Page 3 of 6
Re: Week 6 - Port Valdez (CQ) 14 Sept - 19 Sept -=NFX=-Invictus
Posted: Tue Sep 14, 2010 11:07 pm
by NiteShade
Paul, I hope you are wearing ur special undies 'cause I need you to remember that I'll rather be the "hang back defensive tank" and you the "balls out aggressive tank" in da strat Geth posted in da first post of dis very same thread.
EDIT: Importanto!!! Everyone must read the first post for the new strat idea on Port Valdez... Geth brought his almighty strat wisdom and changed up da strat. I think its a definite winner!!
EDIT2: I'm a bit scared with following chimp's Paul's orders. Hehe I joke, I'm actually looking forward to it... let him use TS with an advantage!
Re: Week 6 - Port Valdez (CQ) 14 Sept - 19 Sept -=NFX=-Invictus
Posted: Wed Sep 15, 2010 7:09 am
by Paul
You guys are crazy, so crazy it just might work.
I guess we have the prac match against WrG to test this out.
Re: Week 6 - Port Valdez (CQ) 14 Sept - 19 Sept -=NFX=-Invictus
Posted: Wed Sep 15, 2010 5:23 pm
by SloDaz
Nice guy this FlatSpin... So squad leaders be ready to take control. I will print out the strat's and players if anyone needs to be refreshed
Re: Details
« Sent to: SloDaz on: Today at 11:19:29 AM »
« You have forwarded or responded to this message. »
--------------------------------------------------------------------------------
Hi. I am sorry I was so slow last night - started sucking beers early :P
Anyway, if it's the same squad playing us tonight as the one you're using for your Nelson Bay match on Thursday, how about we play two rounds of Nelson Bay & two rounds of Port Valdez - that way we both get the practise we wanted?
Re: Week 6 - Port Valdez (CQ) 14 Sept - 19 Sept -=NFX=-Invictus
Posted: Thu Sep 16, 2010 6:57 am
by Paul
All in all I think we had a good prac just some quick notes
Port valdez
=============
We need to make sure we don't fall prey to our own strat. In the second round WrG went for our back flag and managed to take it because they committed a lot of troops. We need to secured it or move for their back flag. Also as Murgs pointed out (and I did but was shot down the previos night), the AA at B needs to be turned around to face the ruskies when we are US.
Nelson Bay
=============
BBH will be much tougher than WrG so although we do need a plan break through their lines if there is a stalemate, we must watch that we don't just throw bodies. If we are leading by a couple of tickets 10-15, I really think we need to just sit back and defend, they will HAVE to commit to an attack and then we will be at an advantage.
Also just a reminder to keep the chatter done on TS. I think we got a bit excited trying to figure out a way to break the deadlock. Just follow the SL orders and give relavent info
Re: Week 6 - Port Valdez (CQ) 14 Sept - 19 Sept -=NFX=-Invictus
Posted: Thu Sep 16, 2010 8:15 am
by s3xy_j0nny
Nelson Bay:
Let's not forget that BBH will be a LOT more active about trying to flank us than WrG were. I doubt we'll end up with the same situation as last night where we basically had a stalemate standoff til right near the end when Mega and murgs went on their knifing spree. We must be on our toes.
Re: Week 6 - Port Valdez (CQ) 14 Sept - 19 Sept -=NFX=-Invictus
Posted: Thu Sep 16, 2010 1:18 pm
by SloDaz
[grrr wrote:s3xy_j0nny ]
Nelson Bay:
Let's not forget that BBH will be a LOT more active about trying to flank us than WrG were. I doubt we'll end up with the same situation as last night where we basically had a stalemate standoff til right near the end when Mega and murgs went on their knifing spree. We must be on our toes.
I was really impressed with Murg's leadership last night. He kept us working together and camping in a great choke spot. The mix of medics, sniper and assault was spot on.
Voetsek saved a load of tickets by reviving like a mad man. I learned an important lesson, where he would only revive once he saw that the road was clear or he had manoeuvred into a safe spot. It is good to remember that there is a count down, so revives don’t have to occur immediately.
The only thing that i regret is that we were only able to rehearse one defence spot. If BBH force us to abandon that spot we will need to rely heavily on Murgs to lead us to a new spot.
All in all I am soooo looking forward to tonight.
Port Val, does not seem to be my map... in fact i sucked at it last night... my engi mines were in the wrong place, my medic'ness was ineffective against the tanks, my assault grenades were useless, actually it was only the fact that i jumped into J0nny's tank right at the end that i finished with a few kills. I think we need a little more practice on this one if Fly is unavailable... or maybe Lep needs to bring in the big guns
Re: Week 6 - Port Valdez (CQ) 14 Sept - 19 Sept -=NFX=-Invictus
Posted: Thu Sep 16, 2010 1:47 pm
by pmurgs
Paul wrote:
Port valdez
=============
We need to make sure we don't fall prey to our own strat. In the second round WrG went for our back flag and managed to take it because they committed a lot of troops. We need to secured it or move for their back flag. Also as Murgs pointed out (and I did but was shot down the previos night), the AA at B needs to be turned around to face the ruskies when we are US.
That damn thing takes too long to turn around if you see the enemy chopper has just taken off, we should never leave it pointing in our home base direction. If the enemy take B, then they have to turn it around which will give our chopper time to take it out.
