Rage Strats and Discussion
Posted: Sat Sep 29, 2012 2:30 pm
I been doing a lot of thinking about strats, and what we need to do to improve ours, especially on karkand and sharqui.
I think those strats are headed in the right direction, but they do need work.
What I have identified is that we are trying to defend flags, by defending the actual flag, instead of defending the area's that give you access to taking the flag.
We have also not spent time and identified those areas on all the maps, which we must do.
So here is a strat for Sharqui that i have come up with. Lets discuss.
Sharqui on defence is all about TV station. Hold TV, keep your tank spawn alive.
Not only that but it is the higher ground, and we should always aim to hold the higher ground.
TV station seem difficult to defend now, because you can come from every direction.
But in truth, if you defence is in the correct place, they can only come from the from direction.
To do this we need defence on the left hand side and the right hand side.
This places are also two of the area's we need to defend to stop them being able to take C and B flag.
Also the effectiveness of having TV station, should not be underestimated. Having a sniper up there, to keep the attackers heads down, will be massively useful, and to spot.
Also we are missing some vital tricks in defence with using C4 and the vehicles.
Strat:
Slipper Duck:
spawn at TV station as support with C4. Slapps the c4 on the buggy and drives down the back side of tv, and all the way on the road on the right hand side, up to and around the back of the suburb flag area. He waits patiently there for where the tank is spotted. If the tank comes that way, and rushes B, he drives straight up its ass and blows it. (See Map for route)
Dryman, Cronos and paul
All spawn at A. Dryman and cronos as engineer, paul as medic. Your guys job here is to put mines down, spot the tank, and harass, them as long as you can, and slow down thier cap of A, or if they not going for A harass them and call the route they are taking. You guys can be quite aggressive, as your role at this pint is simply a slowing tactic.
Hubris:
Spawns at TV, and takes tank. Hubris, your rank should stay on the top tier. looking down onto the parking lot, over to A, and down and across to B.
Jono:
spawns TV as sniper, puts a detector thingymajigbob down on the TV flag and heads for the roof. Not sure what gun you wanna use Jono, but it must have great long range accuracy, and decent long range scope. Your job, is to spot and call their movements and keep their heads down. Once they have A, they can use those building higher ground against us, you need to suppress them or kill them. Basically keep their weary and always looking up.
Tyger:
Spawn on TV as engineer. I will put mines down on our rank spawn and on the ridge leading up to TV.
I will then hold and defend the ridge side. watching for buggies trying to come around, and troops.
Phatso:
Spawn B. You can do one of two things spawn as engineer with mines, or support with C4. Place CF on the hobit hill, or even on the back side of the wall of that B building, or on the great, wall, or on the small wall in front of hobit hill.
With this you can blow up a rush tank if it makes it past ducky, or a rush buggy, or just the troops that gather behind the building trying to take B.
You could do similar with mines, place mines so the tank cant rush. You can also put mines in place the tank or buggy might not go, but then shoot a rocket at them to detonate them and blow up troops.
This is the initial strat, and should provide us with decent cover of all areas.
Once this is played out. They have A flag, this is what needs to happen.
Slipper Duck:
Spawns Engineer, or Support at B. Duck you then defend B, by using mines or C4 same way as phatso was. You then watch straight down the, great wall side. Support might be best, deploy a Bi Pod, and own that area.
Alternate Job: C4 Buggies for the tank(Call it before you do it)
Phatso:
Spawns Medic/Engineer what ever is required, but mostly medic. Your Job is to watch the same lane as duck, and to keep him alive.
Your alternate job is coming back to TV flag itself to defend on the flag, or clear the flag.
You alternate Job, is more C4 buggy action on the tank.
Paul:
Spawns on Hubris as Engineer, jumps out tank. Paul your Job is to hold that top tier around where hubris is sitting in the tank. You need to watch into the parking lot, towards A, towards Hobit hill, and towards B flag when required. Your rocket must be ready to hit the tank if it makes a push. And you must have reps to repair hubris.
Your alternate Job is to come back and defend on TV flag itself and to clear it, or to push onto B flag and defend it, supporting Phatso and duck.
