Playing against a clan who haven't had a chance to practice (or read the rules) was a little frustrating. I'd have preferred a tougher game to start with. If we had an obvious weakness, we wouldn't have known.
Congratulations to all and I can't see anything obvious that we did wrong. Lots of preparation helped. Thanks to all who made the practices.
Personal note:
What worked was playing in armour as Sniper. When everything's quiet (after their armour is down), it was easy to pop out, throw a sensor and pop back in. Helped track the enemy as they got in and saw when people started spawning and running away.
j0nny played a major role - Kept the tank up longer than they could, then fetched it from our base when it spawned there and communication was excellent.
Lep played like a star - kept us resupplied and toobed anything that moved. Communication was excellent too.
Lee moved around a lot. Always felt like he was there doing something but was rather busy doing my own thing to notice.
All the players talking on the same channel was hardly confusing. I know who I'm trying to listen to and the rest of the voices fade to the background. When things are quiet on our flag I get to follow what's happening on the other flags. Gives me a good idea of how busy things are likely to be on my side and I get a chance to take long-range pot shots at them.
I found the best way to bleed a team of tickets is to let a guy in to a corner where we can bleed the guys who spawn off him. At one point we had them spawning over and over and over behind a building, and we had 2 tanks watching both sides. We lost the advantage when we killed them all. It was going well by us just letting that 1 guy stay and everyone else was spawning on him. If we have a situation like that in future matches, I think we should keep one guy alive. Even if they break out after a few minutes, we should have bled 10 tickets or so off them. Losing a flag as a result isn't going to cause that much ticket bleed.
Just in that line of thinking...
I think our map strategy has to change a little compared to BF2. If we find an advantage point on the map somewhere (even if it isn't a flag) we should post someone there. Trying to bait our enemy into a corner and pick them off slowly (letting them respawn on someone) has to be a tactic worth following up on. Especially against the BF2 vets. Don't think they'll see that one coming
<8or9> @ Laguna - Post match
- SlipperyDuck
- Posts: 11493
- Joined: Sat Jun 22, 1974 12:00 am
Re: <8or9> @ Laguna - Post match
I can only comment on our squad as this is where we were focused and almost ignored Squad2
I agree with Grav and Phatso, it was probably the easiest game we'll have in this league, but a good icebreaker.
i think our squads worked well together and yes, one channel was just fine. Like Grav said, it was easy enough to listen out for our squads Voices.
The only thing that concerns me with that, is that in more challenging matches we may have a VERY busy comm channel and miss important communication with our own squads as the shizen hits the fazin.
I really liked the way we just slotted into roles and commited to them - at least from our squad.
The "Specialize" structure seems to work best for us.
Spotting for us vs COD players is a big advantage, since we're used to only looking @ our mini-map for enemies rather than seeing them on the 3dmap.
I think we did our spotting very well indeed.
Best moment in the match was the move to take one of their flags and just let them have B.
While it's often argued that you should get the higher ground and what not, it just seems to work that you hold two flags and let them come to you.
Mega Wanted C on that map, committed to it and delivered at which point we pretty much had won the map even though there were 97 tickets from each side left.
Everyone just held their ground and let them come to us - EPIC
Another thing I thought worked exceptionally well, was when our squad lost A.
We waited for GRAV to move in with the Armour and spawned on him, then stuck around the Armour for a bit till our whole squad was there.
Only once we were ALL spawned we moved in together armour and all. They had no reply for it.
So, even though this was an "easy" game, I think we did well, especially with getting to grips with our squad structure.
While we can swap and change, I think we should essentially keep this structure throughout this Leg of the league as we can only grow from strength to strenght.
I agree with Grav and Phatso, it was probably the easiest game we'll have in this league, but a good icebreaker.
i think our squads worked well together and yes, one channel was just fine. Like Grav said, it was easy enough to listen out for our squads Voices.
The only thing that concerns me with that, is that in more challenging matches we may have a VERY busy comm channel and miss important communication with our own squads as the shizen hits the fazin.
I really liked the way we just slotted into roles and commited to them - at least from our squad.
The "Specialize" structure seems to work best for us.
Spotting for us vs COD players is a big advantage, since we're used to only looking @ our mini-map for enemies rather than seeing them on the 3dmap.
