Conquest Assault Karkand /Sharqi (SSG-Vovo)

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Hubris
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Re: SSG (Karkand/Sharqi) - Assault

Post by Hubris »

Why noone love my swimsuit edition screenies ?? :ras: My feeling is that clan wars are won by winning small battles. Killing the medic/engineer first, killing a loner running to our back flag, killing a spanner on the tank, an extra rocket in the tank, a res that saves your momentum, catching an engineer shooting/reloading a rocket etc. We have to perfect the link between strategy and tactics in the simplest, quickest and most dominant way possible. Below some things that came to me on the toilet.

For example in terms of strategy, on Conquest Assault we HAVE TO FIRST secure the closest flag, if we don't do that we're just shooting ourselves in the foot. The tank capped Hotel on Karkand US and our couldn't really get past construction on Sharqi RU. The tank's role is to distract, absorb damage and defeat the enemy armour while troops go elsewhere (namely their back flag). It isn't intended to cap a flag, but to pressure it and relieve pressure when required. We planned to have planted mines, Phatso please make a point of moving your squad past mine spots and protecting Dry while he plants them (gets hectic out there I know, but you're our boy blue!).

I will come up with plan B strategies for our next game, although I think we will have to rely on a simple mechanism like sicking the vanguard on the middle flag as opposed to the furthest away or something to that effect. The simpler it is, the more likely it will work and the less tickets we will bleed trying to make it happen with 1 or no flags. TV and construction are probably the hardest flags to cap in the bfverse, so I reckon that might warrant a slightly different approach off the start. It's much easier to cap our back flag on normal conquest so we're prolly ok with backups.

As for tactics, we needed to get more rockets off from our spanner team, which I think will all come together with a proper skills practice. We also need to put the second spanner on the tank quicker to free the other spanner to shoot a rocket without compromising the repair effort. Awareness and coordination are key to ensure we have at least one spanner on the tank at all times when it's over 60% and two when it's under; especially when in a tank battle. Our spanners need to feel they can help on the offensive effort instead of being forced to hide from troops and repair desperately or we will always struggle to keep our tank up any meaningful amount of time.

Lee, I didn't get a close view of your squad, but I think you should move in loose formation with the tank to cap the back flag and prey on the proximity suckas hiding from the tank before they can spawn or get in behind us. Use Cronos to flush them out while you assure the kill, res and flank. As soon as we have 2/3, you guys leave the tank formation and cut off obvious approach routes to our back flag and protect Cronos while he suppresses them from a position with a good view (worked nicely).
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Paul
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Re: SSG (Karkand/Sharqi) - Assault

Post by Paul »

Yip I think the Tank crew will get their with practise. My view is as soon as we take 1 hit, whether another tank or rocket, the first engineer jumps out and repairs, he can then at his descretion shoot off a rocket. It could be as soon as the tank is full repaired he fires off then goes back to repairing.

Then as you say as soon at the damage is in the 60% then second engineer jumps out and repairs. From there we need to speak to co-ordinate our rocket shots which will come with prac
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TygerBS
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Re: SSG (Karkand/Sharqi) - Assault

Post by TygerBS »

Why not as soon as tank takes first hit, both engies jump out. One repairs other fires rocket., and then gets back in.
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TygerBS
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Re: SSG (Karkand/Sharqi) - Assault

Post by TygerBS »

You make some good points Hubris.
yes absolutely the small things in clannies make the biggest difference. its the details that count. Thats why if i can see it i will toob the enemy tank, cause every bit helps.

My view is this that both karkand and sharqui getting a back flag is paramount, otherwise u are stuck fighting a front line war where ticket bleed will kill us.
The opening moves on these maps are very important, because its the best time to take them by surprise.
Yes TV is a hard flag to take. But not impossible as we showed.
I am thinking that instead of going for TV, we go all the way around and get parking lot.
Maybe even drop one guy off at TV on the way, so as soon as they react to parking being taken, he can move into tv, and the other guys if dead can spawn on him.
If we then have the other 2 man squad assaulting tv from the other side i think it will make enough confusion for us to take it out.

Our attack on karkand was good, but its not always gonna work, if they aware of it, they can mine before we can get there.
The only alternative really is for it to be a full on all out attack on hotel to start. Tank and apc. we should be able to take it before there tank gets up there.

We need a response on all maps. If our back flag is taken. What do we do.
If our tank is stolen, what do we do?
If our initial strat doesnt work, what do we do?
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Phatso
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Re: SSG (Karkand/Sharqi) - Assault

Post by Phatso »

TygerBS wrote:If our tank is stolen, what do we do?


I am of the believe that brute force wins in 90% of situations on the Battlefield.
Visa Vie:
If they steal our tank, EVERYONE spawns AT after a death and thumps the tank.

Regarding the losing of a back flag, the same may be a game-changer... Leave as few guys as possible upfront maybe that can give the rest enough time to get back our back flag... I don't know what your thoughts on this? (we may as well keep the discussion in this thread as on Sharqi and Karkand, armor and back flags is king)
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TygerBS
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Re: SSG (Karkand/Sharqi) - Assault

Post by TygerBS »

Yea look thats the classic way of dealing with it. But we can over compensate and then be left with to many engineers.
Also i think we need to be a little specific about how we do it and co -ordinate it.

My idea is, we form a new for man squad with the people who are dead, 3 engi's and one medic. The spawn and flank around and co-ordinate and a strike on the tank.
This way we dont have the alive dudes worrying about the tank and having to risk there tickets, plus we dont over compensate.


Then back flag taken. Sily if we everyone rushes back to take flag. Once again we need to leave at least a few people covering the front flags.
Best bet. 5 people split into 2 squads go back to get back flag. both squads coming from different angles to the fkag. Covering each other.
Leaves 3 people of front.
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