Rage Strats and Discussion

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TygerBS
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Rage Strats and Discussion

Post by TygerBS »

I been doing a lot of thinking about strats, and what we need to do to improve ours, especially on karkand and sharqui.

I think those strats are headed in the right direction, but they do need work.

What I have identified is that we are trying to defend flags, by defending the actual flag, instead of defending the area's that give you access to taking the flag.
We have also not spent time and identified those areas on all the maps, which we must do.

So here is a strat for Sharqui that i have come up with. Lets discuss.

Sharqui on defence is all about TV station. Hold TV, keep your tank spawn alive.
Not only that but it is the higher ground, and we should always aim to hold the higher ground.

TV station seem difficult to defend now, because you can come from every direction.
But in truth, if you defence is in the correct place, they can only come from the from direction.

To do this we need defence on the left hand side and the right hand side.
This places are also two of the area's we need to defend to stop them being able to take C and B flag.
Also the effectiveness of having TV station, should not be underestimated. Having a sniper up there, to keep the attackers heads down, will be massively useful, and to spot.
Also we are missing some vital tricks in defence with using C4 and the vehicles.

Strat:

Slipper Duck:
spawn at TV station as support with C4. Slapps the c4 on the buggy and drives down the back side of tv, and all the way on the road on the right hand side, up to and around the back of the suburb flag area. He waits patiently there for where the tank is spotted. If the tank comes that way, and rushes B, he drives straight up its ass and blows it. (See Map for route)

Dryman, Cronos and paul
All spawn at A. Dryman and cronos as engineer, paul as medic. Your guys job here is to put mines down, spot the tank, and harass, them as long as you can, and slow down thier cap of A, or if they not going for A harass them and call the route they are taking. You guys can be quite aggressive, as your role at this pint is simply a slowing tactic.

Hubris:
Spawns at TV, and takes tank. Hubris, your rank should stay on the top tier. looking down onto the parking lot, over to A, and down and across to B.

Jono:
spawns TV as sniper, puts a detector thingymajigbob down on the TV flag and heads for the roof. Not sure what gun you wanna use Jono, but it must have great long range accuracy, and decent long range scope. Your job, is to spot and call their movements and keep their heads down. Once they have A, they can use those building higher ground against us, you need to suppress them or kill them. Basically keep their weary and always looking up.

Tyger:
Spawn on TV as engineer. I will put mines down on our rank spawn and on the ridge leading up to TV.
I will then hold and defend the ridge side. watching for buggies trying to come around, and troops.

Phatso:
Spawn B. You can do one of two things spawn as engineer with mines, or support with C4. Place CF on the hobit hill, or even on the back side of the wall of that B building, or on the great, wall, or on the small wall in front of hobit hill.
With this you can blow up a rush tank if it makes it past ducky, or a rush buggy, or just the troops that gather behind the building trying to take B.
You could do similar with mines, place mines so the tank cant rush. You can also put mines in place the tank or buggy might not go, but then shoot a rocket at them to detonate them and blow up troops.

This is the initial strat, and should provide us with decent cover of all areas.
Once this is played out. They have A flag, this is what needs to happen.

Slipper Duck:
Spawns Engineer, or Support at B. Duck you then defend B, by using mines or C4 same way as phatso was. You then watch straight down the, great wall side. Support might be best, deploy a Bi Pod, and own that area.
Alternate Job: C4 Buggies for the tank(Call it before you do it)

Phatso:
Spawns Medic/Engineer what ever is required, but mostly medic. Your Job is to watch the same lane as duck, and to keep him alive.
Your alternate job is coming back to TV flag itself to defend on the flag, or clear the flag.
You alternate Job, is more C4 buggy action on the tank.

Paul:
Spawns on Hubris as Engineer, jumps out tank. Paul your Job is to hold that top tier around where hubris is sitting in the tank. You need to watch into the parking lot, towards A, towards Hobit hill, and towards B flag when required. Your rocket must be ready to hit the tank if it makes a push. And you must have reps to repair hubris.
Your alternate Job is to come back and defend on TV flag itself and to clear it, or to push onto B flag and defend it, supporting Phatso and duck.

Cronos:
Spawns Hubris as Engineer. Your Job is same as pauls, but you are hubris primary repairer, and you stay in the gunner seat and do your work from their. You shoot rockets when required on the enemy tank too.
You alternate is also same as pauls, support on B, or C flag.

Hubris:
Stay in your tank, murder and kill. If you are under pressure, back your tank up to behind TV. If your tank goes down, you spawn Tv and join paul and cronos, until the tank is spawned again.
Alternate Job, same as paul.

