MNM idea contest

Huller

Certified walrus
Veterans
Nov 6, 2012
710
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So, basicaly in this thread you post your superawesome and totaly creative idea for MNM, from these the officer cadre of BRTD will maybe select one and we can do your idea. The prize if you win? uuuhm, the respect and admiration of your peers? If the officers have something for you they haven't told me yet :D

As for my idea, have you all seen that picture of the prowler in LD mode with all psychics turned off and hovering in midair? Basicaly my idea is to test if that hasn't been patched out yet and if it isn't, we find a random cliff, load our prowlers on top ofgalaxies and build a bridge, afterwards we'll do a conga line over the prowlers (use the barrels as bridges between prowlers) and after that conga line we all get in our prowlers and park the galaxies under them, after that, we undeploy at the same time.

And i suck at making threads, I know.

Post your ideas here
 

Stryke

Fleet Commander
Veterans
Mar 4, 2013
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1)
Sharpe in the middle,
Designated someone as the sharpe, surround the sharpe with a ring of flashes and drop bacons in the middle of the circle, the sharpe can't leave the circle. first one to hit the sharpe with a drop pod wins.

2)
Code Word
Run a normal OP, but all people in leadership positions must give commands using code words as designated by outfit members. examples from the test run include:

Warpgate: Aids ridden third world country (Courtesy of Yorkist)
bio-lab: ball sack
recall: Ejaculate into
VS: crabs
Galaxy: skywhale

The result is that to drop a bio-lab the order given is, "ejaculate in to the aids ridden third world country and load up in skywhales, we're going to fight the crabs in allatum ballsack"... and yes i actually gave an order like that for i beleive Ikinam ball sack.

3)
Death race
load up squads in calls and separate them into mumble channels, one the order of go, all gals fly to desiganted points on the opposite side of the continent ditch the gals and race back to the warpgate without accessing air terminals ie the only air unit to be pulled at any time is the initial gal.
once you enter the warpgate you are out of them game and may not attempt to prevent opposing teams from crossing into the warpgate.
No spawn tubes, you may only spawn from a squad sundy, or be revived by a TR medic

Easy mode: as above

Difficult mode: as above but only sunderer's may be pulled from vehicle terminals

Hard mode: only infantry terminals may be accessed

Hardcore mode: no terminals may be accessed, no light assaults or infiltrators allowed

Additional rules:
Scoring; First person back to warpgate gets 24 points for their team. second person 23, third person 22, so on and so forth
VIP: squad leads can't be changed and successfully killing an enemy squad lead scores 10 points to the team
Ironman: No revives allowed
Juggernaut: MAX's pulled from warpate the make it back score an additional 5 points, MAX's pulled on route score an additional 3 points
Immortals: anyone who makes it back without dying scores an additional 5 points, if an entire squad makes it back without dying the squad gets an additional 10 points on top of 5/man, stacks with juggernaut

Medic ball:
Everyone pulls medics and we clump up and push a base.

I had some more I'll post if I remember them
 

Edgewalkr

Active Member
Veterans
Jun 13, 2013
702
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www.youtube.com
King of the Castle
We all know that Mesa type thing in-between Crossroads Watchtower and Xeno Tech Labs. Everyone drops on the top of that as light assault and then proceed to fight until only one remains, no C4 or grenades.

Variants:
Knife Fight - No guns or explosives, chainblades only
No Rules - Use any class you want, any weapons

Behind Enemy Lines
Everyone is dropped at the furthest point from TR Warpgate on a continent objective is to get back to TR Warpgate, only vehicle allowed to be pulled is a Flash, no respawning closer to Warpgate than you were at death, no redeploying.

Alternative: select an enemy warpgate and attempt to get there from TR warpgate, same rules apply


Predator
Everyone is packed into one base. Two teams, Soldiers and Predators, teams split so there is one Predator for every 6/8/12 (pick one) soldiers. Objective is to kill the opposing team, no respawning or limited respawning.

Infection Variant: Start with one Predator, every person they kill must respawn as infil and join the Predators, limited time event, Soldiers win if they are not all killed, Predators win if all soldiers are converted
 

Thundestrucks

Well-Known Member
Veterans
Nov 5, 2013
1,682
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Poland
[quote="Edgewalkr" post=29385]King of the Castle
We all know that Mesa type thing in-between Crossroads Watchtower and Xeno Tech Labs. Everyone drops on the top of that as light assault and then proceed to fight until only one remains, no C4 or grenades.

Variants:
Knife Fight - No guns or explosives, chainblades only
No Rules - Use any class you want, any weapons

Behind Enemy Lines
Everyone is dropped at the furthest point from TR Warpgate on a continent objective is to get back to TR Warpgate, only vehicle allowed to be pulled is a Flash, no respawning closer to Warpgate than you were at death, no redeploying.

Alternative: select an enemy warpgate and attempt to get there from TR warpgate, same rules apply


Predator
Everyone is packed into one base. Two teams, Soldiers and Predators, teams split so there is one Predator for every 6/8/12 (pick one) soldiers. Objective is to kill the opposing team, no respawning or limited respawning.

