Nutz - Map strategy for 27 November 2011 against Danglers
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Skouperd
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Nutz - Map strategy for 27 November 2011 against Danglers
I would like us to field the strongest teams we have available for our clan matches. Even if the matches are just internal GRRR matches, let’s get into the habit to field the strongest side.
At the moment, I would like us to just test some of the people for squad leader positions and give everybody a chance at least once to have a go at it before making the final selection of the Squad Leaders. The squad leaders in my mind should be capable to make most of the games, be good enough to actually make the team for all the maps (i.e. that rules me out), be able to direct the squads effectively and efficiently and finally, be able to give clear and understandable orders.
So, we are playing the following three maps, herewith the strategy for each map, and also the team that is going to play for the specific map. Hubris agreed that we will have a 12vs12 server setup, but only 8 vs 8 will play. The remaining 4 players can spawn in the base and observe the game, they may not interfere (i.e. shoot, or engage with the enemy, or with friendlies) during the game play at all. I will strongly suggest that we all try and get on the server even if you have not been selected for that specific match.
The three maps we will play, are:
Grand Bazaar
Squad selection
Alpha Squad
• Cronos, squad leader, perk = SQD Flak
• Onyx, perk = SQD supr
• JackalGI, perk = SQD sprint
• MegaGeth, perk = frag, covr, or expl
Bravo Squad:
• Skouperd (APC) perk = SQD Sprint
• Shadey, (APC Gunner) perk = SQD Flak
• FlyChather, perk = SQD Ammo
• TygerBS, perk = n/a
Reserve Squad:
• Voetsek
• Ice
• Slodaz
Strategy
Cronos team will make a run for the B flag in both games, skipping the closest flag. Everybody need to follow Cronos lead in terms of the route he is taking and run in the diamond formation as per Mega’s email. Tyger / Fly, please join Cronos squad and help him as much as possible. (stay in Bravo squad since then you will get my and Shadey’s perks at least) Alpha squad’s objective is to keep and defend the B flag with everything you’ve got. I will suggest 2 medics between the 6 players, one or two support players, and at least one sniper just to get a spawn beacon and a motion sensor out.
Skouperd / Shadey jump into the APC and cap the closest flag. Skouperd and Shadey will defend the closest flag with everything we have. If I see we are losing the flag, then I will call for Fly and Tyger to come and help Shadey and myself with the flag. If the flag is lost, I will make an assessment to see if we spawn with Tyger and go for their main flag, or if we go to recap our lost flag.
Cronos is to assess the situation at the B flag and make the call on who needs to protect which section. Listen to him.
With regard to their armour, keep on spotting it. Also, if we see the armour becomes a problem it will be Bravo squad’s job to take care of it. (take note Fly / Tyger that you may need to spawn as engineers)
Operation Metro
Squad selection
Alpha Squad
• Cronos, squad leader, perk = SQD Flak
• Voetsek, perk = n/a
• JackalGI, perk = SQD sprint
• MegaGeth, perk = frag, covr, or expl
Bravo Squad:
• FlyChather, squad leader, perk = SQD Sprint
• Onyx, perk = SQD covr
• TygerBS, perk = n/a
• Ice, perk = n/a
Reserve Squad:
• Skouperd
• Shadey
• Slodaz
For this map, Cronos will be the team captain and direct both alpha and bravo squad. Fly, you are the squad leader for Bravo so ensure that your squad is also following Cronos lead during the game.
Strategy
This whole map will be about who can defend B the longest and ensure that no enemies slip past you to cap the base flag.
Alpha squad, together with Ice and Tyger from Bravo, will make a run for the B flag as fast as possible.
Bravo squad objective is to help Alpha as much as possible, yet remain responsible for the back flag. (i.e. Fly you and Onyx need to hang a little bit back from the main front line in case they do sneak past Alpha squad. Ice and Tyger, you can play with Alpha but listen to when Fly calls you back to help out at the back flag (if need be). Should the base flag be overrun, then Bravo squad’s job is to get that flag back.
If Bravo can not do that alone, then that means they have commited more than one squad to the flag meaning, their back flag is unprotected. Communicate this to Cronos, so that he could make a call to go for their back flag, or to squeeze them out from both side from B flag and the base.
This is an infantry only map. Cronos knows where the best place is for motion sensors at B, Mega, can I ask if you could please ensure you get those motion sensors placed. (I can explain where the best places are, but Cronos knows exactly where the optimum spot is and will be easier to just show you. Is it possible that when the two of you are online, you just sort that out.)
