Authors note: I originally wrote this strategy guide for Day of Defeat: Source, but these ideas can be used for almost all team-based FPS games. As an IT Manager, I've been developing strategic plans for many years as they relate to the business world. I've also been a big fan of playing in leagues on FPS games. This guide is an attempt to combine these two talents into one document.
Overview
In combat, the side that is better trained wins.
The only way any clan can hope to win a match is via a detailed tactical operation. The opposing clan will have the same number of soldiers and access to the exact same weapons. We can even assume that each clan will have comparable people behind the screens and keyboards. The factors that will give a clan an advantage is intelligence gathering, well-planned tactical maneuvers, and careful observation of where the enemy is or possibly could be.
All matches should be approached under the assumption that the opposing clan is as well trained and disciplined as you are. However, most clans have one basic strategy that they use throughout the entire scrim. By constantly changing tactics during the scrim, you can hopefully confuse and then overwhelm them.
As a clan gets more experience as a team in fighting scrims, the primary objective can switch to actually winning some matches. However to begin with, the emphasis should be on the planning process, the CO generating and issuing orders, intelligence gathering and the execution of any tactical plans.
The Day of Defeat: Source game (or most FPS games) are based entirely on non-linear warfare…and this is where you can gain an advantage. By analyzing the design of the games and how individuals react within these boundaries, certain patterns emerge from the vast majority of players. For instance, when an opponent kills a teammate the first they do is reload. By attacking at this precise moment, it’s easy to rack up another kill.
Every experienced clan member is going to have certain ideas about various maps. For example, you're going to have people say that the best strategy is to "get the bridge" right away. Another good player however, will say to ignore the bridge and go for the other flags first. The truth of the matter is, all of these ideas are valid at some point. A clan simply needs to determine when is the best time to utilize what strategy.
Definitions
CO – Commanding Officer
Every match/scrim will have a CO. This person will be responsible for deciding key tactical maneuvers.
Column or Side
A column or side is a generalized path to the opposing flag. Most maps have a “left”, “center” and “right” column/side.
Nade
Grenade.
TK – Team Kill
When a person kills a teammate.
First, Second, Middle
The flag number, from our perspective. This can also be used to describe an opponent’s flag: Their first.
Strategy
The best strategy begins with having a CO (Commanding Officer) for every practice and scrim. This individual will speak on behalf of and be responsible for the entire team. They will decide the general approach to the scrim and which tactics to employ. They may even decide to stay out of the match and communicate with the group on TeamSpeak or Vent only. (I’m currently not aware of any league that doesn't allow this.)
The primary reason to have a CO is to develop the ability to modify or change the tactical approach during the match. Instead of everyone running around and trying their best, the ability to work together as a team is going to give you a huge advantage over the opposing clan.
To develop this strategy, you have to break down a match into key phases. Not all matches have to include all phases, as this will be at the sole discretion of the CO. The key phases are Initial Assault, Intelligence Gathering, and Tactical Maneuvers. Each of these phases is discussed in detail in this document.
At the end of each scrim, the CO will conduct a “Lessons Learned” session, where each team member will be expected to detail any pertinent information that contributed to the victory or loss. This information will then be processed and analyzed to develop new strategies for the next scrim.
Phase I - Initial Assault
The group should initially be organized into small squads, to keep moving against expected light opposition. Depending on the map, the CO may also request certain individuals to stay on defense.
Generally with a six to eight man team, you can expect the opposing clan to equally divide up the team and send them out along all columns. For instance, two soldiers go up the left side, two handle the center and two cover the right side.
Low Profile
This tactic allows the team to get into position and then advance. This should generally be used against another clan that we know will be difficult to beat.
High Profile
This tactic means that you hit the opposing clan will full force, immediately upon the beginning of the match. The idea here is to catch them off guard and capture as many flags as possible during the first minute of the match. This will hopefully have a negative psychological effect on the opposing clan or at least warrant them to assign more soldiers on defense.
