Grrr v FIB Sunday 6th May

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TygerBS
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Grrr v FIB Sunday 6th May

Post by TygerBS »

Hi Guys ok match v fib on sunday at 8pm
Knife fight is at 7:30pm to decide maps.

Please everyone be around from 7pm latest!

Server details:
Game: Battlefield 3
Server Name: ZA SGS SOD FiB vs Grrr
Game IP & PORT: 196.4.79.5:25100
Rcon IP & PORT: 196.4.79.5:47100
Start: 2012-05-06 19:30
End: 2012-05-06 23:00
Password: fibgrrr

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Paul
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Re: Grrr v FIB Sunday 6th May

Post by Paul »

Lets destroy these mother fuckers!!!!!
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Paul
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Re: Grrr v FIB Sunday 6th May

Post by Paul »

Where is a Dryman? This is going to be our Toughest match and we need to be at our best and that means letting Hubris and Tyger have everyone available at their disposal
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Hubris
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Re: Grrr v FIB Sunday 6th May

Post by Hubris »

I've outlined the plan and teams for probable maps from the elimination, give it a read when you can. The squad loadouts are up to you guys, you know what's best for what, just make sure you take an appropriate perk every spawn.

We're going to bump up our infantry squads and our armour squads to 4 guys each; SL's you absolutely have to stay alive at all costs. If we are in a bad position, you make a plan to provide a spawn point for your dead troops at a quieter flag as soon as they can spawn. Stay aware, think ahead and communicate everything you do/see. Don't look to someone else to think for you - talk, make a decision as a squad and look to the TL for detailed or final word. We need a constant stream of facts and reminders to enable decision making and get success; not excess opinion, rage or cold silence.

Tonight's practice was specifically to focus on playing a disciplined, self reliant and smart squad game. When both teams hold 2 flags on Seine, there is no bleed except for kills. Fan out, communicate, work your angles and communicate some more. If everyone communicates constantly, everyone has a clear picture of what they should do. Keep everyone informed of what you are doing and give them progress updates. If you go rambo or don't communicate constantly, you are contributing to the confusion and stacking the odds against us needlessly.

It's all up to the TLs to encourage it and crack the whip if need be. We all need to step it up a gear and really outline everything to our squad and TL. Go through the squad list, think about where your guys are, where the enemy are and make sure your're split up to cover all your bases. It's a squad responsibility, not Hubris' or Tyger's. I know some of us are reluctant to talk, but we need everyone talking and adapting constantly - we have 2 comms for a reason. Step up and fit into the chain of command. Match time is not for being a smart ass, sulking or being shy. Shit happens, dealing with positively is the only way to win.

If the enemy tank is on an unexpected side, the plan just changes to killing it then taking an alternative flag. It does put us at a disadvantage for a minute, but our troops should be split up between the flags anyway and it can be a big opportunity if we bog down their tank. If you are losing a flag and have little hope recovering it, you must abandon it for a good push on a new flag. When the enemy commits numbers to you and have cleaned two or more your guys, make a suggestion to start sending guys on other missions; or do it yourself. Take responsibility to watch spawn points when capping, don't leave it to "someone else".

Tyger please have clearly defined "rusher", "suppressor", "flanker/flank-guard" and "last man" roles. Use the buddy system. Communicate your position, communicate where you are looking, communicate where you want each player to be, get everyone to communicate where the enemy are (or are not), think about where the enemy are coming from, where everyone needs to be, plan for the worst, pre-empt the enemy, communicate everything that happens. Never have more than two guys in the same cover or on the same attack route, keep a good 10-30m spread and SL's don't overcommit to any attack plan.


-- Grand Bazaar --
US Side: Quick presence on B, A cap, IFV turtles. Hold A & B, use IFV/Humvee to get troops to C if need be.
RU Side: C cap, pressure on B, IFV assault on A. Hold A & C, spawn trap enemy IFV and bleed out troops at B.

I1: Tyger (TL)
I1: SlipperyDuck (SL)
I2: Phatso
I2: U2Mx
IFV: Paul (SL)
IFV: Cr0n0s
IFV: DryMan
IFV: Hubris (TL)

-- Seine Crossing --
US Side: Take A & B; quick push to D with tank support (if win tank battle). Alternatively, troop assault from A into Hotel and onto D.
RU Side: Take C & D; tank push A with infantry support (if win tank battle). Alternatively, tank push B with infantry support.

T: Hubris (SL)
T: Paul
T: Cr0n0s
T: DryMan (TL)
I1: Tyger (TL)
I1: Phatso
I2: SlipperyDuck (SL)
I2: U2Mx

-- Damavand Peak --
US Side: Tank to burning bus, rocket troops to forward rocks. Dig in at B - otherwise use SHelo and outside hold.
RU Side: Tank to B flag, rocket troops behind burning truck. Dig in at B - otherwise use SHelo and outside hold.

T: Hubris (SL)
T: Paul
T: Cr0n0s
T: DryMan (TL)
I1: Tyger (TL)
I1: SlipperyDuck
I2: Onyx (SL)
I2: Phatso (Scout Helicopter)

-- Tehran Highway --
US Side: IFV to B, troops on platform and upper B. Tank holds upper highway and A.
RU Side: Tank leads IFV for assault on upper highway. Troops to C and pressure B. Tank stays to hold A. IFV to B.

T: Hubris (SL)
T: Onyx
T: Cr0n0s
T: DryMan (TL)
IFV: Paul (SL)
IFV: SlipperyDuck
I: Tyger (TL)
I: Phatso


Don't be freaked out by 4 man armour squads, we won't have more than two spanners on armour. We want an infantry presence around the tank. The other troops can take a spanner, if they think that's a good idea, but they could take mines or the assault kit as well. Whatever the situation calls for: laying mines, holding a flag, flanking etc. The extra infantry support around the armour should help a lot with clearing rockerteers/spanners early and getting an extra hit on their armour. If there's no SL to spawn on, spawn on a flag and make a high risk/reward impact somewhere quickly!
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Paul
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Re: Grrr v FIB Sunday 6th May

Post by Paul »

Cool what are you thinking interms of map elimination i.e. in what order are you going to eliminate maps? And who is going to be our knife fighter?
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Hubris
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Re: Grrr v FIB Sunday 6th May

Post by Hubris »

I think DryMan should continue with the knifing. If not, I'll do it, I dont think anyone is particularly interested in doing it. Metro first, Noshahr or Tehran second and Bazaar last if it all goes our way.
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SlipperyDuck
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Re: Grrr v FIB Sunday 6th May

Post by SlipperyDuck »

don't forget - pronedivefeetstab = automagic full knife kill animation - try it - it's silly
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I've only been wrong once, and that's when I thought I was wrong.
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Paul
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Re: Grrr v FIB Sunday 6th May

Post by Paul »

We should practise some knife killing on our server


So Ideally we would be playing Sienne and Davamand? Is that the thinking?
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Hubris
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Re: Grrr v FIB Sunday 6th May

Post by Hubris »

We aim to play Seine and Tehran. Damavand or Noshahr are backups in order of preference. Metro and Bazaar are our first eliminations. If you guys think we'll be better on pure infantry maps, say so, but I think vehicle oriented will serve our interests best.
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Paul
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Re: Grrr v FIB Sunday 6th May

Post by Paul »

I agree with going with Armour but Tehran has not treated us well.

But that is just my 2c
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