Strategy : White Pass - Conquest Mode

Map descriptions, labelling and strategies

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Skouperd
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Strategy : White Pass - Conquest Mode

Post by Skouperd »

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Introduction
A start of a strategy, please feel free to change as you see fit. The map supports an APC’s and a quad bike on both sides. The following points have reference to the three different flags:


Flag Analysis
Flag “A”:
This is the flag towards the LEFT side of the map and closest to the US base. It is housed within a building and thus difficult for an APC to be very effective. It is a relatively easy flag to defend given the layout of the building and the construction side opposite it. The containers in the North makes for excellent hiding spot for a ninja to hide behind. During clan matches though, where you are dealing with an organized squad, it will be considerable more difficult to cap that flag from the Russian side. Once capped, it is almost a guarantee that the enemy will flank you in the south side and cap either the “B” flag or the “C” flag and just squeeze you out of “A” again. For a clan match, once we hold 2 flags, then that’s it, we are happy.

Flag “B”:
The middle flag and without a doubt the most important flag on the map, the clan that can own this flag the longest should win the match. Heavy fighting will occur around destructible buildings with an end result that the terrain will be transformed from a nice suburb into something you’d expect in the Fallout series.

This is also where the UAV will spawn, but until we could find a good UAV pilot, it is a guaranteed knife in the back end result.

The APC from the Russian, when left at the “C” flag could provide covering fire for troops attempting to take / or defend “B” flag. The APC from the American side though is slightly more difficult to provide reliable support unless it could move a long way forward past the uphill.

Flag “C”
This is the flag closest to the Russians. It houses a barn, condo, the silo, and an old radar unit. From the Russian side, this flag is very easy to cap since it provide an exceptionally long capping radius, even from behind the Radar Unit.

Spawn Timers
The UAV is such an ineffective asset on this map that it is not worth it to time it. The two APC’s though is a different animal and definitely worth monitoring. The APC’s both take 180 seconds to respawn, which during a clan match is a considerable amount of time to lapse. I will be running a timer program monitoring when the enemy APC respawns. When there is only 30 seconds left on the timer, then I will call it out and if you are down, come back to the party dressed as an engineer. An alternative is for a ninja (not attracting any attention) to move to a position that if the APC spawns he could steal it for us.

Roughly speaking, holding 2 flags equate to a ticket bleed of 1 per 6 seconds.

Naming conventions
Courtesy of Murgs, the following is the naming convention that will be used during the match. It is important to note that the mountain may be referred to as either “the mountain” or “the ridge”, while the UAV side is referred to as the UAV side.

All buildings barring very descriptive ones are broken into 3 call categories. We have double storey buildings, and they are referred to as either double storey buildings, or more appropriately as “condos”. There are a number of condos on the map.

We have an “L-shaped” house, which is called “Long-house”. There are 4 long-houses on the map, the first one is the “American-long-house” and that is in the middle road between the “B” flag and the American flag (“A”). The second long-house is called the “Russian-long-house” or alternatively the “Mountain-long-house”. It is the one closest to the “V” split in the main road next to the mountain. We then have the “UAV-Long-house” which is situated next to the UAV, and finally we have the “Russian long-house” which is between the “C” flag and the “B” flag.

The third kind of building is called a "House". It is just a square building with nothing strange in it, there are two houses on the map, a UAV house and an American house.

The rest of the names are very descriptive towards their objects and as such should also be very easy to remember.

As a general rule, try to avoid things like “left”, “right”, “front” and “back” but should we use them, then as a general rule, make it so that it refers to the way in which the squad is moving. In other words, if you are attacking “B” from “C” then towards “A” (or “B”) is forward / front, left will refer to the mountain side, and right towards the UAV. Should you be attacking “C” from “B” then it is the opposite. Try to avoid those words, but if you do need to use it, it is in the direction your SQUAD is moving in.

Thanks to Murgs for taking the time to name the buildings and coming up with this naming convention.


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Strategy 1: Just good, is in fact sometimes good enough
Spawning at either base
The objective on this map is simple; get as many people as possible, as quickly as possible, to “B”, cap the flag and OWN that flag. One person can take the APC and secure the closest flag. So using this for both plays this is required from the two squads.

The dedicated APC driver from Bravo squad (Skouperd) will take the APC and cap the closest flag. One person from Alpha squad and a second person from Bravo squad jumps on the QUAD bike and race towards “B”. Both j0nny, Voetsek and Murgs have managed to figure out the quickest roads to the map. Between the 3 of them, they need to decide who will take the quad bike.

Once the quad bike reaches its destination, all 5 of the other people spawn on them. In other words, we will have committed 7 people to securing and capping the flag. Please make sure that you click on the person AFTER he jumped off the quad bike since you do NOT want to spawn back at the base. Take that 2seconds longer and make sure because this opening move is vital.

