FRIENDLY vs WrG Wed 26th May 8pm
- SlipperyDuck
- Posts: 11493
- Joined: Sat Jun 22, 1974 12:00 am
Re: FRIENDLY vs WrG Wed 26th May 8pm
Code: Select all
Lurn 2 work with listsUberGeek Backhander Dishers(Keen Players):
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* [grrr]Dragonne
* [grrr]Flycatchr
* [grrr]Leppy
* [grrr]Skouperd
* [grrr]NiteShade
* [grrr]j0nny
* [grrr]pmurgs
*
Don Von Backdoor Watchers (Reserves/Standby Players):
* [grrr]Phatso - would love to try make this one....
* [grrr]leelo - May be available, staying on as reserve for now, but family coming for dinner tonight (Tues) so likely available for Wed.
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Skouperd
- Senior Member
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- Joined: Thu Mar 05, 2009 1:57 pm
- Location: Cape Town, Western Cape, South Africa
- Contact:
Re: FRIENDLY vs WrG Wed 26th May 8pm
Hi guys. My list of stupid questions, I do appologise if these are already known to everybody else and I've just been slow.
1. What map are we playing?
2. What tactics are we testing / practising?
3. What is it that we want to achieve by this practise session? (i.e. improved communication, better teamwork, strategic testing, kit testing etc)
4. What kits should be played in what squad?
5. What is the roles of the different people? (armor, medic, assault, squad leader, team leader etc)
1. What map are we playing?
2. What tactics are we testing / practising?
3. What is it that we want to achieve by this practise session? (i.e. improved communication, better teamwork, strategic testing, kit testing etc)
4. What kits should be played in what squad?
5. What is the roles of the different people? (armor, medic, assault, squad leader, team leader etc)
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Scientific fact, dried testicles of rhino poachers can cure aids.
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Scientific fact, dried testicles of rhino poachers can cure aids.
- SlipperyDuck
- Posts: 11493
- Joined: Sat Jun 22, 1974 12:00 am
Re: FRIENDLY vs WrG Wed 26th May 8pm
The objective of the friendly is to simply maintain and improve the usual communication and overall teamwork.
To this end, I want to have Murgz n Sko stay in a squad together, you've developed your squad work, so lets not take that away from you.
Leppy and Shady make an exceptional armour squad, we’ll keep em together.
I’m slotting both Jarrod and Fly into the Armour squad as the Fringe benefits.
Here’s the roll out:
Skirmish squad
* [grrr]j0nny
* [grrr]leelo
* [grrr]pmurgs
* [grrr]Skouperd
Mechanized Squad
* [grrr]Leppy
* [grrr]NiteShade
* [grrr]Dragonne
* [grrr]Flycatchr
The most success we’ve had in Bad Company is when moving as a MASS force. The idea of defending a flag does have merit, however with the COD-like bullet to death ratio the moving of the entire team as opposed to moving smaller squads results in a far superior ticket bleed in our favour.
We want to move everyone including our Armour to each flag, take it and move on.
NO MAP HAS BEEN OFFICIALLY SELECTED
I’ve put the following maps into rotation though since there’s a good balance of game type:
Panama Canal (lots of armour)
Laguna Presa (good balance and 1 APC per side)
Arica Harbour (Infantry only)
To this end, I want to have Murgz n Sko stay in a squad together, you've developed your squad work, so lets not take that away from you.
Leppy and Shady make an exceptional armour squad, we’ll keep em together.
I’m slotting both Jarrod and Fly into the Armour squad as the Fringe benefits.
Here’s the roll out:
Skirmish squad
* [grrr]j0nny
* [grrr]leelo
* [grrr]pmurgs
* [grrr]Skouperd
Mechanized Squad
* [grrr]Leppy
* [grrr]NiteShade
* [grrr]Dragonne
* [grrr]Flycatchr
The most success we’ve had in Bad Company is when moving as a MASS force. The idea of defending a flag does have merit, however with the COD-like bullet to death ratio the moving of the entire team as opposed to moving smaller squads results in a far superior ticket bleed in our favour.
We want to move everyone including our Armour to each flag, take it and move on.
NO MAP HAS BEEN OFFICIALLY SELECTED
I’ve put the following maps into rotation though since there’s a good balance of game type:
Panama Canal (lots of armour)
Laguna Presa (good balance and 1 APC per side)
Arica Harbour (Infantry only)
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s3xy_j0nny
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Re: FRIENDLY vs WrG Wed 26th May 8pm
Having seen the effects of well-placed motion sensors on the pub servers, I'd like to try playing rec0n on Arica Harbour if we play that map. The relative ease with which opposing infants can be dropped when a couple of legend tubers like murgs are around and are being shown exactly where enemas are should make a big impact on that map. I've been practicing with he VSS as well and can generally hold my own against 2 or 3 enemas if I get the drop on them. Key to this working would be to have an assault player resupply me regularly. If you're happy for me to try it, I'll stick to murgs like Paul's poo on his bedroom walls. Let me know if you'd rather continue with the medic rush idea instead.

From the darkness you must fall
Failed and weak, to darkness all.
- SlipperyDuck
- Posts: 11493
- Joined: Sat Jun 22, 1974 12:00 am
Re: FRIENDLY vs WrG Wed 26th May 8pm
lets give it a go, it's a friendly after all.... we all know Murgz is purdy much the best toober in the clan...so YEAH lets try it.
I'll stick to medical duties and if Sko is happy too, then he can do the same.
The more medics, the more tickets we save, but troop killers (and detectoratorz in this case) are just as important and worth a try.
Bottom line, Friendlies are the best way to try new things and see if they work or not.
Another point I want to bring up again, is that although it's good to be a specialist, we need EVERYONE to learn to adapt.
