grrr vs A2K Kill Shot
Posted: Wed May 09, 2012 1:34 am
Sunday 20th May @ 8PM - Operation Metro and Damavand Peak
Server Name: ZA SGS SOD grrr vs A2K
Game IP & PORT: 196.4.79.10:25100
Rcon IP & PORT: 196.4.79.10:47100
Start: 2012-05-20 19:30
Pw: battle
We're going to need some intensive Metro work. I think the only way to make sure we're all on the same page is to walk it through each stage. So I'll brief Tyger again on what his squad should be doing at each stage, but he needs to assign specific roles for each phase to each player. I'll do the same for my squad. It's tedious, but our only real option. We lock down lanes of fire, slowly press an advantage, consolidate then push some more.
If we have to, we smoke the shit out of that place and fight as a team to get a fighting position and finally, a specific pair of troops through to their back flag. We can't do a full team rush on Metro, it just does not work. There are specific areas to push from to get guys through - pressure at easy, attack on ticket and pressure from clinic. Once we have guys in ticket, we smoke again to sneak guys through down orange (a) or into lockers (b) depending on the situation.
If we get pushed off B, I think it's a must to include a Recon with a shotgun. TE did it and it worked wonders, he even switched to scope later because of the technicality of defence on the map. I found at least two beacons in the game, both directly after they broke our lines and we responded to the cap on our back flag. Our Recon line breaker needs to hang back, wait for picks and smoke from the team, then explode through their lines with a medic in hot pursuit.
More than anything, Metro is a mental game. If you're not totally dialled into which area you're holding when and what pixel you're going to biets, our best laid plans will fall apart. We must prepare for the frustration so it doesn't break us before we even get in a position to fight. Our team has a problem in that it stops communicating and starts complaining when things don't go our way off the bat. We have to break the habit and learn to just absorb it and try again.
We saw how effective TE were with just one guy working an area, they would rinse three or four of us in a sitting because we all wanted to do the same thing in the same area. In short, we don't trust each other to do our jobs. Well, that has to change guys. Metro is so technical we can't afford to have a vague idea of what to do on the night. It's totally the wrong attitude to bring to that map. You only have one or two chances to take or lose B, so it's ALL down to planning.
I know it's just after Diablo's release, but I can't stress this enough. If we don't take Metro uber seriously, we will lose it and likely draw the match. It's not a trainsmash, but I think we'd all like to be in a good position to get out of the 3rd Division. So yes, it does matter, if nothing else, just to prove to ourselves that Metro is not a boogie map.
Damavand Peak is always a toughie, but I think we have enough tricks up our sleeve to get a win there. We will need to work on simulating that anti-tank infantry work on B, so position for rockets and mines on both sides. Just like Metro though, we're going to need to assign basic roles to each player to give us something to fall back on in the chaos. For example, which infantry are going to guard rocks while our tank has B? Which infantry are going to hold their back flag?
I'm going to devise a peek shooting practice drill for us where we just ignore flags and focus on defending a line of sight and fighting a guy off his line of sight. Also, I'm going to set up the server for insta-spawn vehicles and a bit more anti-tank work on Damavand - just so our rocket guys get some more positional practice and the armour team can start practicing with Dry and Cr0n0s in a much looser formation.
Server Name: ZA SGS SOD grrr vs A2K
Game IP & PORT: 196.4.79.10:25100
Rcon IP & PORT: 196.4.79.10:47100
Start: 2012-05-20 19:30
Pw: battle
We're going to need some intensive Metro work. I think the only way to make sure we're all on the same page is to walk it through each stage. So I'll brief Tyger again on what his squad should be doing at each stage, but he needs to assign specific roles for each phase to each player. I'll do the same for my squad. It's tedious, but our only real option. We lock down lanes of fire, slowly press an advantage, consolidate then push some more.
If we have to, we smoke the shit out of that place and fight as a team to get a fighting position and finally, a specific pair of troops through to their back flag. We can't do a full team rush on Metro, it just does not work. There are specific areas to push from to get guys through - pressure at easy, attack on ticket and pressure from clinic. Once we have guys in ticket, we smoke again to sneak guys through down orange (a) or into lockers (b) depending on the situation.
If we get pushed off B, I think it's a must to include a Recon with a shotgun. TE did it and it worked wonders, he even switched to scope later because of the technicality of defence on the map. I found at least two beacons in the game, both directly after they broke our lines and we responded to the cap on our back flag. Our Recon line breaker needs to hang back, wait for picks and smoke from the team, then explode through their lines with a medic in hot pursuit.
More than anything, Metro is a mental game. If you're not totally dialled into which area you're holding when and what pixel you're going to biets, our best laid plans will fall apart. We must prepare for the frustration so it doesn't break us before we even get in a position to fight. Our team has a problem in that it stops communicating and starts complaining when things don't go our way off the bat. We have to break the habit and learn to just absorb it and try again.
We saw how effective TE were with just one guy working an area, they would rinse three or four of us in a sitting because we all wanted to do the same thing in the same area. In short, we don't trust each other to do our jobs. Well, that has to change guys. Metro is so technical we can't afford to have a vague idea of what to do on the night. It's totally the wrong attitude to bring to that map. You only have one or two chances to take or lose B, so it's ALL down to planning.
I know it's just after Diablo's release, but I can't stress this enough. If we don't take Metro uber seriously, we will lose it and likely draw the match. It's not a trainsmash, but I think we'd all like to be in a good position to get out of the 3rd Division. So yes, it does matter, if nothing else, just to prove to ourselves that Metro is not a boogie map.
Damavand Peak is always a toughie, but I think we have enough tricks up our sleeve to get a win there. We will need to work on simulating that anti-tank infantry work on B, so position for rockets and mines on both sides. Just like Metro though, we're going to need to assign basic roles to each player to give us something to fall back on in the chaos. For example, which infantry are going to guard rocks while our tank has B? Which infantry are going to hold their back flag?
I'm going to devise a peek shooting practice drill for us where we just ignore flags and focus on defending a line of sight and fighting a guy off his line of sight. Also, I'm going to set up the server for insta-spawn vehicles and a bit more anti-tank work on Damavand - just so our rocket guys get some more positional practice and the armour team can start practicing with Dry and Cr0n0s in a much looser formation.
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