Tehran Highway
Squad selection
Alpha Squad
• TygerBS, squad leader, perk = n/a
• Cronos, perk = SQD Flak
• MegaGeth, perk = frag, covr, or expl (as is needed)
• JackalGI, perk = SQD Sprint
Bravo Squad:
• Voetsek, Squad Leader, perk = n/a
• Shadey, APC driver, perk = SQD Expl
• Onyx, perk = SQD Covr
• Ice, perk = n/a
Reserve Squad:
• Skouperd
• Slodaz
• FlyChather, perk = SQD Sprint
Strategy
This is a night map with the armour being able to play quite a big part if used correctly. Voetsek will be the overall commander on this map. Shadey will be the armour driver, while Voetsek can be the gunner / mechanic thereby giving him the opportunity to survey the whole map and give clear direction as to what the next flag is to target.
The idea on this map is to have a rolling strategy. We cap a flag, commit a minimum number of our best infantry (non squad leader) resources to it (Mega and Cronos that will be you) and ensure that we take as many tickets as possible when we lose the flag. The rest of the team will be moving to cap the next flag.
The starting strategy will be that Alpha squad take the quickest mode of transport to get to B as quickly as possible. (taking the vehicle if need be). Onyx and Ice from Bravo squad will go with Alpha squad and help to cap B as quickly as possible. Once B is capped, then Mega and Cronos remain behind and protect it for as long as possible. (be that C4, sniper, mines, whatever) This then mean that the advanced infantry team is made up of Onyx, Ice, Tyger and Jackal (i.e. two individuals from each squad, more on that later)
Voetsek and Shadey take the APC to the closest flag and then cap that flag with the APC. Voetsek can then direct wherever the APC need to move to next and also where Tyger need to take the infantry squad too. Having two players from each squad in the advance infantry team (under Tyger’s leadership) will allow mega and cronos to spawn on the advanced team when they eventually get overrun by the flag that they’ve been defending. Likewise, if Shadey / Voetsek get taken out, they can easily go and spawn on Onyx and Ice in the advance infantry team and help out there.
The winner of this strategy will be the guys who can keep the flags the longest, and not bleed tickets due to no reviving. When in doubt what to spawn, spawn as a medic.
Listen to the armour, and listen to Voetsek’s call, if he requires more engineers to take out the armour, then do it. If Voetsek say that we ignore the armour and move to the next flag (armour has limited manoeuvrability) then don’t go and wave your hand to the guys in armour.)
I am not sure what the rules will be with regard to night vision, but if you have it, use it.
If Slodaz confirms he can play, then I will ask somebody else to sit out a game and make way for him, but let him first confirm.
Let us get one thing clear guys, I don’t like being seen as the “second” team, so let’s go out and kick some Dangler’s butts please.
At the moment, I would like us to just test some of the people for squad leader positions and give everybody a chance at least once to have a go at it before making the final selection of the Squad Leaders. The squad leaders in my mind should be capable to make most of the games, be good enough to actually make the team for all the maps (i.e. that rules me out), be able to direct the squads effectively and efficiently and finally, be able to give clear and understandable orders.
So, we are playing the following three maps, herewith the strategy for each map, and also the team that is going to play for the specific map. Hubris agreed that we will have a 12vs12 server setup, but only 8 vs 8 will play. The remaining 4 players can spawn in the base and observe the game, they may not interfere (i.e. shoot, or engage with the enemy, or with friendlies) during the game play at all. I will strongly suggest that we all try and get on the server even if you have not been selected for that specific match.
The three maps we will play, are:
Grand Bazaar
Squad selection
Alpha Squad
• Cronos, squad leader, perk = SQD Flak
• Onyx, perk = SQD supr
• JackalGI, perk = SQD sprint
• MegaGeth, perk = frag, covr, or expl
Bravo Squad:
• Skouperd (APC) perk = SQD Sprint
• Shadey, (APC Gunner) perk = SQD Flak
• FlyChather, perk = SQD Ammo
• TygerBS, perk = n/a
Reserve Squad:
• Voetsek
• Ice
• Slodaz
Strategy
Cronos team will make a run for the B flag in both games, skipping the closest flag. Everybody need to follow Cronos lead in terms of the route he is taking and run in the diamond formation as per Mega’s email. Tyger / Fly, please join Cronos squad and help him as much as possible. (stay in Bravo squad since then you will get my and Shadey’s perks at least) Alpha squad’s objective is to keep and defend the B flag with everything you’ve got. I will suggest 2 medics between the 6 players, one or two support players, and at least one sniper just to get a spawn beacon and a motion sensor out.