While I can make some of the calls in-game as to what the best kit roll outs may be in certain situations, A-Class players can do this themselves.
So bottom line, keep your head clear and try adapt your kit selection on the fly without being instructed to do so.
I'll stick to medical duties and if Sko is happy too, then he can do the same.
The more medics, the more tickets we save, but troop killers (and detectoratorz in this case) are just as important and worth a try.
Bottom line, Friendlies are the best way to try new things and see if they work or not.
Another point I want to bring up again, is that although it's good to be a specialist, we need EVERYONE to learn to adapt.
While I can make some of the calls in-game as to what the best kit roll outs may be in certain situations, A-Class players can do this themselves.
So bottom line, keep your head clear and try adapt your kit selection on the fly without being instructed to do so.
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Skouperd
- Senior Member
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- Location: Cape Town, Western Cape, South Africa
- Contact:
Re: FRIENDLY vs WrG Wed 26th May 8pm
Sounds good Lee! Just out of interest, I've wrote some potential strategies (while in the Nutz and based on those player skills) for 2 of the 3 maps we are planning so I figured I might just as well share them here. It is still work in progress and since I don't take offence easily, please rip them apart!
Ps, the Nutz did discuss a rolling strategy but we never actually managed to pull it off succesfully, would be very interesting to see how it is done tonight.
Panama Canal

Introduction
Ok, Panama Canal, it is one of the few maps where we have 4 flags. The flag closest to the home base “A” and “D” are the easiest to defend and as a result, also the most difficult to take. Two armor vehicles spawn at both bases and another piece of armor spawns at the flag closest to us. That means in total we will have 6 armor vehicles on the map, several quad bikes (4 to be exact) and the UAV.
Mines and C4 as a tactic:
The map allows the use of mines much easier than any of the other maps we’ve played to date. Flag “D” have a lot of debris thus making mines easy to hide. The canal between “C” and “B” allows for even more mines to be chucked on the ground which an in-experience team will find difficult to see or take out. Mines at “A” and “C” are less reliable, unless the mines are dropped off the roof at “C” on a tank. Mines and / or C4 could work just as well at “C” if tossed from the roof. “B” allows for several hiding spots, which will enable an engineer to easy sneak up on a tank and drop a couple of mines.
RPG and tracer darts:
I actually question if this tactic will yield as good value as it did in the previous map since there are several buildings etc which makes the auto-track RPG very difficult / impossible to hit. We can swap over to RPG’s when we are holding “C” but not much more.
Snipers / Infantry:
Even though this is predominantly an armor map, I have seen infantry being very successful given their mobility and ability to sneak behind buildings. Snipers doesn’t have much chance against armor, barring C4, but if they do sit on the side lines, they could provide valuable intel to the rest of the clan, so we should perhaps just test the effectiveness of them, and then make a call if it works for us or not. (I can see 1 sniper between the 8, not more).
Armor:
I would venture to say that armor should only be occupied by one driver and if you die, you better make sure your tank dies with you. (i.e. don’t bail on the tank unless you can kill / repair the tank yourself).
Flags:
The closest flag to our base are a given, be that “D” or “A”, we get that flag, and we collect the armor. Apart from the flag closest to our spawn point, the next best flag is “C” since it provides high ground, UAV, and very difficult for Armor to be effective.
If we span closest to “A”
I would suggest two people from Bravo goes and cap that flag using ONE armor vehicle. The second person in Bravo will then take the newly spawned armor and move on to help defend “B”. The two remaining guys from Bravo squad can then make a push “C” without drawing a lot of attention to themselves, basically, just provide intel until “B” is fully secured, and the armor from “A” could move on. Alpha squad needs to secure “B”, “A” and “B” are the flags we need to hold before we can make a push to “C”. Chaos, your call on exactly how you intend taking “B” but if I could make a suggestion, spawn 3 people at the base. One take the remaining armor and take that on to “B” (or give that armor to one of the Bravo guys to help you on “B” perhaps”. The other two guys from Alpha that spawned take the two quads, and make a run for “B”, the guy that haven’t spawned yet, can then spawn on either of the three options as is needed. (i.e. either one of the quads, or as support on the armor).
But in summary, we need to hold “B” and “A” before we push for “C”
If we span closest to “D”
Alpha makes a big push for “C”, using the quad bikes and protect that at all costs. Bravo takes all the armor, one piece of armor will move to “D”, cap that flag, grab the remaining armor at “D” and these two armors defend both “D” and also support “C”. Two guys from bravo squad could just cause “havoc” at “B” with the one piece of armor, but not necessarily cap that flag. When we spawn closest to “D” we do NOT want to go for “A” flag, we don’t need it, and “B” is a very difficult flag to defend given all the hiding spots etc which I think is why it makes sense to at least have 2 guys from bravo just to cause the enemy some discomfort. I think xxxx and xxxxx are the best two guys for that job (from Bravo). When we hold “C” we can easily get by with a sniper, a RPG, an assault, and a medic. The medic keeps you all alive, the sniper spot and help to defend “D” (armor is not so versatile to make quick 360’s), and also cause some discomfort at “B”, the engineer should perhaps take the UAV, focus on the enemy armor, but when the UAV goes down (which it always does) then he could launch RPG’s at tracered-armor.
This is a suggested starting strategy, rip it apart guys.
A strategy on how to defend “C”
The flag at C is quite an important flag to keep, since it houses the UAV, and it is difficult for an APC / Armor to be very effective. The easiest way to keep the flag is to dig a squad into the roof and perhaps have a recon person hiding on the ground to relay intel. Let’s assume the recon guy is also on the roof though.