Cronos:
Spawns Hubris as Engineer. Your Job is same as pauls, but you are hubris primary repairer, and you stay in the gunner seat and do your work from their. You shoot rockets when required on the enemy tank too.
You alternate is also same as pauls, support on B, or C flag.
Hubris:
Stay in your tank, murder and kill. If you are under pressure, back your tank up to behind TV. If your tank goes down, you spawn Tv and join paul and cronos, until the tank is spawned again.
Alternate Job, same as paul.
Dryman:
Spawns TV as engineer, if i am still alive then spawn Medic. You will join me on ridge side. We will watch the ridge, and the road bellow. You will place mines on the ridge when you can, and fire rockets ate the tank should it push on the ridge or into parking lot. Be careful not to stray all the way to B side if they suing the tank their. Your main focus is on the ridge side. Keep me alive if medic, and vice versa.
Alternate job, defend the TV flag, and clear it.
Tyger:
Same as dryman
Jono:
Stay on the roof, keep providing recon, and keeping heads down. If we loose TV flag, you instantly jump of the side the roof, down the back, and place a beacon at the back of TV, and wait for us players to join you for an assault. Alternate Job, come medic, and res and spport the tank team.
So thats is.
I think this gives us a great opening strat, and then we know what area's are vital to defend and who is doing what, and when.
If we hold the right hand side, and the left hand side, and stop thier advance, we force them into the middle where we can just tear them apart.
Phatso, Ducky, Paul, Cronos, Hubris:
If we lose B flag, the very next place you guys must setup defence is at the antenna building. One guy at each end of that wall looking down to B, will be devastating.
In order to take B, back, move around the backside, and down the mountain, while those players hold that defensive line. One player also move to the upper area over looking parking lot and down to hobit hill. Once the flankers are in position, they push in to take B, back, the other 3, watch their angles and pick the enemy as the run to intercept or get away from the flankers.
I would suggest Paul and Cronos take the antenna wall on each side, hubris takes the upper area, while phatso and ducky flank.
This is assuming our tank is down.
If our tank is up, do the same, but use the tank to hammer them hard.
K, working on a karkand one.
I think those strats are headed in the right direction, but they do need work.
What I have identified is that we are trying to defend flags, by defending the actual flag, instead of defending the area's that give you access to taking the flag.
We have also not spent time and identified those areas on all the maps, which we must do.
So here is a strat for Sharqui that i have come up with. Lets discuss.
Sharqui on defence is all about TV station. Hold TV, keep your tank spawn alive.
Not only that but it is the higher ground, and we should always aim to hold the higher ground.
TV station seem difficult to defend now, because you can come from every direction.
But in truth, if you defence is in the correct place, they can only come from the from direction.
To do this we need defence on the left hand side and the right hand side.
This places are also two of the area's we need to defend to stop them being able to take C and B flag.
Also the effectiveness of having TV station, should not be underestimated. Having a sniper up there, to keep the attackers heads down, will be massively useful, and to spot.
Also we are missing some vital tricks in defence with using C4 and the vehicles.
Strat:
Slipper Duck:
spawn at TV station as support with C4. Slapps the c4 on the buggy and drives down the back side of tv, and all the way on the road on the right hand side, up to and around the back of the suburb flag area. He waits patiently there for where the tank is spotted. If the tank comes that way, and rushes B, he drives straight up its ass and blows it. (See Map for route)
Dryman, Cronos and paul
All spawn at A. Dryman and cronos as engineer, paul as medic. Your guys job here is to put mines down, spot the tank, and harass, them as long as you can, and slow down thier cap of A, or if they not going for A harass them and call the route they are taking. You guys can be quite aggressive, as your role at this pint is simply a slowing tactic.
Hubris:
Spawns at TV, and takes tank. Hubris, your rank should stay on the top tier. looking down onto the parking lot, over to A, and down and across to B.
Jono:
spawns TV as sniper, puts a detector thingymajigbob down on the TV flag and heads for the roof. Not sure what gun you wanna use Jono, but it must have great long range accuracy, and decent long range scope. Your job, is to spot and call their movements and keep their heads down. Once they have A, they can use those building higher ground against us, you need to suppress them or kill them. Basically keep their weary and always looking up.
