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Forward Operating Base (FOB) SOP


Shinohara7
  • Flying in Planetside 2 can be challenging. Aircraft must travel great distances while watching for enemies in all directions. After combat, pilots must find a safe place to repair. Ammunition can be unreliable or distantly located. Flak and lock-ons constantly harass them. This unpredictable environment creates a lot of down time as pilots are forced to manage their own logistics, and saps their ability to establish air superiority.

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Wind Wraiths

Forward Operating Base (FOB) SOP

authored by Shinohara7

INDEX

A. Mission (why)

B. Operations (how)

1. Identification

2. Organization

- Operators

- Floaters

- Downed Pilots

3. Maneuver

- Where to move - the three questions of FOB placement

- When to move

- Leapfrogging Buses

4. Service

- AA Support

- Repair

- Resupply

5. Comms

C. Logistics (what)

1. Engineering certs

2. Sunderer certs

3. Flash certs

4. Other stuff

A. Mission (Why we exist):

The Wind Wraith Forward Operating Base was created as a reliable, safe, and centralized location for aircraft to repair, re-arm, and regroup. By providing this service, we free fliers to focus on combat, increase WW up-time, and make GOTR’s air arm stronger than if we’d climbed into the cockpits ourselves.

We are a force multiplier. We are the FOB.

B. Operations (How we do the job):

1. IDENTIFICATION

The Forwarding Operating Base is referred to as “the FOB†or “the F-O-B.†When stationary, Wind Wraith Command will mark the FOB with the platoon waypoint (‘WP’ or ‘PL’) so all pilots are able to locate it on the map. If the FOB moves and Command does not adjust the waypoint promptly (com chatter, confusion, etc), the FOB should politely remind WW Command about its new deployment and repeat a request to move the platoon WP.

The FOB is the last squad in the Wind Wraith platoon, usually Delta. Where practical the FOB squad operates independently of pilots (aircraft segregated into other squads).

2. ORGANIZATION

The FOB is loosely organized between operators, floaters, and downed pilots.

A. Operators spawn and manage Sunderers. Ideally a FOB will operate one Sunderer per squad (12) of aircraft active. All buses should have an AMS, and one should deploy itself, with the others in reserve nearby. Idle operators should keep an eye on the map to anticipate threats.

B. Floaters are players not currently driving a bus but who are dedicated to helping the FOB. The operator/floater distinction is informal and players should expect to freely swap roles during an op (see below). Floaters have the freedom to fulfill many functions, including perimeter security, manning AA, scouting potential new FOB sites, and supporting operators. Typically a FOB will have one or two floaters.

C. The FOB is a place for Wind Wraiths to regroup (other GOTR - feel free to drop in!). Downed pilots should respawn here to relax and help with AA duty while waiting for vehicle resources and/or timers to recharge.

3. MANEUVER

When placing the FOB, an operator should ask three key questions:

Will this location be immediately safe from ground fire?

Aircraft should not take ground fire landing at or flying away from the FOB. This means deploying far enough away that flak and lock-on missiles cannot reach. My rule of thumb is 3+ hexes behind the line, but YMMV - it’s a judgement call based on terrain and activity. Avoid zones with strong enemy presences (>12).

Will this location be convenient for aircraft?

You should pick a wide reasonably flat space where two buses can park, multiple aircraft can land + take off without bumping each other, and where clear lines of sight exist. Collisions happen even in perfect environments, so try to avoid inclines, tight spaces, or heavily forested areas (an occasional tree or two is fine).

Can I move the FOB easily if something goes wrong?

Sunderers can get themselves into amazing places. Wind Wraiths move a lot. Do you have an exit strategy? Can you quickly get out of this great place when the AO changes, or if you come under attack?

When should I move the FOB?

1. When the current base is about to become unsafe.

2. When Wind Wraiths’ area of operations (AO) shifts far away (6+ hexes)

3. When the battle is over, air is quiet, and there is an opportunity to get capture XP before a zone flips.

Operators are responsible for keeping the FOB alive and useful for the entire platoon. When considering a site, think five to ten minutes ahead. Every time you move, you force command to readjust, fliers to wait, and create potential confusion in the chain-of-command - try to pick locations with long term value.

The FOB driver should heed feedback from pilots/command. Honor requests, but remember those three questions above (safe? convenient? flexible?). Pilots are often not fully aware of the ground situation. Be patient and remember you are allowed to take your time when selecting a new location. Ultimately, command has final say, but you should push back if the request is unreasonable.

One last thing - some areas are a bitch, and there will be no good deployments. Canyons and high rock formations are particularly bad (southeast Indar, central Amerish...). Do the best you can and remember FOB placement is art, not science.