Infection Variant: Start with one Predator, every person they kill must respawn as infil and join the Predators, limited time event, Soldiers win if they are not all killed, Predators win if all soldiers are converted[/quote]

For that 1st idea we will get weap locked

2)
Code Word
Run a normal OP, but all people in leadership positions must give commands using code words as designated by outfit members. examples from the test run include:

Warpgate: Aids ridden third world country (Courtesy of Yorkist)
bio-lab: ball sack
recall: Ejaculate into
VS: crabs
Galaxy: skywhale

The result is that to drop a bio-lab the order given is, "ejaculate in to the aids ridden third world country and load up in skywhales, we're going to fight the crabs in allatum ballsack"... and yes i actually gave an order like that for i beleive Ikinam ball sack.

You are sick sick man Stryke :)
 

Aphotix

Active Member
Veterans
Jan 19, 2013
331
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Haven't come up yet with a specific idea, but we HAVE to do something with 'the pit' at the Auger on Amerish
 

bpostal

Well-Known Member
Veterans
Apr 13, 2012
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Turn 'em into skirmish style training.
Squad Cohesion Contact Drills

Situation: Squad members can end up scattered all over a base like chickens with their heads cut off. This results in them getting chopped to pieces one at a time.

Scenario: Given an outpost or facility of fairly linear design set up OpFor along a lane of assault. Have the training Reaper assault through such that the squad takes casualties and ends up split. If time is needed, start the exercise with half of the squad on point and the other half in the spawn room. Objective is to regroup the squad into an effective whole, secondary objective is the storming of the point.

Note: This is a different scenario from “We’ve got this base on lock and we’re just farming them” If that is the case then all the SL needs to do is ensure that the squad doesn’t overextend and is able group up at a given location, typically on the spawn room, cap point or SL.
As a SL you want to be able to give your guys some slack time and fun. Don’t overdo it though and let the guys pull whatever they want without askin, if you need to react quickly to a fight on another continent and everyone just jumped into armor then you look like a dick and everyone will hate you (even if they don’t say it, they do because you’re a bad person and let your squad too far off the leash and now you pay the penalty!)


Trainer should watch for: Ensure that SL stops at relevant points to regroup squad but does not stop long enough to be susceptible to counter assaults. Use and proper placement of squad beacons. Squad members are moving with a minimum of one other person at all times. Displaced ‘clumps’ of the squad are ‘grab assing’ to the other clumps until the squad is formed up.


Harasser Halberd Gunnery Drills

Situation: Enemy armor is advancing on a forward, lightly defended location. Enemy ground based AA are destroying friendly air forces. TLDR: There is a need for highly mobile, mid/long range AV

Scenario: Take your OpFor and training Reaper. OpFor pulls armor of all sorts and drives around while the training Reaper pulls Halberd Harassers and practices their aim. When a OpFor vehicle is on fire it is pulled back and repaired. Repeat until everyone is satisfied with their aiming and driving.

Trainer should watch for: Accuracy really. Practice is what’s going to help, not trainers.


Harasser Screen Contact Drills

Situation: There is a need for a highly mobile screening unit. (Screen in this case means “To slow down and/or fuck with anything that’s moving to our front, sides or rear.” The screening unit drives between the enemy infantry/armor and the BRTD Reaper).

Scenario: Training Reaper pulls a bus and some Harassers (loadouts dependant on current balance but should aim for short/med range AV/AI engagements). OpFor pull armor (Plus infantry if there’s enough of ‘em). The goal of the OpFor is to get the bus to burn, the goal of the training Reaper’s Harassers is to get the OpFor to fuck off.

Trainer should watch for: Proper coordination of all screening units. Use of flanking to gain the element of surprise and the use of extreme violence to create the utmost impact on the battle in the shortest amount of time.

Static Forward Base Establishment and Contact Drills

Situation: Reaper needs to get from point A to point B and there is a TON of enemy shit in the way. The core idea is the establishment of a forward operation base that can be held secure against enemy armor and air for use as a resupply/rally zone.

Scenario: Training Reaper sets up an ammo bus (with AA loadout), minimum of two Skyguards, one Prowler and two Harassers with HA and Engies. (Refine squad setup as needed) OpFor grabs mixture of armor and air. Objective for OpFor is to get the Reaper bus burning. Objective for Training Reaper is to destroy any OpFor elements or to hold out for a set amount of time.

Trainers should watch for: Proper coordination of all training forces by the SL. Identify ground based targets that are unable to be quickly taken out by forces in a static area (Ex: Magrider who keeps popping in and out of cover) such that the Harassers are needed to locate, close with and destroy the enemy through fire and maneuver.

Mobile Forward Base Establishment and Contact Drills

Situation: Reaper needs a place for armor and air to safely resupply and regroup. Similar to above but used in fastly developing situations where maneuver warfare is still viable.

Scenario: Training Reaper sets up an ammo bus (with AA loadout), minimum of two skyguards, two Prowlers, two Harassers. OpFor grabs mixture of Harassers and ESFs. OpFor conducts harassing strikes on the Training Reaper bus until it is burning. Training Reaper must destroy or otherwise negate all enemy forces or hold for a set amount of time.

Trainers should watch for: Proper tasking of training units by the SL to properly engage enemy forces (Skyguards and Prowlers maintain defensive perimeter while Harassers screen flanks and rear) Overall squad cohesion and ensure that Harassers do not overextend and get destroyed.

Special Grenades/CQB Contact Drills

Situation: There’s a ton of shit in a room/building and we’re having a hell of a time getting in.

