Warm up @ 19:00, please be on time and focused; we don't have time to waste. If you're around on Friday night, we can get some skirmishes and tac briefs in. If you can't make it please say so - also if you are available as a reserve or as resistance please say so too. If you have suggestions please share those as well. Your support and input really improves the quality of the warmup and tactics - I really appreciate it. I'll update this thread as we go.
We all know ASF are a great team, but that doesn't mean we can't lift ourselves and win at very least one round. This match will really test our refined strats for Bazaar. We will all need to prepare mentally and be absolutely clinical. Focus on keeping up awareness of enemy numbers and be ready to adapt! It's going to be a vicious battle, bring your A-Game and a whole lot of guts!! Lets prove to ourselves we can go toe to toe with big names.
The one thing we can take away from the ESWAT match and really learn from is the value of extremely disciplined peeking and pre-firing. A weaker team can hold strong positions and bleed a strong team out if they are good corner shooters and ambushers. If we can preserve our tickets and hold our ground, we can really reduce the amount of tickets we bleed and be more successful tactically. Let's be smart about our rushing and favour at very least 2-1 troop odds.
Ultimately Battlefield is a game of patience and aggression. It's great to kill on the first engagement, but sometimes you should not kill at all. If you're holding ground or capping the flag there's no reason to risk death. Don't rush, even if you have decimated them. Send one guy to test the water, but always keep at least one (the squad leader) in deep cover to watch the rear/flanks and provide spawn. Keep a good spread and never over commit to killing or ressing.
My preferred team below, I'm still deciding on the team (will finalise tomorrow). I want us to have a second armour driver. Leppy is great in heavy tanks and will always be our go to guy, but I think we should try something new in the IFV - he has also said he would like some more troop time. There are a lot of maps, gamestyles and matches to consider. We really need the IFV team to gel, it's the corner stone of our strategy, so we need to test our options.
V*: Hubris (Medic -- Sprint)
V2: Tyger (Assault-Tube -- Frag)
V3: Phatso (Medic -- Ammo)
D*: SlipperyDuck (Engineer-Mines/Support-Claymore -- Sprint)
D2: DryMan (Engineer-Mines/Assault-Tube -- Explosive/Frag)
T*: NoMaD/Paul (Medic -- Sprint)
T2: Paul/NoMaD (Engineer-Spanner -- Explosive)
T3: s3xy_j0nny (Engineer-Spanner -- Flak)
R1: Leppy (Offensive/Tank)
R2: Cr0n0s (Defensive)
I did some reading and came across battle reports of ASF's games. Their view on the strategy for Bazaar is that on the start, at least two troops will flank the shortest route to the enemy flag. So RU along back road and US along the highway. I assume their IFV plays a hunter killer role and then immediately moves onto the back flag when it has destroyed the enemy IFV. It's an extremely aggressive strat, only way to counter is to play the same (both sides).
Off the start, vanguard will send two men flanking along the closest route to maximize our chance of taking their back flag. The squad leader should make some noise at B and get into a good position for a quick & safe spawn for his squad. The squad must always have at least one member on each side of B and the SL watching the rear and acting as spawn. We know how to take and hold this flag. Be efficient, avoid throwing yourself at the enemy when you don't need to.
Our IFV must move directly to cap their back flag via the shortest route and hunt the enemy IFV from as far a distance as possible. Once in the battle, they should slowly make their way forward to cover (avoid reversing kills). If the IFV takes close RPG strikes, we have to load up the spanners and move out of LOS to consolidate. If we disable theirs, we should consider ramming it as a suprise tactic to kill their spanners and swamp the driver.
The name of the game is positioning, spanner/rocket synergy, speed to cap and aggression to camp their IFV spawn. Our IFV perks should be: Reactive Armour, Zoom Optics and ATGM-Launcher (or AP Shells if you really prefer them). I have some new drills for you tomorrow and in the warmup. Basically training for putting out maximum work rate on firing the IFV and spannering/rocketing as a two man pair. Armoured Cavalry kill krush and destroy! Make it so!
The defensive squad is going to have their work cut out, we need a big game from them. Not only will they use the transport to suppress B and cap our back flag off the start, but they will have to push up into the "middle of the road" camp spots to plant mines and secure our back alleys so the vanguard doesn't get flanked. Coordinate positioning with the tank and call to the team when the alley is secure or if you get killed. Be uber sneaky and keep the chatter up.
If vanguard is struggling for B, defence can flank in through their back alleys. Be careful, you should only flank when your ticket is totally disposable. i.e. when their tank is down and you have planted all mines and claymores etc. Please try and only flank one at a time and be sure to keep at least one in a camp spot as much as possible. If our IFV goes down, defence must send it's troops into B or onto their back flag - abandon our back flag so we are sure to cap another.
When placing mines, defence must be aware of the number of mines up and whether they can plant more (play with minimap "n" once to zoom out slightly). If we can place our mines in good spots on our back flag, we may have the last laugh if our tank goes down. It's totally worth it. Similarly, if we take out their tank, we should try mine on the back road and along the highway (like near the US TOW launcher). Know where to plant before hand and be quick about it.
Remember, if you can video capture, do it! There's a seperate thread running for those now and we will do well to watch them all with a constructive mind set.






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