Even though we will commit 7 people to “B”, a very important flag to hold is the one closest to our base. Though the APC will be securing this position, it is important for the infantry squad to report WHERE the enemy is breaching the security perimeter of “B”. When enemy breached the “B” line and is moving towards the base flag, then Slodaz need to return to the APC as quickly as possible to provide support. Should the 2 man armor squad be ineffective against the advancing enemy then the rest of Bravo squad need to return to our closest flag as well. If the whole of Bravo squad is still unable to secure that flag, then that means the enemy committed more resources to this flag and as such, Alpha squad should push forward towards the enemy flag (and the “B” flag if we don’t hold that already) as quickly as possible ignoring defending the closest flag. This will not only create a diversion, it will also ensure that the enemy now holds one flag less than us. Important, if the closest flag is under threat then Alpha advances towards the enemy flag, NOT towards defending it.
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Paul
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Re: Strategy : White Pass - Conquest Mode

Post by Paul »

Can I suggest an modification, that starting strat is good but I think once we have the B flag and the closet flag to our base, the APC should move up and defend B.

As you said the A flag is difficult to defend if you are in the APC and it is not much better for the C flag as the infantry can hide behind the building while capping.

So I siggest the APC plus 5 infranry (including a spanner monkey) defend B, with 2 guys defending the "base" flag. If they manage to get around the two guys can hold them off until the APC moves back to help out.

I think the APC will be very effective in defending B AND cutting off routes for the opposition to get to teh back flag
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Skouperd
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Re: Strategy : White Pass - Conquest Mode

Post by Skouperd »

Paul, the APC is to destroy ALL buildings at "C", thereby eliminating hidding spots for infantry. Moving the APC to "B" exposes it way to much since all that you need is one tracer dart, and then 2 engineers will take you out before you know it. Unless you have an infantry line in the front, taking out infantry, and able to trace any RPG's trails, moving the APC further is problematic at best.

Defending "C" with the APC is not difficult since once the barn is down, and you have warnings from the mountain, then you have effectively eliminated infantry approach lines to "C".

Saying all the above, if the infantry squad can move level or past the the "B" flag, then the APC could park between the Middle Long-House and the Mountain Long House (if we are Russian), but that is only if the infantry line is holding level with the "B" flag. On the US side, if the infantry line can move past "B" flag then the APC can move onto the UAV road up to the guard tower.

The APC's initial objective is to destroy buildings, and all of them especially around "B". This could easily be done from long ranges.

(BTW, I am working on fixing the first map in my mail, since it refers to the UAV side of the world as "Ridge".
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Paul
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Re: Strategy : White Pass - Conquest Mode

Post by Paul »

I don't know, at the "B" flag although there isn't direct cover for the APC there are quite a few buildings. If the APC destroyed the two buildings at "B", it would have practically clear line of sight of the opposition coming up from their flags.

You could take them out before they got a tracer or could fire rockets, simply moving back on each side provides reasonable cover. I remember in the first leg SSG used this tactic to great effect in one of our pracs. We ended up totally ignoring B because we were getting creamed

Just something to think about if the above strats don't work
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Skouperd
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Re: Strategy : White Pass - Conquest Mode

Post by Skouperd »

Paul wrote:I don't know, at the "B" flag although there isn't direct cover for the APC there are quite a few buildings. If the APC destroyed the two buildings at "B", it would have practically clear line of sight of the opposition coming up from their flags.


Not sure which two buildings you refer to, but if you refer to the middle condo and the mountain condo then no, I disagree. The enemy, if the come from the US side could sneak up the mountain side, as well as down the UAV road both those approaces provide sufficient cover for somebody to just pop their head up, and if they talk together, both pop their head from both locations simultanously (i.e. mountan and uav side), launch a tracer and hide again. There is no ways that you will remain untraced if the enemy works together with the sole objective to take out the APC. Remember, once that tracer is planted, they will take out the APC from their base.

I have found it on numerous occasions now that somebody would say the UAV is up, or there is an APC or something, instead of working together as a team to eliminate the specific threat, we continue with individual objectives. If the UAV is up, then that that should be everybody's focus to take it down especially those in secure positions. If the enemy APC is up, then that should be everybody's focus to bring it down. This is why it will be important to listen when somebody say the APC is up, it should be a no-brainer then that you spawn engineer until the threat is eliminated.

In our previous match, Shadey and myself launched missiles like mad at the one tank, but because we were just two people they kept on repairing it before we could launch again. Had we had one or two more engineers launching RPGs, we would have taken down the tank, and then continue capping the flag in peace. But some people went for capping the flag instead of focusing on the threat. Moving in to cap the flag without eliminating the threat first was short sighted. If there is an APC covering "B", then it should be the TEAM's objective to take out the APC first.
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