The next game in the league refers to White Pass. The Danglers already played this map in their league game, so I wonder what the odds is if we could have a game with them on it. Chaos?
Quick tactic, and this is just to get the discussion started.
1. I don't think the UAV will be THAT effective in the game. Unless you hold flag B. It will be very difficult to "protect" the UAV operator.
2. I would think that 2 or tubers need to figure out exactly how they could tube the UAV operator from very long distance.
3. On the public servers, I've never seen anybody using the APC effectively, however, the public servers tend to have 32 players, so it becomes a lot more difficult to keep the APC alive.
4. Flanking the enemy, with "ninjas" could be a good tactic.
5. Murgs suggestion of having an 8 man squad might also add a lot of value on this map.
This map will be all about strategy while tubers, medics, and long range snipers will be kings. Engineers, I don't think will add that amount of value in this particular game. One engineer bringing the APC as long range support, but that is about it.
Just to get the ball rolling, here is a proposed tactic, please amend at will:
1. Quad bike race towards "B", one enigneer spawn on it, and plant some mines around the flag.
2. The flag at B have an extremely long capping range (behind several buildings). We need to know exactly what that range is.
3. The APC cap A (or C) and then move towards "B" to engage in the fight.
4.A huge squad of 8 people might be a good idea. Having a sniper acting as a secure spawn point at B may also add value.
Feel free to rip the tactic apart.
Mixed Nuts : Map Tactic : White Pass CQ
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Skouperd
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Mixed Nuts : Map Tactic : White Pass CQ
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- ChaosADPumpkinHead
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Re: Mixed Nuts : Map Tactic : White Pass CQ
Practice tomorrow night for the Mixed Nuts and on Thursday wiff GRRR (will confirm with Lee)
As for the start, will give it some thought...
As for the start, will give it some thought...

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Skouperd
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Re: Mixed Nuts : Map Tactic : White Pass CQ
Leelo just posted their findings and summarised tactics version of White Pass in the interdiscussion board, their tactics worked very well against the clan they've played so we could perhaps consider adopting a variation of that specific run.
They were going to the left of the flag (i.e. the mountain side), I think one coudl counteract that strategy by going on the right (the cliff) side and neutralise their capping ability.
They were going to the left of the flag (i.e. the mountain side), I think one coudl counteract that strategy by going on the right (the cliff) side and neutralise their capping ability.
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Skouperd
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Re: Mixed Nuts : Map Tactic : White Pass CQ
Quick debrief of the match, especially on what worked nicely and what did not work out so nicely.
1. I think our start was good, Murgs / Chaos racing towards "B". I wasn't around too much, but listening to TS, it sounded as if that worked. Murgs, nice one on taking the time to practise your driving.
2. The use of the APC was good, I think in the first game we've lost it only once, whereas in the second game they took it out 2 times.
3. I like the fact that we never even considered going for their flag (the one closest to their base). This is exactly what they did not do, they kept on coming for flag "C", and with us having the APC their, they kept on losing a lot of tickets.
4. I think this map allowed for a lot of disjointment within the teams, not all standing in the same building etc. For this map, it worked out very well, but Chaos can comment more on that. The next map though, we need to be a lot more clinical in our approach, teamwork on the next map will be deciding factor.
5. It is a pity we could not get their APC, Krygorain, I need to take some responsibility for that. But I think this is still a tactic that we could use in future on this map.
6. Finally, the second game, when they were leading, around the beginning of the game. I am not sure why they gain the lead, perhaps somebody else could comment on that? But what I did like is the way in which we've pulled it back and still win by over 30 tickets. I think on that specific map, it is easier to play Russia rather than USA. I think it was Murgs that mentioned, the USA was fighting an "uphill" battle. I think that is why we've lost more tickets, but feel free to comment.
7. At one stage, I think we've advanced a little bit too far and as a result lost several tickets. We really do not want to advance much further than the "B" flag.
Overall, nice game, but we will definately need a better tactic for the next round. I am working on that.
1. I think our start was good, Murgs / Chaos racing towards "B". I wasn't around too much, but listening to TS, it sounded as if that worked. Murgs, nice one on taking the time to practise your driving.
2. The use of the APC was good, I think in the first game we've lost it only once, whereas in the second game they took it out 2 times.
3. I like the fact that we never even considered going for their flag (the one closest to their base). This is exactly what they did not do, they kept on coming for flag "C", and with us having the APC their, they kept on losing a lot of tickets.