Regarding defending our back flag, I got three tank kills there with mines, after the enemy had taken the flag. Perhaps when our first tank arrives to cap it, the driver can be equiped with the extra explosive perk and lay six mines in groups of 2, around the area while capping the flag. These could help kill a buggy with a couple of troops that make it past us at B, or kill the enemy if they capture our flag after chopper dropping and steal some of our assets.
[quote="SloDaz "]
He kept us working together and camping in a great choke spot. The mix of medics, sniper and assault was spot on.
Voetsek saved a load of tickets by reviving like a mad man. I learned an important lesson, where he would only revive once he saw that the road was clear or he had manoeuvred into a safe spot. It is good to remember that there is a count down, so revives don’]
There were comments at the end of the match about me getting a lot of kills (I also had a lot of deaths). This is the job of the assault player, to be the first one to stick his head out and shoot at the enemy. If he gets cut down, the medics who hang back a little behind him revive him. Our recon person also needs to stick their head out to shoot but not to far that the medics cant somewhat saferly revive him/her. It is crucial our medics keep in mind that they primary job is to revive the other three squad mates, killing comes second. If you are a medic and go down and notice the other medic in your squad is down, call out "both medics down" so the assult and recon player know to pickup your kit and do revives. Oh and please... no MG36 on this map... I can't see anything with the brightness bug when zoom in on a target.
Both squads need to also try to focus on helping each other, when we defending. I was able to toob down to the concrete wall the enemy hid behind and shoot in that direction, to keep the enemy stuck behind their wall, without having great visability at our other squad defending B. BBH might try a risky 8 man rush at us, with mostly medics, which will be devestating on one single squad, unless the other squad quickly gets called to help with flanking fire, or notices on their own they need to help. We need to keep this in mind. The solution to downing a full medic group is to either keep cutting them down so fast they dont have time to shoot but have to keep reviving, or else get multiple kills with explosives since they are stacked on top of each other reviving. Artillery is very usefull for this job as well I think.
This map is crucial to killing off a whole squad, so no revives take place. Long range shooting of targets won't do any good if they keep getting revived. All it does is waste ammo and force you to waste time reloading. Focus on the enemy close to you, where you have a chance to cut down any foolish medics coming to try revive him.
Re: Week 6 - Port Valdez (CQ) 14 Sept - 19 Sept -=NFX=-Invictus
Posted: Thu Sep 16, 2010 2:52 pm
by s3xy_j0nny
From the Rec0n persepective:
A rec0n in each squad works PERFECTLY as 2 motion sensors cover the entire breadth of the map. I'm not sure what weapon Shadey was using, but I found that after the initial flag dash, it was better to switch from the VSS to the SV98 for long range kills. Reason being, it seems a very effective tactic to snipe a guy and then put arty fire on his corpse. I dropped an additional 2 medics half a dozen times using this tactic. It works the other way around as well: drop arty on a dude, then snipe him just before the arty lands and watch the ensuing chaos as medics run in to revive, see the arty and then run around like headless chickens whilst the rest of the squad gets into position to kill them all. As a minimum result, you kill 1 troop and prevent his resuscitation.
Where I felt we bled WrG heavily last night was in the instances where we flanked them at the wall between B and D and wiped out their entire squad (as murgs pointed out - the most effective ticket bleed is to kill everyone in an area to prevent any revives). What started to really drive the bleed home, though, was leaving 2 players in an advanced position waiting for that dead squad to return. Often the enemy squad is disjointed and separated after being wiped out, so we scored an additional 3-4 kills without revives as their players tried to regain their old position one at a time.
An area which I think will be more vital against BBH is one that we only managed to practice on one occasion last night (mainly because WrG were only good enough to cap one of our base flags once in the entire round): flag rolling. If the enemy manage to cap the flag you are defending, move onto the flag they have left unoccupied and cap it to stop the ticket bleed. The one occasion that it happened last night, both squads executed things perfectly: we advanced to take both their back flags, and as they came back to secure those, we recapped our base flags and held theirs for a significant bleed. The thing to remember from that instance is that it knocked a comparatively HUGE chunk of their tickets off for the time it took us to do a quick rolling cap.
Anyways, I hope all of you read the article about BBH in which they called us "whiny little girls" whom they like to beat, and keep those words in mind as we face them tonight on the 'Field.

Re: Week 6 - Port Valdez (CQ) 14 Sept - 19 Sept -=NFX=-Invictus
Posted: Thu Sep 16, 2010 3:57 pm
by Megageth
I think 2 recons is too much and it takes away from the attacking potential of the team. I am an attacking player by nature and I can see that this is from my biased perspective but I think that holding 2 flags with 2 recons will only work against weaker teams like WrG. Stronger teams will steamroll us.
I do not favour defensive strats, so again, bias here, but for me, the best strat would be 2 medics at each flag defending and a 4 man attack squad with 3 medics and 1 assault. /my 2c
Re: Week 6 - Port Valdez (CQ) 14 Sept - 19 Sept -=NFX=-Invictus
Posted: Thu Sep 16, 2010 4:45 pm
by pmurgs
Prodigal1 wrote:I think 2 recons is too much and it takes away from the attacking potential of the team.
I'm also inclinded to think a third medic in my squad would be better than a recon. Especially for the game tonight. BBH will be much tougher.
Prodigal1 wrote:I do not favour defensive strats, so again, bias here, but for me, the best strat would be 2 medics at each flag defending and a 4 man attack squad with 3 medics and 1 assault. /my 2c
I'd rather stick to two four man squads. Two defenders will not hold a flag against a 4 man medic squad. All we end up doing is loosing two tickets and the flag.