Dryman:
Spawns TV as engineer, if i am still alive then spawn Medic. You will join me on ridge side. We will watch the ridge, and the road bellow. You will place mines on the ridge when you can, and fire rockets ate the tank should it push on the ridge or into parking lot. Be careful not to stray all the way to B side if they suing the tank their. Your main focus is on the ridge side. Keep me alive if medic, and vice versa.
Alternate job, defend the TV flag, and clear it.


Tyger:
Same as dryman

Jono:
Stay on the roof, keep providing recon, and keeping heads down. If we loose TV flag, you instantly jump of the side the roof, down the back, and place a beacon at the back of TV, and wait for us players to join you for an assault. Alternate Job, come medic, and res and spport the tank team.


So thats is.

I think this gives us a great opening strat, and then we know what area's are vital to defend and who is doing what, and when.
If we hold the right hand side, and the left hand side, and stop thier advance, we force them into the middle where we can just tear them apart.

Phatso, Ducky, Paul, Cronos, Hubris:
If we lose B flag, the very next place you guys must setup defence is at the antenna building. One guy at each end of that wall looking down to B, will be devastating.
In order to take B, back, move around the backside, and down the mountain, while those players hold that defensive line. One player also move to the upper area over looking parking lot and down to hobit hill. Once the flankers are in position, they push in to take B, back, the other 3, watch their angles and pick the enemy as the run to intercept or get away from the flankers.
I would suggest Paul and Cronos take the antenna wall on each side, hubris takes the upper area, while phatso and ducky flank.
This is assuming our tank is down.
If our tank is up, do the same, but use the tank to hammer them hard.

K, working on a karkand one.
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Paul
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Post by Paul »

Cool I think if possible we need to try this tonight. Please mark if you have read the strats and know your role
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Thor_23
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Post by Thor_23 »

ready to go!
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Hubris
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Post by Hubris »

Cool I like these strats. Defence is all about funneling them into the the middle and forcing them to come up at us over open ground - exactly where and how we can really hurt them. Essentially this map is better defended, so when attacking our goal is to take TV and turn it into a defensive game with B later. Hold the flanks as priority, keep a beadie on the middle for targets of opportunity.

ATTACK:

Infantry: Get to antenna with RHS road, attack tank, cap TV, secure TV and pressure/secure B.
Tank: Rush B, engage tank, move up to defend TV.
Plan is to turn the game upside down and defend it out with TV and B just like we do on defence.


We go straight for TV: take our their tank, regroup and secure the flag, then attack B when our TV defences are set up. We don't need to rush that attack on B, getting TV and clearing it is priority. One flag held will slow the bleed significantly, so we can afford it. Make sure somebody is responsible for clearing the roof after the flag area is clear - I suggest DryMan go up there then chute down to antenna/B to attack there or onto hill to defend.

Be careful with the C4 buggy trick, we can try it out but please don't just endlessly try for C4. A good tank driver will become aware and take you out early. Also there are lots of long open spaces between buildings and its a very vulnerable. I would say its a great idea on defence of the start or in a lull, but on attack we should weigh up our chances against getting an extra man near TV early. The choice is yours, but I have some ideas for taking hteir tank on attack... read on.

Tyger please spawn first and drive round the back; going 2 Engineer and 2 Medicsoff the start on attack. Lee gets into antenna building (safe spawn). Tyger + Dry run around the back to where the tank spawns (arse/side) and Phatso support them - get into cover there guys! Remember, you can be shot on approach from upstairs and troops on the ground, so hug TV building for safety and keep tactical discipline (don't rush it). We just keep hitting that tank until he goes down, then regroup, then hit the flag.

Remember, our tank is very vulnerable at B off the start (its a distraction after all) unless we can get rockets on their tank quickly at TV or something special happening. If we don't do that, our tank will go down and the troops will be in trouble at TV. Its mission critical to get rockets on first before capping. Once their tank is down, ours can zoom up to TV and support the flag cap by holding the downstairs area. Please don't forget to attack their tank first, then the flag.

J0n0 I want you to do the something special and place a beacon near our base to get a parachute onto the tall building by the hill. From there, he can place a soflam to lase the tank from behind. This will give me a huge advantage in the tank, since I will run guided shell. Regardless of whether he smokes, he will move and I should be able to shoot a lased or no lased guided for 1 hit disable. J0n0 has great views from there to kill troops/spanners and he can paradrop quickly to A or to C if either is required.

DEFENCE:

Infantry: Sneaky C4 buggy, cursory defence at A, fallback to B and TV defensive positions
Tank: Hold TV and support B.


