Strategy : Panama Canal - Conquest Mode

Map descriptions, labelling and strategies

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Megageth
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Strategy : Panama Canal - Conquest Mode

Post by Megageth »

These are my ideas, feel free to comment in a positive, supportive, agreeing manner with much head nodding.

In short
Being a 4 flag CQ map, holding at least 3 flags should bring victory. B and C are central, if we can hold these and prevent being flanked we should win.

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As Russians (Spawning near D)

The Roles might change but I have inserted names to try to illustrate the plan.

Lee takes quad bike direct to C. Mega spawns on Lee then rejoins Jonny in Charlie squad. Paul takes the APC from our base and caps D, then moves to central position. Shadey spawns on Lee, they cap C then Lee takes off again on the quad to fetch the APC that spawns at D, joining up with Paul. Shadey assists Jonny and Mega defending C and watching the back route between A and C.

Skoups takes the other quad bike to B, Fly/Daz spawning on him en route.
Lep takes the tank to B to give covering fire and provide a spawn point.

This is how we should aim to set up defense after a successful first movement.

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Green square = Skoups + Fly/Daz.
Orange square = Shadey
Mega + Jonny will be on top of C.
Lee and Paul will be central with the APCs.

2 Troops on top of C, 1 recon doing mortar strikes and throwing motion sensors, the other Assault, dropping ammo and manning the UAV when required.
The orange square should be slightly further north, my bad.

The APC's can cover the wall outside B and put fire on armour approaching from A.

IMPORTANT OBJECTIVES
Troops to get to and cap B and C quickly.
Armour to hold back and lay covering fire/provide spawn points.
If we fail to cap B/C, respawn at D (or collect armour) and regroup before trying again.
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Re: Strategy : Panama Canal - Conquest Mode

Post by Skouperd »

What about the second APC that spawns at "D" once it is capped? Remember, the Russians have 2 APC's and one tank, while US have 2 tanks and a APC.
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Re: Strategy : Panama Canal - Conquest Mode

Post by Megageth »

Good point, someone will have to go back for it, we really want troops capping quickly on B and C. Its far easier to defend than cap those 2 flags.
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Re: Strategy : Panama Canal - Conquest Mode

Post by Skouperd »

Mega, herewith a slightly different version on your strategy but still keeping the same basics in play. Basically, here are two strategies, the RUSH mode, and the Slow Meticulous one still both achieving your objective of keeping "C" and "B". Have a look at it and let me know your thoughts.

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Introduction
Ok, Panama Canal, it is one of the few maps where we have 4 flags. The flag closest to the home base “A” and “D” are the easiest to defend and as a result, also the most difficult to take. Two armor vehicles spawn at both bases and another piece of armor spawns at the flag closest to us. That means in total we will have 6 armor vehicles on the map, several quad bikes (4 to be exact) and the UAV.

Mines and C4 as a tactic:
The map allows the use of mines much easier than any of the other maps we’ve played to date. Flag “D” have a lot of debris thus making mines easy to hide. The canal between “C” and “B” allows for even more mines to be chucked on the ground which an in-experience team will find difficult to see or take out. Mines at “A” and “C” are less reliable, unless the mines are dropped off the roof at “C” on a tank. Mines and / or C4 could work just as well at “C” if tossed from the roof. “B” allows for several hiding spots, which will enable an engineer to easy sneak up on a tank and drop a couple of mines.

RPG and tracer darts:
I actually question if this tactic will yield as good value as it did in the previous map since there are several buildings etc which makes the auto-track RPG very difficult / impossible to hit. We can swap over to RPG’s when we are holding “C” but not much more.

Snipers / Infantry:
Even though this is predominantly an armor map, I have seen infantry being very successful given their mobility and ability to sneak behind buildings. Snipers doesn’t have much chance against armor, barring C4, but if they do sit on the side lines, they could provide valuable intel to the rest of the clan, so we should perhaps just test the effectiveness of them, and then make a call if it works for us or not. (I can see 1 sniper between the 8, not more). The other advantage of a sniper is his ability to go Ninja and thus potentially steal some enemy armor for us. A stolen tank or APC could potentially change the outcome of this game.

Armor:
I would venture to say that armor should only be occupied by one driver and if you die, you better make sure your tank dies with you. (i.e. don’t bail on the tank unless you can kill / repair the tank yourself).

