Strategy : Arica Harbour - Conquest Mode

Map descriptions, labelling and strategies

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Skouperd
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Strategy : Arica Harbour - Conquest Mode

Post by Skouperd »

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Introduction
Arica Harbour is the only map without any form of armor. This makes it a very favorable map for the COD clans who likes to bunny-hob and tend to get a little bit more headshots than the rest of us.

This map calls for a 3x3x2 squad formation since ninjas definitely have a job to complete here.

Flag Analysis
Flag “A”:
Flag A is the closest flag to the south base. It is reasonably protected by several indestructible buildings. It has a large capping radius and as such, not a very difficult flag to defend, especially when you are coming in from the South Base. Attacking this flag from “B” could be done by using the higher ground (South side of the map) or the lower ground (North side of the map). Some adventurers may also attempt the middle road approach, since there are some coverings but you are open from various angles.

Flag “B”:
This is the flag in the middle of the map and also the one that will attract the biggest action for most games. This flag also houses the UAV, though the UAV is not practical here since B is permanently the enemy front line thus exposing the operator to all sorts of dangers.

The capping radius is larger than what most people expect. Most public players will cap this flag by sitting close to the burning tank, or hiding inside the doorway next to the flag. Clannies, I don’t expect capping to be that obvious.

Flag “C”
The flag closest to the northern base, it is allocated in a form of pit, and also presents a nice capping area. There is an BF2-style UAV based on this flag that is indestructible. However, please note that hiding behind it will expose your legs and you could get killed.

Spawn Timers
The only item that re-spawn on this map is the UAV. Since it is rarely used, I have never bothered timing it.

Naming Conventions
We need to work on getting some naming conventions for the various buildings. It needs to be descriptive enough so that in the heat of battle one doesn’t need to reference a document first, mention the location of it, and if there are enemy in it, the enemy’s location (i.e. what floor). Most buildings can be destroyed, so instead of running INTO a building with a knife and pistol, just call in the assault team to bring the building down, it is a guaranteed ticket bleed because you cannot revive him.

Strategy 1: two line defense
Kit selection:
Alpha squad = 2 medics, 1 assault
Bravo squad = 2 assault, 1 medic
Charlie squad = 1 assault, 1 recon armed with mortar strikes

As soon as we spawn, then Charlie squad launches a mortar strike on the flag furthest away from our base. If the enemy is quick, this mortar strike could even go to “B” but then Alpha squad need to hold back a little bit and wait for the mortar strike to complete.

Alpha squad together with Charlie squad advance to the “B” flag. Bravo squad secures the closest flag to the base. Bravo squad then split up and forms a slow moving advancing front in which no enemy is to pass. The medic takes the middle round, one assault goes to the top (south side) and the other goes to the lower side (north side). The medic needs to call how quickly this line advances. The two assaulters need to call out WHEN they spot enemy, irrespective of whether or not you’ve killed them. Since that information will be valuable in terms of assessing what they are doing and where they are flanking. If somebody does get through, then it will be up to Charlie squad and Bravo squad to return and clean them out again and restart the advance again.

Alpha and Charlie squad, will be forming a much closer pact and own “B”. It is up to Alpha squad to warn Bravo of any flanking enemies and then Bravo SL need to organize the squad’s movements accordingly. Alpha squad will be fighting it over at “B” and start advancing very slowly on to the flag furthers from our base. Taking care to call in any enemy flanking movements that may occur.

Charlie’s recon may also decide to spawn a long way away from the action and just take long distance shots at the enemy.


Strategy 2: Rolling squads
We have 8 players and we use them all to run from one flag to the next. We need to ensure sufficient medics amongst us (5), as well as one short range recon (i.e. mega with his Neostad) and the rest are Assault (2). We all run from one flag to the next, killing anything that moves, and destroying buildings as we get past them. The SL’s will call which is the next flag to attack. As a starting tactic, we all rush towards our closest flag, cap it completely, (ensuring the medics hand slightly back, but still in capping radius in case of a mortar strike), and we then move past “B” towards the flag furthest away from us. Only to double back to take “B” again, once we have “B”, then we could decide which flag the next will be again.

The secret here, we need to revive each other constantly and we need to keep an eye out on ticket bleed. We should also be prepared to stop on occasions and just dig in and regroup at a specific flag for a while until we could change the ticket bleed around again. When we regroup, we REGROUP, sing kumba-ja and only move on as a single entity once everybody is ready.


As normal, please rip it apart guys.
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Scientific fact, dried testicles of rhino poachers can cure aids.

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