Now let us assume we started on the bottom of the flag and our team holds “A” already, then that means the only way to attack is from either “D” or “B”. A suggested way to make up the squad is to have one medic, one assault, one recon, and one engineer. Both the medic, assault, and the engineer have tracer darts, the recon guy if he is sniping can / should go with a normal short range pistol. The engineer needs to spawn with a RPG.
Let us assume all four people are on the roof, then the following is an option. The engineer / assault (preferably the engineer) should take the UAV. The recon person needs to have a much closer eye on the enemy and should take down long range infantry walking around at either “D” or “B” flag and also relay information to the second squad defending “B” / “A”. The other job of the recon guy is to keep sensor mines at the flag at C at all times. As in permanently, the assault guy need to ensure there is enough ammo for the recon guy. The medic, having a LMG should cover the one door, and the other guy (either the assault or the engineer not flying the UAV) need to cover the other door leading to the roof. This then leaves the sniper with sufficient maneuverability on the rest of the roof to make sure there are no enemies approaching. The focus of the UAV pilot is to take down armor that is coming in from either “D” or from their base. When the flag is absent of enemy, the recon guy can go and stack some C4 in some obscure places at or around the flag, ready to blow whenever the enemy makes a push for it. (when the C4 is deployed, fall back again to the top of the roof)
Maintaining a safe perimeter on the roof will ensure that snipers do not take you down from the roof. The one guy that especially need to be hiding away is the medic, because should a enemy sniper be successful, you save a ticket by reviving the fallen friendly. The fallen friendly then need to give directions to our own sniper to ensure their sniper’s kill. It will be unlikely that a sniper sniping from bushes long away, will be accommodated with a medic, thus draining them with a ticket.
There are two ways for the enemy to take the flag. The first is to mass attack the flag with infantry. Should this happen, then the assault guy need to tube the living daylights out of the flag from the holes in the roof. The recon guy can blow the C4 remotely, but more importantly he need to keep the motion sensor mines going. The medic needs to maintain a safe distance from the holes in the roof since splash damage from armor could kill you, and continue reviving the assault guy. The UAV pilot’ which at that stage should discard the UAV, and needs to assist in securing the doors to the roof.
Should armor be moving into the flag at “C”, the it is the responsibility of the assault guy, or the engineer, to tag the tank. Once the tank is tagged, then the engineer, need to move to a safe position in the middle of the roof, obtain a lock on the tank, and shoot the rocket towards “D” flag. That effectively means the rocket will shoot up in the air, towards “D” and return back to the tank via the open door at “C”, not only will this ensure a direct hit, it will also be a direct hit on the weakest part of the tank, the back.
This is just a suggestion, use it, don’t use it…
Role Assignment
Hellbilly, yes, Bravo have 3 pieces of armor. Two will be used to attack "B" and one will remain at "A"/"D" in a defensive role. Should the defensive person be under attack, the Krygorian needs to get to "A"/"D" ASAP. A call will then be made to see if we need more armor there or not. Should more armor be needed, I'll make a call as to whether both the other two needs to go, or only one. The deciding factor will be the threat against "B" at that stage.
Krygorian, when the game starts, please take a C4-buggy to "B" and ensure that the tank is taken out. If you encounter resistance from infantry, at "B" let us know. Start capping the flag.
Stukkend, you and me need to take the armor spawning at the base to "B" immediately. We cap that flag and we defend it.
Hellbilly, please make a run for our closest flag, ("A" or "D", cap it, and wait for the armor to spawn there. Take that armor and never let go of it. I think you have a good idea about defending that spot, so please feel free to defend it, but should there be infantry, or armor approaching let me know. Remember, if there is one infantry, within a couple of seconds, they could have both squads there.
Apart from that guys, lets get out there and give them a hell of a game!
Laguna Presa

Introduction
A start of a strategy, please feel free to change as you see fit. The map support two APC’s and a couple of quad bikes as well. The following points have reference to the three different flags:
Flag Analysis
Flag “A”:
This is where a UAV spawns. The flag have quite a large capping radius. However, the flag is quite exposed and can be sniped at from about 270 degrees. Not only does “A” provide a wide angle of attack, it also provides coverage for snipers to attack / defend that flag. This makes this a very difficult flag to secure and hold for long periods at a time. The main draw cards for this flag are definitely the UAV, and the perfect location to either “B” or “C” from, apart from that, not much else going for it.
Flag “B”:
This is the flag on top of the hill. This flag doesn’t have that large a capping radius. If one is not careful, one could get sniper fire from the north base but there is enough coverage to make this a very nice flag to defend. It is not impossible for an APC to get up the hill, but it is difficult and kind of impractical once it is on the top. Several containers at the bottom of the slope, towards the “C” flag (and south) provide further hiding spots for spawn points. The team that could hold this flag the longest with limited ticket bleed should also be the team that wins this map.
Flag “C”
This flag provide easy access for both the APC’s (if the first APC could get past the “B” flag). The flag provide some nice close combat fighting, yet is sniper-able if you are outside the capping radius. The biggest problem with this flag is that an enemy could attack from several different fronts, either from “B”, from “A”, from the road, or from the south base. Attacking this flag from the north base is definitely a dangerous move since you could be flanked from several locations. The only time that this is even remotely a possibility is if you already secured “B” and the squad defending “B” could move on to “C”. The squad at “A” should NEVER go for “C” since that opens “A” too easily and thus allow a flanking enemy access to “B”. Should you spawn in the south, then without a doubt, this is the flag you would want to capture and dominate for the rest of the game. If you take down the buildings, then you could also provide supporting fire on the “B” flag.
