Thursday, August 6, 2020

Military Tactics for PUBG Squad

Command & Control
A leader should be selected for each round and their authority as absolute for no inefficiency when implementing plans or directives. Discipline and obedience are imperative or else disorganisation will unfold as a far worse consequence compared to occasionally erroneous leadership. You may have a unique call sign for this role (e.g. Actual, 6-1, CP, CO, HQ) and prepare a second-in-command as a contingency for his demise. The commander will ensure momentum, organisation, loot distribution and firepower concentration whilst issuing competent orders, managing rally points and overseeing tactical movement.
Teams
Units should be divided into equal strength and desiginated codes for simplicity (e.g. Blue Team, Red Team, Alpha Element, Bravo Element). Roles may be provided for an individual. This will enable cohesion, concise orders and encourage a buddy system for people to attentively care for the partner on their team. Two units will comprise a team and enable many tactics to be implemented.
Fire and Movement
This is essential for a tactical triumph over a linear firefight from superior training/firepower, it involves the first unit distracting/suppressing the target whilst a second unit flanks their flank or rear. Optimally, units will flank both both flanks for an envelopment - coordinated simultaneously as support - to ensure no escape, counter-flanking and disperse their focus. You may practice drills with hypothetical positions to refine this technique situationally. The execution of an offensive may vary from an infiltration (covert flanking), breakthrough (forceful thrust forward before flanking), encirclement (aggressive flanking) and counter-attack (opportunistic assault once weakened) - circumstances often dictate this. There are circumstances when fortification or elastic defence may be preferable to any aggressive initiative.
Security
Each unit should have a sector to monitor as their responsibility and they'll provide attention in that direction. All units should have their sectors, divided fairly as angles between members, covered for full security as a perimeter: awareness in a 360 arc and ability to react accordingly. Furthermore, when a position is secured or occupied, one person should be designated to perform overwatch as a sentry for vigilance to never subside.
Rules of Engagement
There are three modes for response to contact visually - very much dependent on the enemy's alert level - and these are to ensure: 1) Units all have the right positions, 2) Maneuvers are prepared, 3) Units are following the correct stealth procedure, 4) Units engage simultaneously to maximize firepower, 5) Units have coordinated situational awareness.

Weapons Free: Engage at will. This is essential in CQC and active combat zones - there's no time for the aforementioned communication and danger is expected.
Weapons Loose: Engage at mutual contact. Engage when spotted and initiative must be acquired.
Weapons Tight: Engage at danger. Engage when fired upon and danger is imminent.
Weapons Hold: Engage at order. Engage when instructed from the commanding officer and disengage or conceal from any offensive actions.

Units should respect vital information being transmitted and never disrupt it.
Formation
Formations are crucial for immediately forming a line towards an encounter in a linear firefight and maximizing force concentration. A formation has three viable purposes: 1) Provide highest line of sights to all units, 2) Ensure the highest organisation, 3) Conceal numbers to the opponent's line of sight, 4) Easily rearrange units towards expected target for either a maneuver or line of fire. The composition - where each man is - should be based on individual firepower and where to leverage this effectively from availability of position. A formation is dependent on terrain, visibility, anticipated enemy positions and intent.

Formations normally recommended are: Column (high organisation, flank protection, vulnerability in incoming fire to front/rear along with rearrangement), Line (front/rear strength, side vulnerability) and Vee with extended left or right (highly adaptable - deduce benefits from previous examples).
Contact Report
Any visual contact - signalled with 'contact' verbally for priority in communication - should be reported immediately and concisely with the following information in order as a contact report: distance, direction, quantity and intent. Units should immediately assume combat positions. The information should be updated accordingly and a battle plan formulated through the rules of engagement. You should differentiate between separate contact reports to ensure full situational awareness.
Intervals
Intervals is the spacing between units for no clustered position in which units are collectively sprayed, suppressed or shelled. You should have an spread to detect and prevent any units in between you and be in range for either support by fire or medical aid. You may risk extending this for maneuverability.
Bounding Overwatch & Traveling Overwatch
Bounding Overwatch:
A covering movement - ideal in dangerous territory - in which units move whilst another remains behind to provide static cover in the event of ambush or flanking. The unit who've crossed proceed to do the same for the previous unit covering. Order of movement should be coordinated as a standardized protocol beforehand for each team.