Skouperd / Shadey jump into the APC and cap the closest flag. Skouperd and Shadey will defend the closest flag with everything we have. If I see we are losing the flag, then I will call for Fly and Tyger to come and help Shadey and myself with the flag. If the flag is lost, I will make an assessment to see if we spawn with Tyger and go for their main flag, or if we go to recap our lost flag.
Cronos is to assess the situation at the B flag and make the call on who needs to protect which section. Listen to him.
With regard to their armour, keep on spotting it. Also, if we see the armour becomes a problem it will be Bravo squad’s job to take care of it. (take note Fly / Tyger that you may need to spawn as engineers)
Operation Metro
Squad selection
Alpha Squad
• Cronos, squad leader, perk = SQD Flak
• Voetsek, perk = n/a
• JackalGI, perk = SQD sprint
• MegaGeth, perk = frag, covr, or expl
Bravo Squad:
• FlyChather, squad leader, perk = SQD Sprint
• Onyx, perk = SQD covr
• TygerBS, perk = n/a
• Ice, perk = n/a
Reserve Squad:
• Skouperd
• Shadey
• Slodaz
For this map, Cronos will be the team captain and direct both alpha and bravo squad. Fly, you are the squad leader for Bravo so ensure that your squad is also following Cronos lead during the game.
Strategy
This whole map will be about who can defend B the longest and ensure that no enemies slip past you to cap the base flag.
Alpha squad, together with Ice and Tyger from Bravo, will make a run for the B flag as fast as possible.
Bravo squad objective is to help Alpha as much as possible, yet remain responsible for the back flag. (i.e. Fly you and Onyx need to hang a little bit back from the main front line in case they do sneak past Alpha squad. Ice and Tyger, you can play with Alpha but listen to when Fly calls you back to help out at the back flag (if need be). Should the base flag be overrun, then Bravo squad’s job is to get that flag back.
If Bravo can not do that alone, then that means they have commited more than one squad to the flag meaning, their back flag is unprotected. Communicate this to Cronos, so that he could make a call to go for their back flag, or to squeeze them out from both side from B flag and the base.
This is an infantry only map. Cronos knows where the best place is for motion sensors at B, Mega, can I ask if you could please ensure you get those motion sensors placed. (I can explain where the best places are, but Cronos knows exactly where the optimum spot is and will be easier to just show you. Is it possible that when the two of you are online, you just sort that out.)
Tehran Highway
Squad selection
Alpha Squad
• TygerBS, squad leader, perk = n/a
• Cronos, perk = SQD Flak
• MegaGeth, perk = frag, covr, or expl (as is needed)
• JackalGI, perk = SQD Sprint
Bravo Squad:
• Voetsek, Squad Leader, perk = n/a
• Shadey, APC driver, perk = SQD Expl
• Onyx, perk = SQD Covr
• Ice, perk = n/a
Reserve Squad:
• Skouperd
• Slodaz
• FlyChather, perk = SQD Sprint
Strategy
This is a night map with the armour being able to play quite a big part if used correctly. Voetsek will be the overall commander on this map. Shadey will be the armour driver, while Voetsek can be the gunner / mechanic thereby giving him the opportunity to survey the whole map and give clear direction as to what the next flag is to target.
The idea on this map is to have a rolling strategy. We cap a flag, commit a minimum number of our best infantry (non squad leader) resources to it (Mega and Cronos that will be you) and ensure that we take as many tickets as possible when we lose the flag. The rest of the team will be moving to cap the next flag.
The starting strategy will be that Alpha squad take the quickest mode of transport to get to B as quickly as possible. (taking the vehicle if need be). Onyx and Ice from Bravo squad will go with Alpha squad and help to cap B as quickly as possible. Once B is capped, then Mega and Cronos remain behind and protect it for as long as possible. (be that C4, sniper, mines, whatever) This then mean that the advanced infantry team is made up of Onyx, Ice, Tyger and Jackal (i.e. two individuals from each squad, more on that later)
Voetsek and Shadey take the APC to the closest flag and then cap that flag with the APC. Voetsek can then direct wherever the APC need to move to next and also where Tyger need to take the infantry squad too. Having two players from each squad in the advance infantry team (under Tyger’s leadership) will allow mega and cronos to spawn on the advanced team when they eventually get overrun by the flag that they’ve been defending. Likewise, if Shadey / Voetsek get taken out, they can easily go and spawn on Onyx and Ice in the advance infantry team and help out there.
