I will try to be as comprehensive with this as I can be, and answer any question or concern that people will have with this idea. I will occasionally clean up this document if the wording is still unclear or difficult to read. Supplies which you are going to be burning through in a siege.Edit: I Have migrated the details of this suggestion into this google document for ease of reading. Medics are especially important in this case because they directly prevent your team from using up S.
Refer to the Builders role for how to properly make walls and defenses.
The golden defense weapons are Mortars and RPGs because they can easily repel vehicles. You will not be able to hold a city for long if it does not have enough defensive structures OR they are set up poorly. The first rule of defense is preparedness. Dedicated HMG Infantry for infantry suppression.Dedicated Mortar Infantry for half-tracks and entrenched enemies.You'll need to be ready if they counter push. Transition a significant portion of your attacking forces to building for these to go faster. Before continuing the push make sure sufficient defenses have been built including AT Turrets, Pillboxes, and Walls. Of important note: The most important thing you can do before pushing is fortifying the town you are leaving. Perform these tasks and it will be a matter of time before the town hall falls and you can begin fortifying the city for yourself. Blocking them from theirs scrap fields is also advisable. Ideally you want to surround and cut off the towns re-supply. Builders begin to build around the enemy town at a safe distance. Destroy as many spawn buildings as possible on your way to the town hall. Using a half-track instead of a HMG squad is advisable as well. When attacking a town, use grenades and Mortars to demolish defenses. You wait for your Builders to be finished before moving up or you will get pushed off very easily. Builders secure the path behind you on either side of the road and at choke points. When pushing out from friendly territory you capture areas with infantry moving very slowly. 2 dedicated AT Infantry/Mortar InfantryĪttacking and Pushing both follow the same basic formula.6 Rifleman including the first and second leaders.2 dedicated AT Infantry/ Mortar Infantry.Generally speaking these roles are flexible but require certain roles at all times namely Medic and AT Infantry. This is made possible with Scrappers and drivers.Īttacking and Pushing operations sort of go hand in hand. Supplies at each FOB or town hall to even be able to spawn. Yes it isn't very glamorous but it is how wars are won.Įach and every operation also requires available S. You need people doing both of these roles ALL THE TIME. Without a few of your players doing these roles your operations will fall flat almost immediately. I really cannot stress the important of scrappers and logistics.
Small group of dedicated Logistic drivers.There are community Squad Roles in Foxhole but there have been a few soft ones developed that work very well together. I am assuming we are using 10 man squads for operations. The following guide can be scaled appropriately with the threat and type of operation. Calling out a contact is not an order to the squad to engage.
Also keep in mind your squad leader may not even react. Nothing is worse than someone shouting THEY'RE COMING THEY'RE COMING with no other information.