Traveling Overwatch:
A covering movement - ideal in ambiguous territory - when all units move simultaneously whilst each team has has a interval to be detached from any focused ambush on one team to react without harassment.
Terrain
Saddle, ridge, defilade, chokepoints, valleys, river crossings, cliffs - these are all relevant for cover, lines of sight and vantage points. Units should navigate between them, exercise caution with new lines of sights which may have contact and utilize these for defensive purposes based on weaponry (i.e. CQC weapons would be ideal for a small, deep inlet in which contact would be forced at close-range from line of sights available). Deploy terrain analysis for funneling possible contacts and their respective line of sight. There are many available resources for movement instructions for a variety of terrain features/types and normally special purpose units are trained in each - mountain, tundra, arctic, rivers. Incidentally, you should avoid any skylining - silhouette visible to an empty foreground in all directions from the highest elevation.
Base of Fire
A unit may be assigned the duty of base of fire to monitor an assault by fire and it's to effectively: 1) Isolate units with suppressive fire, 2) Surveil for any additional incoming units to affect the assault, 3) Warn of any changes of movement to the position being assaulted.
Probing
Probing may be performed with fire or movement - provoking a possible contact to expose themselves - and is critical for intelligence to reduce the fog of war. It is a basic form of reconnaissance with the resources, manpower and assets available. You may also screen a position with direct observation and it is highly advised for any new line of sight.
Urban Environments
Towns should be cleared progressively in sectors - teams aligned as they perform to phaselines or reference points - according to junctions which divide sections, separated districts or outbound from secured regions. This may be executed clockwise, forward or anti-clockwise. You do not want any pockets to surprise you. Urban environments are multilateral as an area of operations and highly dangerous - pockets are common, ambushes are dynamic and the integrity of any frontline is difficult.

CQC assaults of urban compounds should be conducted with simultaneous breaches in multiple directions and floors cleared per level, each individual reinforced with a teammate behind in the event they're incapacitated - substituting their position - whilst multiplying firepower. You should be vigilant to any flanking from a secure perimeter. Alternatively, besieging opposing forces and flushing them with grenades is viable.
Cycling
Cycling is integral to overwhelm the morale and initiative of opposition with a barrage of firepower without intermission: all units should engage simultaneously, deploying all assets insofar as no conservation is necessary. Units must communicate any breaks in rate of fire to ensure firepower is consistent and focused.
Retreat/Disengagement
There are circumstances when an engagement is inconvenient (e.g. superior firepower/optics, impractical terrain, low supplies, wounded teammates, player zone) and the unit must break contact. A fallback point should be determined - preferably with a path beyond enemy observation whilst offering advantage with any pursuit - and the team retreats together or whilst a unit provides observation/suppression/smoke. You may alternate bounding between teams for consecutive retreat points as a methodical retreat.

Monday, August 3, 2020

Erangel building names guide (for calling out enemy positions more effectively)

Introduction
I had the idea for this guide after finding out that one of the weird buildings in this game is called Wizard's Tower by many players. It hit me that a standardized way to call each building type would help with spotting enemies accurately. Therefore, I set out to screenshot each building type and assign it a name based on its distinctive characteristics (if any). Alternative naming suggestions are provided. You may want to discuss with your squad which name you prefer to use in each case.

To feature in this guide, the only rules are that the building must:

1. Not be unique (e.g. hospital, school)

2. If not unique, the naming must not be extremely obvious (e.g. church, gas station)

That's it.

The names of the buildings are by no means set in stone, so if you have a better name for any of them, please say so in the comments.

This guide is a work in progress. I intend it to be a collaborative effort. If you have better pictures, alternative name suggestions, missing buildings, or anything else you would like to add, say so in the comments section below and I will include it, and add your name in the list of contributors. Missing buildings are especially wanted.

The same building type may come in various colors, so this guide focuses on the shape of the buildings rather than the coloring scheme. However, when communicating with your squad, I suggest adding the color as well for more clarity. If that particular instance of the building happens to have two different colors in the top and bottom, I suggest saying "bicolored" as its color. Examples of bicolored building images in this guide are the supermarket, manor and small 2-story.
Example of an effective call: "SE 30, 2 players behind the bicolored hotel"

You can click on any picture to enlarge it.

If you like this guide, please rate it so that it's visible for more people.

F*ckboy shed
Alternative names:
♥♥♥♥♥♥♥ shed
Butt hut
Toilet shed
Nut shack
Sh*t shed/shack (also used for the wooden shack)
Fap shack
P*ssy shack
Explanation:
F*ckboy shed: PlayerUnknown himself referred to these ubiquitous sheds/shacks as "f*ckboy" in an interview.
♥♥♥♥♥♥♥'s shed: because that's where your wife goes when you're not looking.
Sh*t shed, fap shack: for answering those calls of nature.
Toolshed
Alternative names:
Backyard shed

Explanation:
Unlike the f*ckboy shed, the toolshed contains metal racks inside, and it's usually found at the back of houses.
Wizard tower
Alternative names:
Harry Potter
Gandalf's hut
Mushroom house
Rapunzel
Muffin house
Hobbit house
Pot noodles
Pill box
Octagon
Clusterf.uck
Bell tower
Fort
Bungalow
Moomin house