The winner of this strategy will be the guys who can keep the flags the longest, and not bleed tickets due to no reviving. When in doubt what to spawn, spawn as a medic.
Listen to the armour, and listen to Voetsek’s call, if he requires more engineers to take out the armour, then do it. If Voetsek say that we ignore the armour and move to the next flag (armour has limited manoeuvrability) then don’t go and wave your hand to the guys in armour.)
I am not sure what the rules will be with regard to night vision, but if you have it, use it.
If Slodaz confirms he can play, then I will ask somebody else to sit out a game and make way for him, but let him first confirm.
Let us get one thing clear guys, I don’t like being seen as the “second” team, so let’s go out and kick some Dangler’s butts please.
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Scientific fact, dried testicles of rhino poachers can cure aids.
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Scientific fact, dried testicles of rhino poachers can cure aids.
- NiteShade
- Senior Member
- Posts: 2486
- Joined: Fri Oct 06, 2006 7:03 pm
- Location: Edenvale, Gauteng, South Africa, South Africa
Re: Nutz - Map strategy for 27 November 2011 against Danglers
Strats read. Must say I am surprised to be the APC driver. I never thought of myself as being strong in Armour...

-
Skouperd
- Senior Member
- Posts: 982
- Joined: Thu Mar 05, 2009 1:57 pm
- Location: Cape Town, Western Cape, South Africa
- Contact:
Re: Nutz - Map strategy for 27 November 2011 against Danglers
Shadey, you have the most experience of anybody else in Bravo squad operating the APC (55 minutes). Also, voetsek is a great spanner monkey, so you should be ok. However, saying that, I am looking for a second armour driver who is not also an awesome ground pounder. Ground pounders require a lot more skill than armour operators, so if somebody can serve the team better by being a ground pounder rather than a tanker, I'd rather select them as infantry.
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Scientific fact, dried testicles of rhino poachers can cure aids.
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Scientific fact, dried testicles of rhino poachers can cure aids.
Re: Nutz - Map strategy for 27 November 2011 against Danglers
Resources:
Strats, and map info
http://randomnade.com/game/battlefield-3/strategies
Info on weapons and hit boxes
http://symthic.dy.fi/?s=bf3
Strats, and map info
http://randomnade.com/game/battlefield-3/strategies
Info on weapons and hit boxes
http://symthic.dy.fi/?s=bf3

Re: Nutz - Map strategy for 27 November 2011 against Danglers
Ok, good starting point those strats Perdjtie(<-this is now your nick name)
Its hard to comment cause not knowing which maps are which and which points are which.
We need to get a map strat tool of sorts, this always helps will strat planning and explaining.
Did a search but none yet available for BF3, will see if i can jurry rig the old BF2 one.
Its hard to comment cause not knowing which maps are which and which points are which.
We need to get a map strat tool of sorts, this always helps will strat planning and explaining.
Did a search but none yet available for BF3, will see if i can jurry rig the old BF2 one.

-
Skouperd
- Senior Member
- Posts: 982
- Joined: Thu Mar 05, 2009 1:57 pm
- Location: Cape Town, Western Cape, South Africa
- Contact:
Re: Nutz - Map strategy for 27 November 2011 against Danglers
Tyger, don't worry about the maps etc, before the start of the year we will have very good strategies, with map shots, names, the works ready to go. As mentioned, the objective for Sunday is to find out who the squad leaders will be, how well the squads team up, and how clean we can keep the communication channels during the game.
An added bonus will be the total destruction of the danglers...
An added bonus will be the total destruction of the danglers...
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Scientific fact, dried testicles of rhino poachers can cure aids.
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Scientific fact, dried testicles of rhino poachers can cure aids.
Re: Nutz - Map strategy for 27 November 2011 against Danglers
Some ideas:
With Bazaar one player can pull up quickly in the humvee/vodnik and set up the gun looking down the alleyway at B. The others from infantry can spawn on driver move in on the flag. As we start down the alleyway we'll need to start COD'ing the far end with nades, troups sticking to the walls so that the jeep can fire down the centre.
Extra frag perk for that first skirmish.
With Tehran, vehicles pwn troups in the dip but as soon as they venture to the centre they are vulnerable from all sides. There is a tank and APC for each team. My recommendations are to keep the vehicles on the outter roads. The slower tank at the closest flag laying suppressing fire and possibly use the APC as fast troup transport around the sides. If each vehicle + spanner monkey duo can hold a flag, troups can roll in on a 3rd to give us momentum.
