SSG Post Match Comments

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Hubris
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SSG Post Match Comments

Post by Hubris »

Thanks to everyone who made this happen, a roster roller coaster, but we managed to field a team - it was touch and go three times. Despite it there was good support, gameplay and teamwork. Some really winning individual performances from Phatso, Tyger and Geth. ^5 we had them taped at times.

Our plans seemed to work, but SSG were quick to switch to exploit us when we had the upper hand. We ended up mismatched and bled a lot trying to adapt. All in all good experience for all involved, clannies are awesome things. We will be playing SSG early in the new year and with practice we can have a better fight.

You can view the screenies here (apologies I duffed the tickets somehow): http://www.grrr.co.za/forum/index.php?topic=2743.0 .. Please give the rounds a think over and post your thoughts... :hmmm: I think we were a bit skimp on follow-up and back up plans (sorry guys), we also struggled tank wise sometimes.
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Megageth
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Re: SSG Post Match Comments

Post by Megageth »

Big thanks for letting me play. Probably my last clan match for a few months and was good fun.

First round for me was ok.
2nd round I think we should have capped closest flag, mined the low road and gone Highway with AT support and the apc.
Seine - hard to say, I haven't figured what really works on this map, somehow I think winning individual skirmishes matters more here than on other maps. I think you need to get 3 flags then climb into the apartments in pairs and block the incoming routes. Easier said than done.

Mines were very effective, not so sure about MAV's. They seemed to disappear very quickly and I stopped placing them after a while.
Something I think SSG were better than us at was recognising when they had the upper hand and when to push.
I became a bit confuzzled about where to go towards the end and just followed squad mates round with meds.
Something I feel about B in particular at Bazaar and actually whilst capping most flags is that if the flag is swinging your way there is no need to show your face at all. Just sit tight in good cover and wait for them to stick their heads out. I noticed one or 2 guys strafing unsuccessfully into the corridor when we were winning the flag and often as a result of their death, the flag went the other way.
Its also useful to get one or 2 kills first from cover and then rush whilst they are fumbling for the revive or throwing down meds.
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Paul
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Re: SSG Post Match Comments

Post by Paul »

SO over all we lost but we did put up resistance. Not bad for a "thrown" together team with no prac but once again 100% reinforces my belief that stable, well practise team will always do better than teams thrown together even if they are comprised of quality players.

Keep the feedback coming and lets setup another prac. Baggers against nutz this sunday? Even if we make it informal i.e. the teams rock up with 8 people each and we choose a map to play on their and then. Just something to keep us going
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Paul
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Re: SSG Post Match Comments

Post by Paul »

Oh and sorry for not being available, I did let Hubris know.

My domestic work decided to unplug my PC, when I got home the update had to resume "at 10%". I was just about to get hold of Tyger to go get a copy when "family stuff" got in the way.
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Thor_23
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Re: SSG Post Match Comments

Post by Thor_23 »

was fun playing with you guys.

1st round we had proper support on the apc and pooned their APC a good couple of times. A tactic I saw them use which I told Fly to follow and worked like a charm was to get a rpg shot into the APC at first contact end then start repairing. this worked extremely well in a APC vs BMP situation.
This resulted in the apc going down extremely quick.

2nd round I got sruck without support in our deplyment. the result was them pooning me before I can even get out of the deployment. Later the round I had support again and there was a imediate improvement and the base flag was cleared.

On siene, this is a very hard map. Reason being that you need at least 3 flags to get ticket bleed. otherwise its just down to who ever gets the most kills.....
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s3xy_j0nny
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Re: SSG Post Match Comments

Post by s3xy_j0nny »

Firstly, apologies for my attrocious tanking skills last night, secondly apologies for committing the cardinal sin of having my armour stolen when I hopped out to rep it. FAILPANT j0nny all round there.

SSG's use of armour on Seine was the key difference imo (putting aside the fact that Dup_za ass-fucked our entire team in every round).

SSG Tank technique on Seine:

Tank Squad: Driver + 2 engys.

Order of engagement:

1. Tank engages when both engys are already out and hidden behind it.

2. Tank & engy 1 engage enemy armour whilst engy 2 repairs. Engy 1 strafes out from behind tank and fires rocket, reloads, fires another rocket, then moves to repair.

3. Engy 2 repairs until engy 1 takes over, then engy 2 moves to launch 2 rockets at enemy armour before returning to repair.

4. Both engys remain in cover behind tank repairing until it pwns the enemy.

It was unstoppable last night with only 1 engy to help me out. Granted there was a lack of coordinated return fire on their armour, despite help from Phats and Tyger, but the above technique is bloody good, and I suggest we get Lep + 2 dedicated engys working on it asap.
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Skouperd
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Re: SSG Post Match Comments

Post by Skouperd »

Jonno, you are right I have a feeling that the perfect armour squad is made up as follows:

1. Main tank driver that is not reckless
2. A gunner that focusses just on the enemy tank's engineers. You take out their engineers, and you will win the battle.
3. Two engineers that repairs our tank, they need to work in combo with one repairing, the other one launching missiles. If you have a lock on the enemy tank, they could even shoot from behind our own tank.

I think it is important to dedicate 4 people to the armour, and not just the 3 as per your suggestion as the gunner is potent against infantry.

With regard to Sunday's match, I agree, we need to keep the Nutz versus Baggers game going.
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pmurgs
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Re: SSG Post Match Comments

Post by pmurgs »

My thoughts

Grand Bazzare

First round... they were a bit cautious and slow at the start and we were aggressive, getting two flags most of the time.

Secound round... we did the same thing, but they adapted. This is where we failed.
We almost need two planned tactics for a match. Opening round tactic, and a backup/second tactic. It would be good if the second round tactic was designed to take advantage of their adaption to our first round tactic. For example... first round, rush B and hold it with the majority of our forces. Second round, we don't plan to hold B so hard but rather try much harder for their back flag, with regular attempts to swing by and cap it. The idea being that when they adapt to our first round tactic, we catch them off guard again with a counter tactic. So if we light on armor the first round, second round we heavier (say three engi's in our APC, as opposed to two in the first). First round we hold A and B, second round we hold A and push C all the time, trying to keep them in B (and if they take A/C, we push B straight away, then give up B for A/C again).

Damn french city map...

Since I was not up front pushing often, but back protecting C with Chronos, I can't speak for pushing. But it seemed to me, two men quite often were able to hold and retake C, with support for them other squads when we had lost C. So perhaps we need to designate squads of two, to protect our flags, rest of the team to push. So if we have two flags, we have four protecting, four pushing.
Perhaps also our protecting squads, can not stick right on the flag, but move up somewhat to provide a level of ranged "cover" fire towards the enemy two held flags, to help our one squad of four thats pushing, and to keep the enemy at the flag we are not pushing on, thinking they are under a level of threat at that flag. Perhaps also our protecting squads can use kits that allow them to help our attacking squad, because when protecting, I found most of the time, Chronos and I were doing nothing. Perhaps we could of helped the attacking squads by having a mortar or mav thingy or so on. The mortar sure could of helped with the tank on tank fights.
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Hubris
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Re: SSG Post Match Comments

Post by Hubris »

Yeah I was shocked they fielded a mortar, did anyone take a kill from it? I think they intended to use it against the tank, so did you guys notice it?
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s3xy_j0nny
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Re: SSG Post Match Comments

Post by s3xy_j0nny »

I didnt notice any mortar fire on Seine - got hit once on Bazaar (in the humvee), but took out the mortar guy 2 or 3 times; since he needed line of sight on the alleyway it was fairly easy to pick him off.
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