When we spawn on the south base (closest to “C” flag)
Strategy 1:
Alpha squad makes a run for “B” using the quad bike. The kits required is: tracer darts (x4), one RPG, one medic, one assault. The fourth could spawn either assault or medic with the preference being medic. Irrespective of where the enemy’s APC is moving towards, it will be visible from “B”. As such, it is important that a tracer is planted on that APC. This will allow bravo squad to obtain a lock, and take down the APC with no problem.
Bravo squad split up with 2 guys from Bravo assisting Alpha squad in dominating the “B” flag. One of the guys assisting Alpha need to spawn Recon (Krygorian), the other one (Stukkend) can choose if he would like medic or assault. The remaining two guys from Bravo squad secure the “C” flag with the APC. Both guys owning the flag at “C” need to spawn engineer with RPGs in order to assist Alpha squad to take out the enemy APC. The two guys assisting Alpha Squad should always hang back between “B” and “C” so that should “C” be under attack, then their first priority is to fall back and defend “C” with the rest of Bravo. When Alpha squad took full control of “B” flag, then these two guys can fall back to our base and snipe / RPG to the A flag.
Team: The only squad that should even consider making a move on the “A” flag is Bravo squad with the support of the APC, and that is only if Alpha squad can ensure nobody will get past them on the “B” flag. Alpha squad should be very careful to leave the high ground at “B” since that is the key point to own on the map.
When we spawn on the north base (closest to “B” flag)
Strategy 1:
Alpha squad again makes a run for “B” using the quad bike. The kits required is: tracer darts (x4), one RPG, one medic, one assault. The fourth could spawn either assault or medic, again the preference being medic.
Bravo squad doesn’t split up this time round. Krygorian, you can take the Quad bike, make a run for the flag. When you are close, then bail and get Stukkend / Slodaz to spawn on you and you all three go in on foot. I will bring the APC from the back and provide supporting cover for you all while you are capping the flag. The kits required from Bravo are as follows: Krygorian, recon, before you call for the spawn, ensure that you’ve tossed out a sensor mine. Stukkend, assault or medic, with medic being the preference. Slodaz and I will both come in with RPG’s in case their APC makes a move to “A” or if Alpha manage to tag the enemy APC. Once the flag is secured, then I will need somebody on the UAV (not sure who our best UAV pilot is, Slodaz / Krygorian / Stukkend?) and the UAV is to provide assistance to Alpha squad over “B”.
Team: The only squad that can make a call to attack “C” is Alpha Squad. Should Alpha decide to attack “C”, then two guys from Bravo remain in the APC at “A” flag, and two guys can provide support for Alpha squad. Bravo squad then need to ensure NOBODY jumps off the cliffs from their spawn point and make a run to “B”. If we lose “B” on this map, we are not going to recover. We can easily win this map by just securing “A” and “B” on this map so I would advise against advancing to “A”.
Tactic proposal 1:
Neither of the two APC’s could go to “B”. The APC is thus restricted to either “C” or “A” flag. “A” flag have the advantage of the UAV, and if the APC is parked in such a way to provide cover for the UAV operator from sniper fire, may be a good flag to hold. From the south base, the APC could reverse down into the river bed (almost “crashing”) without losing any hit points and thus have clear path towards the “A” flag. A suggestion for a tactic is as follows. Two people run towards “C”, cap that flag. Alpha squad goes to “B” flag, and with the support of the two “C” cappers, OWNS that flag. Myself and another could take the APC to “A” flag and just cause them issues. Once we have the flag, we could get an UAV operator up in the air.
Tactic proposal 2:
We ignore flag “A”, provide some sniper support from our base, just to kill some people for fun. Two guys from Bravo squad take the APC to “C” flag, Alpha squad + 2 from bravo owns flag “B”. This does however mean, that when we see that the APC is up, we ALL focus on taking it out.
When we spawn on the north base (closest to the “B” flag)
Tactic proposal 1:
Two guys from Bravo take the APC to “A”, we keep the flag engaged the whole time, and not necessarily moving in to cap it. Bravo + 2 take “B” flag. The two guys from Bravo could then defend “B” flag while Alpha squad starts moving into the “C” flag.
Tactic proposal 2:
We send two guys on a sniper mission to flag “A”, just in case there is very limited activity and we could cap it. The APC support “B” from the road, and once “B” is owned, we move in to “C” with the APC support as well. This allows the APC to easy assist in defending “B” or advance to “C” as the need arise. The risk with this, we again are stuck with regard to the enemy owning the UAV.
I will Endeavour to adjust my timing program to allow the measurement of the following events:
- The time the different APC’s take to spawn
- The time it takes the UAC to spawn
Ok guys, rip it apart.
Ps, the Nutz did discuss a rolling strategy but we never actually managed to pull it off succesfully, would be very interesting to see how it is done tonight.
Panama Canal

Introduction
Ok, Panama Canal, it is one of the few maps where we have 4 flags. The flag closest to the home base “A” and “D” are the easiest to defend and as a result, also the most difficult to take. Two armor vehicles spawn at both bases and another piece of armor spawns at the flag closest to us. That means in total we will have 6 armor vehicles on the map, several quad bikes (4 to be exact) and the UAV.
Mines and C4 as a tactic:
The map allows the use of mines much easier than any of the other maps we’ve played to date. Flag “D” have a lot of debris thus making mines easy to hide. The canal between “C” and “B” allows for even more mines to be chucked on the ground which an in-experience team will find difficult to see or take out. Mines at “A” and “C” are less reliable, unless the mines are dropped off the roof at “C” on a tank. Mines and / or C4 could work just as well at “C” if tossed from the roof. “B” allows for several hiding spots, which will enable an engineer to easy sneak up on a tank and drop a couple of mines.
RPG and tracer darts:
I actually question if this tactic will yield as good value as it did in the previous map since there are several buildings etc which makes the auto-track RPG very difficult / impossible to hit. We can swap over to RPG’s when we are holding “C” but not much more.
