Post game debrief: DGL: Grrr Baggers VS BUD BBX (Grrr wins)

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TygerBS
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Re: Post game debrief: DGL: Grrr Baggers VS BUD BBX (Grrr wins)

Post by TygerBS »

Your role: Medic Toober

What went wrong: Got way to excited at times. Didn't pay enough attention to what the other 2 squads were doing so was not aware enough when they went down. Shouted at them when i thought the had a flag covered, Sorry about that guys. Made a few mistakes, dropped a grenade on my squad, missed a couple easy close quarters kills because I was to excited and worked up.

What worked well: We covered B very well at times. I managed to keep everyone out on curved corridor side. Lesson is that curved side is easiest to defend and hardest to assault. Our opening Russian strat worked well, flanking and having extra rockets on the APC killed it quick and got us straight into their back flag. Our 3 man squad worked well together, mine a dry's understanding of each other is becoming very good.

What you suggest for improvements in future games: Maybe its just me, but i didn often feel we got clear info from the tank squad of what was happening, maybe because i am just tuned to my squad voices. This communication needs to improve. In general I need to remain more calm. Our flanking squad need to be a tad faster and stay closer together. We need to be a bit faster in adapting to what they are doing. In second round we had all flags at one point, with in a a min we had lost 2, this shouldn't happen. Our hustle needs to be more planed. If we have B and are covering, the leaves our flank squad free to roam, think the key place that must be checked every few seconds is hubbly alley. It seems to be the most key place in the map. The capping of our back flag with just the APC is a problem, because the apc cant get on market easily. In general this is prob. when assaulting a flag get bodies on the flag ASAP. They capped our back flag even though our pc was up. Once again Tank squad call this, so we can send bodies to help you.
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Re: Post game debrief: DGL: Grrr Baggers VS BUD BBX (Grrr wins)

Post by s3xy_j0nny »

Yeah, wrt hubbly alley, and after seeing Lee's epic footage, I think he should spam the approach and the room itself with claymores. If nothing else, they act as 'alarms' so you know when they're coming that way.
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Re: Post game debrief: DGL: Grrr Baggers VS BUD BBX (Grrr wins)

Post by SlipperyDuck »

good point - will try actively do that
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Re: Post game debrief: DGL: Grrr Baggers VS BUD BBX (Grrr wins)

Post by SlipperyDuck »

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Re: Post game debrief: DGL: Grrr Baggers VS BUD BBX (Grrr wins)

Post by Snakestyles »

Awsome stuff so far, been in meetings all morning but plan to respond to each reply.

Just remember that I am never correct all I am here to do is get you talking and thinking in a constructive manner. You guys have the ability to decide what works best, what is worth trying and what is a waste of time.

If I suggest something and you think " hang on! thats bullshit I think it would be better if we did it this way!" then you are allready in a better position than before you read what I suggested.

There is a saying in the British Army, Parabats to be precise. Its know as "ground truth", what it means is looking at a battle from a planning perspecive or even from a operation, control and communications centre is not the same as what happens on the gound, in the battle the gound truth is how soilders behave when the bullets start to fly around, when the fog of war closes in. At the point of contact only the grunt on the ground knows what can and cannot be done, it is up to the leaders that are on the ground with them to decide what needs to be done.
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Re: Post game debrief: DGL: Grrr Baggers VS BUD BBX (Grrr wins)

Post by Hubris »

My role: Attack squad Medic, Spawn Point

What went wrong: I would get into a rush and end up leading the charge or taking up a primary firing position. It quickly got me killed and made spawning a pain for my squad on the attack. Off the start on the RU side, I was critically missing a tube to help me hold the curved corridor against attackers so I'll equip that for the start. We also often clumped together, 3 sometimes 4 or more guys all around B or in the same room - it left us exposed and we paid heavily for it. 3 maximum on B unless they have more bodies than us, otherwise disperse/defend.

When we're in "defensive" mode we're too kill hungry; we stay in the firefight too long instead of peeking, healing, nading, healing, hiding etc. Rather be coy, only short "fore thought" bursts and don't get predictable. Keeping the enemy at an arms length is enough, you'll get them eventually when they get desperate or when a teamie flanks them. Don't counter attack them or risk dying unless you have an instruction to do so! It's all about losing as few tickets as possible while holding our objectives, the bleed takes more tickets than anyone can.

What went right: The start positioning was great, from both sides. I was able to pressure from another direction and keep them guessing as to where our forces are coming from. NoMaD's flanking run worked well, but he and Lee bled a lot of tickets trying to operate on their own. We must keep the two of them together and only use the NomNom tactic when we are being over-run at our back flag. The suppression was so valuable, defo's need more of the same Lee. Excellent work. Also, the class switching was much better this match; lets keep aware and adapt!

Improvements: We are still running Assault players in front of Support and Engineers. I know when the haze comes down it's hard to get this right, but especially when we have staged and are on the attack, Assault guys have to hang back slightly and ensure a res train. Again, if we're not getting through, leave the entertainer, spread out and flank them from as many angles as possible. Mines, their tank and transports rode all over the back flags. Also clays, plant and leave them in areas you know the enemy is coming back to! Don't keep replanting if theyre well positioned.

