Strategy : Panama Canal - Conquest Mode
Moderators: NiteShade, Skouperd
Re: Strategy : Panama Canal - Conquest Mode
OK, seems I have been too vague.
Rather than answer your many questions I will edit the first post. Hopefully that will disperse some of the misunderconfusulations.
Rather than answer your many questions I will edit the first post. Hopefully that will disperse some of the misunderconfusulations.

- NiteShade
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Re: Strategy : Panama Canal - Conquest Mode
Just for the record - both sides only get 1x Tank and 2x APC's.
Each base spawns 1x Tank and 1x APC. A and D both spawn an APC.
So armour squad: Lep in the Tank, Skoup in an APC, Fly/Daz in an APC from A/D flag. Paul will only be in an APC if we happen to secure A/D and/or steal the spawned APC from the relevant flag.
Each base spawns 1x Tank and 1x APC. A and D both spawn an APC.
So armour squad: Lep in the Tank, Skoup in an APC, Fly/Daz in an APC from A/D flag. Paul will only be in an APC if we happen to secure A/D and/or steal the spawned APC from the relevant flag.

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Skouperd
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Re: Strategy : Panama Canal - Conquest Mode
Yeah, I agree with Paul (first time for many things). Thanks Mega, the strategy is clearer now, the next thing for us now is just to hope everybody is able to get patched up before Tonights' game.
By the way, the practise of yesterday was very cool, running through the names etc. Even though I were not able to play (due to the patch not working), I still listened on TS and I think everybody is more comfortable than what they were compared to the previous two games. So well done guys!
By the way, the practise of yesterday was very cool, running through the names etc. Even though I were not able to play (due to the patch not working), I still listened on TS and I think everybody is more comfortable than what they were compared to the previous two games. So well done guys!
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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.
Re: Strategy : Panama Canal - Conquest Mode
OK so we got our asses handed to us last night. Part of it was that there were new faces in the team i.e. me so we were not gelling quite as nicely as we should (and eventually will)
But I think Lee and Mega hit the nail on the head especially with the new patch dynamics.
Winning a clannie now is about who has the most flags for the most time. The key to clannies imo is to move as a large group and cap flags quickly and move on. While moving from one flag to another we have enough numbers to mow down the opposition and revive fallen comrades.
I saw this from BUD in the first round. They ignore the flags we went for and went straight for the back flag, I was in the APC on the way back to "D" and I literally saw 6 or 7 guys running through the buildings. I managed to get 2 of them before being destroyed (I got out the APC though).
I assume that the two I got were revived because next thing they were all at C and squeezing us in.
On too many occassions they would arrive enmass at a flag and we would defend the flag with 3 or 4 guys which is no match for 7 guys. Which meant in the end, we lost tickets and the flag. And this would be fine if the other guys were capping flags but we stayed at our designated flag hoping to defend it.
So we have two choices, we either picked 2 flags and defend them, hoping the opposition throws bodies at our bullets and that we are skilled enough to make a stand OR we move as one group and out cap our opponents (By that I mean we capture more flags in total than they do).
Unless you are playing a very weak side which I don't think NSD is, it is impossible to hold 3 flags with just 8 guys.
But I think Lee and Mega hit the nail on the head especially with the new patch dynamics.
Winning a clannie now is about who has the most flags for the most time. The key to clannies imo is to move as a large group and cap flags quickly and move on. While moving from one flag to another we have enough numbers to mow down the opposition and revive fallen comrades.
I saw this from BUD in the first round. They ignore the flags we went for and went straight for the back flag, I was in the APC on the way back to "D" and I literally saw 6 or 7 guys running through the buildings. I managed to get 2 of them before being destroyed (I got out the APC though).
I assume that the two I got were revived because next thing they were all at C and squeezing us in.
On too many occassions they would arrive enmass at a flag and we would defend the flag with 3 or 4 guys which is no match for 7 guys. Which meant in the end, we lost tickets and the flag. And this would be fine if the other guys were capping flags but we stayed at our designated flag hoping to defend it.
So we have two choices, we either picked 2 flags and defend them, hoping the opposition throws bodies at our bullets and that we are skilled enough to make a stand OR we move as one group and out cap our opponents (By that I mean we capture more flags in total than they do).
Unless you are playing a very weak side which I don't think NSD is, it is impossible to hold 3 flags with just 8 guys.

