| ScrapyardBob |
04/13/06 9:41am
Post
#1
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Major ![]() Group: {MOB} Posts: 814 Joined: January 6th 2006 Member No.: 1519 Xfire: scrapyardbob |
Note: Some of this information will change over time as things change during the beta testing phase. But it's still close enough to final so we can start discussing tactics and strategy.
Here's the map. Each one links to a 1600x1200 version. Base Assault map -------------------- |
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| ScrapyardBob |
04/13/06 10:12am
Post
#2
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Major ![]() Group: {MOB} Posts: 814 Joined: January 6th 2006 Member No.: 1519 Xfire: scrapyardbob |
Key strategies / thoughts:
1) Intel, communication, and coordinated movement are very important to both offense and defense. Otherwise you'll end up with enemy vehicles behind your lines (or in your spawn) or your assault force will run straight into an ambush. 2) The early tank blitz is very powerful. I've seen more then a few 8-minute rounds because one team moved forward with 5-6 tanks and 3-5 infantry in jeeps in one large mass. They simply rolled from base to base as a unified assault force. Tanks stood off and shelled from a distance while infantry slipped into enemy positions to steal tanks or disrupt reinforcements. Counter: Intel and a willingness to engage the enemy. I've seen a lot of teams *avoid* contact with the initial enemy blitz. That's a sure way to lose. Each team needs 1-3 players to split off from the main starting blitz and chase after and disrupt the enemy blitz Last night, the germans were mounting an assault force on Russian #1, all of the german tanks were down around the R1 field. Infantry on the R1 pak45, etc. 2-3 russians were all that it took to break up the formation and disrupt the attack. One russian got on the Hill 13 mortar and got 5 kills. The other two russians snuck around the flanks, stayed hidden, and killed infantry / tanks. Alternate Counter: One to three defenders at the start of the round Sometimes, for the want of a single defender, battles are lost. 3) Stop, look, and listen When you spawn, look around. Do you see enemy infiltrators in the spawn? Do you hear tanks being stolen? Do you hear enemy gunfire? Infantry need to look both ways before crossing open terrain. You can usually spot most ambushes before you enter the killzone. 4) Never leave home without an anti-tank round and a satchel Anti-tank rounds in the spawn areas are on a 10sec respawn timer. Farther forward, you're going to be waiting 30 seconds for rounds to respawn and you'll only get 1 round at a time instead of 3-4. I've seen more then one player die a senseless death because they didn't pack anti-tank rounds for the trip. Or they had to watch helplessly as a tank rolled by without noticing them (missing the chance of a perfect ambush). 5) Assume that pak positions are "live" Assaulting a live pak position from the front is suicidal. Get your infantry flanking the pak positions and use snipers to kill the gunner. A well timed arty barrage is also a good way to make the gunner run for cover. Be sure to communicate with your team if you know that a particular pak gun is live. -------------------- |
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