Leapfrogging Buses

When multiple Sunderers are active, one bus should always remain on station to provide service.

1. Identify you need to move the FOB. Keep the waypoint in place.

2. An undeployed bus heads to the new location while the deployed bus remains on station.

3. Communicate to Command that the FOB is headed toward a new site.

4. Once the advanced bus has reached the new site, announce it on open channel.

5. After Command moves the waypoint to the new site, the backup moves to join the lead.

4. SERVICE

♪ At the car wash~ ♪

A. AA Support

One of the FOB’s most critical roles is providing friendly AA support. It is standard procedure for WW to lure ESFs over our area. Why? Because we are bristling with firepower, of course! ^_^ One of the most fun parts of being the FOB is giving enemy hotshots an ugly surprise when they cross into our airspace.

We offer multiple Sunderer mounted Walkers, and if that’s not good enough, floaters and downed Wind Wraiths should feel free to spawn Burster Maxes, lock-on HAs, or even drive over a Skyguard from a nearby base.

B. Repairing damaged aircraft

This is the FOB’s next role. Both operators and floaters repair damaged aircraft as they arrive. Be careful and remember sooner or later everybody gets squished. The pilots aren't doing it on purpose and it can happen even under the calmest of situations. Just respawn... the bus is only a short walk away.

Since repairs are fairly quick, we discourage more than three engineers repairing at any one time. This ensures the meager XP the FOB earns is not spread too thinly. If there are already three engys repairing vehicles, please be considerate and pick another task. At least once an op, operators and floaters should swap positions so duties and XP are spread around. It makes everyone happier.

C. Resupplying aircraft

Last but not least, the FOB provides a reliable place to reload ammunition, done automatically by the Sunderers. Standard procedure is to deploy one bus in open ground, then park the second in parallel, facing the opposite direction, 30-40m away - roughly enough room for a scythe or liberator to park between the two. This increases ammo resupply radius, and reduces the likelihood both buses could be destroyed in the same attack.

Opposite directions can be helpful because when you exit a bus you always get out on the left hand side. If you park the buses with their port sides facing toward the central repair area (or counter clockwise), this makes alternating between manning a turret and jumping out to repair aircraft in the middle easier.

5. COMMS

During Ops, the FOB should exercise tac chat, saving casual conversation for flight crew channel (traditionally the last channel) or a whisper group. There are four cases where FOB operators should definitely use the open channel:

1. Announce every time the FOB leaves its deployment / platoon waypoint.

EX:
“FOB on the move.â€

EX:
“FOB headed to <location>.â€

2. Announce every time the FOB reaches a new deployment destination and thus should be marked with a new platoon waypoint.

EX:
“FOB is deployed at <direction> <location> (i.e. Southeast Dahaka, West of Heyoka Tech gate, etc).

3. If enemies are near and not already sighted...

EX:
“FOB under attack by infantry/tanks/motherofgod~â€

EX:
“Mossie over FOB, Southâ€

4. Important conversation with WW CO/XO/TO - keep it brief.

C. Logistics (What tools we use):

ENGINEER

If you’re an operator or floater, you’ll spend 90% of your time as an engineer. Max out your repair tool.

If you want to be really helpful, buy Level 2 Anti-tank mines + Level 4 utility pouch. This is expensive (2400 certs), but once complete you’ll be able to place 5(!) anti-tank mines per engineer. The FOB is vulnerable to lone enemy vehicles sneaking behind the lines so many AT mines = nice security blanket.

The rest is gravy.

SUNDERER

1. Vehicle Ammo dispenser (Defense slot) – Minimum radius for a FOB bus must be 23m (150). Maximum (850) should be purchased as soon as possible.

2. S-AMS (Utility slot) – Floaters and downed pilots need a way to spawn. Both buses should have this equipped.

3. Acquisition timer (Passive systems) – At least five ranks. Our Sunderers are mostly safe, but some days can be rough...

4. A30 Walkers - A bus should always have at least one Walker equipped. Should include +zoom and +magazine size. G40-F Rangers are not recommended since the GU12 nerf.

5. Fury or Basilisk (optional) - If you’re not running dual Walkers, one of these can be handy. The FOB will occasionally be attacked by infantry or a fast vehicle.

RADAR

If you’re operating a Flash or Lightning in support of the FOB, ground radar is always appreciated.

EVERYTHING ELSE...

Anything AA is great. Skyguard certs, Burster Max certs, and AA lock-on missiles are all welcome at the FOB.

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Almost makes me want to join the FOB for a night...

Almost. I love my Scythe too much.

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1. Revised vehicle ammo dispenser text. Minimum radius for any FOB Sundy should be 23m.


 


2. Revised radar text regarding the GU13 vehicle nerf.


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