Re: Strategy : Panama Canal - Conquest Mode
Yip - I was listening in on your game, so here is my 2 cents as a back seat driver...
Point 1: It sounded like they generally "ignored" the tanks and APC and moved as a group around the map (feet and buggies).
Point 2: There was a lot of wasted talk clogging up TS. So while some were giving good intel, others were moaning about one shot kills and people not dying etc. At one point Geth was trying to issue commands and no one could figure out what he was trying to say. We need to be far more disciplined with TS. So the commander issues orders, the squad leaders translate this into his/her situation and the quad members provide immediate coverage on troop movement, reviving, tagging, spotting etc. However, knowing that there are 8 ppl trying to share one VOIP, people need to ensure they are not sharing intel if no one can do anything about it. Not sure what the guys in game felt but to me it was a little confusing.
Point 3: Don't let the strategy rule the day and be able to adapt. So if their strategy is winning the points, then it almost forces you to change tactics to break their tactic... like moving in a group to counter their group. This would put them on the back foot trying to come up with a tactic to counter ours. Perhaps we should incorporate some fast attack strategies using the buggies and mass spawning.
Point 4: At one time i hear someone say that they were defending a flag but there was not one trying to cap. So effectively we had 1-2 people out of the game for a few minutes. We need to have some way of feeding troop movements back to the commander, so that he can make a decision on troop placements
Would it be worth trying to organise another game with BBH for Friday/Saturday.... just to try out a new strategy and test your ideas.
Point 1: It sounded like they generally "ignored" the tanks and APC and moved as a group around the map (feet and buggies).
Point 2: There was a lot of wasted talk clogging up TS. So while some were giving good intel, others were moaning about one shot kills and people not dying etc. At one point Geth was trying to issue commands and no one could figure out what he was trying to say. We need to be far more disciplined with TS. So the commander issues orders, the squad leaders translate this into his/her situation and the quad members provide immediate coverage on troop movement, reviving, tagging, spotting etc. However, knowing that there are 8 ppl trying to share one VOIP, people need to ensure they are not sharing intel if no one can do anything about it. Not sure what the guys in game felt but to me it was a little confusing.
Point 3: Don't let the strategy rule the day and be able to adapt. So if their strategy is winning the points, then it almost forces you to change tactics to break their tactic... like moving in a group to counter their group. This would put them on the back foot trying to come up with a tactic to counter ours. Perhaps we should incorporate some fast attack strategies using the buggies and mass spawning.
Point 4: At one time i hear someone say that they were defending a flag but there was not one trying to cap. So effectively we had 1-2 people out of the game for a few minutes. We need to have some way of feeding troop movements back to the commander, so that he can make a decision on troop placements
Would it be worth trying to organise another game with BBH for Friday/Saturday.... just to try out a new strategy and test your ideas.