Tyger:
Spawn on TV as engineer. I will put mines down on our rank spawn and on the ridge leading up to TV.
I will then hold and defend the ridge side. watching for buggies trying to come around, and troops.
Phatso:
Spawn B. You can do one of two things spawn as engineer with mines, or support with C4. Place CF on the hobit hill, or even on the back side of the wall of that B building, or on the great, wall, or on the small wall in front of hobit hill.
With this you can blow up a rush tank if it makes it past ducky, or a rush buggy, or just the troops that gather behind the building trying to take B.
You could do similar with mines, place mines so the tank cant rush. You can also put mines in place the tank or buggy might not go, but then shoot a rocket at them to detonate them and blow up troops.
This is the initial strat, and should provide us with decent cover of all areas.
Once this is played out. They have A flag, this is what needs to happen.
Slipper Duck:
Spawns Engineer, or Support at B. Duck you then defend B, by using mines or C4 same way as phatso was. You then watch straight down the, great wall side. Support might be best, deploy a Bi Pod, and own that area.
Alternate Job: C4 Buggies for the tank(Call it before you do it)
Phatso:
Spawns Medic/Engineer what ever is required, but mostly medic. Your Job is to watch the same lane as duck, and to keep him alive.
Your alternate job is coming back to TV flag itself to defend on the flag, or clear the flag.
You alternate Job, is more C4 buggy action on the tank.
Paul:
Spawns on Hubris as Engineer, jumps out tank. Paul your Job is to hold that top tier around where hubris is sitting in the tank. You need to watch into the parking lot, towards A, towards Hobit hill, and towards B flag when required. Your rocket must be ready to hit the tank if it makes a push. And you must have reps to repair hubris.
Your alternate Job is to come back and defend on TV flag itself and to clear it, or to push onto B flag and defend it, supporting Phatso and duck.
Cronos:
Spawns Hubris as Engineer. Your Job is same as pauls, but you are hubris primary repairer, and you stay in the gunner seat and do your work from their. You shoot rockets when required on the enemy tank too.
You alternate is also same as pauls, support on B, or C flag.
Hubris:
Stay in your tank, murder and kill. If you are under pressure, back your tank up to behind TV. If your tank goes down, you spawn Tv and join paul and cronos, until the tank is spawned again.
Alternate Job, same as paul.
Dryman:
Spawns TV as engineer, if i am still alive then spawn Medic. You will join me on ridge side. We will watch the ridge, and the road bellow. You will place mines on the ridge when you can, and fire rockets ate the tank should it push on the ridge or into parking lot. Be careful not to stray all the way to B side if they suing the tank their. Your main focus is on the ridge side. Keep me alive if medic, and vice versa.
Alternate job, defend the TV flag, and clear it.
Tyger:
Same as dryman
Jono:
Stay on the roof, keep providing recon, and keeping heads down. If we loose TV flag, you instantly jump of the side the roof, down the back, and place a beacon at the back of TV, and wait for us players to join you for an assault. Alternate Job, come medic, and res and spport the tank team.
So thats is.
I think this gives us a great opening strat, and then we know what area's are vital to defend and who is doing what, and when.
If we hold the right hand side, and the left hand side, and stop thier advance, we force them into the middle where we can just tear them apart.
Phatso, Ducky, Paul, Cronos, Hubris:
If we lose B flag, the very next place you guys must setup defence is at the antenna building. One guy at each end of that wall looking down to B, will be devastating.
In order to take B, back, move around the backside, and down the mountain, while those players hold that defensive line. One player also move to the upper area over looking parking lot and down to hobit hill. Once the flankers are in position, they push in to take B, back, the other 3, watch their angles and pick the enemy as the run to intercept or get away from the flankers.
I would suggest Paul and Cronos take the antenna wall on each side, hubris takes the upper area, while phatso and ducky flank.
This is assuming our tank is down.
If our tank is up, do the same, but use the tank to hammer them hard.
K, working on a karkand one.
