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Map descriptions, labelling and strategies

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Hubris
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Joined: Wed Oct 06, 2010 10:21 pm
Location: Centurion, Gauteng

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Post by Hubris »

Just an idea for squads on Conquest maps (I guess similar thinking could be applied to Rush although we never tested it) - Torment used to have one squad dedicated to Assaulting, one dedicated to Flanking (and back cap clean-ups). Assault squad would take the direct route and the brunt of the heat - their aim being to suppress the enemy into a position (usually the middle/hardest point) while keeping their ticket bleed to a minimum by hanging off, ressing and squashing enemy pushes with wide arcs of fire.

Against weaker tight moving teams (and to take the second point when behind), Flanking squad break from supporting Assault in opening engagement (event was the killing of enemy tank) and would move in to flank/swamp along a wing of their choice as a full squad hitting as one. Then if Assault were taking losses (and when second point was secured), leave one player (or two against split squads) to hang back on the second point and keep an eye out (typically a sniper with an ammo box to keep motion mines going - meant careful box throwing from assault player). Similarly, Assault would release players in the same way if the enemy caught wind of that style of play or Flanking squad were having major problems.

The squad load-outs were as follows... Assault squad: 2 dedicated medics, one dedicated assault and one marksman/engineer (depending on number of tanks or CQB enviro). Flanking squad: one dedicated medic, two assault (one with option to engi) and one marksman/engineer (recons preferred in Flanking squad because of motion mines and counter sniping). Swapping the Assault marksman with an engineer really helps sometimes in CQB because of rpg/gustav (explosive power), but it was never a big issue if there was only one marksman or engineer in the team since all it would take is a death and the load-outs would be balanced.

Against good split teams (and when two points were captured), Flanking squad would revert to Assault squad load-outs and tactics (i.e. planted M,M,A,E/S) in order to reduce ticket bleed and hold the enemy pushes. Assault and Flanking squads would hold one side of the map each in this situation and fall back into flanking/holding tactics if required to recap second point.

Assault players always played at the front of the squads (was always the hunter for strays in Assault squad - area cleaner in Flanking squad), followed closely by a medic, then a little further behind by the specialist and other medic. Assault squad would creep up the field incrementally as the enemy waves crashed against the Assault squad and had to respawn. Eventually the third point would be a death trap or captured outright for a spawn rape. Medic's ressed on a strict "clear or no res" policy - they rarely chased after resses too far out of cover. Assault squad players would fall back quickly from combat to health packs and cover - i.e. banking on good shots to kill enemies breaking cover at range without risking their ticket too much.

Since the Assault squad's role was to hold the enemy in place and bleed their tickets from a central position, they would all hang just in front of the supply point/cover and harass the enemy outside/on-the-edge of nade range with good views left and right to squash wing pushes. Assault squad knew where to fall back for ammo and health which was piled behind good cover (and repiled in new areas when required). The golden rule was that one medic always hung around the supply point to cover the flank and res the other medic if required. This guy had to be apt at survival and generally one-on-one combat adverse (favouring a 4x zoom to spit devastating ranged fire down the busiest channel whilst on medpacks for health sustainability).

Assault squad would always drive the tank to counter enemy tank - but typically only used a tank in the opening engagement and then would send their Assault to fetch when required (leaving two medics in place to res). In all games, the squad captains would keep in good contact with each other and call for support when required (i.e. releasing a M and A or E to support the other squad depending on situation). The same basic team strategy applied on Atacama (mega vehicle maps): one planted Assault squad (in tanks - M driving, E gunning - so M can res engi if picked off or squished) and Flanking squad moving in Hummers/Buggies and Helo's. Sometimes sacrificing Assault's medic role altogether for two engineers in high pressure tank spots.

Players rarely chose their own kit unless time made it essential to act without orders on death. It did take smart tracking of load-outs in the bottom LHS corner and quick load-out orders from squad captains. These were hard at first but became second nature as the team gelled. Selection was based on skill with the relevant roles in each squad (i.e. planted A:M,M,A,E/S and roving F:M,A,A,E/S). Good shots at range and slow careful players made up Assault squad; while fast movers and good run-gunners would form up Flanking squad (they typically sacrificed perks for lightweight packs).

The system does necessitate the marksman/engineer to be crafty - typically, this role was left up to squad leader due to inherent skill and in order to reduce cross-chatter regarding load-outs. It worked really well against weaker teams that tended to move two squads in close proximity or against those with crappy leadership/experience. When the guys knew each others roles and could call for things by name easily, it was magical.

Hope that makes sense and is helpful in some way.
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