SSG Friendly (Grand Bazaar, Damavand Peak)

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NoMaD
Senior Member
Posts: 346
Joined: Fri Dec 03, 2010 7:31 pm

Re: SSG Friendly (Grand Bazaar, Damavand Peak)

Post by NoMaD »

1. Hubronk
2. dryman - but only the 1st map
3. Phatso - now with new 8GB RAM (if i collect today)
4. j0nny - might be a bit late, but can play alllll night.
5. Cr0n0s
6. SloppyCuk (not 100% but will definately try charm the wife otherwise)
7. Tyger I am an Incredibly talented guy QB BUT HE CAN'T POST BECAUSE HE IS A NOOB
8. NOM NOM!

r. Paul (Tentative, I will confirm for definite a bit later)
r.
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NiteShade
Senior Member
Posts: 2486
Joined: Fri Oct 06, 2006 7:03 pm
Location: Edenvale, Gauteng, South Africa, South Africa

Re: SSG Friendly (Grand Bazaar, Damavand Peak)

Post by NiteShade »

I'm available if needed guys.
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Hubris
Senior Member
Posts: 922
Joined: Wed Oct 06, 2010 10:21 pm
Location: Centurion, Gauteng

Re: SSG Friendly (Grand Bazaar, Damavand Peak)

Post by Hubris »

Good game guys. I think it was fairly balanced and was a great learning experience for all of us. SSG had excellent armour infantry coordination, their entire game strategy was to take out the enemy armour - then attack to cap a flag and hold. We've tried to do it before and it has worked for us, but I think we lost sight of that tonight. Overall a decent effort, I'm sorry I got wound up.

We were pouring tickets into the enemy when our armour is down. Brave and honourable, but we just lose faster. There are times when you desperately need to cap or defend at least one flag or when you're just about to take or lose the second, but otherwise we hold those spawns and play conservatively until their armour is down! Still need to tighten up that deep cover discipline when losing men. Top teams spread out, adapt and spend less tickets when disadvantaged.

Armour battles have three phases. P1 is the initial engagement where positioning and drop allow you damage first. P2 is getting the disable first by maximizing round placement. P3 is a spanner war where both armour teams give it all until one dies. Armour can't get past phase two and survive without its spanners and infantry support. Tonight they could get their armour to completely neutralize any indirect attack/defence on Bazaar and any direct attack/defence on Peak.

Golden rules. 1. The armour cannot be in front of infantry (unless its going sacrificial). 2. Infantry cannot attack a target flag when enemy armour is up (break off and go for sneaky cap). I know we can do these things and all we need to do is be more aware of them. We need to build them into our thought processes and communicate. There were some good team moments, just not enough when they could tip the game one way or the other.

We still need to perfect the art of getting spanners out safely. We all know to get out by facing the turret behind, but we need to up the discipline on it. In the IFV the first guy out gets out the side. We need to manage the 3rd and 4th spots actively to avoid a dof death. Once you're in behind cover, peek and shoot that rocket, then spanner like mad! Don't get tunnel vision though, you need to watch for enemies too. Just continuous improvement in awareness.

Oh and AP shells own the ATGM if enemy IFV has reactive, I realised that in the opening engagement on Bazaar. You need to strip that reactive off quickly so follow up shots can deal damage. ATGM is just wasted on reactive. Smoke is a good perk for obscuring the IFV, not just for breaking lockons. After a while SSG opted for proximity instead, I don't think they're perk stacking with their spanners. So we did manage to ruffle their armour and we do have good intel for ours!

Last thing, if you're sprinting at highish speed with your tank (heavy armour only) and you take a direct tank shell hit to the front it will disable you one shot.

I can zoom around the map and milk infantry, no problem. I can confidently go out and disable their armour, no problem. If their armour is down I can cap their back flag and be ready to face their spawned armour, no problem. I can take their IFV on a run-around and try remove it from the game for a while, no problem. What I can't do is get the finishing shots in alone. Those have to come from at least three rockets within 10sec of disable.

We have capable armour team players and our play was decent, its just not all about the armour team. Whenever our tank is attacking, all infantry should be focused on positioning to take theirs out. Instead of assaults pushing, they break off the target flag attack and defend or support the engineers. Killing one of their spanners is golden and guarantees armour down if those rockets are flowing.

When our armour is up, we have to immediately communicate where their armour is and start positioning our infantry. I will call when I've disabled and that should be a cue for all engineers to forgoe their safety and shoot those rockets off NAO! If they're already in a safe area (cleared and covered by assault) they can find an easy peek on the tank and it's 1.2.3 down. We all rejoice armour down, get our second flag, hold for a good bleed then try force a cap out :D

Instead of assaults rushing and other classes going ninja when attacking and defending flags, we need to get the assaults focused on defending our flags or picking off troops near their armour to get our engineers up and swamping it fast. Two good and healthy spanners will easily hold off whatever good armour can dish out almost indefinitely in a head to head and fair fight. Downed spanners, rockets and secured flags are the real big match winners.

Personnel wise, I think we need to get Cr0n0s on the armour team and put J0nny out on the field. He does great work on the spanner but I want his sneaky defence/flank styles with Slippery. No one likes doing spanner work, but I know I can rely on Ion to perfect the science of spanner/rocketing and to give it his all. He is also a very tenacious rocket man, so I think both will make an impact. Lets test it on Sunday and make a call from there.

Tyger needs to play engineer off the start of every map with armour. He and Dry attack together and let Phatty get into a good position for respawn or to watch your backs. J0nny needs to focus on mine-engineer and let Ducky do most of the medic and all the support work. That's 5 engineers to kill armour, then medic heavy for flag attacks and defends. It should be plenty to give us the upper hand - we just need to maintain the balance of kits to scenario preemptively.

Bazaar/RU - Lost 167
Bazaar/US - Lost 201
Peak/RU - Lost 111
Peak/US - Lost 121
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Paul
Posts: 5795
Joined: Thu Oct 05, 2006 4:54 pm
Location: In your base, pwning your noobs

Re: SSG Friendly (Grand Bazaar, Damavand Peak)

Post by Paul »

Sorry for not being at the prac, I did atleast let Hubris now. I am willing and able for a prac on Sunday night even if there isn't a prac match but we just go over the maps again.
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