Conquest Assault Karkand /Sharqi (SSG-Vovo)

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Hubris
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Conquest Assault Karkand /Sharqi (SSG-Vovo)

Post by Hubris »

Ok so we checked out the servers last night, here's what we know. We will play a 3-3-2 tank structure on both maps since they are both 3 flag maps. 2 to guard back flag, 3 in tank to hold middle and 3 in the vanguard. The US have the advantage on both maps, with easy tank access to strategic points and, on Karkand, an LAV.

Playing RU on Karkand is a little different, since we have to battle the LAV as well. It's crucial Phatso's boys are able to distract the heavy long enough for us to deal with the LAV. If we get a chance to steal the US tank on Sharqi, we should definitely do it as it would help a lot with the capture/control of TV.

We need to know where troops and armour are moving at all times, but especially at the start. Let's keep the chatter up and be strategically aware and loud about where our forces need to be; e.g. calling and waiting for armour support, avoiding defended areas and distracting the enemy tank for flanking by our tank.

There is no MAV to help us this time around, although we will have proximity sensors on the tank. Let's use that to our advantage by positioning the tank in areas which the enemy are occupying buildings etc. The LAV also has a proximity sensor and it will be a a potent, albeit fragile, weapon at their back flag.

If their armour becomes a problem, we need to deal with it decisively (spawning Engineers and attacking it in packs) and prevent it from becoming a problem again (i.e. cut off their spawn and demolish spawned vehicles). Prac @8 for those who can make it. Really going to focus on squad routes, tank battles and crewmanship.


Vanguard
Phatso* (Meds Assault/C4 Support - Squad Ammo) - LAV driver (proximity, smoke and AP rounds)
Dry (Mine Engineer/Assault - Squad Explosive/Squad Flak) - Second seat and repair
Tyger (Tube Assault - Squad Frag) - consider smoke - 3rd seat switching to second when repairing

Defence
SlippO* (Assault - Squad Frag) - consider suppressed weapons
Cronos (Clay Support - Squad Explosive) - consider suppressed weapons

Tank
Hubris* (Assault - Proximity, Cannister, Smoke - Squad Flak)
Paul (2nd seat, Spanner Engineer - Squad Explosive) (Proximity, GuidedShell, Smoke).
Pmurgs (3rd seat, Spanner Engineer - Squad Cover) (ReactiveArmour, Smoke, HMG)


Below the two maps, on the top left is Karkand from the US side. Bottom right is RU on Sharqi. The red line represents the vanguard route. The green line represents the tank route. The orange line represent the defence route. The pink represents mine areas for Mr Dry.

The idea is to take the map in phases. Phase 1 is the securing of our back flag, the tank battle ensues and vanguard flanks their back flag. Phase 2 is to have secured both the outside flags. Phase 3 is to go from 2 to 3 flags by rushing their spawn for a capout). Our back flag area will be defended constantly.

The tank will serve as anti-armour and will pressure the middle flag in between phase 1 and 2. We want to pincer them from both sides at the middle point, then rush to cut off their spawn. Stick to buildings, lay some sneaky clays/mines and keep an eye on our tank while it's fighting in the middle (i.e. C4, flanking rockets).


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Check out my research on LAV perks here: http://www.grrr.co.za/forum/index.php?topic=2752.msg45454#msg45454
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Paul
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Re: SSG (Karkand/Sharqi) - Assault

Post by Paul »

Cool but can you tell us what those lines mean? Or will that be revealed at prac
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Re: SSG (Karkand/Sharqi) - Assault

Post by Hubris »

Updated I hope it makes more sense now Paul... NoMaD pulled out says he has a client to see, so Cronos will take his spot.
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Paul
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Re: SSG (Karkand/Sharqi) - Assault

Post by Paul »

Cool one thing though is that you previously mentioned having multiple driver or mainly multiple driver perks. I would suggest

