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Re: <8oR9>.Legends - 1st Match

Posted: Wed Apr 07, 2010 9:00 pm
by gr@v1ty
Based on my post from the "Pick your Kit" thread. Keeping that as a 'general idea', I'll be clannie specific here:

Start with j0nny/Lee.

They spawn and go through the whole "live" routine (as long as they're comfortable with the whole routine).

Armour Squad (create squads on Left Hand Side of the squad lists)

- Lee * Engi
- Drag * Engy
- Leppy * Armour (driver) Medic
- Grav * Armour (Engineer)

Target: To move in, take their armour down. We need to work together and target their armour as priority. Once armour is down, we head into their base and capture the armour. We work as one unit and once we have their armour, we assist our infantry squads with our armour, keep their armour out of reach and long-range defence.


Infantry Squad (create squads on Right Hand Side of the squad lists)

- j0nny * Recon/Assault
- Phatso * Assault, Medic
- Mega * Assault
- Reserve * MEDIC

Target:
Move around the map and capture/defend flags. I don't expect to be in the infantry squad, so I will leave the infantry management for the guys in the infantry squad. Work together, spawn off each other, Keep each other alive and save the tickets!!!

We have many squads to choose from. If we keep the LHS squads for armour guys and RHS for infantry, it will make it easier if someone makes a call to boost the one or the other. Just click on squads, join the guys who need the help. Easy reference.

Reserves (Depending on player availability)
- Shadey
- Fly
- Icen
- Voetsek

Reserve player to work on playing as Medic. I think j0nny/Mega combo in infantry to keep spawn points and infantry organised will keep our infantry strong.

I know the idea in BF2 was to take the flags and not get outcapped. We were killing even the strongest teams on rounds where we had uncaps. We could go all-in and capped what we wanted. We can't get 'outcapped' here. Although we won't like bleeding tickets due to no flags, Nothing bleeds faster than dying infantry!!! Look after yourselves before you need to worry about flags.

Re: <8oR9>.Legends - 1st Match

Posted: Thu Apr 08, 2010 12:40 pm
by Megageth
I think the armour squad ^ should practice getting a troup to A on a buggy and mining beyond the flag at A to slow their armour.
My idea was that Driver drops 1 to cap flag and drives a bit beyond, dropping mines. Those 2-3 can then soften their armour and support ours when it arrives.
Infantry should practice/time quad runs to B and C.

Re: <8oR9>.Legends - 1st Match

Posted: Thu Apr 08, 2010 1:12 pm
by SlipperyDuck
AS Russians i think we should take A and B and hold.

Point C has too many access points for our troups to be blind-sided and we may lose unessessary tickets.
Point B is like a fortress is we have two people defending it @ least since there is limited access.
Point A - like Mega has suggested can be mined to keep enemy armour out and it's where we should plant ours.

If we have 4 @ A and 4 @ B - we should be able to hold them back effetively and bleed them of a lot of tickets.

On B there is a mounted Gun that should be used.
A troup should also hide behind the broken highway bridge thing.. lemme illustrate:
Image


Then overall the defence on B should be located in these key area's:

Image



I don't quite have all the Point A images I want, but I will look through and see if we can find something.

Re: <8oR9>.Legends - 1st Match

Posted: Thu Apr 08, 2010 1:59 pm
by s3xy_j0nny
It might be worth trying the following at tonight's practice:

Assuming that we take 2 control points and are holding.

Have 3 in armour at one flag.

Have 4 infants at a 2nd flag (1 in the armour squad so he can spawn on them to help defend their point if necessary, the other 3 in the recon ninja's squad).

Have a Recon ninja who gets into position on whichever flag the enemas are holding and just waits. If they make a big push for either of our flags, infants can spawn on the recon ninja and cap behind them so that we always maintain 2 flags.

If necessary, the recon ninja can be in his own squad so that any other player can join and spawn on him and cap.

/2c

EDIT: This would also allow us to spot enema movements from the flag they are holding - advance warning abt which flag they are moving towards.

Re: <8oR9>.Legends - 1st Match

Posted: Thu Apr 08, 2010 2:17 pm
by SlipperyDuck
I'm all for that!

Re: <8oR9>.Legends - 1st Match

Posted: Thu Apr 08, 2010 3:11 pm
by Phatso
We should just be wary of this rule and squad hopping

Starting the Match (at the beginning of each half)
The server admin must restart the map (all players will reload the map). DO NOT SPAWN:

* Divide into two squads (of 4 players) - do not spawn any players


I know it doesn't state you may not, but it doesn't state you may either...

Re: <8oR9>.Legends - 1st Match

Posted: Thu Apr 08, 2010 6:37 pm
by NiteShade
I say put Armour in 1 squad and Infants in another at the start of a round.

As the game progresses, split to different squads if needed.

Re: <8oR9>.Legends - 1st Match

Posted: Sun Apr 11, 2010 4:16 pm
by SlipperyDuck
Borg are still keen to play even if it's on the GRRR Server.... no DoGaming ones as yet.

Re: <8oR9>.Legends - 1st Match

Posted: Sun Apr 11, 2010 4:33 pm
by J_Th4ng
Cool, let's do that then. I don't want our fixtures to start backing up.

Lee, can you let them know that we'll be playing at 'Chez GRRR' tonight?

8 for 8:30 start, yes?

Re: <8oR9>.Legends - 1st Match

Posted: Sun Apr 11, 2010 4:57 pm
by s3xy_j0nny
:snipe: hooooaah!