Ok so I have included our Nutz boyz and have tried to get some rotation going. We are going Assault heavy on both maps - SL please assign perks and make sure to have a sq-ammo as standard and sq-frag for the assault on B (extra smoke). It would be nice to use more Engineers/Support, but I think we need to focus on reviving and guarding flank routes. Lets get our beacons and mines up, then work our way forward carefully. We have to dictate the game pace by establishing strong points in areas of good range; when we go on the front foot with smoke and CQB weapons we should be able to break them. Stick with your partner and give them hell

Game is tomorrow at 20:30 on the TbagsRus server. We are trying a walkthrough tonight at 20:00. I might be slightly late for the walkthrough as I have an early dinner out, don't wait for me. Phatso, Murgs and Lee know what's going on. I should be there by 20:30 latest. The / below represent your start, second and third wave kits. It will be hard to balance perks with changing kits so lets assign them to players instead (i.e. Tyger sq-frag in all kits) and have backups for the guys who might join to form a 4 man. All weapons/kits are unlocked and the game is unranked. I will take screenies and Phatso can back me up in case.
Moving up in stages & securing our strong points on defence and coordination/timing of our assaults on flags is critical so can we lure them to us and avoid running into their jaws. I know mines consume time and put you at risk but, if placed defensively and well hidden, they can turn a game at the worst times. Regroup with the Support squad for ammo - Support players must distribute liberally!! If we win Bazaar from the US side and Seine Crossing from the RU side we will have had a good game. Lets all focus and dig deep to win those and take what we can get on the others.
Grand BazaarVanguard: Phatso* (Engineer w mines / Assault), Tyger (Assault w tube / s tube)
Support: SlipperyDuck* IcEnFlAmE Pmurgs (Assault / w s tube ), Hubris* (Support w clays / Assault)
Tank: Pmurgs* Flycatcher (Gunner - Engineer w spanner), Cronos (Driver - Assault w s tube)
Security: J0nny* (Recon w MAV / Assault), Geth (Engineer w mines / Assault)
Reserves: Paul, NoMaD, Dragonne
The US side has a slight advantage as it can get to its back flag and put a .50 cal on B quicker than the Russians. However, the Russians can use the back road alley to get in behind A or B. Be aware of that flanking route (they will prob send their tank down there on map start) and be sure to plant clays in the network of corridors.
J0nny will cap the back flag whilst everyone else rushes to B. Geth will bring the transport up to the back flag and use .50 cal to pressure B at map start. Once a defence is set up by Support and is holding, Vanguard will use alleys to respond to flankers and pressure the enemy's back flag. We may need to switch to a four man set up if we're getting steamrolled at B, in that case Phatso and Tyger would join Lee's squad. Similarly with the Tank and Security squads if our tank is struggling. If required, Lee and Tyger will equip smoke to cover an assault into B - Lee pops to cover line of sight and Tyger will pop smoke on their position directly - always together. Lets work the smoking out tonight, don't use it at map start please we need that 50 cal blazing.
The tank will operate on the elevated highway only and must focus on neutralizing the enemy tank on its way to our side of the map. If the enemy tank is down and troop support is available, the tank should pressure the enemy's back flag from range and expect mines at their base and on the low road. It's a fast tank so we can zoom it up and down the highway. If we struggle to take out their tank, Cronos needs to take J0nny as an extra spanner. If the tank goes down, Cronos spawns to get it and picks up his crew at our back flag. If they have the wrong kits, the tank does not push to their side of the map - without a spanner it will be a waste. Protect our back flag and get the tank shooting into B instead. Avoid the AT missile, prefer long range tank engagements as troops around you will be able to disable you very quickly.
Security will place defensive mines on the both mains roads and bounce between our back flag and the Support squad at B. They will look to place MAV's around B, there is a good little balcony which can be used right by the flag. Another one would be good closer to A to get a view of the side alleys - also a balcony that can be used. If we can get a beacon in one of the deep buildings at B that would be great, just make sure it's slightly obscured and right at the back (behind spawn). Plz remember to call it J0nny so the guys know to switch into a new squad with you for the spawn. Let's try and get as many claymores as we can in the alleys leading into B from our side of the map.
