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.
What a game consumes
Section titled “What a game consumes”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.
Planning the runs
Section titled “Planning the runs”- 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.
Driving routes
Section titled “Driving routes”✓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.