Scenario: OpFor sets up in a building with MAXes, mines, medics and other typical hold situations. Training Reaper needs to use recon (infil) to scope out potential areas of assault and enemy concentrations. Training Reaper practices their communication, coordination and timing in the use of Smoke, EMP, Concussion, Flashbang and every other tool available to a standard BRTD infantry Reaper. Variations on this are infinite and limited only by the imagination of the trainers setting up the scenario. Set up a ‘king of the hill’ type event and fight until the trainees have got the timing and coordination down. Or at least the steps that allow the squad to establish that timing and coordination.

Trainers should watch for: Timing, coordination, cohesion and use of multiple entry points to assault through and clear enemy concentrations. Overall training should focus on speed, violence and surprise gained by fast and efficient flanking maneuvers (Hit both stairs on the double stack from the bottom as LA are hitting the roof).

Enemy Fortification Infiltration Contact Drills

Situation: There are times when the SL or PL has NO idea what the Reaper is about to drop/run in to. In these situations there is a desperate need for current and accurate tactical data.

Scenario: OpFor sets up around a given area/outpost/facility in a defensive posture. Training Reaper takes turns swapping out as infil and running point for a hypothetical assault. OpFor needs to kill the infil and destroy the assault. OpFor should shift to different positions or trainers should shift buildings/assault lanes to give each new infil an individualized scenario.

Trainers should watch for: The accuracy of the information provided to the SL. The ability of a given trainee to infiltrate enemy fortifications through the use of unorthodox approaches, timing and sound (hearing the infil cloak go on and off) discipline.

AV Turret Gunnery Contact Drills


Situation: There is a need for accurate, long range AV and the establishment of a static defensive/offensive position would not be overly detrimental.

Scenario: Training Reaper sets up AV turrets in a given area. OpFor pulls Harassers. OpFor drives around while the training Reaper shoots at them (Preferably while going ‘quack, quack, quack). Repeat until all trainees are comfortable engaging enemy targets at maximum range.

Trainers should watch out for: As with the Halberd gunnery drills, accuracy is what we’re looking for. Ensure that SLs and Squad Members are able to coordinate fire on priority targets such as incoming enemy AMSes. Ex: VS AMS to the South, aprox 200m. Name: YOLOFUCKNUGGETS. Standby to Fire. Fire.


Prowler/Lightning Gunnery Contact Drills


Situation: There is a need for mobile, accurate AV and the air is currently heavily contested or dominated by TR air forces.

Scenario: Training Reaper sets up Prowlers/Lightnings in a given area. OpFor pulls Harassers, Lightnings, MBTs and Buses. OpFor drives around while the training Reaper shoots at them (Again, preferably while going ‘quack, quack, quack). Repeat until all trainees are comfortable destroying enemy targets and are able to successfully engage on the move..

Trainers should watch out for: As with the Halberd and AV gunnery drills, accuracy is what we’re looking for. Ensure that SLs and Squad Members are able to coordinate fire on priority targets such as incoming enemy AMSes. (Yes, some of these are blatant copy/paste)


Mosquito/Liberator Gunnery Contact Drills


Situation: There is a need for air support/superiority and the ground is currently heavily contested or dominated by enemy forces.

Scenario: Training Reaper sets up Mossies/Libs in a given area. OpFor pulls Harassers. OpFor drives around while the training Reaper shoots at them (Yet again, preferably while going ‘quack, quack, quack). Repeat until all trainees are comfortable destroying enemy targets and are able to successfully engage on the without falling out of the air.

Trainers should watch out for: As with the previous gunnery drills, accuracy is what we’re looking for. Ensure that SLs and Squad Members are able to coordinate fire on priority targets such as incoming enemy AMSes. (Yes, most of these are blatant copy/paste)



Infantry Galaxy ‘Hot Drop’ Contact Drill

NOTE: ...
The overall idea is that when assaulting an area (on a strategic level), there are many times when you want to hit from multiple angles. Everyone knows about the recent change to Gals and Sunderers. One of the ways to utilize this change is to use one squad as a Mobile Infantry QRF (As outlined in The Document), One squad (Reinforced if possible, think of this as the Main Reaper) of Infantry to act as an ‘anchor unit’. This anchor unit works in coordination with any Reaper Armor assets to go do that voodoo that they do so well.
What’s the main difference now that we can spawn from Gals? Unlike the previous method where a bus is hacked out (Always a good idea!), the squad will focus on medics, engineers and HA/LA (and one Infil). How long can the squad hold a room or a building? Cut off in all manners but the Gal and Beacon. Think of this also, as how peopled used to use Gals in Planetside to boost people to the top of the roof of a tower, instead of spawning at the AMS they spawn right in the Gal.

Situation: With the recent change to the Galaxy (and Sunderer), there are many ways in which they can be utilized. Thus, this drill has an infinite number of variations. This manual will focus on the two distinct variations, the hot drop on a tactical level and on a strategic level. What’s the difference between a tactical and an strategical scenario? In Planetside 2, strategy mostly boils down to the OL saying “We need to fight on XXX continent for YYY reason” and the PL saying “That means we need to start with ZZZ facility”. Tactics is figuring out how to actually accomplish all that shit. How to take that gen, that point or destroy an enemy AMS.

Scenario: In a Tactical Manner - Setting up this scenario is as easy as putting a squad of OpFor in a double stack and having one squad of trainees in a gal, with a few TR trainers on the ground. Have the TR trainers and the SL of the trainees coordinate so that the trainees hit the roof of the double stack as the TR trainers assaults the ground.

