks good. It will be good. When designing your FOB, ensure your deployables are as straight and true as possible, any minor error in the construction can allow enemy's to exploit easy ways in. For example, poorly stacked sandbags can be used against you or allow the enemy to simple jump over. *And here is something to aid in this.. the grand unveiling of Wonkabags. They aren't ground breaking, but they are exceptionally adaptable. This design will cost you 150 construction points. It will block off a 2m door and leave you enough room to fire accurately through the top of the door frame. It will allow you to access nearly all compound walls with a 2m long firing platform. It will stop fragmentation up to 50cal if you're prone behind the bottom bags. It will stop HE from mortars and grenades turning you into swiss cheese. You can create channels within the FOB, guiding enemy forces into an exposed location. You can fire over the top of them while crouched. If you get killed while on them, 9/10 your body will fall behind the wall and be nicely accessible to a medic. You'll note that these don't use the sandbags with holes in, for reasons I mentioned earlier. Because they also screen you from the enemy, they can't see you, but you can see them if using the firing ledge. If you need to re position, they won't see you leave. Hopefully this helps all you budding sappers out there. ~Wonka, out
  2. Fortifications and Defending This will be a topic about Fortifications since i think it is a huge part of large scale warfare and could make a game like squad really fun. this system has alot in common with the bf2:Project Reality system. Pardon me if my english is not correct. So after i saw the ability to build fob's and such in project reality i thought that this could be a fun part to experiment with and expand in squad. This brought me to a few ideas which you guys could probably expand for me and perhaps make it into a feature in squad. The Commander: before the round starts and the commander is already assigned he will be able to draw his plan on the map for the squadleaders to see. The commander (Which gives orders to squadleaders) can give a command to a squad leader to either: Fortify a Position to a ''Heavy'' Fortified PositionFortify a Position to a ''Moderate'' Fortified PositionFortify a Position to a ''Light'' Fortified PositionThe Commander can do this by selecting a squad in the ''Squadlist'' on some sort of "commander panel'' (a computer or map or whatever) and selecting a ''Fortify" option. Then the Commander can choose one of the Three and can choose different kinds of shapes with different colours representing the state of the fortification. Red being ''Heavy''Orange being ''Moderate''Green being ''Light''So for example the Commander will choose a ''Green Line'' with an arrow pointing to the direction of where the commander will expect enemies from. and drag and drop the line onto the map, which then the Squadleader(s) can see on his map and tell his squad to go and build this. Other shapes could be: A square (which means the squadleader will have to guard 360 Degrees around the highlighted area.A half cirkel (which means The squadleader will only have to guard 180 Degrees.A bunker icon (which i'll get on later in this post)A light or heavy Mg Icon A mortar iconA Fob icon (at which teammates can spawn)A Tow IconAn AA installation iconA mine iconA tanktrap or barbed wire iconA selection box for perhaps a couple of houses or a factory.Etc.So what is the difference of these 3 states of fortification you ask? Well, The ''light'' state of fortification: This state represents a state in which a squad will not have to build or dig or deploy anything except positioning themselves in a defensive manner. this method will not require alot of time and does not ask for supplies except a squads standard equipment. For example: The commander will select a couple houses by Ctrl-Clicking on them or draggin a box around them, or drawing a green line on the map for the squadleader to see. after that the commander may have the possibility to perhaps tell the squadleader where and in what direction to place their Light machine gunner (if they have any of them) or to lay down some mines etc. Thereafter the squad will start deploying themselves behind a piece of cover natural to the position they'll have to defend. The ''Moderate'' state of fortification: Now this is where it gets a little more complicated This state represents a state in which a squad will start to dig themselves in in a way that will require some digging (with a shovel that is included in a squadmembers gear) effort or filling up sandbags or whatever. this method will require some time to prepare and does ask for supplies. The way this works is that in a particular range of the given ''Moderate Defend'' command order (say 15 meters) the squadleader is now able to place defensive structures when there is a supply crate in the given zone. also some fortifications can't be placed on some terrain. For example: The commander will draw an orange line on the map with an arrow pointing to the side of the enemy. he (or the squadleader) will tell a logistics squad to give the squad 1 supply crate. in the meantime the truck or chopper is on it's way, the squadleader will then start to tell their guys what to construct and where using a template that may terraform the terrain or require some wireframe in the game just like ''The Forrest". a few examples of these fortifications in the moderate state are: a shellscrape (doesn't take that long and is below the surface) http://www.ibiblio.org/hyperwar/USA/ref/FM/FM7-10/img/FM7-10-30t.jpg which squadmembers don't necessarily need orders for to build. (they can build it themselves by holding down a button on the keyboard when selecting their shovels and then selecting what they want to build, if they are near a supply crate ofcourse) a 2 man Foxhole (takes long to dig but not so long to dig when 2 members are digging at the same time and is also below the surface) http://www.ibiblio.org/hyperwar/USA/ref/FM/FM7-10/img/FM7-10-32.jpg which squadmembers also don't necessarily need orders for as long as they are close to another squadmemberan MG nest which comes in a ''light'' type (takes a moderate time to dig and is below surface) http://www.ibiblio.org/hyperwar/USA/ref/FM/FM7-10/img/FM7-10-34.jpg note that this one won't have a machinegun emplaced in it already since it is for a machine gun team (gunner and helper) to get into this nest. this also doesn't need a direct order from a squadleader (the Machine gunner can build this by selecting it's shovel and holding down a button on the keyboard)a light mortar (being below surface, takes a moderate time to build) http://www.ibiblio.org/hyperwar/USA/ref/FM/FM7-10/img/FM7-10-36-2.jpg the mortar has limited range and limited small shells. if there would be a ''mortar kit'' in the game this would be placed by the mortar guy, if not it will be placed by a squadleader and already has a light mortar in it.a FOB at which teammates can spawn on (as in Project Reality, no need for picture because this could be built in many different ways).sandbag emplacement in a window (which can be done without orders from a squad leader, just by standing close to and looking at a window and pressing a button on the keyboard when the shovel is selected. just like the way a squadleader builts assets in project reality http://www.worldaffairsjournal.org/sites/default/files/tottenimages/Sandbags_in_Windows.jpga Trench which can be placed down by a squadleader by drawing lines on the surface of the terrain. note that this one doesn't contain sandbags or wooden supports, just a dug out trench with a limited length)an observation post looking like the mg nest but with a good camouflaging top cover and a high power scope on the inside. this also being below the surface. this one does need to be placed by a squadleader.etc. The ''Heavy'' state of fortification: This state can be achieved when 2 or more supply crates are in the zone highlighted by the commander. this means that an ''Orange'' zone can be upgraded to a ''Red'' zone when an extra supply crate has been dropped in the area. this will unlock some new feautures to the fortified position. such as: an MG nest can now be upgraded to a heavy mg nest by restarting the building process (like digging) this features a heavy machinegun (scoped Browning for example) and will now be above ground looking like a sandbag boxa light mortar can now be upgraded to a heavy mortar which will be above the surface of the ground http://1-22infantry.org/pics/buhrkuhl34.jpgThe FOB can be upgraded to maybe have a medical bay or have faster ammo refilling etc.a trench can be upgraded to have sandbags on the insides or wooden supports which then gives better cover for infantry being inside of it.you can now build a TOW emplacement perhaps with sandbags surrounding it like in project reality http://battlelog-cdn.battlefield.com/public/profile/bf3/stats/items_512x308/tow.png?v=7you can now build an AA emplacement just like in project realityyou can now build Tanktraps or Barbed Wire. With this system of fortifying an objective can be much more fun meaning that the team will be building and upgrading the fortifications needed to defend this. it also gives a whole different dimension to the gameplay since you can now be fortifying a whole area to a commanders needs. this could be alot of fun in a gamemode where it's an attackers and defenders principle. let me know what you guys think since i would love to see this system implemented in squad.