by s3xy_j0nny » Mon Apr 12, 2010 11:20 am
Excellent result everyone - we truly highlighted the extent to which we can pwn an unprepared team when we've done our homework. Sure, they only had 7 players, but those 7 weren't a pushover 1 on 1 - it was combined squad play that r00ted them so solidly.
From the tank squad perspective:
The 4 man setup works fkin well.
Firstly, having 3 in the armour @ first contact = 3 armour perks boosting the APC. Grav had secondary fire, I had hardened warheads, and Lep had the motion sensor package. So, grav had the right click rocket o' d00m at his disposable, made all the more fearsome by the hardened warheads, and if anyone tried to get close enough to c4 us, they showed up on radar like Xmas lights. The only other effect we could try to work in there would be the hardened armour upgrade, but as it went last night, we dirrent need it.
Secondly, having 3 in the armour meant that when I bailed to spanner repairs, Grav still had Lep gunning which is a MASSIVE help against enemas on foot, especially if the driver is concentrating on enema armour. Once we put down their armour, Lep bailed to help Lee finish off troops that were ninja'd, Grav switched to the gunner's position to combat troops more effectively, and I repaired.
Thirdly, having a 4th member in the squad (Lee) as a medic meant that when we made any push to attack a flag, he could hop out and flank troops in well-protected positions, then call in their positions for Grav and Lep to lay down fire. When we were defending, Lep and Lee made an awesome combo for mopping up troops trying to sneak into the flag area; t00b + tamp0ns = a VERY strong pairing vs infants. Also I think I only died 2 or 3 times in the first round, and each time Lee revived, so their was absolutely no ticket loss from spanner monkey related deaths - a big perk.
Fourthly, as spanner monkey I took the extra rockets and increased explosives damage upgrade which meant that, without fail, any encounter with the enema armour lasted no longer than about 5 seconds, and usually resulted in anyone using their armour dying painful, fiery deaths before they could even bail. Basically, 1 x right click rocket o' d00m from Grav + 1 x pimped RPG from myself = dead enema APC, even if they had a spanner jockey. And that was generally both shots direct to the front of their armour which = the strongest point. The explosives upgrade also meant that if I hit their tank anywhere near where their spanner monkey had bailed to fix, the splash damage turned him into minced meat.
The winning combination: good tactics, plus a squad that gelled extremely well. Having played clannies with Grav in armour for a couple of years, and Lee on foot for just as long, I know their gamestyles almost backwards, and Lep fits into the structure as if he's been in the team just as long. In short, with Grav and Lep, we have 2 armour experts whose way of thinking revolves around armour in clannies (where the best place to keep ours is, where the enema's will be, tactics that make using armour difficult for the enemas etc). Being spanner monkey for them is therfore a simple task (well-suited to me, therefore), and Lee can adapt to do anything, as we all know.
Moving forward, I would say that we should use a 4 man armour squad as the basis of our gameplay on any 3-flag map. As skoups' research showed, ticket bleed on BC2 Conquest is slow to the point of doing buggerall really. With that in mind, a 4 man squad with armour at their disposal should ensure that we ALWAYS have at least 1 flag in our control, if only as a base of operations other than our uncap. I would say from there, it is dependant on which map we are playing as to whether that 4 man armour squad acts as the attacking or defending squad. On maps where a single control point offers good coverage of the map and is crucial to success, the armour squad should be set to defend it for the entire round; on more linear maps, an infants squad can defend our first flag cap whilst the armour team pushes forward to cap the next.
/2c
Excellent result everyone - we truly highlighted the extent to which we can pwn an unprepared team when we've done our homework. Sure, they only had 7 players, but those 7 weren't a pushover 1 on 1 - it was combined squad play that r00ted them so solidly.
[u][b]From the tank squad perspective[/b][/u]:
The 4 man setup works fkin well.
Firstly, having 3 in the armour @ first contact = 3 armour perks boosting the APC. Grav had secondary fire, I had hardened warheads, and Lep had the motion sensor package. So, grav had the right click rocket o' d00m at his disposable, made all the more fearsome by the hardened warheads, and if anyone tried to get close enough to c4 us, they showed up on radar like Xmas lights. The only other effect we could try to work in there would be the hardened armour upgrade, but as it went last night, we dirrent need it.
Secondly, having 3 in the armour meant that when I bailed to spanner repairs, Grav still had Lep gunning which is a MASSIVE help against enemas on foot, especially if the driver is concentrating on enema armour. Once we put down their armour, Lep bailed to help Lee finish off troops that were ninja'd, Grav switched to the gunner's position to combat troops more effectively, and I repaired.
Thirdly, having a 4th member in the squad (Lee) as a medic meant that when we made any push to attack a flag, he could hop out and flank troops in well-protected positions, then call in their positions for Grav and Lep to lay down fire. When we were defending, Lep and Lee made an awesome combo for mopping up troops trying to sneak into the flag area; t00b + tamp0ns = a VERY strong pairing vs infants. Also I think I only died 2 or 3 times in the first round, and each time Lee revived, so their was absolutely no ticket loss from spanner monkey related deaths - a big perk.
Fourthly, as spanner monkey I took the extra rockets and increased explosives damage upgrade which meant that, without fail, any encounter with the enema armour lasted no longer than about 5 seconds, and usually resulted in anyone using their armour dying painful, fiery deaths before they could even bail. Basically, 1 x right click rocket o' d00m from Grav + 1 x pimped RPG from myself = dead enema APC, even if they had a spanner jockey. And that was generally both shots direct to the front of their armour which = the strongest point. The explosives upgrade also meant that if I hit their tank anywhere near where their spanner monkey had bailed to fix, the splash damage turned him into minced meat.
The winning combination: good tactics, plus a squad that gelled extremely well. Having played clannies with Grav in armour for a couple of years, and Lee on foot for just as long, I know their gamestyles almost backwards, and Lep fits into the structure as if he's been in the team just as long. In short, with Grav and Lep, we have 2 armour experts whose way of thinking revolves around armour in clannies (where the best place to keep ours is, where the enema's will be, tactics that make using armour difficult for the enemas etc). Being spanner monkey for them is therfore a simple task (well-suited to me, therefore), and Lee can adapt to do anything, as we all know.
Moving forward, I would say that we should use a 4 man armour squad as the basis of our gameplay on any 3-flag map. As skoups' research showed, ticket bleed on BC2 Conquest is slow to the point of doing buggerall really. With that in mind, a 4 man squad with armour at their disposal should ensure that we ALWAYS have at least 1 flag in our control, if only as a base of operations other than our uncap. I would say from there, it is dependant on which map we are playing as to whether that 4 man armour squad acts as the attacking or defending squad. On maps where a single control point offers good coverage of the map and is crucial to success, the armour squad should be set to defend it for the entire round; on more linear maps, an infants squad can defend our first flag cap whilst the armour team pushes forward to cap the next.
/2c