Snipers / Infantry:
Even though this is predominantly an armor map, I have seen infantry being very successful given their mobility and ability to sneak behind buildings. Snipers doesn’t have much chance against armor, barring C4, but if they do sit on the side lines, they could provide valuable intel to the rest of the clan, so we should perhaps just test the effectiveness of them, and then make a call if it works for us or not. (I can see 1 sniper between the 8, not more).
Armor:
I would venture to say that armor should only be occupied by one driver and if you die, you better make sure your tank dies with you. (i.e. don’t bail on the tank unless you can kill / repair the tank yourself).
Flags:
The closest flag to our base are a given, be that “D” or “A”, we get that flag, and we collect the armor. Apart from the flag closest to our spawn point, the next best flag is “C” since it provides high ground, UAV, and very difficult for Armor to be effective.
If we span closest to “A”
I would suggest two people from Bravo goes and cap that flag using ONE armor vehicle. The second person in Bravo will then take the newly spawned armor and move on to help defend “B”. The two remaining guys from Bravo squad can then make a push “C” without drawing a lot of attention to themselves, basically, just provide intel until “B” is fully secured, and the armor from “A” could move on. Alpha squad needs to secure “B”, “A” and “B” are the flags we need to hold before we can make a push to “C”. Chaos, your call on exactly how you intend taking “B” but if I could make a suggestion, spawn 3 people at the base. One take the remaining armor and take that on to “B” (or give that armor to one of the Bravo guys to help you on “B” perhaps”. The other two guys from Alpha that spawned take the two quads, and make a run for “B”, the guy that haven’t spawned yet, can then spawn on either of the three options as is needed. (i.e. either one of the quads, or as support on the armor).
But in summary, we need to hold “B” and “A” before we push for “C”
If we span closest to “D”
Alpha makes a big push for “C”, using the quad bikes and protect that at all costs. Bravo takes all the armor, one piece of armor will move to “D”, cap that flag, grab the remaining armor at “D” and these two armors defend both “D” and also support “C”. Two guys from bravo squad could just cause “havoc” at “B” with the one piece of armor, but not necessarily cap that flag. When we spawn closest to “D” we do NOT want to go for “A” flag, we don’t need it, and “B” is a very difficult flag to defend given all the hiding spots etc which I think is why it makes sense to at least have 2 guys from bravo just to cause the enemy some discomfort. I think xxxx and xxxxx are the best two guys for that job (from Bravo). When we hold “C” we can easily get by with a sniper, a RPG, an assault, and a medic. The medic keeps you all alive, the sniper spot and help to defend “D” (armor is not so versatile to make quick 360’s), and also cause some discomfort at “B”, the engineer should perhaps take the UAV, focus on the enemy armor, but when the UAV goes down (which it always does) then he could launch RPG’s at tracered-armor.
This is a suggested starting strategy, rip it apart guys.
A strategy on how to defend “C”
The flag at C is quite an important flag to keep, since it houses the UAV, and it is difficult for an APC / Armor to be very effective. The easiest way to keep the flag is to dig a squad into the roof and perhaps have a recon person hiding on the ground to relay intel. Let’s assume the recon guy is also on the roof though.
Now let us assume we started on the bottom of the flag and our team holds “A” already, then that means the only way to attack is from either “D” or “B”. A suggested way to make up the squad is to have one medic, one assault, one recon, and one engineer. Both the medic, assault, and the engineer have tracer darts, the recon guy if he is sniping can / should go with a normal short range pistol. The engineer needs to spawn with a RPG.
Let us assume all four people are on the roof, then the following is an option. The engineer / assault (preferably the engineer) should take the UAV. The recon person needs to have a much closer eye on the enemy and should take down long range infantry walking around at either “D” or “B” flag and also relay information to the second squad defending “B” / “A”. The other job of the recon guy is to keep sensor mines at the flag at C at all times. As in permanently, the assault guy need to ensure there is enough ammo for the recon guy. The medic, having a LMG should cover the one door, and the other guy (either the assault or the engineer not flying the UAV) need to cover the other door leading to the roof. This then leaves the sniper with sufficient maneuverability on the rest of the roof to make sure there are no enemies approaching. The focus of the UAV pilot is to take down armor that is coming in from either “D” or from their base. When the flag is absent of enemy, the recon guy can go and stack some C4 in some obscure places at or around the flag, ready to blow whenever the enemy makes a push for it. (when the C4 is deployed, fall back again to the top of the roof)
Maintaining a safe perimeter on the roof will ensure that snipers do not take you down from the roof. The one guy that especially need to be hiding away is the medic, because should a enemy sniper be successful, you save a ticket by reviving the fallen friendly. The fallen friendly then need to give directions to our own sniper to ensure their sniper’s kill. It will be unlikely that a sniper sniping from bushes long away, will be accommodated with a medic, thus draining them with a ticket.
There are two ways for the enemy to take the flag. The first is to mass attack the flag with infantry. Should this happen, then the assault guy need to tube the living daylights out of the flag from the holes in the roof. The recon guy can blow the C4 remotely, but more importantly he need to keep the motion sensor mines going. The medic needs to maintain a safe distance from the holes in the roof since splash damage from armor could kill you, and continue reviving the assault guy. The UAV pilot’ which at that stage should discard the UAV, and needs to assist in securing the doors to the roof.
Should armor be moving into the flag at “C”, the it is the responsibility of the assault guy, or the engineer, to tag the tank. Once the tank is tagged, then the engineer, need to move to a safe position in the middle of the roof, obtain a lock on the tank, and shoot the rocket towards “D” flag. That effectively means the rocket will shoot up in the air, towards “D” and return back to the tank via the open door at “C”, not only will this ensure a direct hit, it will also be a direct hit on the weakest part of the tank, the back.