Scenario: In a Strategic Manner - Again, you’re going to need more people for this drill than normal but it’s worth it. Given a squad of trainees in a Gal as mobile infantry, have a TR trainer or two contest a point (Simulated BRTD Reaper). Set the OpFor down a link in the lattice and have your trainees drop on ‘em. Trainees need to hold out long enough to resecure the point (in case of a defensive hot drop) or flip the base (in case of a offensive hot drop).

Trainers should watch for: Squad cohesion in both manner of drill. Again, the idea is that reinforcements will come from either the Gal or from a beacon. Instead of worrying about securing the objective, the AMS, and a lane from the AMS to the objective; the squad simply has to worry about securing the objective (either by being directly on or around, in an area where the squad has the best effect on the objective. It’s better to sit in a double stack NEXT to the point then in the open area ON the point.)
Prolonged squad cohesion is best, and will come with training and practice. The underlying philosophy is that even if the squad moves somewhat slower, but all together, the squad is more effective.
 

BakaneSan

Active Member
Nov 5, 2013
664
84
28
36
Anime
[quote="bpostal" post=29400]Turn 'em into skirmish style training.
Squad Cohesion Contact Drills

Situation: Squad members can end up scattered all over a base like chickens with their heads cut off. This results in them getting chopped to pieces one at a time.

Scenario: Given an outpost or facility of fairly linear design set up OpFor along a lane of assault. Have the training Reaper assault through such that the squad takes casualties and ends up split. If time is needed, start the exercise with half of the squad on point and the other half in the spawn room. Objective is to regroup the squad into an effective whole, secondary objective is the storming of the point.

Note: This is a different scenario from “We’ve got this base on lock and we’re just farming them” If that is the case then all the SL needs to do is ensure that the squad doesn’t overextend and is able group up at a given location, typically on the spawn room, cap point or SL.
As a SL you want to be able to give your guys some slack time and fun. Don’t overdo it though and let the guys pull whatever they want without askin, if you need to react quickly to a fight on another continent and everyone just jumped into armor then you look like a dick and everyone will hate you (even if they don’t say it, they do because you’re a bad person and let your squad too far off the leash and now you pay the penalty!)


Trainer should watch for: Ensure that SL stops at relevant points to regroup squad but does not stop long enough to be susceptible to counter assaults. Use and proper placement of squad beacons. Squad members are moving with a minimum of one other person at all times. Displaced ‘clumps’ of the squad are ‘grab assing’ to the other clumps until the squad is formed up.


Harasser Halberd Gunnery Drills

Situation: Enemy armor is advancing on a forward, lightly defended location. Enemy ground based AA are destroying friendly air forces. TLDR: There is a need for highly mobile, mid/long range AV

Scenario: Take your OpFor and training Reaper. OpFor pulls armor of all sorts and drives around while the training Reaper pulls Halberd Harassers and practices their aim. When a OpFor vehicle is on fire it is pulled back and repaired. Repeat until everyone is satisfied with their aiming and driving.

Trainer should watch for: Accuracy really. Practice is what’s going to help, not trainers.


Harasser Screen Contact Drills

Situation: There is a need for a highly mobile screening unit. (Screen in this case means “To slow down and/or fuck with anything that’s moving to our front, sides or rear.” The screening unit drives between the enemy infantry/armor and the BRTD Reaper).

Scenario: Training Reaper pulls a bus and some Harassers (loadouts dependant on current balance but should aim for short/med range AV/AI engagements). OpFor pull armor (Plus infantry if there’s enough of ‘em). The goal of the OpFor is to get the bus to burn, the goal of the training Reaper’s Harassers is to get the OpFor to fuck off.

Trainer should watch for: Proper coordination of all screening units. Use of flanking to gain the element of surprise and the use of extreme violence to create the utmost impact on the battle in the shortest amount of time.

Static Forward Base Establishment and Contact Drills

Situation: Reaper needs to get from point A to point B and there is a TON of enemy shit in the way. The core idea is the establishment of a forward operation base that can be held secure against enemy armor and air for use as a resupply/rally zone.

Scenario: Training Reaper sets up an ammo bus (with AA loadout), minimum of two Skyguards, one Prowler and two Harassers with HA and Engies. (Refine squad setup as needed) OpFor grabs mixture of armor and air. Objective for OpFor is to get the Reaper bus burning. Objective for Training Reaper is to destroy any OpFor elements or to hold out for a set amount of time.

Trainers should watch for: Proper coordination of all training forces by the SL. Identify ground based targets that are unable to be quickly taken out by forces in a static area (Ex: Magrider who keeps popping in and out of cover) such that the Harassers are needed to locate, close with and destroy the enemy through fire and maneuver.

Mobile Forward Base Establishment and Contact Drills

Situation: Reaper needs a place for armor and air to safely resupply and regroup. Similar to above but used in fastly developing situations where maneuver warfare is still viable.

Scenario: Training Reaper sets up an ammo bus (with AA loadout), minimum of two skyguards, two Prowlers, two Harassers. OpFor grabs mixture of Harassers and ESFs. OpFor conducts harassing strikes on the Training Reaper bus until it is burning. Training Reaper must destroy or otherwise negate all enemy forces or hold for a set amount of time.

Trainers should watch for: Proper tasking of training units by the SL to properly engage enemy forces (Skyguards and Prowlers maintain defensive perimeter while Harassers screen flanks and rear) Overall squad cohesion and ensure that Harassers do not overextend and get destroyed.

Special Grenades/CQB Contact Drills

Situation: There’s a ton of shit in a room/building and we’re having a hell of a time getting in.

