Baggers vs. A2K Wednesday 4th April @ 8PM
Server Name: ZA SGS SOD grrr vs A2K
Game IP & PORT: 196.4.79.7:25100
Rcon IP & PORT: 196.4.79.7:47100
Password: "playoff"
60% Tickets!
We are using a new command shout for SL's to control our voice comms in squads!
Check the YouTube Classroom and get some game time in! The patch includes huge changes, you need to be aware of them!
Well I did the elimination with A2K ReckITT. He won the knife fight, but offered us to pick first map - he wants to pick sides on each map. He was disappointed we eliminated the urban maps - fleeced! To be clear, we play 2 maps. We count tickets to decide map winner, but maps are won or lost straight by result. If we win one map and they win the next, then we play a third map to decide. We do not count tickets across maps.
First map: Tehran Highway
Second map: Damavand Peak
Third map: Seine Crossing (if we draw)So, we are playing heavy armour oriented maps. We have a tank on every map, an APC on Tehran and a Little Bird on Damavand Peak. We will have to be careful with our armour and helo's, they're much more fragile post-patch. In the end, our vehicle and anti-vehicle skill has to win us this, if we don't bring that, we're in shit for the playoff. Drivers, think about peaking your armour, focus on keeping the upper hand; TankGuard stay on foot as much as possible!
Basically, this rides on how fast we take their armour out as a team. Preparation, communication and coordination are win-tools!
ReckITT reiterated that he wanted to play Monday or Tuesday, but let's how our signup turns out. These maps are all about the first engagement and taking that armour down first! We have to focus on this phase order: start, start flags, anti-armour, extra flag or defend, anti-armour, defend, anti-armour, next flag. All schemes and details shall be revealed in practice, I'll be around each night at 8PM to chat but
prac is Mon/Tues @ 8PM and warmup on Wed @ 7PM.
Roles outlined below with preferred team,
strictly he who practices plays (* = Squad Leader, ^ = Tactical Lead). Apologies for the length.
1. Tehran HighwayI'd like us to try using the Suppression aspect and focus on keeping our tank dominant; while the APC provides supporting fire and quick action on weak flags. If we're struggling, let's team up the armour and lead with the tank - we can steamroll together and protect each other. It's all about surviving and killing armour as infantry then covering any people crossing to and from B. Once their tank is down, we get the APC, only
THEN start APC-shelling and meatgrinding another flag.
Infantry: Tyger^ - Medic - SqExplosive
Infantry: Phatso* - SupportC4/Medic - SqSuppress/SqCover
Infantry: DryMan - EngineerMine/Tube - SqSprint/SqFlak
APCDriver: Paul*^ - Medic - SqFlak, Reactive, APRounds, Smoke
APCGunner: Pmurgs - EngineerSp - SqExplosive, APCproximity
TankDriver: Hubris* - Medic - SqFlak, Reactive, Cannister, Smoke
TankGunner: SlipperyDuck^ - EngineerSp - SqExplosive, Tankproximity
TankGuard: Cr0n0s - EngineerSp - SqFrag
2. Damavand PeakThis map is all about holding rocks/containers and getting that tank down. Once it is, we have free reign on B with our tank dominating the tunnels. Get the start right and we can lock this down. Get it wrong and we need to win the battle in the air to squad-hop and para-drop troops on their back flag
FAST! Lee needs to stay alive at B at all costs or call the para-drop. Lee and Tyger work together on attack, while Dry leads the anti tank strike and defending of our flags.
Infantry: Tyger^ - EngineerMine/Tube - SqExplosive/SqFrag
Infantry: SlipperyDuck* - Medic/EngineerMine - SqSuppress/SqCover
Infantry: Cr0n0s - Medic/SupportC4 - SqCover/SqSuppress
Infantry: DryMan - EngineerMine/Tube - SqSprint/SqFlak
TankDriver: Hubris* - Medic - SqFlak, Reactive, Cannister, Smoke
TankGunner: Paul^ - EngineerSp - SqExplosive, Tankproximity
TankGuard: NoMaD - EngineerSp - SqFrag
ScoutHelo: Phatso*^ - EngineerSp - SqCover
3. Seine Crossing (if we draw)This will be a toughie, but the same principles apply. Get our troops as far forward off the start as possible to gib their tank, then start flag hopping with our infantry while our armour sets up for a spawn camp. Our attacking infantry must focus on anti-tank and flag hopping. The defensive pair will leave one defending on flag areas while the other(s) go bezerker anti-tank and disruption. It's all about
ADAPTING to the enemy movements and staying alive while staying mobile.
A-Infantry: Phatso^ - Medic - SqFlak
A-Infantry: DryMan - EngineerMine/Tube - SqSprint/SqFrag
A-Infantry: Pmurgs* - EngineerMine/Medic -SqSuppress/SqCover
D-Infantry: Tyger^ - EngineerMine/Tube - SqExplosive/SqFrag
D-Infantry: SlipperyDuck* - Medic/SupportC4 - SqCover/SqSuppress
TankDriver: Hubris* - Medic - SqFlak, Reactive, Cannister, Smoke
TankGunner: Paul^ - EngineerSp - SqExplosive, Tankproximity
TankGuard: J0nny - EngineerSp - SqFrag
We got the ideal maps to get this Cup off to a good start if we attend all practices and bring our A-game. They're a new team with good individuals and they have lots of online urban playtime, let's not forget that. We need to work out this knife fighting thing, we havn't won one so far. Let's do some research and pick a champion over the next two practices! Hear ye hear ye, fell stabbers and slashers of shiny pointy bits into soft squishy parts! Mmmmmm
Cut off approaches, defend forward and DON'T EVER RUN AROUND CORNERS! Only 2 mine tank kills, do it! Hooah gentlemen, dismissed.