I think we did our spotting very well indeed.
Best moment in the match was the move to take one of their flags and just let them have B.
While it's often argued that you should get the higher ground and what not, it just seems to work that you hold two flags and let them come to you.
Mega Wanted C on that map, committed to it and delivered at which point we pretty much had won the map even though there were 97 tickets from each side left.
Everyone just held their ground and let them come to us - EPIC
Another thing I thought worked exceptionally well, was when our squad lost A.
We waited for GRAV to move in with the Armour and spawned on him, then stuck around the Armour for a bit till our whole squad was there.
Only once we were ALL spawned we moved in together armour and all. They had no reply for it.
So, even though this was an "easy" game, I think we did well, especially with getting to grips with our squad structure.
While we can swap and change, I think we should essentially keep this structure throughout this Leg of the league as we can only grow from strength to strenght.
Re: <8or9> @ Laguna - Post match
WP all. From our squad, on defense we found it useful to have at least 1 x recon, 1 x assault and 1 x medic. Recon sits on an ammo box and continually drops motion mines so as they move in we have their position. Medic revives, end of story.
We may have to adapt that formation in maps with more armour but its definitely strong for infantry vs infantry. We got a bit bored on top of C at times and I gotta say I was sorely tempted to send 2 to B but we held out and saved tickets.
We may have to adapt that formation in maps with more armour but its definitely strong for infantry vs infantry. We got a bit bored on top of C at times and I gotta say I was sorely tempted to send 2 to B but we held out and saved tickets.

-
s3xy_j0nny
- Senior Member
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Re: <8or9> @ Laguna - Post match
Excellent result everyone - we truly highlighted the extent to which we can pwn an unprepared team when we've done our homework. Sure, they only had 7 players, but those 7 weren't a pushover 1 on 1 - it was combined squad play that r00ted them so solidly.
From the tank squad perspective:
The 4 man setup works fkin well.
Firstly, having 3 in the armour @ first contact = 3 armour perks boosting the APC. Grav had secondary fire, I had hardened warheads, and Lep had the motion sensor package. So, grav had the right click rocket o' d00m at his disposable, made all the more fearsome by the hardened warheads, and if anyone tried to get close enough to c4 us, they showed up on radar like Xmas lights. The only other effect we could try to work in there would be the hardened armour upgrade, but as it went last night, we dirrent need it.
Secondly, having 3 in the armour meant that when I bailed to spanner repairs, Grav still had Lep gunning which is a MASSIVE help against enemas on foot, especially if the driver is concentrating on enema armour. Once we put down their armour, Lep bailed to help Lee finish off troops that were ninja'd, Grav switched to the gunner's position to combat troops more effectively, and I repaired.
Thirdly, having a 4th member in the squad (Lee) as a medic meant that when we made any push to attack a flag, he could hop out and flank troops in well-protected positions, then call in their positions for Grav and Lep to lay down fire. When we were defending, Lep and Lee made an awesome combo for mopping up troops trying to sneak into the flag area; t00b + tamp0ns = a VERY strong pairing vs infants. Also I think I only died 2 or 3 times in the first round, and each time Lee revived, so their was absolutely no ticket loss from spanner monkey related deaths - a big perk.
Fourthly, as spanner monkey I took the extra rockets and increased explosives damage upgrade which meant that, without fail, any encounter with the enema armour lasted no longer than about 5 seconds, and usually resulted in anyone using their armour dying painful, fiery deaths before they could even bail. Basically, 1 x right click rocket o' d00m from Grav + 1 x pimped RPG from myself = dead enema APC, even if they had a spanner jockey. And that was generally both shots direct to the front of their armour which = the strongest point. The explosives upgrade also meant that if I hit their tank anywhere near where their spanner monkey had bailed to fix, the splash damage turned him into minced meat.
The winning combination: good tactics, plus a squad that gelled extremely well. Having played clannies with Grav in armour for a couple of years, and Lee on foot for just as long, I know their gamestyles almost backwards, and Lep fits into the structure as if he's been in the team just as long. In short, with Grav and Lep, we have 2 armour experts whose way of thinking revolves around armour in clannies (where the best place to keep ours is, where the enema's will be, tactics that make using armour difficult for the enemas etc). Being spanner monkey for them is therfore a simple task (well-suited to me, therefore), and Lee can adapt to do anything, as we all know.