Scenario: OpFor sets up in a building with MAXes, mines, medics and other typical hold situations. Training Reaper needs to use recon (infil) to scope out potential areas of assault and enemy concentrations. Training Reaper practices their communication, coordination and timing in the use of Smoke, EMP, Concussion, Flashbang and every other tool available to a standard BRTD infantry Reaper. Variations on this are infinite and limited only by the imagination of the trainers setting up the scenario. Set up a ‘king of the hill’ type event and fight until the trainees have got the timing and coordination down. Or at least the steps that allow the squad to establish that timing and coordination.

Trainers should watch for: Timing, coordination, cohesion and use of multiple entry points to assault through and clear enemy concentrations. Overall training should focus on speed, violence and surprise gained by fast and efficient flanking maneuvers (Hit both stairs on the double stack from the bottom as LA are hitting the roof).

Enemy Fortification Infiltration Contact Drills

Situation: There are times when the SL or PL has NO idea what the Reaper is about to drop/run in to. In these situations there is a desperate need for current and accurate tactical data.

Scenario: OpFor sets up around a given area/outpost/facility in a defensive posture. Training Reaper takes turns swapping out as infil and running point for a hypothetical assault. OpFor needs to kill the infil and destroy the assault. OpFor should shift to different positions or trainers should shift buildings/assault lanes to give each new infil an individualized scenario.

Trainers should watch for: The accuracy of the information provided to the SL. The ability of a given trainee to infiltrate enemy fortifications through the use of unorthodox approaches, timing and sound (hearing the infil cloak go on and off) discipline.

AV Turret Gunnery Contact Drills


Situation: There is a need for accurate, long range AV and the establishment of a static defensive/offensive position would not be overly detrimental.

Scenario: Training Reaper sets up AV turrets in a given area. OpFor pulls Harassers. OpFor drives around while the training Reaper shoots at them (Preferably while going ‘quack, quack, quack). Repeat until all trainees are comfortable engaging enemy targets at maximum range.

Trainers should watch out for: As with the Halberd gunnery drills, accuracy is what we’re looking for. Ensure that SLs and Squad Members are able to coordinate fire on priority targets such as incoming enemy AMSes. Ex: VS AMS to the South, aprox 200m. Name: YOLOFUCKNUGGETS. Standby to Fire. Fire.


Prowler/Lightning Gunnery Contact Drills


Situation: There is a need for mobile, accurate AV and the air is currently heavily contested or dominated by TR air forces.

Scenario: Training Reaper sets up Prowlers/Lightnings in a given area. OpFor pulls Harassers, Lightnings, MBTs and Buses. OpFor drives around while the training Reaper shoots at them (Again, preferably while going ‘quack, quack, quack). Repeat until all trainees are comfortable destroying enemy targets and are able to successfully engage on the move..

Trainers should watch out for: As with the Halberd and AV gunnery drills, accuracy is what we’re looking for. Ensure that SLs and Squad Members are able to coordinate fire on priority targets such as incoming enemy AMSes. (Yes, some of these are blatant copy/paste)


Mosquito/Liberator Gunnery Contact Drills


Situation: There is a need for air support/superiority and the ground is currently heavily contested or dominated by enemy forces.

Scenario: Training Reaper sets up Mossies/Libs in a given area. OpFor pulls Harassers. OpFor drives around while the training Reaper shoots at them (Yet again, preferably while going ‘quack, quack, quack). Repeat until all trainees are comfortable destroying enemy targets and are able to successfully engage on the without falling out of the air.

Trainers should watch out for: As with the previous gunnery drills, accuracy is what we’re looking for. Ensure that SLs and Squad Members are able to coordinate fire on priority targets such as incoming enemy AMSes. (Yes, most of these are blatant copy/paste)



Infantry Galaxy ‘Hot Drop’ Contact Drill

NOTE: ...
The overall idea is that when assaulting an area (on a strategic level), there are many times when you want to hit from multiple angles. Everyone knows about the recent change to Gals and Sunderers. One of the ways to utilize this change is to use one squad as a Mobile Infantry QRF (As outlined in The Document), One squad (Reinforced if possible, think of this as the Main Reaper) of Infantry to act as an ‘anchor unit’. This anchor unit works in coordination with any Reaper Armor assets to go do that voodoo that they do so well.
What’s the main difference now that we can spawn from Gals? Unlike the previous method where a bus is hacked out (Always a good idea!), the squad will focus on medics, engineers and HA/LA (and one Infil). How long can the squad hold a room or a building? Cut off in all manners but the Gal and Beacon. Think of this also, as how peopled used to use Gals in Planetside to boost people to the top of the roof of a tower, instead of spawning at the AMS they spawn right in the Gal.

Situation: With the recent change to the Galaxy (and Sunderer), there are many ways in which they can be utilized. Thus, this drill has an infinite number of variations. This manual will focus on the two distinct variations, the hot drop on a tactical level and on a strategic level. What’s the difference between a tactical and an strategical scenario? In Planetside 2, strategy mostly boils down to the OL saying “We need to fight on XXX continent for YYY reason” and the PL saying “That means we need to start with ZZZ facility”. Tactics is figuring out how to actually accomplish all that shit. How to take that gen, that point or destroy an enemy AMS.

Scenario: In a Tactical Manner - Setting up this scenario is as easy as putting a squad of OpFor in a double stack and having one squad of trainees in a gal, with a few TR trainers on the ground. Have the TR trainers and the SL of the trainees coordinate so that the trainees hit the roof of the double stack as the TR trainers assaults the ground.