This is just a suggestion, use it, don’t use it…
Role Assignment
Hellbilly, yes, Bravo have 3 pieces of armor. Two will be used to attack "B" and one will remain at "A"/"D" in a defensive role. Should the defensive person be under attack, the Krygorian needs to get to "A"/"D" ASAP. A call will then be made to see if we need more armor there or not. Should more armor be needed, I'll make a call as to whether both the other two needs to go, or only one. The deciding factor will be the threat against "B" at that stage.
Krygorian, when the game starts, please take a C4-buggy to "B" and ensure that the tank is taken out. If you encounter resistance from infantry, at "B" let us know. Start capping the flag.
Stukkend, you and me need to take the armor spawning at the base to "B" immediately. We cap that flag and we defend it.
Hellbilly, please make a run for our closest flag, ("A" or "D", cap it, and wait for the armor to spawn there. Take that armor and never let go of it. I think you have a good idea about defending that spot, so please feel free to defend it, but should there be infantry, or armor approaching let me know. Remember, if there is one infantry, within a couple of seconds, they could have both squads there.
Apart from that guys, lets get out there and give them a hell of a game!
Laguna Presa
Introduction
A start of a strategy, please feel free to change as you see fit. The map support two APC’s and a couple of quad bikes as well. The following points have reference to the three different flags:
Flag Analysis
Flag “A”:
This is where a UAV spawns. The flag have quite a large capping radius. However, the flag is quite exposed and can be sniped at from about 270 degrees. Not only does “A” provide a wide angle of attack, it also provides coverage for snipers to attack / defend that flag. This makes this a very difficult flag to secure and hold for long periods at a time. The main draw cards for this flag are definitely the UAV, and the perfect location to either “B” or “C” from, apart from that, not much else going for it.
Flag “B”:
This is the flag on top of the hill. This flag doesn’t have that large a capping radius. If one is not careful, one could get sniper fire from the north base but there is enough coverage to make this a very nice flag to defend. It is not impossible for an APC to get up the hill, but it is difficult and kind of impractical once it is on the top. Several containers at the bottom of the slope, towards the “C” flag (and south) provide further hiding spots for spawn points. The team that could hold this flag the longest with limited ticket bleed should also be the team that wins this map.
Flag “C”
This flag provide easy access for both the APC’s (if the first APC could get past the “B” flag). The flag provide some nice close combat fighting, yet is sniper-able if you are outside the capping radius. The biggest problem with this flag is that an enemy could attack from several different fronts, either from “B”, from “A”, from the road, or from the south base. Attacking this flag from the north base is definitely a dangerous move since you could be flanked from several locations. The only time that this is even remotely a possibility is if you already secured “B” and the squad defending “B” could move on to “C”. The squad at “A” should NEVER go for “C” since that opens “A” too easily and thus allow a flanking enemy access to “B”. Should you spawn in the south, then without a doubt, this is the flag you would want to capture and dominate for the rest of the game. If you take down the buildings, then you could also provide supporting fire on the “B” flag.
When we spawn on the south base (closest to “C” flag)
Strategy 1:
Alpha squad makes a run for “B” using the quad bike. The kits required is: tracer darts (x4), one RPG, one medic, one assault. The fourth could spawn either assault or medic with the preference being medic. Irrespective of where the enemy’s APC is moving towards, it will be visible from “B”. As such, it is important that a tracer is planted on that APC. This will allow bravo squad to obtain a lock, and take down the APC with no problem.
Bravo squad split up with 2 guys from Bravo assisting Alpha squad in dominating the “B” flag. One of the guys assisting Alpha need to spawn Recon (Krygorian), the other one (Stukkend) can choose if he would like medic or assault. The remaining two guys from Bravo squad secure the “C” flag with the APC. Both guys owning the flag at “C” need to spawn engineer with RPGs in order to assist Alpha squad to take out the enemy APC. The two guys assisting Alpha Squad should always hang back between “B” and “C” so that should “C” be under attack, then their first priority is to fall back and defend “C” with the rest of Bravo. When Alpha squad took full control of “B” flag, then these two guys can fall back to our base and snipe / RPG to the A flag.
Team: The only squad that should even consider making a move on the “A” flag is Bravo squad with the support of the APC, and that is only if Alpha squad can ensure nobody will get past them on the “B” flag. Alpha squad should be very careful to leave the high ground at “B” since that is the key point to own on the map.
When we spawn on the north base (closest to “B” flag)
Strategy 1:
Alpha squad again makes a run for “B” using the quad bike. The kits required is: tracer darts (x4), one RPG, one medic, one assault. The fourth could spawn either assault or medic, again the preference being medic.
Bravo squad doesn’t split up this time round. Krygorian, you can take the Quad bike, make a run for the flag. When you are close, then bail and get Stukkend / Slodaz to spawn on you and you all three go in on foot. I will bring the APC from the back and provide supporting cover for you all while you are capping the flag. The kits required from Bravo are as follows: Krygorian, recon, before you call for the spawn, ensure that you’ve tossed out a sensor mine. Stukkend, assault or medic, with medic being the preference. Slodaz and I will both come in with RPG’s in case their APC makes a move to “A” or if Alpha manage to tag the enemy APC. Once the flag is secured, then I will need somebody on the UAV (not sure who our best UAV pilot is, Slodaz / Krygorian / Stukkend?) and the UAV is to provide assistance to Alpha squad over “B”.