Only Paul & DryMan at A as Engi's off the start please. I want to use Cronos as an emergency spanner, but mostly as tank security for troops in the parking/palms (defence) or on B flag (attack). It's so easy to come up/down there or from the lot and just snake the tank unseen. So really he should just be milling about around the tank keeping an eye out for troops and then pivoting to support flanks under attack. By that time, Paul will be back from A to rep me and Cronos will be free to roam the center or react.

The idea is to pivot from the hill to the middle, from the middle to B flag and vice versa. Cronos buzzes from the middle to the outside flanks and the opposite guy buzzes to the middle. So when our C4 buggy goes at start, Cronos supports at B and Dry supports in the middle until Lee is back from his mission. Shout pivot yourself or communicate to your squadie and they'll shout for you. B will be their primary target, then TV - infantry put emphasis on B, we have assets (the tank & J0n0) at TV.

When it comes to falling back to C to defend Dry and Phats should be the first to respond (one from each flank). The armour will hold the downstairs area, but we need troops to go up and clear (Dry clears roof). J0n0 of course has the opportunity to come down, but I suggest he protects that beacon and in best case, uses a sneaky route to fall down onto the balcony (front) or fall into the computer room (back). So we have a spawn on Lee at B, or on J0nny at the top of TV.

If we take their tank out on defence, Dryman could also push down the hill and along the water to the RU base to steal their tank. Its all in bounds and no one will expect an attack from the water side.

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Join me on our server sometime today J0n0 and I'll show you the spot I'm keen for you to lase the tank from. Up there, you will be well protected, have easy lase on tank minimal controlling and have a great view to pick people off all around the map (you have view of A/B/C). The thing is, the tank can turn around and shoot at you/soflam, but its hard to hit properly and that means the tank is oriented the wrong way when it counts and I can rush him.

Troops could also kill you/soflam, but the range is so far they'd have to snipe and by the time they realize, the work is done and you can spawn on the tank or run to TV (or even A if we need it). Remember when sniping, headshots are not required. Just calling them out and putting out constant dmg on their players will make all the difference. Also you may be able to get a spanner or at least hurt him, so go for that too! Bring your M98B with whatever scope you feel is appropriate, I suggest 8x though.
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Paul
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Post by Paul »

Excellent prac last night we lost Sharqi but we at least won 1 round, overall we beat them on Metro. As Tyger and Hubris said, out strats are sound it is just the execution that needs a bit of working on.


The problem with our strat is high risk, high reward. I think the risk though is to high. So to amend we should only have 1 person in the buggy. Lets remember that we have a bit of time.

If our initial strat doesn't work then we need to all get on A to slow the bleed down. We then regroup and push. One thing I did notice was that for both teams, the only time they could get B was with tank support.

So if initial strats fail then I say we get A, regroup both Infantry and Tank Push B, we can leave A unguarded or just 1 troop. I think very few teams will try recapture A once it has been taken. Retaking A only becomes an option if they have lost B or C. Most teams will happily defend Tv and B

We have a match against BvD tomorrow and maybe a match against A2K on tuesday
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Post by Phatso »

Great prac last night guys. Intense battles and I think we've come a long way in the past 3 weeks.

Alt Strat for Sharqi Attack - Slipperyduck + Tyger are their own SL's in seperate squads, other infantry (+ j0n0) sit waiting on squad screen.

Slippery start pushing into A flag or advantageous position elsewhere (possible bacon?)
Tyger do the buggy gamble run.

If Tyger gets through (!) infantry join his squad and spawn bomb for a hard hit on B, else squad spawn on Slippery for recuperation and adjustment.
We could even get j0n0 to spawn on Tyger too, leave squad, new bacon, Lee do a suicide run and join on spawn bomb of B?
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Thor_23
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Post by Thor_23 »

that suicide buggy run at B last night was hilarious !

My form was a bit off last night, upgraded firmware on my mouse and it works intermittendly. gonna do rollback tonight to fix that
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Hubris
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Post by Hubris »

Ya it was a good game, much improved performance on Metro - seems like those pracs are paying off!

I think we need to have a contingency plan for TV, where if we don't get a good assault on it we divert everyone to A and make sure we slow the bleed first. Last night it was totally undefended because they were all worried about TV and B. As long as our tank makes some noise at B, they will all stay on that side of the map making for a soft cap for the infantry to push on B with the tank.

I still want to try and gib TV from teams as soon as possible, so we'll use a start similar to what Phats suggested but factor in A.
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Post by Paul »

Yip that is what I said! Main focus is TV and B but if we not having any luck with it, then get A to give us some time and reassess
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Post by Hubris »

EDIT: Paul and Phatso, ;)
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