Introduction
A start of a strategy, please feel free to change as you see fit. The map support two APC’s and a couple of quad bikes as well. The following points have reference to the three different flags:
Given the way we performed in previous matches, we can again use 3 squads. 2 squads of 3, and a 3rd squad with only 2 players. I assume that Bravo squad is the squad responsible for the APC, and that Charlie squad is the 2 man squad.
Flag Analysis
Flag “A”:
This is where a UAV spawns. The flag have quite a large capping radius. However, the flag is quite exposed and can be sniped at from about 270 degrees. Not only does “A” provide a wide angle of attack, it also provides coverage for snipers to attack / defend that flag. This makes this a very difficult flag to secure and hold for long periods at a time. The main draw cards for this flag are definitely the UAV, and the perfect location to either “B” or “C” from, apart from that, not much else going for it.
Flag “B”:
This is the flag on top of the hill. This flag doesn’t have that large a capping radius. If one is not careful, one could get sniper fire from the north base but there is enough coverage to make this a very nice flag to defend. It is not impossible for an APC to get up the hill, but it is difficult and kind of impractical once it is on the top. Several containers at the bottom of the slope, towards the “C” flag (and south) provide further hiding spots for spawn points. The team that could hold this flag the longest with limited ticket bleed should also be the team that wins this map.
Flag “C”
This flag provide easy access for both the APC’s (if the first APC could get past the “B” flag). The flag provide some nice close combat fighting, yet is sniper-able if you are outside the capping radius. The biggest problem with this flag is that an enemy could attack from several different fronts, either from “B”, from “A”, from the road, or from the south base. Attacking this flag from the north base is definitely a dangerous move since you could be flanked from several locations. The only time that this is even remotely a possibility is if you already secured “B” and the squad defending “B” could move on to “C”. The squad at “A” should NEVER go for “C” since that opens “A” too easily and thus allow a flanking enemy access to “B”. Should you spawn in the south, then without a doubt, this is the flag you would want to capture and dominate for the rest of the game. If you take down the buildings, then you could also provide supporting fire on the “B” flag.
Spawn Timers
The UAV takes 120 seconds to spawn after it crashed, and if memory serves me correct, 60 seconds for the APC to spawn again.
Strategy 1: Slow and meticulous play
When we spawn on the South base (closest to “C” flag)
Alpha & Charlie squad makes a run for “B” using the quad bike. The kits required for Alpha is: tracer darts (x3), one RPG, one medic, one assault. Irrespective of where the enemy’s APC is moving towards, it will be visible from “B”. As such, it is important that a tracer is planted on that APC. This will allow Bravo squad to obtain a lock, and take down the APC with no problem.
Bravo squad split up. 1 guy from Bravo squad could assist either Alpha squad or Charlie squad, while the remaining two Bravo squad members dominate the “C” flag using the APC. The guy assisting Alpha need to spawn as either medic or recon since there is no recon in Alpha squad.
The two bravo-members using the APC need to spawn engineer with RPGs in order to assist Alpha squad to take out the enemy APC. The guy assisting Alpha Squad with the “B” flag should always hang back so that he could easily turn around and assist should “C” be under attack. When Alpha squad took full control of “B” flag, the this person could either fall back to our base and snipe / RPG to the A flag or assist Charlie squad.
Charlie Squad
After securing the “B” flag, Charlie squad, consisting of 2 players (plus help from one of the Bravo members), can make a run towards “A” flag and just cause the enemy some form of irritation with either mortar strikes or sniper fire. Should “B” be falling, then Charlie Squad needs to move back to the “B” flag and provide support there. “B” Flag is the ultimate flag on this map.
Team: The only squad that should even consider making a move on capping the “A” flag is Bravo squad with the support of the APC, and that is only if Alpha squad can ensure nobody will get past them on the “B” flag. Alpha squad should be very careful to leave the high ground at “B” since that is the key point to own on the map.
Using this strategy, we basically give up the “A” flag but bleed them out on the “B” and “C” flag while taking pot-shots at “A” flag. A very clever team will move from the “A” flag to the west of the south base (at the broken bridge), sneak a couple of mines near the APC spawn point, sneak to the back of “C” and launch a couple of surprise RPG’s into the APC thus obtaining the advantage of that flag. The gunner on the APC should as such be aware of this sneaky tactic. Playing BBH, they may just actually attempt this move.
When we spawn on the North base (closest to “B” flag)
Alpha & Charlie squad again makes a run for “B” using the quad bike. The kits required is: tracer darts (x4), one RPG, one medic, one assault. The fourth could spawn either assault or medic, again the preference being medic.
Bravo squad. A recon guy take the Quad bike, make a run for the “A” flag. When he is close, bail, toss a sensor mine, the second guy in Bravo can then spawn on the recon guy. The third can bring the APC from the base and provide supporting cover for the rest of the squad while they are capping the flag. The kits required from Bravo are as follows: 1 x recon, medic, and engineer. The engineer need to spawn with RPG’s in case the enemy APC makes a move to “A”, or if Alpha Squad manages to tag the enemy APC. Once the flag is secured, then somebody can man the UAV and the UAV is to provide assistance to Alpha squad over “B”.
Team: The only squad that can make a call to attack “C” is Alpha Squad. Should Alpha decide to attack “C”, then realize that both A and B flag are very vulnerable for attack. Bravo squad, with the APC sitting at “A” then need to ensure NOBODY jumps off the cliffs from their spawn point and make a run to “B”. If we lose “B” on this map, we are not going to recover. We can easily win this map by just securing “A” and “B” on this map so I would advise against advancing to “C”.
Strategy 2: Emily Hobhouse meets Sparta
We all work together as a single squad. 5 Medics, 1 engineer, 1 assault and 1 recon. The objective here is that we keep on moving from the one flag to the next flag and simply blow them apart. Once we secured a flag we leave the assault guy, and the recon at the flag and let them just give the enemy some fun at those flags. The worst that could happen, we lose two tickets. Note, that should one person die, either the assault or the recon, do NOT spawn back on your buddy, but spawn back on the main squad. The guy that haven’t died there yet, should just hang around, preferably hiding, to provide an alternative spawn point in case the main squad fails at capturing the next flag.
The APC is a powerful weapon, and one that should not be left unused. The engineer could provide support in the APC to the main squad but then hang back with the recon / assault guy just to cause them some issues at the flag while the 5 medics continue on their journey for global domination. When the APC dies, the engineer joins up with the medics. If the enemy ACP is about, trace it, and get engineers to take it out.
Even though this tactic will work from both spawn points, I would suggest we use this tactic when we spawn in the north base, and the slow and meticulous one when we spawn in the south base.
Conclusion
The above provide two different approaches to the game, the one assumes a lot of strategy and meticulous game play from everybody, while the other is more suited towards a quick adrenalin rush mode environment. Both could work awesome depending on the clan we are playing and the cool headedness of the squad leaders. The rush mode I think will work great against BBH whereas the slower method will yield greater results against COD clans. I recon the best is actually a combination of the two strategies and having the ability to adapt, in game, between them will be the greatest advantage.
As such, if I may propose practising both strategies against SSG, then I think that will definately determine which strategy is the better for us.
As usual, please guys, rip the strategy apart and tell me where you think I am talking nonsense or don't fully understand / agree with the logic behind some moves.
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