The CO should decide beforehand whether the team will engage in a “Low Profile” or “High Profile” initial assault. If we don’t know anything about the opposing team, generally the CO will want to proceed with a High Profile assault.
Phase II - Intelligence Gathering
The CO will need feedback within the first 3 minutes to assess the tactical prowess of the opposing clan. This will give him or her enough information to formulate a good strategy for that particular match, which almost always has to be a “fluid” decision. (The exception to this is when the opposing clan has no idea what they’re doing, at which point you can just have fun and easily win the match.)
Immediately into the match, everyone must begin thinking about how the other clan moves, how well they work together, how they react under intense fire, etc. Once we hit the 3-minute mark, the CO will take the next 60 seconds and ask certain individuals for feedback on the opposing clan. Everyone must be prepared to give an answer, which is on a scaling factor from 1 to 10, with 10 meaning that we’re probably going to get beat. Keep in mind that at this point in the match, you're simply gathering intelligence.
Based on the feedback, the CO will then ask for further data and recommendations on how to proceed. If you see a weak defense position, you’re probably going to rate the opposing clan as a “5”. This will signal to the CO that by simply fortifying that particular column, the clan has a better chance at capturing more flags. Another member may rate the defense as a “9”, which means that you’re probably not going to break through. In this case the CO can abandon the offense on that column and move the troops over to the weaker column. This means that their best player is now going to sit around doing nothing.
The CO will use this information to measure situational responses, which will enhance your ability to develop alternative courses of action. Remember, the opposing team will probably use the SAME STRATEGY for the entire 20 minutes of the match. The ability to assess and then MODIFY your military tactics will give you the advantage.
Phase III - Tactical Maneuvers
Communications
Everyone in the scrim must have TeamSpeak or Vent. No exceptions. Without the ability to communicate, you can’t gather intelligence, issue tactical commands or change strategy during a match.
Chatter must be kept to an absolute minimum. Any unnecessary chatter causes confusion and distracts the other players. It’s not the time to whine about how you got killed or if you think the other team is hacking their way to a victory. Also, if you team-kill (TK) a clan member, don’t worry about saying you’re sorry. Unfortunately TK’s are part of the game and you’ll have plenty of time after the scrim to explain how you panicked and thought that they were one of the bad guys.
Every time you get killed, you HAVE TO make an announcement, even if you’re the victim of a TK. When you get killed, simply announce that you’re down, how many opponents are advancing and their location or where you think they’re headed
MoJo: MoJo down. Two coming thru middle. I think one guy has an MG.
Nades
Nades are extremely useful and I've never seen a clan utilize them to their full extent. If you die and you have any nades left, you've probably under-utilized them. I've also seen players routinely throw nades hoping to get lucky. They have no specific target in mind. Sometimes it works and sometimes they end up with a team-kill. Most of the time they simply waste a nade.
Smoke nades are highly effective against a sniper or a group of soldiers. There are maps where keeping an area “smoked” is a good tactic. I also like the idea of smoking a flag right before it's captured or in the path of an MG or Sniper.
Sometimes a flurry of nades can confuse the enemy. This should be done at the discretion of the CO.
Position
There may be several times throughout the match, where it’s advantageous for everyone (or a particular squad) to get back into position. This tactic means that upon respawn, you simply take your original position and wait for the order to “engage”. This allows you to have all 6 or 8 soldiers fighting at the same time.
Having each soldier respawn and then jumping right back into the match, results in a clan only having 80% of their team actually engaged, as usually one or two soldiers are dead. Hopefully the opposing clan will follow this pattern.
The CO will generally order everyone to take “position”, immediately prior to issuing another tactic.
CO: All squads take position.