All in all a good game, we threw ourselves into the fray and it was a good battle. Fortunately, we realised you can't attack constantly. You have to take a flag, secure your other flag and then brace yourself for the counter attack. Once that peters out, you can go offensive again - provided your tank is up and dealing death! Once you have all three flags - leave two on our back flag, two on the middle and the rest spread out in an effort to find their ninjas and poon their tank. Let's focus on calling more opportunities like, "clumping in hubbly", if anyone is near, explosives now!" or "double kill in B, push!"
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Snakestyles
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Re: Post game debrief: DGL: Grrr Baggers VS BUD BBX (Grrr wins)

Post by Snakestyles »

SlipperyDuck wrote:OK Round One of Mine is done. Round Two should finish uploading in about 30minutes:

BUD BBX vs GRRR BAGGERS - ROUND1 - US - Slipperyduck POV 640.avi




Very interesting round. You guys started out very well, nice work on suppression and playing your role Slipperyduck, just a bit more calling out on what you see and where you died or who you killed but all in all a brilliant round for you in a new role, just need to see more teamwork between you and your medic. Point is you did a little of eveything, helping B Squad, capping font & back flags and holding B when needed. Considering its the first time you played in this role I think you can be very happy with the result.


Seems like the APC team did well too, sure you can improve as a team but that takes time. I still think your need to practice 4 vs 4 APC wars on a 8 vs 8 map, just get the whole sequence of spotting, shooting, repairing down. Understand that as a APC driver it's a pretty kuk job, even with a team to RPG and repair you get a feeling of being on your own, its weird to sit in something and take damage continually, its a high pressure position. As engineers its just as bad, you have to jump out under huge amounts of fire and take shots at the enemy APC, plus repair, plus not get squashed. Thats just the reality of it. I think from what I could hear you did a good enough job and need to just keep working on it.

B Squad also did a good job, you dominated Ally (B) flag and only really lost it when you moved out, did you notice how you went for C and suddenly B was down and you took quite some time to get it back. You guys need to work on holding back, thats hard as the natural tendancy is to to move up and push the enemy, problem is when you get to C they are behind you. Trust that if you hold B alley your C Squad can move up to C or flank or hold A, they are there to back you up so the B squad leader needs to use them more.

The callouts were good and I think as a team you adpated well to the siutaion. Funny but it went down pretty much just like the practice round, you guys in the middle but A & C flags to the enemy. I think what worked or helped was the C squad backing you up and making kills in the A & C area. It definately confused the enemy and allowed the team as whole to keep its options open.

What was very obvious and I am starting to notice is that you all have skills but not confidence in them, when you did make confident calls you suddenly stared to take control of the outcome.

Just keep up the momentum on the training and discussions about how to improve and you will reap the rewards.

In future you really should win the round as US on this map but whatever you won the game :)

Well played & looking forward to watching the next round.

Slippery, dood you are so close to becoming a all out no quesions asked killing machine, you seemed uncertain what to do at times and I know thats because you were trying to full a new role and tactic, next time keep your medic close, go with your instincs and you will do even better than you did. I saw you look at areas as if you wanted to shoot or advance on them only to hold back for a second and pay the price. You did very well, I saw you rack up tons of supression points, you got good kills and would have done much better had your medic been behind you ready to res you. Maybe the two of you should get into the pub servers and just bang around as a two man team, get into a groove and you will see how much havoc and damage a good support & medic team can do. Loved the use of claymores, too much dropping of ammo though, it slowed you down a bit, try only drop when asked or need.
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Re: Post game debrief: DGL: Grrr Baggers VS BUD BBX (Grrr wins)

Post by TygerBS »

My Point of view

Round 1 BUD BBX vs GRRR BAGGERS - ROUND1 - US - TygerQB

Will upload round 2 this eve at home

EDIT:
Pmurgs and lee please post what processing you did on your vids, and what setting you had when recording cause mine seems very low quality.
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Snakestyles
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Re: Post game debrief: DGL: Grrr Baggers VS BUD BBX (Grrr wins)

Post by Snakestyles »



Just gonna chat some about your play slippery. Will focus more on overall round two with Tygers videos. Nice play at the start you helped keep them back from C but I wonder if you might have done more damage from stairs with a medics help. Also you dont have to be support and I like that you switch kits as needed. Once you moved up you had a more profound impact on the game. I think its a role that suites you, maybe just work on your kit and get a bit more agressive.

You did a good job holding B and them moving up to A so well played.

Also right at the end holding C flag, did you guys notice how the tickets bleed so fast when you stay back and get calculated kills?
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Re: Post game debrief: DGL: Grrr Baggers VS BUD BBX (Grrr wins)

Post by SlipperyDuck »

What I was really trying to do with suppression was slow them down while they were at B so that they couldnt support their other teamies trying to defend their back flag - this, so that our APC and whever was with them could have a better impact at their back flag an cap them in the middle to get the bleed.

Seemed to have worked, but yeah, was trying to be cautious this round, since we lost too many tickets the last round....overly cautious since Nomad was being sent flanking a lot - but yeah, things to pongder.

Miles, you legend, thanks for the feedback - getting some perspective is invaluable dude!!!
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