Infiltration tactics , Initiative , Speed and brutality are the Key to successfull infantry assaults. In WW1 new concepts were Developed and either employed by More or less normal Units ( brusilov Offensive , british,french and canadian troops) or even by Specialized Units which were further Trained and equiped for These Tasks ( Sturmtruppen, Arditi etc). Good Video
That officer was fire ! Long live Alexandro Mari for his skills. I hope we'll meet him some more. I love the laughs he gives as he's blatantly out manoeuvering the ennemy.
There are pros and cons if I do that. The issue is if I make that, some people will just use those routs, which is not good. While some defenders would focus only those same spots, which also is not good. I wanted this video to be a showcase of the tactic and to help defenders by seeing it how it works.
With the Officer increased sabotage/construction speed in an organized behind the lines raiding party (or the spawn on Squad Leaders/near objective players for even bigger deep battle) it can be oppressive to deal with for the defender, but lends itself to organized competitive play more. Isonzo could really use the _Counter Attack Phase_ and _Moral Recovery_ mechanics from _War of Rights_ to make raiding & seizing Command Posts more relevant; just occupying cap points is boring-- one ought to have to defend one's gains for a period of time to consolidate, with the risk of the Defenders regaining tickets/moral if the do take it -- then there's the meta of bleeding tickets before pushes to make sure you can hold what you take. 'Ramboing' without being a spawn point for squad/Officer is hard to justify the tickets when the Defenders don't have them to lose; at best you set back spawn points a slightly further back distance, hard to quantify the disruption without successfully taking out Command Posts in their rear.
@@seppelson3856 It was not random, the path he chose was such that it is easier to get behind enemy line and go for the objectives and allow teammates to spawn on him.
@@gaming.teacher yeah, I know! But somehow I can't follow yet. But I'll work on it. 😉 Thanks for covering this great game! Will stick around for more content.
Infiltration tactics , Initiative , Speed and brutality are the Key to successfull infantry assaults. In WW1 new concepts were Developed and either employed by More or less normal Units ( brusilov Offensive , british,french and canadian troops) or even by Specialized Units which were further Trained and equiped for These Tasks ( Sturmtruppen, Arditi etc).
Good Video
That officer was fire ! Long live Alexandro Mari for his skills. I hope we'll meet him some more. I love the laughs he gives as he's blatantly out manoeuvering the ennemy.
golden content, happy to see it finally!
Assault and frontline officer are one of the best combos in the game
I have played in the same match as him many times, he is definetly a formidable foe if an enemy
A video on these infiltration routes/Shortcuts would be a good followup
There are pros and cons if I do that. The issue is if I make that, some people will just use those routs, which is not good. While some defenders would focus only those same spots, which also is not good. I wanted this video to be a showcase of the tactic and to help defenders by seeing it how it works.
With the Officer increased sabotage/construction speed in an organized behind the lines raiding party (or the spawn on Squad Leaders/near objective players for even bigger deep battle) it can be oppressive to deal with for the defender, but lends itself to organized competitive play more. Isonzo could really use the _Counter Attack Phase_ and _Moral Recovery_ mechanics from _War of Rights_ to make raiding & seizing Command Posts more relevant; just occupying cap points is boring-- one ought to have to defend one's gains for a period of time to consolidate, with the risk of the Defenders regaining tickets/moral if the do take it -- then there's the meta of bleeding tickets before pushes to make sure you can hold what you take. 'Ramboing' without being a spawn point for squad/Officer is hard to justify the tickets when the Defenders don't have them to lose; at best you set back spawn points a slightly further back distance, hard to quantify the disruption without successfully taking out Command Posts in their rear.
To be honest I didn't get it st all.😧
Could you elaborate, you did not get which part, exactly?
@@gaming.teacherI tried to figure out his tactics but didn't comprehend. All I saw was a player randomly running over the field. 😂
@@seppelson3856 It was not random, the path he chose was such that it is easier to get behind enemy line and go for the objectives and allow teammates to spawn on him.
@@gaming.teacher yeah, I know! But somehow I can't follow yet. But I'll work on it. 😉 Thanks for covering this great game! Will stick around for more content.
Idk, wouldn't call as infiltration tactic more as more map scumming by going around the game area.