Scenario: In a Strategic Manner - Again, you’re going to need more people for this drill than normal but it’s worth it. Given a squad of trainees in a Gal as mobile infantry, have a TR trainer or two contest a point (Simulated BRTD Reaper). Set the OpFor down a link in the lattice and have your trainees drop on ‘em. Trainees need to hold out long enough to resecure the point (in case of a defensive hot drop) or flip the base (in case of a offensive hot drop).

Trainers should watch for: Squad cohesion in both manner of drill. Again, the idea is that reinforcements will come from either the Gal or from a beacon. Instead of worrying about securing the objective, the AMS, and a lane from the AMS to the objective; the squad simply has to worry about securing the objective (either by being directly on or around, in an area where the squad has the best effect on the objective. It’s better to sit in a double stack NEXT to the point then in the open area ON the point.)
Prolonged squad cohesion is best, and will come with training and practice. The underlying philosophy is that even if the squad moves somewhat slower, but all together, the squad is more effective.
[/quote]
sounds fun!!! but will people do it?
 

Stryke

Fleet Commander
Veterans
Mar 4, 2013
861
232
43
[quote="Thunderstrike" post=29390][quote="Edgewalkr" post=29385]King of the Castle
We all know that Mesa type thing in-between Crossroads Watchtower and Xeno Tech Labs. Everyone drops on the top of that as light assault and then proceed to fight until only one remains, no C4 or grenades.

Variants:
Knife Fight - No guns or explosives, chainblades only
No Rules - Use any class you want, any weapons

Behind Enemy Lines
Everyone is dropped at the furthest point from TR Warpgate on a continent objective is to get back to TR Warpgate, only vehicle allowed to be pulled is a Flash, no respawning closer to Warpgate than you were at death, no redeploying.

Alternative: select an enemy warpgate and attempt to get there from TR warpgate, same rules apply


Predator
Everyone is packed into one base. Two teams, Soldiers and Predators, teams split so there is one Predator for every 6/8/12 (pick one) soldiers. Objective is to kill the opposing team, no respawning or limited respawning.

Infection Variant: Start with one Predator, every person they kill must respawn as infil and join the Predators, limited time event, Soldiers win if they are not all killed, Predators win if all soldiers are converted[/quote]

For that 1st idea we will get weap locked

2)
Code Word
Run a normal OP, but all people in leadership positions must give commands using code words as designated by outfit members. examples from the test run include:

Warpgate: Aids ridden third world country (Courtesy of Yorkist)
bio-lab: ball sack
recall: Ejaculate into
VS: crabs
Galaxy: skywhale

The result is that to drop a bio-lab the order given is, "ejaculate in to the aids ridden third world country and load up in skywhales, we're going to fight the crabs in allatum ballsack"... and yes i actually gave an order like that for i beleive Ikinam ball sack.

You are sick sick man Stryke :)[/quote]

i had no hand in suggesting those particular code words but as you can see it escalates quickly
 

YamiNoTenshi

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Nov 24, 2012
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Go to PTS, everyone pulls stock ESFs from whatever faction they want with fully certed rocket pods, meet up and plot a course and have a destruction derby in the air, only weapons allowed is rocket pods and ramming, last man hovering or first to finish a lap is the winner.
 

bpostal

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Apr 13, 2012
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[quote="BakaneSan" post=29402][quote="bpostal" post=29400]Turn 'em into skirmish style training.
Squad Cohesion Contact Drills

Situation: Squad members can end up scattered all over a base like chickens with their heads cut off. This results in them getting chopped to pieces one at a time.

Scenario: Given an outpost or facility of fairly linear design set up OpFor along a lane of assault. Have the training Reaper assault through such that the squad takes casualties and ends up split. If time is needed, start the exercise with half of the squad on point and the other half in the spawn room. Objective is to regroup the squad into an effective whole, secondary objective is the storming of the point.

Note: This is a different scenario from “We’ve got this base on lock and we’re just farming them” If that is the case then all the SL needs to do is ensure that the squad doesn’t overextend and is able group up at a given location, typically on the spawn room, cap point or SL.
As a SL you want to be able to give your guys some slack time and fun. Don’t overdo it though and let the guys pull whatever they want without askin, if you need to react quickly to a fight on another continent and everyone just jumped into armor then you look like a dick and everyone will hate you (even if they don’t say it, they do because you’re a bad person and let your squad too far off the leash and now you pay the penalty!)


Trainer should watch for: Ensure that SL stops at relevant points to regroup squad but does not stop long enough to be susceptible to counter assaults. Use and proper placement of squad beacons. Squad members are moving with a minimum of one other person at all times. Displaced ‘clumps’ of the squad are ‘grab assing’ to the other clumps until the squad is formed up.


Harasser Halberd Gunnery Drills

Situation: Enemy armor is advancing on a forward, lightly defended location. Enemy ground based AA are destroying friendly air forces. TLDR: There is a need for highly mobile, mid/long range AV

Scenario: Take your OpFor and training Reaper. OpFor pulls armor of all sorts and drives around while the training Reaper pulls Halberd Harassers and practices their aim. When a OpFor vehicle is on fire it is pulled back and repaired. Repeat until everyone is satisfied with their aiming and driving.

Trainer should watch for: Accuracy really. Practice is what’s going to help, not trainers.