/my 2c
With Bazaar one player can pull up quickly in the humvee/vodnik and set up the gun looking down the alleyway at B. The others from infantry can spawn on driver move in on the flag. As we start down the alleyway we'll need to start COD'ing the far end with nades, troups sticking to the walls so that the jeep can fire down the centre.
Extra frag perk for that first skirmish.
With Tehran, vehicles pwn troups in the dip but as soon as they venture to the centre they are vulnerable from all sides. There is a tank and APC for each team. My recommendations are to keep the vehicles on the outter roads. The slower tank at the closest flag laying suppressing fire and possibly use the APC as fast troup transport around the sides. If each vehicle + spanner monkey duo can hold a flag, troups can roll in on a 3rd to give us momentum.
/my 2c

Re: Nutz - Map strategy for 27 November 2011 against Danglers
@ Mega
Like the idea of keeping it rolling on Tehran highway! think this would be very effective!
Re - Bazaar
I would agree with the movement and setting up the vehicle to cover the passage we also should have a BMP if Russians and APC if US?
I'd just like to add with the squad movement that suppressive fire in this game is hugely important on infant maps. It have the possibility of slowing down the enemy I would suggest when we face contact the full squad fires down range and then to apply as much suppression as possible. This strat would have to rely on continued movement.
Like the idea of keeping it rolling on Tehran highway! think this would be very effective!
Re - Bazaar
I would agree with the movement and setting up the vehicle to cover the passage we also should have a BMP if Russians and APC if US?
I'd just like to add with the squad movement that suppressive fire in this game is hugely important on infant maps. It have the possibility of slowing down the enemy I would suggest when we face contact the full squad fires down range and then to apply as much suppression as possible. This strat would have to rely on continued movement.
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Re: Nutz - Map strategy for 27 November 2011 against Danglers
Thoughts on Grand Bazzar strat.
Firstly I think going for B flag is a mistake.
B we will just bleed tickets on for the whole game, its tough to get in, its tough to get out.
The most effective way of playing it is keep to the outside and fire in.
So in this light i think it would be better to go for A and C.
Yes they will capture C before we can get there, but thats ok.
So playing as US.
Alpha squad
Takes buggy drives straight down and around towards C.
Stop in-line with the passage down to b guy on gunner stays in buggy covering down the passage, and the flag.
Other 3 cap flag.
One flag capped.
Hummvee stays covering passage.
One covers side passage the leads out to C.
2 cover their spwan point, read to move back to help at flag C
Bravo Squad.
2 take apc to A. Apc also parks looking down the passage towards B.
Other 3 jump cap flag. Bmp repairer person stays there with bmp, and covers, the little side tunnel that leads out to A.
Other 2 run straight down road. and onto the next side tunnel that leads to B flag.
They cover there and road, ready to move back to A.
Then for RU, we do the same in reverse.
This way we control the flanking of the whole map.
Yes they might break out and get through, but we will know where, and be able to respond quickly.
Coming round the sides aiming in, is also a much safer and stronger position.
They will bleed tickets trying to get out of B.
Check images here.
Blue = Bravo
Red= Alpha
Yellow= other routes and direction of cover.


Firstly I think going for B flag is a mistake.
B we will just bleed tickets on for the whole game, its tough to get in, its tough to get out.
The most effective way of playing it is keep to the outside and fire in.
So in this light i think it would be better to go for A and C.
Yes they will capture C before we can get there, but thats ok.
So playing as US.
Alpha squad
Takes buggy drives straight down and around towards C.
Stop in-line with the passage down to b guy on gunner stays in buggy covering down the passage, and the flag.
Other 3 cap flag.
One flag capped.
Hummvee stays covering passage.
One covers side passage the leads out to C.
2 cover their spwan point, read to move back to help at flag C
Bravo Squad.
2 take apc to A. Apc also parks looking down the passage towards B.
Other 3 jump cap flag. Bmp repairer person stays there with bmp, and covers, the little side tunnel that leads out to A.
Other 2 run straight down road. and onto the next side tunnel that leads to B flag.
They cover there and road, ready to move back to A.
Then for RU, we do the same in reverse.
This way we control the flanking of the whole map.
Yes they might break out and get through, but we will know where, and be able to respond quickly.
Coming round the sides aiming in, is also a much safer and stronger position.
They will bleed tickets trying to get out of B.
Check images here.
Blue = Bravo
Red= Alpha
Yellow= other routes and direction of cover.


