Page 1 of 2

grrr vs BzK

Posted: Thu Jun 21, 2012 5:57 pm
by Hubris
We're on for Sunday @ 8PM versus Bezerk Gamng (BzK). This is the quarter finals, we're so close! Let's keep the same level of preparation and focus; speed and patience! They want to eliminate on the night, but we will still eliminate Metro and Bazaar. We have practiced the remaining maps and played them in matches, so nothing will be new. Nevertheless, I want to do a run through on Sunday afternoon, say 3PM, who's keen?

The Bezerk Gaming clan server spams (in this order): Metro, Bazaar and Seine. If that's anything to go by, we can expect to meet them on Seine Crossing and one of the following: Damavand, Noshahr or Tehran. So based on our elimination strategy that leaves us with Seine Crossing and probably Damavand or Noshahr. I suspect they use spawn beacons to maintain troop attacks, so figure out where they're coming from (there are only a few spots), pick them off and blow em up!

Bezerk probably rely on a frenetic infantry game style and, like FFL, a core group of good troops (medics/support). They have a very decent tank driver that will hang back and have dedicated repairs, but he's nothing special from what I can tell from public. They're a good mix of young and old. Many of their guys are low level and quite inexperienced with vehicle combat. Players to watch are:

JHut http://battlelog.battlefield.com/bf3/soldier/JHut_SA/stats/309580790/pc/ - best player
kingtarica http://battlelog.battlefield.com/bf3/soldier/kingtarica/stats/363985110/ - second best player
MeanMonser http://battlelog.battlefield.com/bf3/soldier/MeanMonster/stats/245530054/ - probably tank driver
ZaphireSA http://battlelog.battlefield.com/bf3/soldier/ZaphireSA/stats/370429732/ - captain
TheJackal147 http://battlelog.battlefield.com/bf3/soldier/The_Jackal147/stats/365603578/ - clan leader
Ranger 101 http://battlelog.battlefield.com/bf3/soldier/The_Ranger101/stats/385126425/pc/ - dark horse of destiny

Bezerk drew against RFH DG and died a hell of a lot against ASF - which makes me think they have a decent idea of what to do, but throw themselves into the fray a little recklessly - just like our friends at RFH. If we peek clinically and watch those lanes for rushers, we should pick em off cheaply. Their match against ASF is out below, but I've also done a flags/kills stats analysis. Counter intelligence for the win! or for the FAIL!, you tell me.

Both Seine and Bazaar have 250 tickets. So by adding up the kills and doing some %s, we can surmise what won each round: "flags/kills". Seine 1: BzK 22%/88%. Seine 2: 33%/77%. Bazaar1: 36%/74%. Bazaar2: 57%/43%. Interestingly, they were not using the playoff config. Which would see them playing with 150 tickets. Did DGL do away with the playoff config Lee? I'm banking on BzK/ASF forgetting.

Note how the games got progressively shorter and Seine was mostly kills, but Bazaar was more flags. I reckon this tells us that they probably had a 2 flag standoff or it was an infantry duel over flags that were changing hands constantly - which led to BzK winning. On Bazaar, it looks like Bzk and ASF both had turns holding B but Bzk managed to hold longer or kill faster - both Bazaar rounds well balanced in terms of f/k, but there were slightly more kills.


Image

Image

Image

Image

It's not a perfect performance measure and it's not a perfect analysis, I know, I make a lot of assumptions that are totally my view on how their games played out. The absolute reverse could happen and they could end up at the same result with some strong comebacks. And that ladies and gentlemen, is the beauty of statistics, in Ranger camo. A benchmark would be great, but whats a fair benchmark and analysis is still OUR view of the stats.

If I just had Excel at home, I would run a long term analysis of all our games and as many games as I could find. That could be really interesting or just really time consuming.

Posted: Thu Jun 21, 2012 6:35 pm
by Paul
Nice breakdown! It will be immensely tough to get in to the right frame of mind coming off such a good victory but make no mistake these guys are going to be tough.

What ever effort, focus and determination you brought with to the FFL match you need to double that and then bring a bit more.

Having said that though, we can do this and we need to have fun doing it!!

Posted: Fri Jun 22, 2012 10:07 am
by TygerBS
Nice break down Hubris!

if you need excel at home I can get you a copy of office.

Also I will msg Ltdabull and ask him about the game.

Posted: Fri Jun 22, 2012 10:33 am
by TygerBS
Ok had a chat to LT from ASF.

He says, they frag very well their infantry skill are good.
They flank very well and often, so we must watch out for that.
The main thing though, they have a 6 man tank team....
They use this as a battering ram, and after they take your tank down the extra 2 infantry move out, but come back when our tank threatens again.

I said we wouldn't play them on bazaar and metro, he said we should try get rid of siene too.
I said we weren't to worried as we knew siene.
He reckons they cap C flag very fast and then use the 6 man tank team on D and B on siene.
They also take thier tank to A flag take out your tank then spawn rape it with 4 engi

So we are gonna have to find a start to counter a 6 man tank team.

Posted: Fri Jun 22, 2012 11:41 am
by Hubris
Hmmmm a 6 man tank team. They must leave flags pretty under defended. We do much the same thing, but we only have 4, maybe 5, fighting the tank at any time.

I reckon I'll pull back when I see the tank so we can corner peek him and draw his engi's to us. It'll take a bit longer but we should get him eventuall of our tank's flank is secure.

Let's focus on the flags, once we're in a tank battle, our troops should be looking to get in behind their tank and deal with the spanners then quickly cap a flag.

If he gets us and moves to spawn rape, we just need to time our rockets to get him. It will help if Tyger keeps rocketing but the other troops should use that time to cap.

Posted: Fri Jun 22, 2012 11:56 am
by s3xy_j0nny
Lol, if they roll a 6 man tank squad, our infants must flag hop, avoiding their armour at all times and dropping mines everywhere. Add a sneaky support player whose job is to set up c4 booby traps, and you get klomp insta-kills just by making the tank chase you.

Either that, or you counter it with the entire team - effectively an 8 man tank squad - off the start and then move in to base rape the shit out of their tank once it's down.

On Seine, C is pretty much inaccessible to armour, so that should be the easiest flag to hold from either side. The infants then hop between the other 3 flags depending on where the enemy tank is.

Posted: Fri Jun 22, 2012 12:24 pm
by Hubris
I scheme we keep our game plan exactly as it is. Their whole strat assumes I will hold my ground and fight after we see each other. I don't have to do that of I position myself to watch his approach to the flag I'm guarding.

Ill just play very coy with the tank until we kill theirs. Ill pull back, kill rockets, pull back some more - hopefully tricking the driver to attack without his rockets. If we get our mines down, I have spots in mind for Seine, we should be fine.

The key is to not let their tank plus troops hit ours at the same time, so cornering forces the troops to come forward and the tank to peek. If we pick off their rockets and our troops punish their tank from behind, they will fold.

Worst comes to worst, we time rockets to kill their tank and stop him spawn trapping. Then maybe go on a round about trip hoping to draw him across mines we have laid earlier or until he gets tied up fighting troops.

Posted: Fri Jun 22, 2012 1:11 pm
by TygerBS
Also LT said he rated RFH above these guys...

Posted: Fri Jun 22, 2012 1:20 pm
by Paul
I agree with Hubris, we stick to our guns on Sienne, changing it up now without a prac would hurt us more than them. We can just tweak and adapt as the need arises.

Posted: Fri Jun 22, 2012 1:50 pm
by TygerBS
Yip i agree too. I think only change is we just add more mines.