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Re: DGL Practice Match Scheduling

Posted: Sun Jan 08, 2012 5:10 pm
by TygerBS
Available
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Hubris
j0nny
Paul
Cr0n0s
Slippo
Tyger

Re: DGL Practice Match Scheduling

Posted: Sun Jan 08, 2012 5:36 pm
by NoMaD
Available
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Hubris
j0nny
Paul
Cr0n0s
Slippo
Tyger
NoMaD

Re: DGL Practice Match Scheduling

Posted: Mon Jan 09, 2012 6:13 am
by pmurgs
Available
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Hubris
jOnny
Paul
CrOnOs
SlippO
Tyger
NOMaD
pmurgs

Re: DGL Practice Match Scheduling

Posted: Mon Jan 09, 2012 6:42 am
by Paul
Cool now there are various vehicles on both these maps, choppers and armour. I am not sure of the quantities on the smaller versions.

We should find out then assign the vehicle duties to people and come up with the strats

Re: DGL Practice Match Scheduling

Posted: Mon Jan 09, 2012 9:58 am
by s3xy_j0nny
Also, if we have more than 8 players aailable, I suggest you put me as sub. I am rustier than the nails we drink at Rage.

Re: DGL Practice Match Scheduling

Posted: Mon Jan 09, 2012 10:19 am
by Phatso
Sorry for the late reply gents.. Back @ work today for the first time since my leave and trying to find my feets.

My availability may be a bit sporadic while getting back into the swing o things. Should be avail for the SSG match however if needed.

Re: DGL Practice Match Scheduling

Posted: Mon Jan 09, 2012 12:30 pm
by Hubris
Alrighty then, thanks for the replies guys. I'll post the final team for each map this afternoon. I'm just checking Lep and Dry's availability. I would like you to play Phatso! :drunk2:

Both maps are quite large for a 8v8 so staying alive and maintaining squad momentum is key. Karkand should be a "normal" clannie (3 flags+tank), but Sharqi should be a flag hopping race on Assault mode (I think 5 flags/tank/chopper). I doubt they will be predictable on Sharqi and assault the first flag, so we need to cut off their approach to the back early.

I reckon on Sharqi we should forgo our tank for a chopper, but we need to stay flexible in case it doesn't achieve the desired result. If we cant deal with their helicopter and bleed their tickets and momentum with it, we need to switch to a tank oriented game style and have all three squads including the tank roaming independently (tank crew deals with chopper plus a stinger in Alpha squad).

Alternatively, we run both, but we will have a very limited troop presence - would be a good thing for tickets, but would also mean we loose the mobility/presence we need to keep the flag race on. If we're really struggling to stay in the game and its clear we're not winning the flag race, lets switch to this approach and minmise the bleed.

Alpha will be 3 guys, Bravo will be 2 and the tank crew will be 3 - I'm putting a lot more emphasis on keeping our tank up and the attacking force potent throughout the game. Lets scope out Karki/Sharqi tonight and host a 30 min (15min each map) practice session on Tuesday to get tank crews oiled (also v helos) and get the squad roaming slick.

Re: DGL Practice Match Scheduling

Posted: Mon Jan 09, 2012 12:42 pm
by Paul
Cool, I think Chopper first and then Tank crew with Guided missiles second choice. I know it is a lot different but Hubris and I have shown on FFA servers just how potent a Tank crew can be.

A good tank crew can tank on Armour, Infantry and Air

Re: DGL Practice Match Scheduling

Posted: Mon Jan 09, 2012 12:54 pm
by Hubris
Definitely, tanks can be truly devastating with a well oiled crew. As far as I know, if the CITV station marks a target, javelins can target it also - turning the tank into a roaming SOFLAM of death. Although LOS is quite hard on Sharqi with all the buildings - unless the tank sits on surveillance.

I would like us to be really tricksy with the tank by having "two" drivers. This will enable us to switch tank perks at a whim, without the need for a re-spawn. We can then switch from anti infantry to anti helicopter with min effect - since the CITV station will stay active all the time (first to repair is CITV).

Primary Driver: Proximity Scan, IR Smoke and Cannister Shell (Anti-Infantry)
Secondary Driver: Reactive Amrour, IR Smoke and Guided Shell (Anti-Helicopter)

Our tank crews should be Assault, Engineer, Engineer - this would mean we are one spanner short when attacking helicopters. Shouting "take-over" will let the primary driver know to get back on the main gun and get the repair effort on. The laser is intended to catch the chopper out when attacking troops at medium range.

I believe that if the chopper is swooping the tank constantly, the cannister is more effective than the laser which often struggles to lock and fire at close range. Also the slow reload really lets you down, whereas you can fire the main gun and the cannister constantly one or two seconds after each other - maximizing beat down.

So there are a few things to practice with our tank crews, namely: calling the clock face, repairing, switching stations, helo targetting and using the CITV player to hop out for camping loners.


---- EDIT: We found out there is no air on these maps, only 3 flags. So guess this is only relevant to public or full clan play.

Re: DGL Practice Match Scheduling

Posted: Mon Jan 09, 2012 1:08 pm
by DryMan
Hey hubris, sorry for the late reply. it kept slipping my mind.
But I'm definitely available for wed. I'm keen to kick so arse!