Moving forward, I would say that we should use a 4 man armour squad as the basis of our gameplay on any 3-flag map. As skoups' research showed, ticket bleed on BC2 Conquest is slow to the point of doing buggerall really. With that in mind, a 4 man squad with armour at their disposal should ensure that we ALWAYS have at least 1 flag in our control, if only as a base of operations other than our uncap. I would say from there, it is dependant on which map we are playing as to whether that 4 man armour squad acts as the attacking or defending squad. On maps where a single control point offers good coverage of the map and is crucial to success, the armour squad should be set to defend it for the entire round; on more linear maps, an infants squad can defend our first flag cap whilst the armour team pushes forward to cap the next.
/2c
From the tank squad perspective:
The 4 man setup works fkin well.
Firstly, having 3 in the armour @ first contact = 3 armour perks boosting the APC. Grav had secondary fire, I had hardened warheads, and Lep had the motion sensor package. So, grav had the right click rocket o' d00m at his disposable, made all the more fearsome by the hardened warheads, and if anyone tried to get close enough to c4 us, they showed up on radar like Xmas lights. The only other effect we could try to work in there would be the hardened armour upgrade, but as it went last night, we dirrent need it.
Secondly, having 3 in the armour meant that when I bailed to spanner repairs, Grav still had Lep gunning which is a MASSIVE help against enemas on foot, especially if the driver is concentrating on enema armour. Once we put down their armour, Lep bailed to help Lee finish off troops that were ninja'd, Grav switched to the gunner's position to combat troops more effectively, and I repaired.
Thirdly, having a 4th member in the squad (Lee) as a medic meant that when we made any push to attack a flag, he could hop out and flank troops in well-protected positions, then call in their positions for Grav and Lep to lay down fire. When we were defending, Lep and Lee made an awesome combo for mopping up troops trying to sneak into the flag area; t00b + tamp0ns = a VERY strong pairing vs infants. Also I think I only died 2 or 3 times in the first round, and each time Lee revived, so their was absolutely no ticket loss from spanner monkey related deaths - a big perk.
Fourthly, as spanner monkey I took the extra rockets and increased explosives damage upgrade which meant that, without fail, any encounter with the enema armour lasted no longer than about 5 seconds, and usually resulted in anyone using their armour dying painful, fiery deaths before they could even bail. Basically, 1 x right click rocket o' d00m from Grav + 1 x pimped RPG from myself = dead enema APC, even if they had a spanner jockey. And that was generally both shots direct to the front of their armour which = the strongest point. The explosives upgrade also meant that if I hit their tank anywhere near where their spanner monkey had bailed to fix, the splash damage turned him into minced meat.
The winning combination: good tactics, plus a squad that gelled extremely well. Having played clannies with Grav in armour for a couple of years, and Lee on foot for just as long, I know their gamestyles almost backwards, and Lep fits into the structure as if he's been in the team just as long. In short, with Grav and Lep, we have 2 armour experts whose way of thinking revolves around armour in clannies (where the best place to keep ours is, where the enema's will be, tactics that make using armour difficult for the enemas etc). Being spanner monkey for them is therfore a simple task (well-suited to me, therefore), and Lee can adapt to do anything, as we all know.
Moving forward, I would say that we should use a 4 man armour squad as the basis of our gameplay on any 3-flag map. As skoups' research showed, ticket bleed on BC2 Conquest is slow to the point of doing buggerall really. With that in mind, a 4 man squad with armour at their disposal should ensure that we ALWAYS have at least 1 flag in our control, if only as a base of operations other than our uncap. I would say from there, it is dependant on which map we are playing as to whether that 4 man armour squad acts as the attacking or defending squad. On maps where a single control point offers good coverage of the map and is crucial to success, the armour squad should be set to defend it for the entire round; on more linear maps, an infants squad can defend our first flag cap whilst the armour team pushes forward to cap the next.
/2c

From the darkness you must fall
Failed and weak, to darkness all.
- SlipperyDuck
- Posts: 11493
- Joined: Sat Jun 22, 1974 12:00 am
Re: <8or9> @ Laguna - Post match
Agreed.
And: Winning beats Bordom every time
And: Winning beats Bordom every time



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