4. I think this map allowed for a lot of disjointment within the teams, not all standing in the same building etc. For this map, it worked out very well, but Chaos can comment more on that. The next map though, we need to be a lot more clinical in our approach, teamwork on the next map will be deciding factor.
5. It is a pity we could not get their APC, Krygorain, I need to take some responsibility for that. But I think this is still a tactic that we could use in future on this map.
6. Finally, the second game, when they were leading, around the beginning of the game. I am not sure why they gain the lead, perhaps somebody else could comment on that? But what I did like is the way in which we've pulled it back and still win by over 30 tickets. I think on that specific map, it is easier to play Russia rather than USA. I think it was Murgs that mentioned, the USA was fighting an "uphill" battle. I think that is why we've lost more tickets, but feel free to comment.
7. At one stage, I think we've advanced a little bit too far and as a result lost several tickets. We really do not want to advance much further than the "B" flag.
Overall, nice game, but we will definately need a better tactic for the next round. I am working on that.
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- ChaosADPumpkinHead
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Re: Mixed Nuts : Map Tactic : White Pass CQ
Agreed there Skouperd! White Pass is all about CONTROL, who controls "B" controls the game. By not moving too far towards their flag (A or C) we allowed them to burn tickets trying to get B back.
If this map has to play out the way it did last night, I think medics aren't going to be a factor, or at least shouldn't be. With the squad split up so far apart, the medic really can't get to the rest of his squad without covering a lot of open ground. I found that's what happened to me last night a few times.
I thought the APC did very well and if memory serves me correctly, we did get their APC once and that was awesome.
Overall, I think it was very well played.
If this map has to play out the way it did last night, I think medics aren't going to be a factor, or at least shouldn't be. With the squad split up so far apart, the medic really can't get to the rest of his squad without covering a lot of open ground. I found that's what happened to me last night a few times.
I thought the APC did very well and if memory serves me correctly, we did get their APC once and that was awesome.
Overall, I think it was very well played.

Re: Mixed Nuts : Map Tactic : White Pass CQ
My quick points:
1. Having Skouperd and his timer, saying when the enemy APC was gonna spawn was incredibly useful, both from a stealing point of view, and knowing which kit to spawn as next.
2. We had no Asault guys in Alpha, meaning that I got 3 motion mines out, and that was the end of that. No ammo.
We will have to assess the need for motion mines vs the need for RPG's. Eventually I started spawning Engineer, and we still did ok.
3. Please leave the buggy facing a useful direction or at least on driveable terrain. I will usually spawn with C4 on the first spawn, and after capping the flag would ideally like to have a shot at their tank, which by that stage would be rolling up the road.
4. At one stage I was killed while reloading. Chaos revived me. I carried reloading. I was killed. Chaos revived me. I ... 3 times. Whilst this was a bit frustrating, I think the fact that the ticket was saved made it worthwhile. Are there any circumstances under which you should shout "don't revive?" Because if you do, you are costing the team a ticket.
5. We need to experiment: Are there places you can go on the map where your squaddie cannot spawn on you? I refer here to when I was hiding at the back of the enemy base, and Skouperd wanted to spawn on me. He couldn't, so I broke cover to run closer into the map (with horrible consequences.)
Otherwise, good game!
1. Having Skouperd and his timer, saying when the enemy APC was gonna spawn was incredibly useful, both from a stealing point of view, and knowing which kit to spawn as next.
2. We had no Asault guys in Alpha, meaning that I got 3 motion mines out, and that was the end of that. No ammo.
We will have to assess the need for motion mines vs the need for RPG's. Eventually I started spawning Engineer, and we still did ok.
3. Please leave the buggy facing a useful direction or at least on driveable terrain. I will usually spawn with C4 on the first spawn, and after capping the flag would ideally like to have a shot at their tank, which by that stage would be rolling up the road.
4. At one stage I was killed while reloading. Chaos revived me. I carried reloading. I was killed. Chaos revived me. I ... 3 times. Whilst this was a bit frustrating, I think the fact that the ticket was saved made it worthwhile. Are there any circumstances under which you should shout "don't revive?" Because if you do, you are costing the team a ticket.
5. We need to experiment: Are there places you can go on the map where your squaddie cannot spawn on you? I refer here to when I was hiding at the back of the enemy base, and Skouperd wanted to spawn on me. He couldn't, so I broke cover to run closer into the map (with horrible consequences.)
Otherwise, good game!