The Russians receive an APC and a TANK at their base, with another APC spawning at "D", while the Americans receive two TANKS at their base with an APC spawning at "A".


Flags:
The closest flag to our base are a given, be that “D” or “A”, we get that flag, and we collect the armor. Apart from the flag closest to our spawn point, the next best flag is “C” since it provides high ground, UAV, and very difficult for Armor to be effective.

3x3x2 man squad strategy
Slow and meticulous strategy
If we span closest to “A”
Alpha squad takes a buggy to “B” and start securing the “B” flag. Charlie squad moves to “C” flag ensuring that the enemy does not pass over the dry dock (also known as the gates) between “A” and “C” and flank us going for “B”.
The full Bravo squad spawn at the base, two individuals each grab a tank, and they never let go of that tank. When that tank is destroyed, spawn back at the base and wait for it to spawn ensuring there are no infantry hiding close by. The third person from Bravo (myself) will make it on foot to the “A” flag, cap the flag by myself, and take the APC that spawns there once the flag is capped. The two tanks make a move to “B” flag to assist Alpha squad in capturing that flag. Care should be taken that there might be at the very least 2 or 3 infantry at “B”, and at worst 2 enemy vehicles. Alpha need to co-ordinate and spot the enemy vehicles.

Once we’ve secured “B”, and the APC at “A” have spawned, then there will be no negative ticket bleed due to flags any more. Once we’ve secured that, then Alpha squad, in combination with Charlie squad can move in to “C” while Bravo’s responsibility is “A” and “B”. Once the Flag at “C” is secured, then Charlie squad can assist at either the flags, and or go ninja into the enemy base to secure a lost APC / TANK for us. If there is very little resistance at “B” then, Bravo squad could commit two tanks to move forward a little bit and perhaps provide suppressing fire to “D” and the enemy base.


If we span closest to “D”
The two flags to secure now is “D” and “C”. Charlie squad and Alpha squad rush to “C” as quickly as possible, securing that flag and making sure there are no hidden enemy ninjas in the vicinity. All three Bravo squad members spawn at the base, one person grabs the APC and another grabs the TANK. They then move towards “B” flag and just provide suppressing fire until “D” and “C” is secured. The third member of Bravo, myself, make it on foot to “D”, cap that flag alone and takes the APC that spawns there. I will then be able to provide support to Alpha and Charlie squad securing “C” with the APC thereby freeing up Alpha squad to go and cap “B” flag with the support of the two pieces of armor of Bravo squad.

Charlie squad and the APC from “D” need to secure both the “C” flag and the “D” flag. While Alpha and the two armor vehicles from Bravo is to secure “B”. Care is needed from Alpha squad and the two pieces of armor that the enemy doesn’t flank us from the forest side and cape “D” at the back. Because should that happen, then they will have an easy road to the back of “C”.

Depending on the competition, the APC from “D” could potentially move via the dirt road with the support of Charlie to secure “A” as well, but that is a bit of a risky move against an experience team that have the ability to flank our defenses.

The rush mode
If we span closest to “A”
Alpha squad takes a buggy to “C” and start capping “C”. Charlie squad plus one from Bravo takes a buggy to “B” and start capping “B”. The remaining two from Bravo squad takes the armor in the base and RUSH towards Charlie squad to secure “B”. Once the armor arrived at “B” then Charlie squad can make a call on where they need to assist, at “B” or at “C”. Once “B” is secured, then the infantry guy in Bravo (the one that went on the buggy to cap “B” runs back to “A” flag and cap “A”, get into the APC.

The risk with this move is if the enemy do flank us and they cap “A” before we’ve secured “B”, then they will take control over our APC that spawns at “A”. Not only that, the two tanks will be exposed in the back.

If we span closest to “D”
The same strategy as we had for the slow and meticulous play. The armor doesn’t take that long to reach “B” and as such, should be fine.

I have more strategies if we opt for 2x4 man squads but the above it in line with what you had in mind.



A strategy on how to defend “C”
The flag at C is quite an important flag to keep, since it houses the UAV, and it is difficult for an APC / Armor to be very effective. The easiest way to keep the flag is to dig a squad into the roof and perhaps have a recon person hiding on the ground to relay intel. Let’s assume the recon guy is also on the roof though.

