rAge Training

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Hubris
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Post by Hubris »

Cool why don't do a prac of Karkand/Sharqi on Sunday then play BvD on Tuesday? So just switch the game and prac nights to suit our arrangement.
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TygerBS
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Post by TygerBS »

Yes
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Paul
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Post by Paul »

Ok I think everyone has had a nice break, we need to start getting a bit more serious in time for rAge. We have a match against BvD on Tuesday.

We will play at least sharqi or Karkand and the focus will be on defending/Attacking C. Hubris/Tyger do you want to lay down the squads, notes and server details.
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Thor_23
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Post by Thor_23 »

just to confirm, are we having prac tonight for the BVD game?
Something of the sort might have been mentioned last night......
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Paul
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Post by Paul »

Hubris/Tyger need to put that down here. If it isn't in writing then people don't know
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Paul
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Post by Paul »

I will get hold of BvD today, couldn't do it yesterday but we are playing Sharqi against them tonight, I will try find out what map they want to play.

Hubris will put down the strats but basically we will either be defending or attacking TV station
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TygerBS
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Post by TygerBS »

Oooh lets take it a bit serrious says paul, then does not rock up on sunday or monday night...
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Paul
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Post by Paul »

Nothing was confirmed! I said if it is not in this thread or written down then people don't know. If there is going to be a practise or something it has to be down some where or people won't pitch.
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Thor_23
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Post by Thor_23 »

TygerBS wrote:Oooh lets take it a bit serrious says paul, then does not rock up on sunday or monday night...


:retard:
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Hubris
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Post by Hubris »

So as many of you have heard, my philosophy for the B2K maps is simple. The defenders have their tank spawn connected to a flag – take that flag away and you take away their ability to compete strategically. In other words, we need to make C flag on both Karkand and Sharqi our priority both in terms of attack and defence. The below outlines the team and basic issues for Sharqi Peninsula:

First, I want us to have a common understanding to our squad structure. Within each functional squad, we must plan to be mission capable with only three guys (in order of appearance). That means we have an infantry trio, armour trio and a utility duo. We should also all understand the importance of pairing players together for effect (which I have indicated above). This differs a bit on Karkand and Tehran, but let’s deal with those structures later.

J0nny and DryMan are utility players and their tickets are expendable as they are expected to do a lot of risky grunt work on the ground. Everyone else sticks with one kit, or changes to an alternative kit only for start/situation. The utility guys must do a lot of anti-tank, mine placement, aggressive defending and beacon work. Off start, they focus on armour; when we hold our flags they defend, when we are down flags they sneaky ninja for beacon action.

The key here is remembering that a Recon with a placed beacon and a VAL can be a CQB or back rage beast – because they can just respawn on the beacon and replace it no problem, plus they fire a supressed weapon that is made for CQB. The benefit is the squad can a) spawn in a better position, b) follow the Recon player onto a flag (guinea pig / meat shield) or c) use them to perform a misdirection play by attacking an extra flag (thus tying up defenders).

We must practice this against BvD because, at some point, we will be a flag down – which should trigger beacon action immediately or preferably, pre-emptively. We cannot wait to take action until we are losing our only remaining flag. If the utility guys feel the flow of the game is going against us, they need to get sneaky and get a beacon down for a quick cap of a soft flag and concerted team effort against the armour, then we can be competitive again.


RUSHER: Tyger – Engineer/Medic (Pair A) – Infantry Trio
MEDIC: Phatso – Medic (Pair A) – Infantry Trio
MEDIC: SlipperyDuck – Medic (Pair B) – Infantry Trio
RUSHER: J0nny – Engineer/Medic/Recon (Pair B) - Utility

Hubris – Medic (Pair A) – Armour Trio
Paul – Engineer (Pair A) – Armour Trio
Cronos – Engineer (Pair B) – Armour Trio
DryMan – Engineer/Medic/Recon (Pair B)


Sharqi Attack (RU)

Infantry will load into buggy for trip behind B – but head straight into TV station assault. Once upstairs, their Engineers can shoot the tank on the hill (or in palms, whatever) from behind. In the meantime, our tank will zoom past Surveillance and onto B flag to draw the enemy attention away from TV and pressure their tank. Hopefully we can oust their armour and take TV within a matter of minutes.

Even if we lose our tank, we just need to hold onto TV until we can launch an attack on B – or A if they are not paying it any attention. The key will be not to overreact or panic. We cannot afford to spend loads of tickets taking TV slowly, then lose it because we rushed off to take another flag. Let’s get all our resources on the field, our flag(s) secured and some planning going then we strike another flag.

Tyger and J0nny should lead the assault on TV station, as they are Engineers; focusing on getting rockets out of the computer-room/balcony. Phatso and Slippery should follow and support them; focusing on securing TV station stairs and roof respectively. If we’re struggling to take TV, J0nny needs to place a beacon in the rocks at the bottom of the hill (it’s harder to find than at the radio tower) for a paradrop onto the roof or balcony.

Once we have C, J0nny and DryMan should take up residence there and ensure no one tries to take it back – Lee could also stay behind if required. That leaves the infantry trio to help our tank attack B; don’t attack B unless we have our tank up – rather just wait it out at TV and ensure we have it locked down. From there, the armour trio holds B flag area and the infantry trio holds TV hill for bleed out.

Sharqi Defence (US)

Utility pair spawns at A for mine placement, tank harassment and token defence. Infantry trio spawns at TV station to hold. Armour trio hold B flag (palm) area. Depending on where the pressure is, we just re-allocate the resources and kits. That means everyone should be playing very aggressively as a defender, don’t worry about dying to take out an enemy because we actually need you to be able to re-spawn elsewhere for tactical advantage.

When (not if) they take A flag, the infantry squad will hold TV station and the armour squad will hold B flag (all four members now). Our focus now should be to keep our tank alive as long as possible (even hide it for a bit) to draw out their tank. Once we see him, it’s a full team effort to take him down and then move our tank to counter the infantry assault. If it all goes pear shaped, those beacons have to come out very quickly to retake TV station and get our tank online.

At any point, if we notice a burn on TV station all available infantry should respond and if our armour trio I sup, should play elusively. I cannot emphasise enough the need to hold TV station. The only way they can get there is to a) run from A or B, b) buggy behind B or c) parachute. If we cover our bases by assigning areas of responsibility in game, we will be fine. Tyger please do some planning as to where you want your guys to be on defence.

Let’s focus on getting mines on Surveillance road, Buildings 1-4 road, the Hobbit rock area and on top of the ramp to TV station. If you spawn engineer and you’re not Paul or Cronos, you are expected to place no less than 6 mines. As far as possible, do that first, then go defend or fight whatever battles you need to fight. Let’s focus on getting our fundamentals right and not making silly mistakes instead of a muppet-blitz / knee-jerk reaction style game.

---

Finally, on tanks. The tank’s canister is really slow firing now – take advantage of it. It’s unlikely teams will still use it, so expect machine guns mounted to the main turret. Rocket men have a distinct advantage over tanks now if they can time their shot between main gun reloads and peek a rocket shot quickly then fall back into cover. Two or three guys doing this will be the death of the tank, as the canister cannot maul them quick enough to stop the disable and burn.

That’s pretty much all I can think of right now, please give feedback if you think an area needs more thought.
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