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Supply runs

Logistics is rarely valued, but it is the lifeblood of every team. As AT players and crews get better, logistics has to keep up.

6–10k
Ammo used in a typical game
2–3k
Construction for ammo crates, mortars, replacements, ladders
4+
Full runs at 3k per run (6–7 for reduced-capacity factions such as TLF or MEI)
600
Construction every logi keeps until the game is stable: a spare HAB + radio
Logi run calculator
4full logi runs

Typical game: 6k–10k ammo plus 2k–3k construction. Do as many runs as you can early, while main is still safe.

  • A player in the logistics/support squad usually owns this. Several players should know the full extent of main, so there are backup loading spots if maincampers cut off the usual one.
  • Rollout needs more construction than ammo: the HAB, the mortar and all the initial ammo crates.
  • Rollout is the safest run you’ll get. Maincamping gets more likely as the game goes on, so do as many runs as possible, as early as possible.
  • A logi left at main must be refilled first: 1.5–2k ammo and 1–1.5k construction.
✓Do
  • Drive the direct route on the first run. That is the safe one.
  • Read the map and plan a safe route before every later run.
  • Take the long, safe route over the direct one the enemy HAT is waiting on.
  • Use the whole blue circle and vary where you load and unload.
  • Unload by FOB priority: construction first if there is none, otherwise ammo.
✕Don't
  • Feel pressured to rush because the FOB is low on ammo.
  • Park where long sightlines face the enemy. RWS and HAT players look for exactly that.
  • Stop in the same spot every time. Mortars and raiders will learn it.