Now let us assume we started on the bottom of the flag and our team holds “A” already, then that means the only way to attack is from either “D” or “B”. A suggested way to make up the squad is to have one medic, one assault, one recon, and one engineer. Both the medic, assault, and the engineer have tracer darts, the recon guy if he is sniping can / should go with a normal short range pistol. The engineer needs to spawn with a RPG.

Let us assume all four people are on the roof, then the following is an option. The engineer / assault (preferably the engineer) should take the UAV. The recon person needs to have a much closer eye on the enemy and should take down long range infantry walking around at either “D” or “B” flag and also relay information to the second squad defending “B” / “A”. The other job of the recon guy is to keep sensor mines at the flag at C at all times. As in permanently, the assault guy need to ensure there is enough ammo for the recon guy. The medic, having a LMG should cover the one door, and the other guy (either the assault or the engineer not flying the UAV) need to cover the other door leading to the roof. This then leaves the sniper with sufficient maneuverability on the rest of the roof to make sure there are no enemies approaching. The focus of the UAV pilot is to take down armor that is coming in from either “D” or from their base. When the flag is absent of enemy, the recon guy can go and stack some C4 in some obscure places at or around the flag, ready to blow whenever the enemy makes a push for it. (when the C4 is deployed, fall back again to the top of the roof)

Maintaining a safe perimeter on the roof will ensure that snipers do not take you down from the roof. The one guy that especially need to be hiding away is the medic, because should a enemy sniper be successful, you save a ticket by reviving the fallen friendly. The fallen friendly then need to give directions to our own sniper to ensure their sniper’s kill. It will be unlikely that a sniper sniping from bushes long away, will be accommodated with a medic, thus draining them with a ticket.

There are two ways for the enemy to take the flag. The first is to mass attack the flag with infantry. Should this happen, then the assault guy need to tube the living daylights out of the flag from the holes in the roof. The recon guy can blow the C4 remotely, but more importantly he need to keep the motion sensor mines going. The medic needs to maintain a safe distance from the holes in the roof since splash damage from armor could kill you, and continue reviving the assault guy. The UAV pilot’ which at that stage should discard the UAV, and needs to assist in securing the doors to the roof.

Should armor be moving into the flag at “C”, the it is the responsibility of the assault guy, or the engineer, to tag the tank. Once the tank is tagged, then the engineer, need to move to a safe position in the middle of the roof, obtain a lock on the tank, and shoot the rocket towards “D” flag. That effectively means the rocket will shoot up in the air, towards “D” and return back to the tank via the open door at “C”, not only will this ensure a direct hit, it will also be a direct hit on the weakest part of the tank, the back.

This is just a suggestion, use it, don’t use it…
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Re: Strategy : Panama Canal - Conquest Mode

Post by Megageth »

Cool. I have a route, spawning close to A as US to drive a quad around the back of C rather than through the gate. As US I think we should rush C with infantry and let the armour squad move up at their own pace to B.
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Re: Strategy : Panama Canal - Conquest Mode

Post by Skouperd »

That sounds good. So if I understand you correctly, Alpha SL jump on the quad with you in Charlie. When you park at "C", both Alpha and Charlie spawns on you and the Alpha SL. Bravo (in the two tanks) take "A" and then slowly move on with the APC to "B". Sounds like it could work.

Tactic for spawning closest to "D"?
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Re: Strategy : Panama Canal - Conquest Mode

Post by Megageth »

Skouperd wrote:Tactic for spawning closest to "D"?


As above - the Russian tactic. Tank + armour squad to B. Charlie + 2 infants to C. APC caps flag at D and moves to supporting position mid-map. SL of Infants (as soon as C is capped) takes quad back to D for the 2nd APC. Both APCs can hold that middle map point. From there they can lay fire on flags at B and C as well as roll forward to engage armour that moves up to B to engage the tank. Charlie squad to hold upper floor of C on both rounds.

Important that the armour squad troops go fast in on the quad and try to cap B. Tank holds back and lays covering fire, acts as spawn point. Once we have that flag the troops can move to a defensive position as shown in the lovely diagram.
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Re: Strategy : Panama Canal - Conquest Mode

Post by Paul »

Who is the Armour squad Troops that you speak of? The Armour squad is just Skoup, Fly/Daz, Leppy

So lets say Leppy is in the tank, Skoup is in the APC (capping D), that leaves only Fly to cap B?
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Megageth
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Re: Strategy : Panama Canal - Conquest Mode

Post by Megageth »

A surprisingly valid question.

