Invasion is a game mode that helps squad leaders understand how to play the Attacker. To give a better understanding about capture, tactics, reviving ticket loss, and time management.
It's a Marathon, not just a sprint
Parameters & Initial start
This guide will hopefully give you a better understanding of Invasion. It's the most difficult map mode to both Squad leader skills, and team survival. It is a monumental task because you know you will lose if your team doesn't get the final map.
You will attempt to capture all enemy flags (usually 5). The first flag could be the decisive factor in the map's outcome. While you may not know the flag that will be the first, you do know that it will be the most difficult. If you have a map that is large enough to be able to rush the first Flag, it might be worth it.
It seems like 200 tickets is a lot. But, considering that the enemy has 900 tickets, it is almost a 5-1 advantage. You will need to buy at least 5 tickets for each enemy who wants to win in a death match. This may not seem like an impossible task but if we compare it to a normal game, you will see that it is rare for infantry squads to have a 2:1 K:D.
Your squad should be concerned with your Deaths, not your kills. The defender can relax and not worry about their deaths, but he or she should still aim to win kills (taking tickets).
You have 120 minutes for victory. This means that you will have to flag in 24 minutes. This isn’t as bad as you think. Large maps can take you a long time to travel. Although you may be apprehensive about buying more tickets in the beginning, it is a good idea to keep that in mind.
It's enough to know that you're playing Invasion.
— ———- "Medics are vital to your squad and team. ———- —
First flag tactic, Keep it simple
This is my favorite strategy for delivering the infantry/enemy Hab to the flag and clearing the area. It requires very little setup time for the enemy. Also, you are removing the enemy's spawn and leaving them with few options to reinforce or hold. A lot of pressure is placed on the enemy by having big weapons and armour on the flag. A lot of RPG fails are due to the lack of arming (always a fun sight).
Again, you want speed to be your friend and hope that the enemy will not be slow in putting up a defense. There are many people who will want to Superfob the second or third flag in order to give up the first. Al Bashra Airport is a prime candidate. This has the greatest problem: your venerable is in a logo that lacks fire power. Your deference is in a logo.
Although it is much more difficult, it gives you the time to get your squad working together. Slowly pushing towards the flag applying zonal press to capture the flag. This is a slower way to go, but you quickly discover who is interested in working with the squad. Smoke mortars can be used to support you when you need it.
Relax and Snipe
Each one is an elite sniper, just looking to do nothing but take down the enemy. This is a problem for me because attrition is very difficult to achieve because the enemy has numerical superiority. Unless you have good Armour, your tickets won't be able to compete with the enemy. It becomes very difficult for you to win with the Hell Cannon.
Waiting on Artillary
A creeping barrage on the first flag takes 25 minutes, which is too much time. If they have set up their flags, it is more likely that they have placed Hideouts in the building. This won't kill the enemy and they have two Buddy spawns.
Preempting 2nd Flag
This is a dangerous tactic and has a 50/50 shot of working. However, if the team is solid, you'll be ready for an advance on the next flag. Drawbacks include your taking 9 members of the target team away from the objective to give the team a bigger advantage in a 1-1 gunfight.
If you have an effective tactic, let me be aware and I'll add that to the list.
— —– "A starting plan is better then no plan at any time." Did i mention medics" —
Capture the flag
Although capture seems easy, depending on which player has the advantage, it can affect the time taken to capture the flag. This table shows you the version capture time for version 2.15. The faster you can cap, the more chevrons you will see over the flag. This indicates your capture rate.
Capture indicator is a tool that can be used to determine whether adversaries are within the flag zone. You cannot begin capping until you have at minimum 3 in the flag zone or the numerical advantage. e.g. 3 enter and you can start capping. Then there aren't enemies. ( Your guys are leaving the zone )
Captures can last between 3 minutes 30 and 1 min 40 seconds. The total round will take between 18 minutes 30 seconds up to 8 minutes 33 seconds, for flag captures.
You need to ensure that your captures are always in your favor. It can eat away at your time if it stops moving (or is not moving on bar). This will indicate that you need to clear out your enemy or have more players on your side enter. If you find yourself within the flag zone, and are capping it, hold your position to capture then withdraw.
You should not chase tickets or fragments. Your primary objective is to capture the flag. Unless you are near the next flag, it is best to not chase enemy FOBs with your entire squad.
- Capture flag
- Manoeuvre to next flag.
- Rinse and Repeat.
Once you have captured the flag, it is secured and doesn't need defense. Until then, the enemy can retake all the way back to the flag to be owned.
The fact that Habs can be within 2-20m of a squad leader is something many squad leaders don't know. The scaling distance proximity works with up to 8 soldiers and 80ms :v2.9. Hab meta change . This is important because insurgents often use IEDs to blow when they have the flag compromised. Only one digger is needed to disable the Hab/hideout. This should reduce your presure.
