Match vs. Grrr Nutz on Sunday 27/11/2011 @ 20:00
Match
Sunday 27/11/2011 @ 20:00
Game Type: 8v8 Conquest (3 reserves/rotating-seniors and one specatator)
Suggested Maps: Seine Crossing, Grand Bazaar and Tehran Highway.
Match Description: Pre-season internal game consisting of one infantry, one mixed and one with heavy tanks but no air - all DoGaming maps.
Comms: Everyone in one Teamspeak channel GRRRSQUAD2 (41.181.111.238 - grrr04n). Please try be online at least 30min before!
Moral of the story: Play patient structure and break the frantic habit; focus on avoiding being downed.
Comments: Nutz have a lot to prove so expect they will be zealous. Once we have them on the backfoot, we can relax the structure slightly.
Match Practice
Thursday 24/11/2011 @ 20:30
Teamplay, squads, loadouts and tactics as below please.
Let's experiment with Special Forces loadouts and discuss motion sensors.
Team
I want to try a new structure and new combinations to finalise a high level game plan based on common sense for BF3. Some of the senior guys are missing one map to make way for rotation. I know you guys are keen to play, but I also think I have a decent idea of what you can bring to the table. Where players are missing a map, please join anyway and spectate the other squad to give guidance in-game and tell us what you see post-game.
Hubris (Spectating only)
Dragonne (Seine/Bazaar - not Tehran)
DryMan (All)
j0n0 (Seine/Tehran - not Bazaar)
pmurgs (All) - Head of Tank Security
L3pr3c4un (All) - Tank Driver, please pick your gunner from the rotating seniors for each map
Lee (All)
NoMaD (All)
Paul (Bazaar/Tehran - not Seine)
Phatso (All)
Strats & Tacs
Ideally, we want to hold three of four flags and bleed our enemy out from where we can get revived/resupplied/repaired. We will not be laser designating any targets, so stick to RPGs and offensive/survival tank perks. Let's focus on keeping each other alive and let the strategy sort the flags out. Defend from range and avoid CQB as much as possible. Do not over-hurry to attack or defend except on the initial map start rush, your ticket is important and we have the firepower/xp to win it.
Team play: Always try to have the point man covering front, the second man covering left, the third covering right and the fourth supporting and covering the rear when on the move as a squad (practice is required). All flags/strongpoints should be attacked by a minimum of two sides simulataneously (coordinate with voip!) and always make an effort towards setting up an "L" shaped line of defence when holding an area so we create kill boxes.
Call your spawn and wait for at least 3 seconds before going in again! Call out your contact and tell others going into the danger zone about what they can expect. Communication will give the team precious moments (distraction/suppression) in which to escape a death trap for a res, ammo or a new angle. Watch the tracers and use your intuition re escaping rockets and grenades. Do not hang around edges and be aware of what's behind you too - rockets dish out splash.
Strategy: One 4-man and two 2-man squads; each element fulfilling defence and attacking responsibilities respectively. Off the bat, Alpha and Bravo work together to secure a forward position. Alpha continue to attack back flags while Bravo hold the front line and wait for reinforcement by Charlie; who by then have capped back flags and have secured armour and transports for an assault and close off tank attack routes to our flags.
Tactics: Both elements will roam between points - Alpha responding to new threat, Bravo holding the front line and Charlie holding attack routes to our flags. No flag camping, set up around flags and on attack routes to watch for cappers. Use buildings, short burts from cover and avoid being seen at all times - lets keep our enemy guessing by minimizing spots. Try to avoid contact when under-strength or outgunned, rather take a deep breath, regroup, replan/position and contact again.
Hax: Our enemy will attack in squads, so if you get contact expect that others will be there or start firing pretty much immediately - take cover, shoot rockets into choke-points and throw grenades on dead bodies to break the chance of a res train. Move fast, but don't rush into a corridor of fire - we must be guerrillas out there so duck in and out of cover and don't be afraid of engaging then giving up ground to move to another angle off attack to keep them off balance and attacking a new area blind.
Special Forces: Assault players to consider using a tube on Seine Crossing to clear buildings and the Mass-12gauge on Grand Bazaar as a CQB demolisher. Support players to consider using mortar on Seine crossing if we manage to push them back to holding one flag. If squad leaders are feeling their squad is getting a beating, send the squad to support another squad and designate a player to go ultra-stealthy ninja-recon for a spawn beacon place - best left up to veteran ninjas.
Squads
* Confirmed squad leaders for Nutz game - further changes to squad leaders in the season are possible.
Alpha Squad (vanguard): Phatso* (Assault), DryMan (Engineer) - DryMan leads CBQ
Bravo Squad (front line): Lee* (Assault), NoMaD (Support) - Nom leads CQB
Charlie Squad (tank & security): L3pr3c4un (Support), Pmurgs* (Assault), and rotating seniors (Engineer Repair or Engineer Mine depending on need)
Alpha Squad: S-Sprint, S-Explosive
Bravo: S-Flak, S-Frag
Charlie: S-Flak, S-Suppress, S-Ammo, S-Explosive
Tank: Up to you Leppy, but I don't think you should play with INV. I like the idea of smoke.
Squad play: Alpha and Bravo are two 2-man fireteams in loose formation, working together and squad hopping for last ditch spawn effort. Alpha squad will equip and aim to place mines to secure armour approaches on the enemy's side of the map (resupply mines in a quiet moment and spam). Alpha and Bravo to avoid bunching - except to regroup/resupply in safety before attacking again. Only place mines when your CQB skills are not required elsewhere.
Charlie squad is a flank guard and must bolster Bravo squad (the front line) in infantry maps and on vehicle maps they must guard the tank and support the repair effort as required. As soon as the enemy tank is spotted, Charlie squad must all let loose with rockets immediately. If we can coordinate the strike, we could land three rockets and a shell on it at once to take it out before they have time to repair - even if it means enduring one wave of fire.
I would like to try pre-emptive mines from the security detail on the opening or second tank wave; but Charlie will only plant mines if we are being backcapped by vehicles.
The tank's role is to negate the enemy armour and provide a very heavy metal distraction to an infantry assault. This implies the tank plays a defensive role and only goes offensive if there is a need to cap a flag and only when coordinated with and supported by infantry. Ideally, Alpha and Bravo troops should take point and clear rooms on the tank's flank to enable it to move forward without fear of being shot in the arse or C4d (this also preserves security detail tickets).
If the tank goes down, Leppy spawns to get it and the rest of Charlie squad continue supporting the front line until the tank is back. If the security team needs ammo, Lep can drop it somewhere nearby in cover and hop back in again. The security team must stick close to the tank so the Assault player (the gunner) stands a chance of making revives. I really want to keep pmurgs on the gunner seat as much as possible (except for reviving) and leave the repairing and rockets to the security detail.
All squads must be smart about their reviving, Assault players cannot lead CBQ and any CQB action should be coordinated towards ensuring a res is available should the point man go down (assume he will). Always stack up against cover when moving into a new field of fire, like a corridor, and push with Engineers / Support and the reviving train two moments after. If you get revived in cover, get up, if not, stay down until its obviously clear. Shots on the ground from a pistol can be magic.