Hubris (Assault - Proximity, Cannister, Smoke - Squad Flak) - Good for infantry/Heli
Paul (Spanner Engineer Proximity, Guide Missles, Optics - Squad Explosive) Good for Armour/Heli
Murgs (Spanner Engineer Proximity, ?,?- Squad Cover)

That way like you said, if we find the Cannister per isn't working then we switch to guided missiles for instance. I do beleive though that the Proximity perk is mandatory for these urban maps.
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Hubris
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Re: SSG (Karkand/Sharqi) - Assault

Post by Hubris »

I agree, updated. Not sure what else would be a good mix. Maybe reactive armour, smoke and the coaxial-HMG perk to perform a battering ram or deep strike role.
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NoMaD
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Re: SSG (Karkand/Sharqi) - Assault

Post by NoMaD »

Hey guys sorry about pulling out. been really busy with first week back at work after being away.... rather rusty atm, so i think it is best in any case. hoping to get back into the field soon for some derustify and work my way back into the fold! :)
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Paul
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Re: SSG (Karkand/Sharqi) - Assault

Post by Paul »

Hey guys please can we be on the server a few minutes early (atleast 15) to go through the strats, not everyone could make it last night and I don't want us running around like headless chickens
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Hubris
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Re: SSG (Karkand/Sharqi) - Assault

Post by Hubris »

BATTLE REPORT: BAGGERS V SSG B - KARKAND, SHARQI ON ASSAULT MODE.


We came out a little disorganised, not having practiced and losing Paul to a disco early. They stole our tank and we struggled to pull ourselves back into the game; unfortunately we just ran out of time and tickets (lost by ~70 tickets). The second round of Karkand, we came out firing and our vanguard boys did well to neutralize and steal the enemy armour early, after that it was just mopping them up (won by ~100 tickets).

On Sharqi US, we held our armour back and it worked for us, managing to hold 2/3 flags and eventually outcap them with great defence and attack from our troops
(won by ~100 tickets). Unfortunately, from the RU side we lost a lot of tickets to AT mines and trying to take TV - we need to revise our game plan or tactics on this side of the map, we just couldn't get the upper hand (lost by ~70 tickets).

For some reason, neither Vovo or I could get ticket counts on the game screens. We both agreed that it doesn't show them, so please those with loud voices on SGS/DGL take that up and lets get it fixed by Dice/EA/whoever. I'll have a look to see if anyone has made a Battlelog Forum post about it too. If it's already there, let's ask for the clans to make some noise and support the thread.

It's hard to say who won, but I like to think we pipped them. Either that or they just pipped us. Another great game with SSG, but we've got our sights on SiB. I have challenged them for this Sunday at 8PM on Bazaar and Seine, if they accept we will decline the SSG game. Either way, let's gear up for another good game on Sunday. Well played boys, everyone performed their roles well, we were a little rusty and had a few chop moments, but it's great to see the solid improvement we had each round.

Karkand - RU

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Karkand - US

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Sharqi US

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Sharqi RU

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It was a really hot night, so in between the two maps the guys took some time off from killing to enjoy some laps and fun in the pool at the Hotel. Many lols, check the chat XD


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Paul
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Re: SSG (Karkand/Sharqi) - Assault

Post by Paul »

Yip, except for a few unfortunate incidents, for example me firing my rocket into the tank instead of reparing it, thereby killing Murgs and Hubris and allowing the opposing team to then capture Carpark, we would have beaten them

As Hubris and Phatso have mentioned before we need a plan B for all the maps. I still think TV is the most important on Sharqi but if don't get it on the first try we need to relook at it. I also think it might be worthwhile sending both Infantry squads to TV first up. Kind of a brute force attack.
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Re: SSG (Karkand/Sharqi) - Assault

Post by pmurgs »

Meh, things happen Paul, but don't knock yourself up about it, let us do that for you rather by reminding you many times in the future.

And whomever the super speedy ninja was on their side that put that row of mines up, catching our tank right at the start on Sharqi... i think he totally stalled our momentum right at the start since it takes so long for the tank to respawn.
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