Team: The only squad that can make a call to attack “C” is Alpha Squad. Should Alpha decide to attack “C”, then two guys from Bravo remain in the APC at “A” flag, and two guys can provide support for Alpha squad. Bravo squad then need to ensure NOBODY jumps off the cliffs from their spawn point and make a run to “B”. If we lose “B” on this map, we are not going to recover. We can easily win this map by just securing “A” and “B” on this map so I would advise against advancing to “A”.
Tactic proposal 1:
Neither of the two APC’s could go to “B”. The APC is thus restricted to either “C” or “A” flag. “A” flag have the advantage of the UAV, and if the APC is parked in such a way to provide cover for the UAV operator from sniper fire, may be a good flag to hold. From the south base, the APC could reverse down into the river bed (almost “crashing”) without losing any hit points and thus have clear path towards the “A” flag. A suggestion for a tactic is as follows. Two people run towards “C”, cap that flag. Alpha squad goes to “B” flag, and with the support of the two “C” cappers, OWNS that flag. Myself and another could take the APC to “A” flag and just cause them issues. Once we have the flag, we could get an UAV operator up in the air.
Tactic proposal 2:
We ignore flag “A”, provide some sniper support from our base, just to kill some people for fun. Two guys from Bravo squad take the APC to “C” flag, Alpha squad + 2 from bravo owns flag “B”. This does however mean, that when we see that the APC is up, we ALL focus on taking it out.
When we spawn on the north base (closest to the “B” flag)
Tactic proposal 1:
Two guys from Bravo take the APC to “A”, we keep the flag engaged the whole time, and not necessarily moving in to cap it. Bravo + 2 take “B” flag. The two guys from Bravo could then defend “B” flag while Alpha squad starts moving into the “C” flag.
Tactic proposal 2:
We send two guys on a sniper mission to flag “A”, just in case there is very limited activity and we could cap it. The APC support “B” from the road, and once “B” is owned, we move in to “C” with the APC support as well. This allows the APC to easy assist in defending “B” or advance to “C” as the need arise. The risk with this, we again are stuck with regard to the enemy owning the UAV.
I will Endeavour to adjust my timing program to allow the measurement of the following events:
- The time the different APC’s take to spawn
- The time it takes the UAC to spawn
Ok guys, rip it apart.
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Scientific fact, dried testicles of rhino poachers can cure aids.
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- SlipperyDuck
- Posts: 11493
- Joined: Sat Jun 22, 1974 12:00 am
Re: FRIENDLY vs WrG Wed 26th May 8pm
excellent work last night guys - of course there's room for improvement, we could have been more convincing in some of the wins - but we still kick @$$
Couple of times we divided up, but we regrouped well.
No panic stations and good work by all
Couple of times we divided up, but we regrouped well.
No panic stations and good work by all
-
Skouperd
- Senior Member
- Posts: 982
- Joined: Thu Mar 05, 2009 1:57 pm
- Location: Cape Town, Western Cape, South Africa
- Contact:
Re: FRIENDLY vs WrG Wed 26th May 8pm
excellent work last night guys - of course there's room for improvement, we could have been more convincing in some of the wins - but we still kick @$$
Couple of times we divided up, but we regrouped well.
No panic stations and good work by all
Hi Lee, if you don’t mind, I am going to post my views on the game as well, because if we want to play well in the league then I think it is important to highlight at least some issues that I’ve observed during the game. Sure, we’ve beaten them, but honestly, they were playing crap! They did not play together as a team; they did not utilize the map’s resources, nothing. Any team would have beaten them yesterday.
As Murgs once said, it is pointless to turn words, so let’s call a spade a spade and let’s get to the bottom and start improving our game. A lot of my comments are based on analyzing the differences observed between the way that the Nutz approached / played the game versus how we played it yesterday. Now I am not suggesting changing our game style to match that of the Nutz, but we should at least LEARN from them as well and as such I think it is important to appreciate the reasons why I am actually taking the time to write this, because I too want the Danglers to be the best squad they can be.
Analyzing Panama Canal, we had 2 squads, Alpha squad, and Bravo Squad. From my understanding Bravo Squad was the armor squad while Alpha squad was the infantry squad. Before the game started, both Murgs and I were in the dark as to exactly what the starting plan were but that might just be due to inexperience on our side. Now I am in full agreement that we should be able to change strategies as and when the game progress, but we should at least have a GOOD opening strategy that we should be rehearsing.
Let’s talk armor first since controlling armor on that map is a vital point on whether or not you are successful or not. The map produces 6 pieces of armor in total, and a UAV. 2 pieces of armor spawns at our base, one at the closest flag. That means, from the start, we should have 3 pieces of armor. Bearing in mind that Bravo Squad was the armor squad, when I first spawned, I spawned smack bang inside an APC. I was in Alpha squad.
As I said, it is important to USE EVERYTHING that the map gives you. On numerous occasions our armor were sitting dormant in either our base or at the A-Flag with Bravo squad engaging as infantry with Alpha squad. The spawn time for the armor is relatively short (40seconds if memory serves me right), and as such, there is no reason to have armor just standing at our base. There are 4 members in bravo, give 3 of them their own vehicle. If they lose it, spawn where they’ve obtained it (either base or A-flag) wait for it to spawn, and bring it back into the fight, but that is YOUR vehicle, nobody else drives it, period! The 4th member of the team should be engineer, and be close enough to all 3 armor to constantly repair them. If we have a good armor squad, which given the team makeup we do, then they should pwn flags, “A” and “B”. Moving armor to “C” through the canal is very dangerous since you expose broadside to “D” which is enemy controlled. Also, if we control “A, B and C” then armor can easily come from the north base to the back of “B” thus the need to always have armor at “B” and effectively “A" then too.
