White Pass CQ

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Skouperd
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White Pass CQ

Post by Skouperd »

Interboard discussion on tactics and findings applicable to White Pass CQ
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SlipperyDuck
Posts: 11493
Joined: Sat Jun 22, 1974 12:00 am

Re: White Pass CQ

Post by SlipperyDuck »

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Possibly the most important image you'll see for this map.

* DO NOT use the main roads.
- Use the snow covered paths heading along the mountain side towards B.
- I've highlighted the MASSIVE cap area for the point.

* DO NOT bring in your APC --- yet.
- Only spawn 1 man to start the map - the MAD RUSH to the flag is not as important as the volume of players
and where you put them. 1 player simply does NOT choose a squad, whilst driving your second spawner
joins the 1st spawner ON the buggy then swaps to the alternate squad so that they can spawn on him
once you reach the point.
+ YOU ARE BRINING 7 MEN to POINT B to CAP from a secure location BEHIND the open road away from the
APC and away from engagement with troops - you will win. Bring 4 Engineers though with Explosive unlocks
it takes 2 unlocked engy Rockets to take down the APC, but it's likely you will be hitting it from the front which takes
3 or even 4. If the enemy has an Engy repairing, this means 4 at least. 4 Engineers behind B will take down
the APC in one shot.

* APC takes 3 minutes to spawn. 180seconds YES! so once it's down, you have them on the ropes for a long time.

* YOUR APC stays out of trouble at first, caps A or C - depending on which side you start on. Once capped, the enemy APC
will be down and the enemy will not have seen yours, the result of this is that most of the enemy will conclude that
you are not using your APC and bring medics or assault kits. This will cost them a few more tickets since you now roll in your
APC.

You should now use the cover of the buildings and fortify B and win
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I've only been wrong once, and that's when I thought I was wrong.
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gr@v1ty
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Re: White Pass CQ

Post by gr@v1ty »

Step by step instructions. It's like baking a cake :)

You guys practicing tonight... Just shout if u want some Danglers to run through the map wiff u.
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Skouperd
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Location: Cape Town, Western Cape, South Africa
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Re: White Pass CQ

Post by Skouperd »

Thanks for the help and assistance on this map Danglers. We've ended up using a different tactic but it still worked nicely. We basically brute forced our way on this map. Effectively we employed a lot of tubers, and all they did the whole day long was spamming tubes on buildings / infantry etc. If an infantry was found in building X, we take down the building X thereby removing the ability for them to go in it again. The APC always hang back quite far and assisted in the utter destruction of any building or anything else that people could hide in. Also, we never advanced past "B".

Another thing that I think worked nicely for the Nuts, and the Danglers may want to use this in future, was to give NAMES to each of the different buildings. Doing this, we've actually been able to communicate exactly where anybody was.

Any event, thanks for the help on this map.
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NiteShade
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Location: Edenvale, Gauteng, South Africa, South Africa

Re: White Pass CQ

Post by NiteShade »

Awesome, Skoups.
I, too, am a big fan of naming places on the map. Makes communication much simpler and lessons chat on TS.
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