“Chain” or Linear Movement
When assigned to a two or three soldier team, the group should advance in a vertical linear fashion with anywhere from 10 to 30 feet between each person. If the soldier ahead of you is ambushed and engages enemy fire, in most cases the best strategy is to simply wait. Rushing forward and firing will only make you a better nade target. It’s more important to stay focused on your primary mission and the overall tactic issued by the CO.
Once the soldier ahead of you eliminates the threat or is killed, you can then continue to advance or wait until your team member has respawned. Any remaining enemy soldiers will be seriously damaged so that they are easily eliminated.
CO: Echo Squad; take position and then chain up the middle.
“Sweep” Movement
This is when two or more soldiers advance as a horizontal line with 10 to 30 feet between each person. This is highly effective during a mission, as the enemy is faced with multiple targets and generally can’t decide what to aim at.
CO: Alpha Squad; take position and then sweep up the right side.
Chained Thunder Run
This is where 100% of the team switches into “offense mode” and moves through the same column to completely bombard the opposing clan in an attempt to capture the flag. After each death and respawn, the soldiers will continue the chain and move through the same column until the objective has been achieved or until told otherwise by the CO.
At this point nades are probably the best weapon of choice, although this decision is left to each individual soldier. A smoke nade and then a regular nade should be thrown. Again, these nades should be thrown as the soldier is preparing to run into enemy territory. Good communication is important here, because there’s no point in two soldiers throwing a smoke nade at the same time.
Each soldier should be paced about 10 to 20 feet apart at all times. If you see the soldier in front of you stop (because of a fire-nade or a battle), you must stop as well. Do not advance, as this makes you an easy nade-target, although you can fire from where you stand to assist in the battle. The exception to this rule of course, is when the soldier in front of you tells you to move forward. In this case, you must trust that they are aware of special circumstances that call for this exception.
Upon respawn, each soldier is in “offense” mode and should ignore our flag. It is expected that the opposing clan will place all of their resources into “defense” mode.
This tactic is generally used when the opposing team is trapped in their spawn and you’re trying to capture the last flag. However, this maneuver can also be utilized at the very beginning of a match, in hopes of catching the opposing team off guard, or when you are severely behind in the match and need a small miracle.
The strategy behind this tactic is to simply out-number the opposing clan. By choosing only one column from which to attack, we’ve already “taken out” probably two or three soldiers that are defending the other columns. This is why this particular tactic can only be used for a short duration.
CO: All squads; chained thunder run up the left side and capture their first.
Strategic Strike
This is where the CO will order a specific enemy “position” taken out. Because the enemy can respawn fairly quickly however, this tactic will be rarely used, unless it is in conjunction with another tactic.
CO: Sniper; take out the MG on the right side.
Simultaneous Strategic Strike
This is where all offensive soldiers attack from two or more columns at the same time, with as many nades as possible. Because each soldier likes to outfit his slew of weapons beforehand, each of us must practice altering the type of nade we have during the course of a scrim.
Once all soldiers have respawned and are equipped with nades, the attack must be executed all at once and at the exact same time. The effect of “surprise” is the primary objective here, as it is most likely every soldier will be killed after they launch their nades. Any survivors of course are expected to continue fighting and possibly going for the flag. This tactic can be used immediately prior to the Chained Thunder Run or when the CO wishes to confuse the enemy.
CO: Alpha left & Echo right; simultaneous strategic strike.
Defense
The tactic here is to actually avoid combat, stay alive for as long as possible, and do whatever is necessary to protect the flag. Each soldier assigned to defense should avoid open areas or areas with a lot of fighting. You should always be hiding and/or camping. Do not engage the enemy until they are on the flag.
Depending on how many people are allowed in the scrim, there will typically be one or two people assigned to defense. If only one enemy is attacking the flag, there’s no point into both defense people engaging combat. One person should engage the enemy. If they die, the other defense player is fresh and can defend the flag. If the second defense person is taken out, we can assume the enemy is low on health. Hopefully by this time the first defense player has respawned and can easily take out the opponent.