Explanation:
For all names: use your imagination :)
Diner
Alternative names:
Restaurant
IHOP
McDonalds
Explanation:
Looks like a dilapidated diner found in Prypiat, Ukraine, near the site of the Chernobyl accident.
IHOP: An american chain of breakfast-oriented restaurants
Guard tower
Alternative names:
Toll booth
Explanation:
Toll booth: it is sometimes found in the middle of roads.
Watch tower
Alternative names:
Sniper tower
Sniper nest
Wooden shack
Alternative names:
Destructible shack
Hobo shack
Sh*t shed/shack (also used for the f*ckboy shed)
Explanation:
Destructible shack: At this point in time, it's the only building that can be destroyed by vehicle ramming or explosions.
Bedouin shop
Alternative names:
Tented shop
Café
Iraqi (building)
Explanation:
Bedouin shop: It is a shop in the ground floor, and bedouins (desert people) make tents.
2-story shop
Alternative names:
Fish n' Chip shop
Explanation:
2-story shop: It is a shop in the bottom floor, and has 2 floors.
Fish n' Chip shop: "being a common style of house for the asians owning fish n chip shops in New zealand"
Supermarket
Alternative names:
Sh*tmark

Explanation:
It has supermarket-style shelves in the ground floor. Different from shops because it is much larger.


Upstairs:

Greengrocery
Alternative names:
Vegetable shop

Explanation:
The shelves inside seem to be designed to hold vegetables.
Fused garage
Alternative names:
Empty garage house
Garage house
Explanation:
The garage has been fused with the house, and it never spawns a car inside.

Image of its back side. Notice the distinctive "inlaid" door separating the garage and house sides:











Pictures of the interior:

Triple / Weasley
Alternative names:
Fringe-roofed house
Hairdo house
Batman
Dr. Seuss house
Candy house
Explanation:
Fringe house: The distinctive curved roof on one side kinda looks like a jazzy hairdo.
Weasley: in reference to the Weasley family's house in Harry Potter
Triple: Is the most distinctive house with three floors.
Attic house
Alternative names:
The eye
Explanation:
It has a tiny attic with a single circular window, like an eye.

Hut
Alternative names:
Cottage
Manor
Alternative names:
Estate
Stacked loot house
"Mansion" is not recommended as it is an unique building.
Magic house (due to the amount of good loot inside)



Explanation:
It is relatively big and has a distinctive small porch at the front, atop the main door, which makes it look stately.
Stacked loot house: I've been told it consistently has good loot.

Barn

Alternative names:
Farmhouse
Longhouse
Longhut
Hotdog house
Explanation:
Commonly found in farms.


According to a user, the Flat's interior is also a possible Barn interior:

Flat


Alternative names:
Flat-roofed house
Refugee camp (don't ask me!)
Explanation:
Is only one floor. Has a huge flat roof.

Picture of the interior:

Premium flat / The square
Alternative names:
None so far.
Explanation:
The square: It is quite square in shape, has 2 floors and a flat roof.
Premium flat: has a big flat roof like the house named "flat", but is 2 floors.

Small rectangle
Alternative names:
Small brick house

Large rectangle
Alternative names:
Big brick house

2-story
Alternative names:
Small 2-story

Explanation:
In my opinion, this is the most common 2-story house design.

Large 2-story
Alternative names:
Normie house

Hotel
Alternative names:
Long balcony house
Terrible building
Useless house
Explanation:
Terrible/useless house: it rarely ever has good loot in it.


Mini balconies
Alternative names:
Mini balcony house

Explanation:
Has two very small balconies on one side.

Picture of its other side, where there are no balconies:

Warehouse
Alternative names:
Depot
"Hangar" is a different building found in the military base.
Explanation:
Contains many crates inside.
Plank house
Alternative names:
Banana house
Lego house
Yellow house (caveat: they are not always yellow!)
McDon house
Camper's playhouse
Gypsy house/camp
San Andreas house
Explanation:
My limited testing indicates that these are always made of horizontal wooden planks on the outside. Has a distinctive interior.


Picture of the interior:

Conclusion
Once more, this guide is unfinished and any extra data or suggestions are welcome, especially new building types.

The following people have contributed to the guide so far:
- KhanofLegend
- KingGreen
- Arsen
- AbraxxasTV
- SoulCleave
- Sucy Q
- Recipro_
- ElSpicyTaco
- DarksidEE
- FrosTy
- lateMetal
- Smurph
- camelman81
- SampleMagpie
- savage shiba inu BETS.gg
- SpyGuy
- acethedog17
- WhaitingForJensenToKHS
- Make Frogs Straight Again
- Skull
- ★ Tagback
- omaha shin darude
- Billy Bob Joe
- muTe
- uNco
- FishFrogFatty
- IamKahu
- Clockwork Onion
- L3X
- Game Mode Kuja
- noob noob
- Mr Jay
- KRÜMS LV
- ExecutorQ3
- Verq
- PadenS
- sitkeasissi
- ImpossibleZ
- Fueledbycancer
- Flash@hOme2017
- WuTang
- The Dark Knight