Pre-Leg2 SSG-II-VIII
Moderator: Hubris
Pre-Leg2 SSG-II-VIII
SSG II VIII have challenged us to a friendly next week Tuesday, presumably 8PM. I'll post the two map details shortly.
Signup only if you're going to make practices and the match itself. Final week and a bit to secure spots in the Leg2 12 man team.
Check mah leet event post wwwhhhaaaaat so awesome! Thanks Mr. Lee, great function can't believe I didn't use it before.
Signup only if you're going to make practices and the match itself. Final week and a bit to secure spots in the Leg2 12 man team.
Check mah leet event post wwwhhhaaaaat so awesome! Thanks Mr. Lee, great function can't believe I didn't use it before.
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Re: Pre-Leg2 SSG-II-VIII
Would have to be, ya. Pickups count as prac too people so get on that!
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Re: Pre-Leg2 SSG-II-VIII
I can't add Mark's name to the list but keep him in mind too
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- SlipperyDuck
- Posts: 11493
- Joined: Sat Jun 22, 1974 12:00 am
Re: Pre-Leg2 SSG-II-VIII
Added 'em for good measure
Re: Pre-Leg2 SSG-II-VIII
I need to see how this weekend goes, but am pretty sure I can make it 90+ % chance.

Re: Pre-Leg2 SSG-II-VIII
So the match is tomorrow, do you have a team/squad setup yet? And maps? Like we said last night we know at least 1 map that we will be playing

Re: Pre-Leg2 SSG-II-VIII
SSG have chosen Davamand as their map. What map are we choosing and what are the squads

Re: Pre-Leg2 SSG-II-VIII
WTF my posts just disappeared. Repost:
Let’s be online at 7PM so everyone is clear on their instructions – these are not our typical strats, but they are similar. SSG will play a heavy anti-vehicle game. If our armour is up, MOST of their infantry will be focusing on that. Use our armour in battle as a queue to push our infantry forward – their infantry will be focusing on the tank and only a few defenders will remain. Mines and grouped rockets will determine armour battles.
The armour will lead assault to rattle defenders and hurt the enemy armour, but it has to pull out before getting group rocketed. Basically I want us to counter them with a heavy anti-vehicle team. If we are more disciplined in our defence (metro style) and more zealous in killing the enemy armour, we will beat them at their own game. If we rush our tickets away or are too slow to strike the enemy armour when it counts, it will dominate us.
We're going Engineer heavy off the start on both maps. Thereafter, infantry can switch to Medic as required so long as some engineers remain. Was planning to include Onny and Mark on both maps, but Dry signed up late and we need his Engi skills.
Grand Bazaar
We will turtle our IFV at our back flag to get a good presence in B off the start on both sides (no RU back flag rush).
Plant mines in three 2 mine sets. 1 plant for back flag, back road and highway side respectively.
A squad attacks B or enemy back flag. B squad secures back flag and wing-roads (back road and highway).
U2Mx focuses on firing down B corridor with the Humvee or his LMG – claymores into wing-passages.
Once we have B, U2Mx moves up to defend it while Lee guards our back flag or flanks.
A1: Tyger (TL) Medic/EngineerMines
A2: Phatso – Medic
A3: DryMan (SL) – EngineerMines/Medic
B1: SlipperyDuck (TL) – EngineerMines/Medic
B2: U2Mx (SL) – Support/EngineerMines
IFV1: Hubris (SL/TL) - Medic
IFV2: Paul - EngineerRep
IFV3: Cr0n0s - EngineerRep
-R- Pmurgs
-R- Onny
Damavand Peak
Use the Humvee/Vodnik to rush troops up and provide 50cal. cover from the middle passageway into both corridor door’s (left and right).
Troops will rush past B and further down the passages with engineers to rocket spam the enemy tank from all sides while our tank caps B and engages.
All Infantry Engineers to equip mines and plant when defending B in two 3 mine sets. Mines around corners on and along approach to B (both sides).
Onny always hangs around in the rocks or the container area for a spawn point – rest of squad switches to Phatso to ‘chute on their back flag.
SlipperyDuck takes responsibility for ensuring our back flag is capped and responds to any back caps on it.
A1: Tyger (TL) – EngineerMines
A2: SlipperyDuck - EngineerMines/SupportC4
A3: DryMan - EngineerMines
A4: Onny (SL) - Medic/EngineerMines
Scout-H1: Phatso (SL/TL) - EngineerRep
Tank1: Hubris (SL/TL) - Medic
Tank2: Paul - EngineerRep
Tank3: Cr0n0s – EngineerRep
-r- U2Mx
-r- Pmurgs
Let’s be online at 7PM so everyone is clear on their instructions – these are not our typical strats, but they are similar. SSG will play a heavy anti-vehicle game. If our armour is up, MOST of their infantry will be focusing on that. Use our armour in battle as a queue to push our infantry forward – their infantry will be focusing on the tank and only a few defenders will remain. Mines and grouped rockets will determine armour battles.
The armour will lead assault to rattle defenders and hurt the enemy armour, but it has to pull out before getting group rocketed. Basically I want us to counter them with a heavy anti-vehicle team. If we are more disciplined in our defence (metro style) and more zealous in killing the enemy armour, we will beat them at their own game. If we rush our tickets away or are too slow to strike the enemy armour when it counts, it will dominate us.
We're going Engineer heavy off the start on both maps. Thereafter, infantry can switch to Medic as required so long as some engineers remain. Was planning to include Onny and Mark on both maps, but Dry signed up late and we need his Engi skills.
Grand Bazaar
We will turtle our IFV at our back flag to get a good presence in B off the start on both sides (no RU back flag rush).
Plant mines in three 2 mine sets. 1 plant for back flag, back road and highway side respectively.
A squad attacks B or enemy back flag. B squad secures back flag and wing-roads (back road and highway).
U2Mx focuses on firing down B corridor with the Humvee or his LMG – claymores into wing-passages.
Once we have B, U2Mx moves up to defend it while Lee guards our back flag or flanks.
A1: Tyger (TL) Medic/EngineerMines
A2: Phatso – Medic
A3: DryMan (SL) – EngineerMines/Medic
B1: SlipperyDuck (TL) – EngineerMines/Medic
B2: U2Mx (SL) – Support/EngineerMines
IFV1: Hubris (SL/TL) - Medic
IFV2: Paul - EngineerRep
IFV3: Cr0n0s - EngineerRep
-R- Pmurgs
-R- Onny
Damavand Peak
Use the Humvee/Vodnik to rush troops up and provide 50cal. cover from the middle passageway into both corridor door’s (left and right).
Troops will rush past B and further down the passages with engineers to rocket spam the enemy tank from all sides while our tank caps B and engages.
All Infantry Engineers to equip mines and plant when defending B in two 3 mine sets. Mines around corners on and along approach to B (both sides).
Onny always hangs around in the rocks or the container area for a spawn point – rest of squad switches to Phatso to ‘chute on their back flag.
SlipperyDuck takes responsibility for ensuring our back flag is capped and responds to any back caps on it.
A1: Tyger (TL) – EngineerMines
A2: SlipperyDuck - EngineerMines/SupportC4
A3: DryMan - EngineerMines
A4: Onny (SL) - Medic/EngineerMines
Scout-H1: Phatso (SL/TL) - EngineerRep
Tank1: Hubris (SL/TL) - Medic
Tank2: Paul - EngineerRep
Tank3: Cr0n0s – EngineerRep
-r- U2Mx
-r- Pmurgs
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