Been thinking about this map from a tactical point of view. Very tricky, lots of cover and 1 vs 1 combat will be crucial to the outcome. An idea that might work (I'd like to hear from as many as possible on the subject) is to move up as a front (lined up North to South on the map) with APC + armour squad central and 2 x 2 peeps (1 toob, 1 medic) squads on either side. The idea being to push up to the central flag and dig in where we can all cover each other as much as possible, spotting and stopping them from getting past. We would leave the back flag virtually unguarded. My opinion is that any troup or APC left too isolated would be toast and to go for strength in numbers at the middle. Any comments or other ideas?
Holding the middle and one more flag would be the best... I think you thinking on the right vein, if we have enough visual cover to stop any troops moving right through to our other flag position.
I.e. When USA we would need to hold A and B, when Russia C & B.
B is a great position with all the buildings and cover you can hold up with a squad and one recon tossing motion censors all about we should be able to watch any troops moving up or around from any direction.
There is a definite bottle neck at B and if we can use this to our advantage then this map should be good. This map is conducive to sneaking through and to begin with there is a lot of cover.
I think we need to hop onto this map and check the points and the most promising camping sights, I wanna roast some marshmellows...
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Only a ninja can kill a ninja. Regular humans are useless against a ninja.
yeah, i was thinking more or less the same. Bring 7 men in to capture B and then setup defense - both rounds. only one man will be required to capture the 1st flag. . . period
When moving to take B though we need to make sure we don't have a buggy runner trying to bypass us to get our back flag. In that screnario holding just B could be dangerous. getting boxed in at one flag if they hold A & C - eish
Will really need to think this one through and practice/test it
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I've only been wrong once, and that's when I thought I was wrong.
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SlipperyDuck wrote:yeah, i was thinking more or less the same. Bring 7 men in to capture B and then setup defense - both rounds. only one man will be required to capture the 1st flag. . . period
When moving to take B though we need to make sure we don't have a buggy runner trying to bypass us to get our back flag. In that screnario holding just B could be dangerous. getting boxed in at one flag if they hold A & C - eish
Will really need to think this one through and practice/test it
slip I think there are no buggies on this map just the APC i believe so any ninjaring would have to be done on foot this is more advantageous to us.
EDIT - I also agree with you Lee, one unit should capture the 1st flag and the rest of the team should push aggressively for B
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Only a ninja can kill a ninja. Regular humans are useless against a ninja.
SlipperyDuck wrote:yeah, i was thinking more or less the same. Bring 7 men in to capture B and then setup defense - both rounds. only one man will be required to capture the 1st flag. . . period
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Will really need to think this one through and practice/test it
However, in the event that 3 or 4 enemy push to our back "flag", one guy has to hold off all of them while the remaining cap takes place. This is ofcourse if it takes longer to get there, than it does to cap.
We do need to check this out though and agree that we should test it.
- We could try holding B with a large force after capping the first flag (A or C, depending which side we're playing for the round), and then moving fluidly. If they push a group of ppl past our main line to cap behind, we send a force in the other direction - to cap their first flag. If we keep our entire 8 man team together as much as possible, we can revive any deaths and pwn any smaller forces for ticket loss effect. Just as a different spin on the same basic idea Lee and Mega already posted.
- Let's not forget that any time our armour goes down, it'll be trundling past our back flag on its way to the front after respawning, and can clean out any ninja teams. NB: On the open servers, respawn time for the APC on this map is fookin long - we must check this out asap.
- If we can get a c4 buggy onto their armour from the kickoff, it gives us an immediate advantage on the front line and might even enable us to push straight through to their first flag to keep them pinned there. Also, if we can get a recon player up to within darting distance of their uncap, he can light up their APC like a Xmas tree and we can drop it like a sack of shit as soon as it leaves its base.
- Linear maps seemed to suit our team in BF2, so let's hope that carries over to BC2.
- Because the map is linear, if we move up together as an 8-man force, taking it slow and being thorough, we can push them all the way back to 1 flag and just camp the exits. Sitting at B and waiting for them to attack is not as effective as pushing all the way up to A or C and punishing anyone who tries to leave. That way, we can also have ninjas putting pressure on their flag and distracting them from the task of trying to get past us.
- The armour is more mobile than infants and can act as a roving defender so that if anyone does get past the front line, armour will probably be the best means of going back to stop them capping. It might be a good idea to keep the armour team to 2 man for this map, so that the flanking squads can be 3 men each - Medic, T00b and Recon (for motion sensors and c4 b00by traps).
- We need to investigate the strengths and weaknesses of the mounted guns on this map.
From the darkness you must fall
Failed and weak, to darkness all.