I'm not sure that this is the right Forum, but if it's the wrong place, move it please to wherever it goes.
I understand from reading the post - haven't played the RO Mod or any other UT games - that the way the games are played is that someone makes up a "map", which includes both a map and the battle specifications. That is, whether the battle is pure infantry, pure tank, or combined arms; what the objectives are, what the number of players assigned to each side are, any limitations of weapons choices (no King Tigers in a pure infantry map), and others of which I am not aware. Also there are "clans" - more or less permanent player organizations - in TO:O and in the various mods. Also, that each side is limited to a maximum of 16 players per battle and it is possible to have some spawning limitations in the battle depending on what the mapper wanted the battle to be.
So, has any thought been given to what organization would work best, given the basic limitations? There can't be more than 16 soldiers in the battle on our side at once. There are limitations, generally, of pure infantry (I take it that means no AFVs, but are halftracks or assault guns permitted?), pure armor (no infantry; right?), and combined arms (in whatever combination or mix the mapper wants to be played; right?). Are there any other limitations that aren't options chosen by the map maker? Or, ones that would affect organizational choices? I'm a complete noobie to this stuff in TO:O.
Should we use historical rifle squad organizations? Should we make up our own? Should we organize as an infantry platoon limited to a total of 16? A single squad with supporting weapons? I'm going to look up the Soviet and German squad compositions and post something that resembles those organizations through most of the war in the East Front. While I'm looking that up, what has worked best in the RO Mod? I understand that's been in play for some time now.
I understand from reading the post - haven't played the RO Mod or any other UT games - that the way the games are played is that someone makes up a "map", which includes both a map and the battle specifications. That is, whether the battle is pure infantry, pure tank, or combined arms; what the objectives are, what the number of players assigned to each side are, any limitations of weapons choices (no King Tigers in a pure infantry map), and others of which I am not aware. Also there are "clans" - more or less permanent player organizations - in TO:O and in the various mods. Also, that each side is limited to a maximum of 16 players per battle and it is possible to have some spawning limitations in the battle depending on what the mapper wanted the battle to be.
So, has any thought been given to what organization would work best, given the basic limitations? There can't be more than 16 soldiers in the battle on our side at once. There are limitations, generally, of pure infantry (I take it that means no AFVs, but are halftracks or assault guns permitted?), pure armor (no infantry; right?), and combined arms (in whatever combination or mix the mapper wants to be played; right?). Are there any other limitations that aren't options chosen by the map maker? Or, ones that would affect organizational choices? I'm a complete noobie to this stuff in TO:O.
Should we use historical rifle squad organizations? Should we make up our own? Should we organize as an infantry platoon limited to a total of 16? A single squad with supporting weapons? I'm going to look up the Soviet and German squad compositions and post something that resembles those organizations through most of the war in the East Front. While I'm looking that up, what has worked best in the RO Mod? I understand that's been in play for some time now.