The Baggers played against SSG last night and as Drag suggested I am copying Hubris's post mortem so that the Nutz can also learn from it
BATTLE REPORT: BAGGERS V SSG B - KARKAND, SHARQI ON ASSAULT MODE.
We came out a little disorganised, not having practiced and losing Paul to a disco early. They stole our tank and we struggled to pull ourselves back into the game; unfortunately we just ran out of time and tickets (lost by ~70 tickets). The second round of Karkand, we came out firing and our vanguard boys did well to neutralize and steal the enemy armour early, after that it was just mopping them up (won by ~100 tickets).
On Sharqi US, we held our armour back and it worked for us, managing to hold 2/3 flags and eventually outcap them with great defence and attack from our troops
(won by ~100 tickets). Unfortunately, from the RU side we lost a lot of tickets to AT mines and trying to take TV - we need to revise our game plan or tactics on this side of the map, we just couldn't get the upper hand (lost by ~70 tickets).
For some reason, neither Vovo or I could get ticket counts on the game screens. We both agreed that it doesn't show them, so please those with loud voices on SGS/DGL take that up and let’s get it fixed by Dice/EA/whoever. I'll have a look to see if anyone has made a Battlelog Forum post about it too. If it's already there, let's ask for the clans to make some noise and support the thread.
It's hard to say who won, but I like to think we pipped them. Either that or they just pipped us. Another great game with SSG, but we've got our sights on SiB. I have challenged them for this Sunday at 8PM on Bazaar and Seine, if they accept we will decline the SSG game. Either way, let's gear up for another good game on Sunday. Well played boys, everyone performed their roles well, we were a little rusty and had a few chop moments, but it's great to see the solid improvement we had each round.
Positives
* The team structure seemed to work well 3 Attackers (Vanguard), 2 roaming/Defenders, 3 Armour Squad
* Armour squad really gelled nicely, we were able to hold our ground for a considerable amount of time
Things to work on
* Not making silly mistake e.g. Paul blowing up his own tank, Tyger (I think) killing his whole squad with a tube
* Plan B's, we decided to take TV, but after numerous attempts and many tickets, we gave up on it, we should have done this earlier
* WATCH OUT FOR MINES: Don’t know how we missed this
Baggers vs SSG Post-mortem
Re: Baggers vs SSG Post-mortem
Sounds like an interesting game there. Odd that you lost both the fist and last rounds though. Usually when focus returns, performances just get better. I guess it must be down to poor tactics in that last round - the continual attempts to take TV.
What size are the Karkand maps for competitive play? Is there a layout that is similar to the 16 player BF2 versions?
@Paul, thanks for posting this across. I think we should do this for all games (baggers and nutz) so that we continue to feel like one clan...
What size are the Karkand maps for competitive play? Is there a layout that is similar to the 16 player BF2 versions?
@Paul, thanks for posting this across. I think we should do this for all games (baggers and nutz) so that we continue to feel like one clan...

Re: Baggers vs SSG Post-mortem
Karkand
Hotel
Square (flag is at the dug out hole)
Market
US get Tank plus APC, RU get Tank
We found that if you have your tank on the left side of the map (if you are coming from the US side), that is the best option, you have clear view of market and you can cover/move to Square and Hotel Easily. IF you are dug in there and holding your ground you can dominate.
What wer did well on the second round of Karkand when we were US was to keep the tank just up the road from Hote, towards the US base. We were able to occupy a lot of their troops withour going down, allowing the vanguard team to take the APC far right and to their back flag
Sharqi
Contruction
Parking Lot
TV
Both Sides get a Tank, no chopper
When you are US, you basically defend TV and Parking lot with the Tank and then allow you troop to go where ever they are needed, key is to stop enemy from getting to TV. We lost the second round because we tried the same thing over an over instead of adapting, I think the main reason is that we got very close easy time, it wasn't as if we were totally repelled.
WE should make a rule that if we attack a flag twice without success, then we abandon that move.
Hotel
Square (flag is at the dug out hole)
Market
US get Tank plus APC, RU get Tank
We found that if you have your tank on the left side of the map (if you are coming from the US side), that is the best option, you have clear view of market and you can cover/move to Square and Hotel Easily. IF you are dug in there and holding your ground you can dominate.
What wer did well on the second round of Karkand when we were US was to keep the tank just up the road from Hote, towards the US base. We were able to occupy a lot of their troops withour going down, allowing the vanguard team to take the APC far right and to their back flag
Sharqi
Contruction
Parking Lot
TV
Both Sides get a Tank, no chopper
When you are US, you basically defend TV and Parking lot with the Tank and then allow you troop to go where ever they are needed, key is to stop enemy from getting to TV. We lost the second round because we tried the same thing over an over instead of adapting, I think the main reason is that we got very close easy time, it wasn't as if we were totally repelled.
WE should make a rule that if we attack a flag twice without success, then we abandon that move.

Re: Baggers vs SSG Post-mortem
That's excellent, so we have a working knowledge of the B2K maps already. I'm keen to see what a smaller version of Wake Island looks like, IIRC there never was a 16 player version of that map in BF2.
