Week 2 - White Pass CQ (13 Apr - 19 Apr)
- NiteShade
- Senior Member
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- Location: Edenvale, Gauteng, South Africa, South Africa
Re: Week 2 - White Pass CQ (13 Apr - 19 Apr)
I like all of the above. I think Jono's ideas are def worth testing.
I was hoping that a few of us could hop on the server tonight after the Nuts are done and go through some ideas?
I'd really like some sort of strat idea in place before the game tomorrow with iB.
Who's keen?
I was hoping that a few of us could hop on the server tonight after the Nuts are done and go through some ideas?
I'd really like some sort of strat idea in place before the game tomorrow with iB.
Who's keen?

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s3xy_j0nny
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Re: Week 2 - White Pass CQ (13 Apr - 19 Apr)
NiteShade wrote:I like all of the above. I think Jono's ideas are def worth testing.
I was hoping that a few of us could hop on the server tonight after the Nuts are done and go through some ideas?
I'd really like some sort of strat idea in place before the game tomorrow with iB.
Who's keen?
Damn, Shady, only saw this now. Sorry. Was helping the Nuts with their practice and was totally unaware of practice plans for Danglers.

From the darkness you must fall
Failed and weak, to darkness all.
Re: Week 2 - White Pass CQ (13 Apr - 19 Apr)
Good ideas for testing. Having 8 people pushing forward together will be difficult though, especially with all of the buildings that a sneaky pesonc can hide in while you go past. Will need to be methodical in clearing out all hidey holes on the passage through the village, and also maintaining an unbroken line (i.e. not letting a few people push forward faster, thereby creating gaps through which the enemy can slip behind us.
I suggest that we stucture with depth, to create a moving wall with depth. Suggestion for this:
2x Scouts/ninjas up front and spread out. Objective to spot incoming troops and notify those following behind - do not engage if you have the choice. Lob motion mines forward to enable easy tracking of enemy movements. In the event of a major engagement between the main battle foce and the enemy, can flank and support by attacking from the rear. Can also drop C4 at strategic points, and detonate when the enemy crosses it.
4x main battle force (including armour). Their objective is to stop anyone trying to break through the line. Should know the enemy movements thanks to spotting from the scouts. Suggest 2x armour crew (engy) and 2x Assault
2x Fallback/cleanup that follows the main battle force. Objective of this grocup is to catch any enemy than managed to sneak through the first two groups, as well as keeping the main battle force alive and well (after battle revives). Made up of 2xMedic
This structure can be run as as two squads or three. With two squads, we'll have 1 scout, 2 main force (either assault or armour, but not mixed) and 1 fallback in each squad. The three squad option will move armour into it's own squad, and have 1 recon, 1 assault and 1 medic in each of the two infantry sqauds, each squad responsible for one side of the map (i.e. North or South flanks whilst we move East or West)
One other idea. The biggest difficulty in this map is the amount of buildings and hidey holes that ae available. One way to address this would be for our recon team to bring donw the buildings on the enemy side of the map (in front of B) as we move forward. Then, if we get pushed back to B, the enemy will have a much harder time sneaking in on the point across open ground.
Anyway, enough from me, I have a meeting to prep for. GL for the prac tonight guys, wish I could be there
I suggest that we stucture with depth, to create a moving wall with depth. Suggestion for this:
2x Scouts/ninjas up front and spread out. Objective to spot incoming troops and notify those following behind - do not engage if you have the choice. Lob motion mines forward to enable easy tracking of enemy movements. In the event of a major engagement between the main battle foce and the enemy, can flank and support by attacking from the rear. Can also drop C4 at strategic points, and detonate when the enemy crosses it.
4x main battle force (including armour). Their objective is to stop anyone trying to break through the line. Should know the enemy movements thanks to spotting from the scouts. Suggest 2x armour crew (engy) and 2x Assault
2x Fallback/cleanup that follows the main battle force. Objective of this grocup is to catch any enemy than managed to sneak through the first two groups, as well as keeping the main battle force alive and well (after battle revives). Made up of 2xMedic
This structure can be run as as two squads or three. With two squads, we'll have 1 scout, 2 main force (either assault or armour, but not mixed) and 1 fallback in each squad. The three squad option will move armour into it's own squad, and have 1 recon, 1 assault and 1 medic in each of the two infantry sqauds, each squad responsible for one side of the map (i.e. North or South flanks whilst we move East or West)
One other idea. The biggest difficulty in this map is the amount of buildings and hidey holes that ae available. One way to address this would be for our recon team to bring donw the buildings on the enemy side of the map (in front of B) as we move forward. Then, if we get pushed back to B, the enemy will have a much harder time sneaking in on the point across open ground.
Anyway, enough from me, I have a meeting to prep for. GL for the prac tonight guys, wish I could be there