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Skouperd
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Re: Strategy : Panama Canal - Conquest Mode
Trying to hold 3 flags is not going to work. Trying to hold a front line flag (“B” from the Russian) with a single tank and two infantry is not going to work. Trying to hold “C” with two APC’s is not going to work. Our strategy failed us and we did not had the team work nor communication gelled enough to change strats mid game, or, let me rephrase when the call came in to move as a single entity, the writing was on the wall already.
Unfortunately, given my short time in the Danglers, one thing that I’ve observed is very obvious and that is that we lack communication skills. If we are to move in a single big squad then clear decision making and good communication is vital, you need a strong leader willing to make the call and that person need to KNOW that even if the squad members disagree with the call, they will still follow it. Pointless the commander makes a call and everybody still go in their own direction, or there is so much TS chatter that nobody even HEARS his call.
Having 3 squads increases communication and result in a lot of noise over TS with a lot of orders flying around and nobody having a clue what they do. In other words, we have a lot of chiefs but no Indians. We all bitch and moan (some more verbally than others) when we die, but for phuck sakes, don’t complain on TS about it during the match! There will be enough time afterwards to complain. “I’ve got shot at Construction by a medic” equates to valid intel. “I shot that guy 3 times and then he knifes me” equates to useless intel. A lot of useless chatter still goes on during matches. Playing on public servers is different, but clan matches requires a whole new level of focus.
I agree with SloDaz, we need to up our game before Sunday and need to sort out not only the strategy but more importantly the communication before then.
Unfortunately, given my short time in the Danglers, one thing that I’ve observed is very obvious and that is that we lack communication skills. If we are to move in a single big squad then clear decision making and good communication is vital, you need a strong leader willing to make the call and that person need to KNOW that even if the squad members disagree with the call, they will still follow it. Pointless the commander makes a call and everybody still go in their own direction, or there is so much TS chatter that nobody even HEARS his call.
Having 3 squads increases communication and result in a lot of noise over TS with a lot of orders flying around and nobody having a clue what they do. In other words, we have a lot of chiefs but no Indians. We all bitch and moan (some more verbally than others) when we die, but for phuck sakes, don’t complain on TS about it during the match! There will be enough time afterwards to complain. “I’ve got shot at Construction by a medic” equates to valid intel. “I shot that guy 3 times and then he knifes me” equates to useless intel. A lot of useless chatter still goes on during matches. Playing on public servers is different, but clan matches requires a whole new level of focus.
I agree with SloDaz, we need to up our game before Sunday and need to sort out not only the strategy but more importantly the communication before then.
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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.
Re: Strategy : Panama Canal - Conquest Mode
I agree that holding 3 flags is a risk. I would however like us to retain the opening move from the Russian side with a few small changes.
Armour Squad:
Skoups
Lep
Fly/Daz
Shadey
Infantry:
Mega
Jonny
Lee
Paul
Fly/Daz take the buggy to B and try to instacap. Lep follows in the tank. Shadey takes our APC to D, caps and moves to B. Skoups spawns at D and takes the new APC with Shadey to B. That will strengthen our attack on B.
The infantry squad will take a buggy to C as before but only Jonny will remain to defend, use UAV, Spot, tag vehicles etc. The other 3 infants will clear C and move to put pressure on A.
Jonny if you can use the UAV + Mortar strike to hit the APC that spawned at A then the infants can nick it when they get there.
WE NEED TO MOVE FAST IN BETWEEN FLAGS.
Armour Squad:
Skoups
Lep
Fly/Daz
Shadey
Infantry:
Mega
Jonny
Lee
Paul
Fly/Daz take the buggy to B and try to instacap. Lep follows in the tank. Shadey takes our APC to D, caps and moves to B. Skoups spawns at D and takes the new APC with Shadey to B. That will strengthen our attack on B.
The infantry squad will take a buggy to C as before but only Jonny will remain to defend, use UAV, Spot, tag vehicles etc. The other 3 infants will clear C and move to put pressure on A.
Jonny if you can use the UAV + Mortar strike to hit the APC that spawned at A then the infants can nick it when they get there.
WE NEED TO MOVE FAST IN BETWEEN FLAGS.

Re: Strategy : Panama Canal - Conquest Mode
I agree with Skoup about the communication and maybe it is because I have not played a clannie in a while but I was guilty of shouting out nonsense. I think we make a rule, no chatter from anyone except the SL unless you are giving information on enemy positions.

- NiteShade
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Re: Strategy : Panama Canal - Conquest Mode
Sounds good, Geth. I assume as US we'll do the same except I'll cap A with the APC and Skoup spawns to take the A APC?
Lets say we lose C, will we then reinforce B and A/D and just defend?
Lets say we lose C, will we then reinforce B and A/D and just defend?