Harasser Screen Contact Drills

Situation: There is a need for a highly mobile screening unit. (Screen in this case means “To slow down and/or fuck with anything that’s moving to our front, sides or rear.” The screening unit drives between the enemy infantry/armor and the BRTD Reaper).

Scenario: Training Reaper pulls a bus and some Harassers (loadouts dependant on current balance but should aim for short/med range AV/AI engagements). OpFor pull armor (Plus infantry if there’s enough of ‘em). The goal of the OpFor is to get the bus to burn, the goal of the training Reaper’s Harassers is to get the OpFor to fuck off.

Trainer should watch for: Proper coordination of all screening units. Use of flanking to gain the element of surprise and the use of extreme violence to create the utmost impact on the battle in the shortest amount of time.

Static Forward Base Establishment and Contact Drills

Situation: Reaper needs to get from point A to point B and there is a TON of enemy shit in the way. The core idea is the establishment of a forward operation base that can be held secure against enemy armor and air for use as a resupply/rally zone.

Scenario: Training Reaper sets up an ammo bus (with AA loadout), minimum of two Skyguards, one Prowler and two Harassers with HA and Engies. (Refine squad setup as needed) OpFor grabs mixture of armor and air. Objective for OpFor is to get the Reaper bus burning. Objective for Training Reaper is to destroy any OpFor elements or to hold out for a set amount of time.

Trainers should watch for: Proper coordination of all training forces by the SL. Identify ground based targets that are unable to be quickly taken out by forces in a static area (Ex: Magrider who keeps popping in and out of cover) such that the Harassers are needed to locate, close with and destroy the enemy through fire and maneuver.

Mobile Forward Base Establishment and Contact Drills

Situation: Reaper needs a place for armor and air to safely resupply and regroup. Similar to above but used in fastly developing situations where maneuver warfare is still viable.

Scenario: Training Reaper sets up an ammo bus (with AA loadout), minimum of two skyguards, two Prowlers, two Harassers. OpFor grabs mixture of Harassers and ESFs. OpFor conducts harassing strikes on the Training Reaper bus until it is burning. Training Reaper must destroy or otherwise negate all enemy forces or hold for a set amount of time.

Trainers should watch for: Proper tasking of training units by the SL to properly engage enemy forces (Skyguards and Prowlers maintain defensive perimeter while Harassers screen flanks and rear) Overall squad cohesion and ensure that Harassers do not overextend and get destroyed.

Special Grenades/CQB Contact Drills

Situation: There’s a ton of shit in a room/building and we’re having a hell of a time getting in.

Scenario: OpFor sets up in a building with MAXes, mines, medics and other typical hold situations. Training Reaper needs to use recon (infil) to scope out potential areas of assault and enemy concentrations. Training Reaper practices their communication, coordination and timing in the use of Smoke, EMP, Concussion, Flashbang and every other tool available to a standard BRTD infantry Reaper. Variations on this are infinite and limited only by the imagination of the trainers setting up the scenario. Set up a ‘king of the hill’ type event and fight until the trainees have got the timing and coordination down. Or at least the steps that allow the squad to establish that timing and coordination.

Trainers should watch for: Timing, coordination, cohesion and use of multiple entry points to assault through and clear enemy concentrations. Overall training should focus on speed, violence and surprise gained by fast and efficient flanking maneuvers (Hit both stairs on the double stack from the bottom as LA are hitting the roof).

Enemy Fortification Infiltration Contact Drills

Situation: There are times when the SL or PL has NO idea what the Reaper is about to drop/run in to. In these situations there is a desperate need for current and accurate tactical data.

Scenario: OpFor sets up around a given area/outpost/facility in a defensive posture. Training Reaper takes turns swapping out as infil and running point for a hypothetical assault. OpFor needs to kill the infil and destroy the assault. OpFor should shift to different positions or trainers should shift buildings/assault lanes to give each new infil an individualized scenario.

Trainers should watch for: The accuracy of the information provided to the SL. The ability of a given trainee to infiltrate enemy fortifications through the use of unorthodox approaches, timing and sound (hearing the infil cloak go on and off) discipline.

AV Turret Gunnery Contact Drills


Situation: There is a need for accurate, long range AV and the establishment of a static defensive/offensive position would not be overly detrimental.

Scenario: Training Reaper sets up AV turrets in a given area. OpFor pulls Harassers. OpFor drives around while the training Reaper shoots at them (Preferably while going ‘quack, quack, quack). Repeat until all trainees are comfortable engaging enemy targets at maximum range.

Trainers should watch out for: As with the Halberd gunnery drills, accuracy is what we’re looking for. Ensure that SLs and Squad Members are able to coordinate fire on priority targets such as incoming enemy AMSes. Ex: VS AMS to the South, aprox 200m. Name: YOLOFUCKNUGGETS. Standby to Fire. Fire.


Prowler/Lightning Gunnery Contact Drills


Situation: There is a need for mobile, accurate AV and the air is currently heavily contested or dominated by TR air forces.

Scenario: Training Reaper sets up Prowlers/Lightnings in a given area. OpFor pulls Harassers, Lightnings, MBTs and Buses. OpFor drives around while the training Reaper shoots at them (Again, preferably while going ‘quack, quack, quack). Repeat until all trainees are comfortable destroying enemy targets and are able to successfully engage on the move..

Trainers should watch out for: As with the Halberd and AV gunnery drills, accuracy is what we’re looking for. Ensure that SLs and Squad Members are able to coordinate fire on priority targets such as incoming enemy AMSes. (Yes, some of these are blatant copy/paste)


Mosquito/Liberator Gunnery Contact Drills


Situation: There is a need for air support/superiority and the ground is currently heavily contested or dominated by enemy forces.