- NiteShade
- Senior Member
- Posts: 2486
- Joined: Fri Oct 06, 2006 7:03 pm
- Location: Edenvale, Gauteng, South Africa, South Africa
Re: Week 2 - White Pass CQ (13 Apr - 19 Apr)
Lep had an idea as to how iB could have gotten to the B flag so quickly...
Consider: their guy spawns... then runs up and stands next to the quad bike. Only then do they do the "Ready" screen-shot thing.
Since Jono did actually spawn right next to the Quad one time, there would be nothing suspicious to pick up on what they were doing.
So, when Live was called, the guy was right there to hop in the buggy and speed right to B.
Think they could have done that?
Consider: their guy spawns... then runs up and stands next to the quad bike. Only then do they do the "Ready" screen-shot thing.
Since Jono did actually spawn right next to the Quad one time, there would be nothing suspicious to pick up on what they were doing.
So, when Live was called, the guy was right there to hop in the buggy and speed right to B.
Think they could have done that?

Re: Week 2 - White Pass CQ (13 Apr - 19 Apr)
I think that's a possible way that they've done it. I also don't think they've put that much thought into pre-match? Look at their interpretations of the rules. LOL
- SlipperyDuck
- Posts: 11493
- Joined: Sat Jun 22, 1974 12:00 am
Re: Week 2 - White Pass CQ (13 Apr - 19 Apr)
I've been offline today @ work - so havent had an chance to write out some things we figured out last night, will gets me some screenies and then post the smart moves here a bit later once i have a bit of time.
Basically B is the most important flag and we shouldnt be driving straight at it, rather around (from both Rs and US) by the CLIFF side behind B to cap - there is a HUGE cap area there rather than on the flag itself.
Poses a HUGE advantage capping there since, you use the cover of the buildings to stay out the way of the APC's and don't directly engage the enemy.
We must try it out for shoh. here's the screenshot and edit i did last night:

Basically B is the most important flag and we shouldnt be driving straight at it, rather around (from both Rs and US) by the CLIFF side behind B to cap - there is a HUGE cap area there rather than on the flag itself.
Poses a HUGE advantage capping there since, you use the cover of the buildings to stay out the way of the APC's and don't directly engage the enemy.
We must try it out for shoh. here's the screenshot and edit i did last night:

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s3xy_j0nny
- Senior Member
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- Joined: Thu Oct 05, 2006 2:44 pm
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Re: Week 2 - White Pass CQ (13 Apr - 19 Apr)
Can we gerra confirmation on who's playing tonart lark, pls? AFAIK, the following are available for the match:
Mega
Lee
Grav
Lep
Shadey
Ice
Drags
j0nny
Fly
Mikey
Phatty
I call upon the wisdom of King Slippery the Duck to decide the chosen 8.
Mega
Lee
Grav
Lep
Shadey
Ice
Drags
j0nny
Fly
Mikey
Phatty
I call upon the wisdom of King Slippery the Duck to decide the chosen 8.


From the darkness you must fall
Failed and weak, to darkness all.
- NiteShade
- Senior Member
- Posts: 2486
- Joined: Fri Oct 06, 2006 7:03 pm
- Location: Edenvale, Gauteng, South Africa, South Africa
Re: Week 2 - White Pass CQ (13 Apr - 19 Apr)
Well, Geth should definitely play... being his last night 'n all.
I believe Phatso should also.
Therefore, put me down as reserve. I'll be on TS.
I believe Phatso should also.
Therefore, put me down as reserve. I'll be on TS.

Re: Week 2 - White Pass CQ (13 Apr - 19 Apr)
Although I don't mind playing, I'd really not mind sitting this one out either. I've been moving furniture etc and my back is killing me.
Pls let me know if I'm needed or not
I'll check in again before 8!
Pls let me know if I'm needed or not

I'll check in again before 8!
- SlipperyDuck
- Posts: 11493
- Joined: Sat Jun 22, 1974 12:00 am
Re: Week 2 - White Pass CQ (13 Apr - 19 Apr)
This is our selection and Squads for tonight I believe could provide the most hurt
Lee
Lep
j0nny
Fly
Mega
Phatty
Nighty
Mikey
Res:
Drags
Ice
Grav
Lee
Lep
j0nny
Fly
Mega
Phatty
Nighty
Mikey
Res:
Drags
Ice
Grav


[/td]