Ok, the following is two sets of tactics that we could use to open up the discussion on this topic. Feel free to make other suggestions, etc. This is merely to get the discussion going.
Both tactics thus far assume we start as US. (I.e. spawning on the south side of the map).
Tactic 1: RUSH for C, fight over “B” and cause issues for “A”: A guy rush towards “C” using a quad. When he reaches “C”, he acts as spawn point for the others thus capping “C” quickly. When “C” is capped, move down the road, towards “B”. The attack will come from the left hand side (“A”) and from the front (Russians rushing towards “B”). Having C allows you to keep the high ground and allow a nice view over the whole map.
When the first guys rush towards “C” using the quad, another squad will take the APC towards “A”. At this stage, only one driver, and one engineer is required for this squad since they will just be giving some opposition to the guys capping flag “A”. The remaining 6 guys can cap “C” and make a run for “B”. When two people dies, they can spawn on the APC thus having a full squad available on the APC to take over “A”. The driver of the APC need to spawn with mines, and secure the road leading up towards “A” (in other words, block the Russian tank from reaching “A” again)
If you can hold A and C then the fight boils down to B and the Russian Spawn point. The objective of the tank squad is to take out the Russian tank and prevent that from going to point “B”. The objective of the “quad” squad is to secure “C” as soon as possible, and fight over “B”. When we get “B” then there is a natural choke point at “A” and a couple of mines will prevent their tank from getting through.
Tactic 2: Rush for “C” and “B”, then fight slowly over “A”. The other option is for somebody with a quad to rush over to “B”, while the tank is moving on to “C”. Once the tank secured “C”, then the tank move slowly down to “B” (if it is not yet taken), and then the focus point belongs on point “A”. The problem with this tactic, it is quite easy to spawn on “A” and “sneak-away”.
But , they will push A and B immediatly , once they have A they will rush water to get to get C and likewise they will attack C via B road. This is of course if they will attack , unless they are content with Gaurding points A and B if they take them first. I think 4 guys at C is safe. A is gonna be starting point for them , they will expect us to attack there 1st , so if we send squad 1 into A with 1 guy holding a spawn point for fallen teamates. Once they have A , they can hold russians in spawn while squad2 take B and assist with guarding routes out of rusky spawn.
I was actually thinking of sending the APC to A (or just slightly out of immediate danger from A) basically, where the road straightens out again. The objective of the APC at "A" would be to slow them down somewhat before they reach "B".
Taking "C" without the Russian tank is very difficult because you have the high ground, a mounted gun, and an indestructable building at "C". We should just not lose "C", and we should prevent them to get their tank past "A". (One could also consider blowing up the bridge to be honest)
Regarding the squad breakdowns, I am willing to drive the APC if I can get a volunteer gunner / engi for it as well. I also think we need at least one assault guy.
I am very curious to find out what the other guys are thinking about this strategy. This is just the initial strategy for the first couple of minutes.
Here is my 2 cents worth. I am not great on strat's but do think that we at least need to decide on the opening move, team members in squad, kit to play with. Most of the sites talk about holding two flags and not going for the third - this way you know where the enemy is spawning and can monitor them as they move in to capture:
Opening move (US) SQUAD BRAVO - in buggy to C, others wait to spawn on him (or take 2 buggies). Capture flag and then set up defence position. If all goes well the squad moves midway towards B. The objective is not to capture B unless the opportunity presents itself - if this happens the other squad will need to pull away from A and defend C.
Squad member 1 - Chaos Squad member 2 - Krygorian Squad member 3 - XennoX Squad member 4 - Dingbat
SQUAD ALPHA - engi x 2 in tank / assault / engi in buggy. Buggy moves close to A and starts bombarding and spotting until tank arrives. Objective is to keep their team busy and force them to commit more men to the flag defence. There is a risk in not having a medic but I don’t see how we can change this. pmurgs will need to act as the ninja and move to a safer location after dropping the ammo. That way we can spawn on him when we die.
Squad member 1 - Skoups - Engi (tank driver) Squad member 2 - SloDaz - Engi (Tank co-pilot) Squad member 3 - StuKKenD - Engi (buggy driver) Squad member 4 - pmurgs - Assault (buggy co-pilot)
Having 8 people on TS will mean that we should keep chatter down to a minimum. So spot before you try to explain where someone is but call out when you are dead. The squad leaders will need to judge when members of the other squad should spawn on them. This may be necessary if we are going for a flag and need more attackers - in this case we could create a new squad so that others can spawn.
Opening move (Russia)
SQUAD ALPHA - capture A, same as above except the buggy goes straight in and starts capturing SQUAD BRAVO- capture B and then move on to C