Scenario: Training Reaper sets up Mossies/Libs in a given area. OpFor pulls Harassers. OpFor drives around while the training Reaper shoots at them (Yet again, preferably while going ‘quack, quack, quack). Repeat until all trainees are comfortable destroying enemy targets and are able to successfully engage on the without falling out of the air.

Trainers should watch out for: As with the previous gunnery drills, accuracy is what we’re looking for. Ensure that SLs and Squad Members are able to coordinate fire on priority targets such as incoming enemy AMSes. (Yes, most of these are blatant copy/paste)



Infantry Galaxy ‘Hot Drop’ Contact Drill

NOTE: ...
The overall idea is that when assaulting an area (on a strategic level), there are many times when you want to hit from multiple angles. Everyone knows about the recent change to Gals and Sunderers. One of the ways to utilize this change is to use one squad as a Mobile Infantry QRF (As outlined in The Document), One squad (Reinforced if possible, think of this as the Main Reaper) of Infantry to act as an ‘anchor unit’. This anchor unit works in coordination with any Reaper Armor assets to go do that voodoo that they do so well.
What’s the main difference now that we can spawn from Gals? Unlike the previous method where a bus is hacked out (Always a good idea!), the squad will focus on medics, engineers and HA/LA (and one Infil). How long can the squad hold a room or a building? Cut off in all manners but the Gal and Beacon. Think of this also, as how peopled used to use Gals in Planetside to boost people to the top of the roof of a tower, instead of spawning at the AMS they spawn right in the Gal.

Situation: With the recent change to the Galaxy (and Sunderer), there are many ways in which they can be utilized. Thus, this drill has an infinite number of variations. This manual will focus on the two distinct variations, the hot drop on a tactical level and on a strategic level. What’s the difference between a tactical and an strategical scenario? In Planetside 2, strategy mostly boils down to the OL saying “We need to fight on XXX continent for YYY reason” and the PL saying “That means we need to start with ZZZ facility”. Tactics is figuring out how to actually accomplish all that shit. How to take that gen, that point or destroy an enemy AMS.

Scenario: In a Tactical Manner - Setting up this scenario is as easy as putting a squad of OpFor in a double stack and having one squad of trainees in a gal, with a few TR trainers on the ground. Have the TR trainers and the SL of the trainees coordinate so that the trainees hit the roof of the double stack as the TR trainers assaults the ground.

Scenario: In a Strategic Manner - Again, you’re going to need more people for this drill than normal but it’s worth it. Given a squad of trainees in a Gal as mobile infantry, have a TR trainer or two contest a point (Simulated BRTD Reaper). Set the OpFor down a link in the lattice and have your trainees drop on ‘em. Trainees need to hold out long enough to resecure the point (in case of a defensive hot drop) or flip the base (in case of a offensive hot drop).

Trainers should watch for: Squad cohesion in both manner of drill. Again, the idea is that reinforcements will come from either the Gal or from a beacon. Instead of worrying about securing the objective, the AMS, and a lane from the AMS to the objective; the squad simply has to worry about securing the objective (either by being directly on or around, in an area where the squad has the best effect on the objective. It’s better to sit in a double stack NEXT to the point then in the open area ON the point.)
Prolonged squad cohesion is best, and will come with training and practice. The underlying philosophy is that even if the squad moves somewhat slower, but all together, the squad is more effective.
[/quote]
sounds fun!!! but will people do it?[/quote]

The how is easy. From my notes -

Take two squads, have one switch faction so we all don’t end up weapons locked. Find some corner on one of the ‘Not Indar’ continents and have your two squads fight each other like you’re a drunken Collin at a Colombian cockfight. After each ‘wave’ of fighting have them talk about how they can do better. Repeat until win or everyone hates each other.


OpFor drills require two squads minimum with at least one trainer and one SL per squad. For ease of setup one of the squads switches factions to NC or VS temporarily and an empty area away from a lattice is selected. Keep in mind that this doubles as SL training as well so the trainer should give the scenario with the SL leading the squad itself.

It should be noted at this point that any action will be seen by people with Reavers, Scythes and Mosquitoes. If the concentration of enemy forces is minimum (>6 people) then training should continue and the affected SL must adapt. Trainers should take note of these circumstances and tailor their feedback accordingly. It is also suggested that one or two BRTD members who are not directly involved in the exercise to pull an enemy ESF to test the reaction of the SL. Any members who do so, however, should only do so when coordinated with the associated trainer.

Platoon configuration should be Reaper 1 (Alpha Squad with SL), Charlie Squad with Alpha Trainer; Reaper 2 Bravo Squad with SL, Delta Squad with Bravo Trainer. When working with larger groups of trainees, the procedure is the same. Split the platoon into two groups and assign a trainer and a SL to each. Keep one squad (plus trainer) to a channel with the trainers coordinating in game or via mumble whisper.


Getting people to together to do it is the hard part. It's why all of my OpFor training initiatives have failed thus far.
Turning this into a fun little event and mixing it into MNM is the last and best hope for conducting OpFor drills.
 

Rolfsky

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Oct 19, 2012
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I've threw up a whole bunch of MNM ideas a few months ago (I think it was for Oct or Nov MNM, the one with the pistol duels) but can't remember the post any more. I think it was a thread started by bpostal.