Playing RU on Karkand is a little different, since we have to battle the LAV as well. It's crucial Phatso's boys are able to distract the heavy long enough for us to deal with the LAV. If we get a chance to steal the US tank on Sharqi, we should definitely do it as it would help a lot with the capture/control of TV.
We need to know where troops and armour are moving at all times, but especially at the start. Let's keep the chatter up and be strategically aware and loud about where our forces need to be; e.g. calling and waiting for armour support, avoiding defended areas and distracting the enemy tank for flanking by our tank.
There is no MAV to help us this time around, although we will have proximity sensors on the tank. Let's use that to our advantage by positioning the tank in areas which the enemy are occupying buildings etc. The LAV also has a proximity sensor and it will be a a potent, albeit fragile, weapon at their back flag.
If their armour becomes a problem, we need to deal with it decisively (spawning Engineers and attacking it in packs) and prevent it from becoming a problem again (i.e. cut off their spawn and demolish spawned vehicles). Prac @8 for those who can make it. Really going to focus on squad routes, tank battles and crewmanship.
Vanguard
Phatso* (Meds Assault/C4 Support - Squad Ammo) - LAV driver (proximity, smoke and AP rounds)
Dry (Mine Engineer/Assault - Squad Explosive/Squad Flak) - Second seat and repair
Tyger (Tube Assault - Squad Frag) - consider smoke - 3rd seat switching to second when repairing
Defence
SlippO* (Assault - Squad Frag) - consider suppressed weapons
Cronos (Clay Support - Squad Explosive) - consider suppressed weapons
Tank
Hubris* (Assault - Proximity, Cannister, Smoke - Squad Flak)
Paul (2nd seat, Spanner Engineer - Squad Explosive) (Proximity, GuidedShell, Smoke).
Pmurgs (3rd seat, Spanner Engineer - Squad Cover) (ReactiveArmour, Smoke, HMG)
Below the two maps, on the top left is Karkand from the US side. Bottom right is RU on Sharqi. The red line represents the vanguard route. The green line represents the tank route. The orange line represent the defence route. The pink represents mine areas for Mr Dry.
The idea is to take the map in phases. Phase 1 is the securing of our back flag, the tank battle ensues and vanguard flanks their back flag. Phase 2 is to have secured both the outside flags. Phase 3 is to go from 2 to 3 flags by rushing their spawn for a capout). Our back flag area will be defended constantly.
The tank will serve as anti-armour and will pressure the middle flag in between phase 1 and 2. We want to pincer them from both sides at the middle point, then rush to cut off their spawn. Stick to buildings, lay some sneaky clays/mines and keep an eye on our tank while it's fighting in the middle (i.e. C4, flanking rockets).


Check out my research on LAV perks here: http://www.grrr.co.za/forum/index.php?topic=2752.msg45454#msg45454













