The original generated User.cfg i used as a foundation:
Play Styles in Terrain Control
Genghis Khan quote for first:
Man's highest joy is in victory: to conquer one's enemies; to pursue them; to deprive them of their possessions; to make their beloved weep; to ride on their horses; and to embrace their wives and daughters.
I try count some of the more common play styles with increasing effort and involvement into one TC (Team Control) match
This play style is the most frowned upon by some members of the community, justified or not.
The player is sitting back far beyond reach of enemy fire, engaging only occasionally and by rule with most ranged weapons.
This is usually a role more relaxed, less likely to grant a speedy upgrade and most certainly not likely to draw ire from the opposing team. However players on your own team might find this role less contributing to the win, be the win likely or not.
Most similar play style to the previous, if using artillery (Long Tom), somewhat more close if using Long range missiles or direct fire weapons (up to 700m). Some times even skirmisher assets can play this role (closer than 700m away).
What distinguishes this role from the former is, that the player actively dishes out damage. The range still allows breaking engagements and running away into safety.
This role does tax your situational awareness ("where is my team?", "where is their team?". "is this the right moment to run away?") more than the previous, but if you don't watch for it, you end up in dire straits sooner than later.
"I'll be your six"
The player picks an ally and shadows him into engagement. The key is in the pick - don't pick someone from the previous two groups, obviously. Every player will most likely comply on you trailing him.
The "Follower" will likely engage moments after the "Lead" has drawn some fire, ideally moving in a way and fashion to be outside of the aiming arc of the opponents, or at least, somewhat occluded by his "Lead". This effectively means the "Follower" is less likely to be shot at for the whole engagement, especially if confronting an singular or equally numbered enemy.
The "Follower", if possible at all, should aim to diminish the opponents capacity to return fire, while the majority of the incoming fire is drawn by the "Lead". This in effect means - known weakly armored weapons are to be severed as soon as possible, or weakest strikers (assets of low armor and high damage output) are to be dealt with first. Failing to do so will more often than not lead to the both (or more) of your group being killed despite of the original plan.
This is a trade-off play style. You are supposed to buy an "Fast Mover" (a asset faster than 200 KPH or there about, preferably able to "Boost" of move at "Flanking Speed") and traverse the battlefield with the purpose of capturing as much bases as possible for the most of the time.
Those "Fast Movers" are ill suited for combat and that is by design - they trade armor and firepower for extreme mobility. So if confronted by anyone, try run - into cover if possible first - and then as far as possible away and into capturing the next base on the map.
This style of play will award you generally 10-20k of c-bills per capture if you are doing it alone, and usually two captured bases will alleviate your rank once every time. So the boredom pays off somewhat.
There are those players who can't just be stopped - they are in most heavy assets most early in the game, they break death balls of the enemy, they seem to decimate Battle Armor infestations by a sway of hand. Those are the "Team Carry" play roles. Smart intermediate players wait up for them and move in their "Six". A trio of one "Carry" and two "Followers" from the early game will most likely tip the scale into an easy win. If you are trying to advance your intermediate player skill you are best to follow a "Carry" and do as they do.
"Carry" does not issue commands and usually does not follow other players - he/she usually does it's own thing - but, as a rule, excels at it.
This is the role of the very few members of the community. The player must not necessarily be the most skilled opponent to meat or face, but he/she is most certainly vocal in chat (voice or text) and does report and issues requests to his/her team.
The "Leader" that is not particularly aware of the situation is easily distinguished by it's "plans" end up in flames and by an glance on the mini map: if there are more red then blue bases - he does an lousy job...
Good Leaders will usually see for the other team to have at least one too, or the match will soon tip the ticket scale so hard some of the more proficient players will need to switch teams for the game not to end up too abruptly.
One team can have more then one "Leader" and they can either split the team, or one can be subordinate to the other, as they see fit (or fun).
And a note for the end: remember we are here to try have the most and best fun we have - if you feel the game is putting to much fire in your head, try sit it out for a while, or go and "Lay Back" for some time ;-)
Also, there might be other roles, like "Banker" or "Scout" but they are out of the scope of this article.