Alpha squad; on numerous occasions somebody shout “Enemy APC”. If you can SPOT an APC, you can DART him. Within clan matches, there are absolutely no use whatsoever for pistols, pick tracer darts. If we dart it, then the 4th member of bravo squad (the engineer repairing tanks) should obtain a lock, and with at least one engineer from alpha squad that APC should die. I don’t think having just a lot of medics, on armor map is the best choice. When Alpha secured “C”, we should have put somebody on that UAV and just spawn raped the living daylights out of “D” flag. Bravo squad defends “B” (which automatically include “A”), Alpha squad owns “C”, and we just pwn “D”, we MUST win then. Bravo squad can move through the garage at the “B” flag and start raping the back of “D” and protect against on-coming armor from their base while also keeping an eye out on the dirt road above. The remainder of alpha squad (i.e. the 3 guys not involved in the UAV) can start pushing for “D”, once “D” is capped, it will be game over. Advancing 3 infantry on to “D” is not a decision that should be taken lightly, it will require careful planning and co-ordination from the UAV, as well as the armor shooting from “B”.
On at least two occasions, I’ve informed the team that the enemy have unused armor. The 4th guy in Bravo squad should have jumped on a quad and fetch it without hesitation. If he gets it, then suddenly we have 4 pieces of armor versus their 2, again, we must win. On another occasion, they had 2 unused armor in their base, I was in their base, securing one APC and waited for somebody to spawn on me (I’ve asked for somebody to spawn on me as well) in order to obtain the second vehicle, nobody spawned on me. Now, having 5 pieces of armor, against 1, is just a plain no brainer. It is potentially even worth the cost of a suicide.
Leadership, Leelo, I think you did a good job at assessing the overall game play of Alpha squad and leading them. But I also had the feeling that on numerous occasions you were trying to direct Bravo squad when they were on the other side of the map. You’ve asked once “Bravo do you need help at A-flag” and nobody responded. Bravo squad needs a leader that can make the call. Unfortunately the way that map plays make it very difficult for a single person to lead 2 different squads given the fact that most of the time the two squads will be disjointed due to armor not being able / effective at “C”.
I am not sure who the squad leader was of Bravo, or even if they had one, I know several of the squad members have leadership skills, but not one of them was the clear “Now this is what we will do” and the rest of the Bravo squad followed him / her. Had we played against the Nutz, on that map, the way we’ve played yesterday, I can guarantee you we would have lost and we would have lost with at least 40 tickets.
Laguna Presa
Now as bad as Panama Canal was, so good was Laguna Presa. I liked the strategy that was adopted, I like the way in which all 6 players played together. (The other two took good care of the APC, so well done). The only critique I had was the fact that we needed to take down their APC much quicker, we did not dart it enough, and that we again did not utilize the UAV to its full potential. The UAV however is a difficult asset to optimise on that map. But apart from that, I think everybody played very well together, Leelo made a couple of great calls on which flag to attack next, and assessed the game play superbly. The fact that Bravo lacked leadership, was offset by the fact that both teams were in the same proximity thus making Leelo job much easier to manage both squads. I think that map definitely plays well for a medic squad rolling through. We should have beaten most teams on that map, so well done.
Arica Harbor
This map isn’t as good a map for Medics as Laguna Presa was. The reason for that is if somebody is dead, he could be on various different levels of a building thus making the medic searching for bodies, instead of reviving and continue fighting. During the game, more and more people swapped over to assault kits. An approach that I found worked nicely on that map (and on whitepass by the way) was the ability to just bring down all the buildings thereby removing all hiding spots. Without buildings, one could easily bring in a couple of more medics. At one stage the two squads got disjointed again, with Alpha squad going for “C” and bravo defending “A”. Overall, I think that was a nice game and well played. Saying that, at one stage we had pretty much almost all three flags, we should have finished it there and then, but instead, we’ve lost pretty much all our flags within a couple of minutes.
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Scientific fact, dried testicles of rhino poachers can cure aids.
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- SlipperyDuck
- Posts: 11493
- Joined: Sat Jun 22, 1974 12:00 am
Re: FRIENDLY vs WrG Wed 26th May 8pm
Excellent feedback Skoups - I totally agree, we should have a Squad leader structure.
Now I should Elect someone, but that may be unfair to the person who may not necessarily want to bark commands.
So I would suggest Niteshade (Our resident Pro-Commander-el-BF2). I believe however everone has it in them to be a decent squad leader.
Shady may want Lep as the resident leader of the Armour squad, or possibly even Fly.
Given that we may have a different Squad come leg 2, so I don't want to make anything solid yet. Having said that, it is preferable to have leader roles and a couple of them, since we may not be able to field a particular leader on a particular match.
Anyway - Excellent feedback Skoups much appreciated.
I'd love to setup a Squad Deathmatch game sometime in the next few days or weeks. Just to work on squad/teamwork
Four 2 man squads
and then
two 4 man squads
If there are enough people, then even more (we do have 16 slots)
So if you're keen I'll create a thread and a round-about date for us to try it.
Now I should Elect someone, but that may be unfair to the person who may not necessarily want to bark commands.
So I would suggest Niteshade (Our resident Pro-Commander-el-BF2). I believe however everone has it in them to be a decent squad leader.
Shady may want Lep as the resident leader of the Armour squad, or possibly even Fly.
Given that we may have a different Squad come leg 2, so I don't want to make anything solid yet. Having said that, it is preferable to have leader roles and a couple of them, since we may not be able to field a particular leader on a particular match.
Anyway - Excellent feedback Skoups much appreciated.
I'd love to setup a Squad Deathmatch game sometime in the next few days or weeks. Just to work on squad/teamwork
Four 2 man squads
and then
two 4 man squads
If there are enough people, then even more (we do have 16 slots)
So if you're keen I'll create a thread and a round-about date for us to try it.

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