succeed, in some situations it is even more preferable to have a single operative acting behind enemy lines. In TF2 the success of these �single-operative actions� will become very low. Larger teams, squad structure, overview, and bigger maps will make single actions prone to failure. A commander should therefore be able to direct and guide his different squads through the theatre of operations with a whole encyclopedia of tactical knowledge. Not knowing anything about tactics will hamper the commander and more importantly, the team. 1. Speed, Speed, Speed. It can�t be said enough, the possibilities of TF2 encompass all that is needed for a high-speed game. Troops (with the assistance of their commanders) will be able to ascertain enemy positions quite quickly when compared to TF/TFC. 2. Do not allow the enemy to re-organize. After throwing back an enemy squad immediately start the pursuit, do not try to get a front together as an operative. The commander should worry about back-up. The operative should move forward. 3. First in position means last one standing. The commander who is able to move his troops into position first will have command of the field. In TF2 commanders will be able to set up swift and accurate defensive and offensive positions due to the overview. 4. Keep a dynamic front. the enemy will be able to spot you, and as is presumed, also be able at certain moments to ascertain the number of your troops. Taking into account the fact that we are not talking about maps the size of Kansas it means that the enemy commander will be able to deal blows at any given point with his troops, if he keeps them organized. 5. Outflank rather then direct. Again, the enemy will have the same field of vision you have. If the enemy sees you do not go head on into battle: the enemy will have ample opportunity to retreat into a favourable position and await your attack. Rather swing round and attack from the side or from the rear. |