Everyone assigned to defense should try to stay as “healthy” as possible throughout the assignment. Remember—it’s more important to stay alive than it is to protect the flag. If you’re alone, low on health and see three enemy soldiers advancing, you’re better off calling for backup. You can’t protect the flag if you’re dead.
CO: All Squads; watch our second!
Snipers & Logistics
On an efficiency scale, snipers are the best weapons you have at your disposal. With an assault rifle, you sometimes have to fire several rounds into the enemy before they’re dead. A sniper on the other hand, can kill with one bullet.
The main tactics for a sniper is to choose a good shooting position, get to it unseen and remain unseen for as long as possible. To further confuse the enemy, the sniper may want to move to another hiding spot after 2 or 3 kills.
To further enhance the snipers ability, they need constant feedback from the field. By using better reconnaissance and observation on the battlefield, each soldier can provide the sniper will valuable data. There may even be cases where you can hide and let an enemy soldier run by you, knowing that the sniper will take care of them later.
Because the sniper can take out targets from a distance, even if they are killed they can generally respawn and get back into position before the enemy has a chance to advance to the flag.
In addition to efficient killing, the use of a sniper along a column has a psychological effect upon the enemy, in that after so many kills, they end up with a “hopeless” feeling of traveling along that column and may abandon it altogether.
Even the soldiers, who are classified as non-snipers, can utilize sniping tactics.
Defensive-Offensive Maneuver
This is an attempt to convince the opposing team that you are weak along a predetermined column, hoping they will advance further into your flag territory. By having the majority of your team assume defensive positions along this column, the opposing team will develop a false sense of security and push closer to the flag. Even those soldiers along the column should let the opposing team pass, under the assumption that the defense team will take care of them shortly.
Once the enemy has advanced into your territory, the defense team converts into offense mode and takes out the enemy. This tactic is especially useful when the flag is deep within your respawn area.
Scrim Strategy 1
Before you start a scrim, it’s important that you have a CO (Commanding Officer). This person will make all decisions regarding the match and assign positions to all players. The following is a general starting strategy:
Defense – 2 people
You best players should be on defense. If all scrim players are of equal ability, the two people with the worse (highest) ping should be assigned to defense. This is also a good position for new players or those not familiar with the map. Generally the CO will play defense, as he/she can better command the match from this position.
Offense – 2 people
These two people should have the best (lowest) ping. Their objective is to get as many flags as possible. Even if any of your flags are threatened, they must stay focused on their primary objective and ignore any defense positions. (When the other team has your flag or is about to, it’s usually a good time to get their flag.)
Defense/Offense – 2 people
These two soldiers have to be flexible enough to handle both offense and defense play. These two will spend most of their time attacking the opponent and occasionally help defense, should the need arise. When the CO shouts “DEFENSE” or “FLAG”, these two players will help protect the flag.
One person from Offense and one from Defense/Offense will form Strike Team Alpha. The remaining two will form Strike Team Echo. This is known as a Cross-Functional arrangement. The Offense will lead the strike, with the Defense/Offense staying about 20 paces behind.
It’s not necessary to engage every enemy you come across. You’re primary objective is decided by the CO. As already mentioned, there are many times when it’s advantageous to hide, let the enemy run by and then proceed to their flag. Of course, announce to Defense that they’re coming and have faith that they’ll be taken out.
Strike Team Alpha will attack along the left side and Strike Team Echo will attack along the right side. Both strike teams can also run up the middle. If you have an 8-man team, you may even want to divide everyone up into three squads: Alpha, Echo and Geek squads.
If anyone has specific ideas about specific maps, they should post these in the clan forums for discussion. This is how tactics are developed. If everyone puts their heads together, you can develop multiple tactics for each map.
"MoJo is a 43 year old IT Manager from Southern Michigan and plays online about 3 hours every day. For those interested, his personal blog can be found at www.MoJoPokeyBlue.com."