- 2 within 20m
- 3 within 30m
- 4 within 40m
- 5 within 50m
- 6 within 60m
- 8 within 80m
— If you can hold them for more then 30 minutes, you're going to lose. —-
Times are not on you side.
The table below is from Territory Control but has strange parallels in Invasion. The more tickets you waste, and the faster your digestion rate, will determine how long you can last. This Caterpillar is going to eat your tickets as well as your time.
Vehicles have assets, so the typical invasion map has over 100 (105) tickets.
It is important to decide what you do with the asset. You need to know the enemy's movement times so that you can assist them more easily.
Quickly spawning assets
These assets can be a major problem during Invasion. It is amazing to see how much they can cost. A Helo’s 5 min respawn could cost you more that a tank in fifteen minutes. Three deaths are at least equal to 18 tickets. Add an infantry team to each flight, and the ticket cost will skyrocket. It costs 45 tickets.
The cost of your team as a percentage should give a good idea of the stake that you are putting on the table. The bigger your percentage, you will have more of your team's pool.
If you lose assets/tickets, you are losing a percentage your total team tickets. A loss of 200-100 tickets does not have any effect on your total side tickets. The real pressure comes at the 100-ticket mark, when a FOB may be 20% of total tickets. If you manage to take a few flags with minimal costs, your losses become less significant. Even a small FOB loss can be handled without too much worry. It is worth being aware of your value.
It's easy for you to see how you will be in a better spot if you can get your tickets up to 300 odd. This relieves your team of a lot pressure. The percentage drop in squad wipes from 10% or even 5% to just 3% is significant. A couple of squad wipes won't ruin your chances.
One of the most controversial topics is where, when, why. However, it's possible to limit this to if your place it defend it. It's a huge cost of 20 tickets which can add up quickly to a large percentage (if you get down to 100 tickets). Once you get your first flag, it's easy to let go of the pressure. However, don’t be afraid to remove it or place it. It's not worth losing tickets to defend something that isn’t helping. A rally can be a way to function. It should not be difficult to lose a FOB in the middle a maverick enemy player.
—- Two medics. If they don’t love it, kick last one until you get a new —–.
MVP Medics are the best!
I can't over emphasise the importance of medics to an infantry squad. They will be your MVP. They will save and revive your squad mates more often, which will make them more capable of fighting the good fight. I would always advise that in invasion, you should have at least 2 medics.
Iron sights won't be a problem if you are doing CQB most of the time so it won't be a major disadvantage for the second doctor.
While losing assets may give you a second opportunity to enjoy the apple, Medics can give you another chance. You'll be more effective with the 5 second revives as well as the ability to nullify the death penalty (insta death). If you play enough team, you'll find that your team loses by between 10 and 30 tickets. Even a single ticket counts. Each 9 revives saves your squad a full squad wipe. This will reduce your teams losses.
It is incredible that the medics/players managed to get 316 revives in a PUB-game. The medics saved us from losing 1 ticket. You don't lose your ticket until the other player gives up. The Death symbol is when you lose the ticket.
I will prescribe the order of triage Medic, HAT, Rifleman SL, Gooseberry, Blueberry . SL are the last option, unless you're desperate for a Rally. They can co-ordinate and function even when they're down. Let the medics do the bandaging while you fight. It can take as long as 2 minutes for the wound to heal.
The fact that you are the medic does not mean you need to run around with a bandage in your hands. Use the other members as bullet detectors and shields. Before you restart, make sure it is safe. You will be surprised at how many deaths you get. It's not easy to get shot when you're reviving. (
You can just play for zero death, it's possible but difficult. I think that you should plan for 1 death per flag. That's a big task when your squad could use 600 tickets. You don't get to use 100 of the last flags 100 tickets. Every member of your team will have a greater chance of winning if they save money.
—– The competition among the medics to "have the highest revives" encourages reviving. —–
- Use medics
- Get good K:D
- Don't give in
- Capture the flags
Have fun. It's a great game where you can make your own battles. ( Keep an eye out for its fellow gamers at each end of the mics )
You can have a lot of fun per round.
- Elite: You're a leader in Invasion rounds winning/playing.
- Specialist: These are just a few of the many things that can happen on a helicopter ride.
- Operator : 1 death to a flag, a very smooth and efficient operator. Knowing when to take one.
- Marine: Gung Ho and happy to take the punch in the face just enough so that we can keep fighting.
- Recruit: You may need to practice or have more fun.
Many thanks to BB who allowed me to try many different tactics in the past couple years. Thanks, GG. Mine Mine Mine.
I haven't done Defenders yet, as there are guides.
Leave a comment describing your skill level. GG
I hope you enjoy the Its a Marathon – Squad guide. This is all for now! If you have something to add to this guide or forget to add some information, please let us know via comment! We check each comment manually!
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