As US: The "Armour" squad will be 3 dudes in 2xtanks and 1xAPC when we attack from the south.

When we play as Ruskies, we will need 1 squad to take the tank and 2 infants to B. The other squad will have 2x APCs central and 1 troop helping near C.
Who does what exactly for that round needs to be decided.
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Re: Strategy : Panama Canal - Conquest Mode

Post by Skouperd »

TheGrapesOfGeth wrote:When we play as Ruskies, we will need 1 squad to take the tank and 2 infants to B. The other squad will have 2x APCs central and 1 troop helping near C.
Who does what exactly for that round needs to be decided.


Mega, I am comfortable with the tactic from the south side, which is summarised as:
Alpha SL jump on the quad with you in Charlie. When you park at "C", both Alpha and Charlie spawns on you and the Alpha SL. Bravo (in the two tanks) take "A" and then slowly move on with the APC (i.e. 3 pieces of armour) to secure "B".

The above makes perfect sense, however, the tactic from the north side does not:

When we play as Ruskies, we will need 1 squad to take the tank and 2 infants to B.


ok, since you will have 3 people in a squad, does that mean you want to commit in total 5 troops to "B", or does that mean you want to commit JUST a single squad, in other words, 1 tank and 2 infantry? I assume you are refering to commiting in total only 3 people onto "B", 1 tank + 2 infantry.

The other squad will have 2x APCs central and 1 troop helping near C.

and this is where I am losing you. Assume I read your above statement correct, then that only leaves you with 3 people in total. 2 people will be sitting in their individaul APCs, which means you will only have one person left to be capping "C" since APC's should NOT get trapped inside that building. (unless you refered in the first line only 3 people (1tank + 2 people) go for "B".

However, in your original statement, you said the following:
Tank + armour squad to B. Charlie + 2 infants to C. APC caps flag at D and moves to supporting position mid-map. SL of Infants (as soon as C is capped) takes quad back to D for the 2nd APC. Both APCs can hold that middle map point. From there they can lay fire on flags at B and C as well as roll forward to engage armour that moves up to B to engage the tank. Charlie squad to hold upper floor of C on both rounds.


which I interpret as follows:
Tank + armour squad to B.

Now you are mentioned "tank" in the singular, and thus it is save to assume you are not taking the APC with to "B". That therefor means the APC that spawned at the base is left unused, or that means you are commiting only 2 resources to "B". One of those resources need to come back to "D" in order to cap that flag and take that APC that spawns there.

Charlie + 2 infants to C

Charlie consist of 2 infantry, so I assume the other two infantry originate from Alpha squad? In other words, we are commiting 4 people to cap "C" flag.

APC caps flag at D and moves to supporting position mid-map.

now who do you propose will be driving this APC? It will be either one of Bravo squad members or the 3rd person from Alpha squad. Should the person be from Bravo squad, then that leaves you with just 1 tank and 1 infantry to secure "B" which is a little bit low in numbers since "B" is very easily reachable from the American side. If you are refering to the 3rd person in Alpha squad, then I am going to question the makeup of Alpha and Bravo because as it currently stands, the best APC/Tank drivers is in Bravo and not in Alpha.

SL of Infants (as soon as C is capped) takes quad back to D for the 2nd APC.

Now, I can only assume that the infantry squad is Alpha, meaning Shadey then makes a run to back to "D" and takes that APC. In the meantime, while this all happens, we will have nobody in the APC that spawned at "D" which increases the risk of enemy stealing our armor. Your plan also now give Alpha squad two pieces of armour, whereas, the squad selections has really been based on Alpha being the best in infantry, while Bravo being the better Armour guys.

Sorry Mega, but something she is not making sense here.


What will be making sense, and I think this is what you are hinting at is:
Charlie + one from Alpha and one from Bravo makes an infantry run to "C" and cap it.
Bravo takes the tank to "B", giving 2 of alpha ride
Bravo takes the other APC to assist with "C", and / or cap "D"
Once "C" is secured, the bravo squad member helping out at "C" will go and take the APC from "D"

That means we will have 2 APC's between "C" and "D". The 3rd piece of armour will be at "B" (which I think is a bit aggressive though). We will have 3 infantry at "C", and 2 infantry at "B"

am I missing something?
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