If we are a flag behind, lets regroup at our remaining flag and cut their approach to it off. Once we have squads in the centre, left and right we start pushing from all three and box them in at B to come at them from both sides under smoke and with some CQB-specific help. We simply cannot go through a full squad or two at B, we have to hold them there (keep them interested) and send players around to come in from behind them. I'm sure they will do the same so expect resistance when flanking. I know it's important to be quick, but lets get one guy at all times covering front while we move and watch your corners for clays, beacons and sensors. Wait for your partner covering you before pushing forward. If you cap their back flag, don't defend it, push into B immediately and secure it.
If it all goes to hell there are good routes on the RHS of the US side to sneak around into their base area and plant a beacon. Lets defend our back flag and let J0nny and Geth work their beacon magic with help from the Vanguard squad. Swopping squads to spawn on a beacon will be tough, so rather hold your spawn, sort out the squads and then deploy. When you die, reset them even if someone has to wait to leave and join to let the SL take over. If we lose all flags, we should be able to cap their back flag and re-contest B while their forces are committed to our deployment. Our tank and a few troops (didn't back spawn) will re-spawn at base and pressure from there. If the tank is a nuisance, lets focus on our back flag and taking it out then use our tank to get to their back flag quickly and safely for a sneaky cap and move to B from behind.
Seine CrossingVanguard: Phatso* (Engineer w mines / Assault), Tyger (Assault w tube / s tube)
Support: SlipperyDuck* (Assault) IcEnFlAmE Pmurgs*, Cronos (Assault / Support w clays)
Tank: Pmurgs* Flycatcher (Gunner - Engineer w spanner), Hubris / Nomad (Driver - Assault w s tube)
Security: J0nny* (Recon w MAV / Assault), Geth (Engineer w mines / Recon w MAV / Assault)
Reserves: Paul, NoMaD/Hubris, Dragonne
RU have a big advantage on this map (height and flag distance), so when RU everyone rushes for C except for Geth who will cap D. Once a defence is set up on both the back on front roads, Vanguard will push to harass B. Security will need to help out Support a lot, but we may need an extra spanner, so in that case I suggest Pmurgs joins Jonny's squad and Geth joins Lee's squad. Russian tank will operate on the RHS of the map only - pull back to behind C to repair and put pressure on B or engage tank from range. Idea is to cut down guys as they move from A to C and draw the enemy and their tank to A/C. Prefer long range tank engagements.
From the US side, we will send our tank to B along with the Vanguard, who will harass D and C if it is weak. The Support squad will move to cap A and then move up the left hand side road to behind C and attempt an assault there. Security will help the cap at A and put pressure (not go in, yet) on C while Support flank them. Ideally we will have the tank and three pairs ready to descend on C before we attempt to take it proper. It should work without smoke, but we may need to bring that tactic in on this map too. US must focus on capping/defending all other flags and take C last. Hold position and pressure C from range if you have time to kill at a flag.
Basically the idea is as Russians, to lure them to committing their whole team to assaulting C from A (or B) - which opens up B (or A) as the third flag. If the tank cuts them off from range on the C/A road, we make C very tough for them to knock us off. As Amercians, you want to leave the enemy at C and cap/defend all other flags - let them defend it while you defend the other flags and bleed them out as they attack you. C is an offensive nightmare if the defensive team can protect routes round the back of it. MAV's are required around C and B (or A) - let's find good spots tonight if we can as the buildings will be very contested - expect enemies in buildings. D flag is really not worth losing tickets over defending as its easily capped from RU base and with tank.
If NoMaD comes to practice tonight, I'll include him in place of me for Seine Crossing only and Phatso should act as captain for that map in that case. Our Nutz/Baggers games are done for now so please lets share thinking. Let's focus on executing our strategy and sticking to the plan of taking 2/3 and 3/4 to drain them to ~150 tickets before going on the front foot proper. We need to preserve tickets and try get a 50 ticket buffer before going for their back flag as a team. SSG will exploit routes we don't cover so please don't go forward too early, rather hold them off at range from a good vantage point where a res, heal and resupply can happen.