I use this ALL THE TIME, and I wrote this right after leaving 762 on 120 player server.
There were 110 people
I think its a basic lack of faith that FH2 can EVER use real war strategy, but fact is, it DOES.
Weapons are generally used as weapons would be. Not in perfect reality, but the combined effect
is more like the real combined effect than each part is, as are the use of vehicles, so the gameplay follows
similar rules.
For instance, if you are sensitive enough, you WILL notice that the enemy attacks, attacks, attacks,
and if you manage to hold off waves of attacks, their attack fails, because players get tired of attacking the same way and failing. While they regroup to try another apporoach, the initiative is yours.
THAT is realistic strategy.
Its lack of faith in that why people play on the side. Sure you can rake up kills, but you can't both rake up kills and take objectives.
Check out the 2 vids I posted and see how kills can be scored using coordination. It works!
BARRAGE-FLAVOURED CHARGE
Immediately after an arty barrage, an aggressive attack is more likely to be successful than without.
Simply because, the defenders would be depleted.
Those that survived would have retreated for cover, removing their defensive wall, reducing them to indiviuals.
Their defensive weapons i.e. mgs and AT guns would likely be gone.
*These are most useful on strong defensive points with natural defenses like Gazala, Sidi Bou Zid, Sidi Rezegh's 88 base and Siefge of Tobruk
Coordinate with arty. And try to do a better job than a competent enemy that knows this fact.
It helps when you can maintain the initiative.
BARRAGE-FLAVOURED RETREAT
On maps like Point du Hoc, where the defensive line is clear and can be held at all points,
when a flag is lost and not open to recapture, retreat under commander arty or close-quarter arty.
It, makes retreating more survivable.
It is good payback to the attackers
It buys you time to regroup
It may eve remove the initiative from attackers that until this point, had it and places the next move firmly in the defenders hands - To counterattack or stop the advance right where the defenders stand.
CHARGE, SMOKE AND CHARGE!E
Very often, a small group of soldiers are holding off a larger force of attackers (This only switches at the last defensive flag). This means, attackers can actually overwhelm defenders by simply charging in.
There is a ratio required for this to be succesful as a rifleman firing a bolt action rifle may not be able to down enough enemy before he is overrun. But an mg might be able to.
Attackers can further increase their chances of charging in using smoke, making themselves less targets until they are almost on top of the enemy. Making their numbers count for everything.
Probe the defensive line first to know where mgs are located, infantry are located and where the fewest number of enemies are holding, then move in charging on that, moving in ahead of your squad leader, who would be smart NOT to dress like a squad leader in such instances.
A well oiled system
If you are playing the role of squad leader, play your men to their best ability.
1. Comms open - Use VOIP if you can, use txt otherwise to make it clear your intentions. most 'Pubbies' are looking for role-playing too and are happy to play their role.
2. The Spoils - A good leader knows his team survives not just on respect for his rank, but the functionality of his role and the ability to use to get more kills for each player and see more action.
Don't be an absentee-squad leader or go flying in a one-man plane.
3. Sit back and relax - It would take several attempts to break through a defensive line bristling with guns and held by an equally matched squad. It take a smart SL and a good eye to appreciate the flow of the battle and find a safe zone from which to spawn your squad.
Stay hidden and out of the way of sharpshooters, artillery and grenades. But be flexible to keep moving, presenting your men with an increasingly tactical position to attack from, as well as outmanoeuvring an equal competent squad.
If you spend more time dead than anyone else in your squad, you are doing it wrong.
The best SL doesn't die in a firefight. He falls back, flanks the enemy and respawns his squad where they are least expected. And when all fails to breakthrough, he silently falls back; the enemy never the wiser to his presence.
The proof of the pudding is in being able to face an agressive firefight with grenades, a competent squad and a proficient SL, who are constantly looking to exploit weakness or a marauding tank driven by a player who knows his tank only too well... And yet, despite having spawned all your squadmates more than once, being able to survive and prevail.
Be able to defend yourself. A squad leader, a good squad leader, needs to be, himself, a competent soldier who knows how to optimize his terrain and his weapons to his best advantage even taken down 2 or 3 enemies when his entire squad is lost, and hence not losing his foothold.