I don't recall seeing one application of fire and manoeuvre in that entire video, which to me makes this game more of a 'run & gun' exercise than a combat simulator. I guess that's what it comes down to when individual 'soldiers' have all the information they require at a keypress to wage a one man war.
Things looked a bit more hopeful around the 13 minute mark, but still no one seemed to be controlling the squad or it's assets. The only command I heard was 'push forwards' which everyone was already doing by themselves.
I realise I sound like a grumpy old man, but it's such a shame that not one of these games really captures the confusion caused by the fog of war and that the requirement for effective leadership is absent.
I hear what you're saying. The game definitely has its flaws like most of its type. The graphics and atmosphere tend to lure me in though.
Although, I wonder just how much an orderly command situation persists on a battlefield, from any time period.
In these types of games, even very good squad leadership only goes so far. Usually to the point where soldiers come under fire.
For example, an SL might give commands (in Post Scriptum) for the squad to move to an objective, using a route that makes use of cover.
Part way through the journey, they unexpectedly come under fire from somewhere in front (unidentified).
The SL could give a command that the guys in the centre fire ahead at possible cover locations, while the guys on the left start to circle around to flank.
But then someone is engaged on the right, and the left comes under fire from a sniper.
It quickly turns into chaos - and that's
with all the benefits of in-game UI and a player not actually having his life threatened.
I've played matches with my Post Scriptum clan, where the leadership was very good.
Sometimes in a defensive match, you were assigned a sector to overwatch.
After 15 minutes of studying an empty field - while combat raged somewhere else on the line - it would start to get a little tiresome.
Or on the offensive, your SL would keep things tight fire-and-manoeuvre wise, only to be too achingly slow to reach a meet-up point.
Or despite keeping things tight, your squad is jumped time after time in different areas, losing half the members each contact.
And of course, with respawns staggered as men fall, it ends up being a snail trail of guys returning to the front, with all cohesion lost.
And sometimes it's actually better to allow the individuals some slack in these situations. Players start getting creative, and it is quite effective.
Despite all the troubles and mess, it can still be fun to play. Those moments where you are running alongside your squad mates in a cohesive group are like something from a movie or a long distant memory. Quite a sight to behold.