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> Tuchola Forest Strategies and Tactics
ScrapyardBob
post 04/13/06 9:41am
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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.
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Base Assault map

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ScrapyardBob
post 04/14/06 2:33am
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Squad-based combat (Coordination and Communication)

2-5 players, traveling together with the same common goal, using a mix of weapons can roll over most opposition that they encounter. Especially when the opposition is traveling lone-wolf style with no backup support.

We saw this a lot tonight on Tuchola during the late hours. Teams traveling together in packs of 2-6 players were crushing any and all opposition in their way. They would roll a base, plant it, most of the team would move on to the next base while 1-2 players guarded the plant.

Or two players teaming up to shut down a bottleneck. One player on the pak gun (Oh You) while the other player hides in an ambush position to support the pak gun. As the pak gun draws fire, the 2nd player ambushes the armor column from behind. A good pair can get in 4-12 kills before they get routed out of their positions.

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Etiquette for traveling in a pack.

If you're at the head of the pack, you're on point. That means you need to alert your followers about threats and you need to stay just ahead of the pack. (Too far ahead and your pack won't be able to provide support.) I've seen a lot of assaults fail because the fast tanks and jeeps outran the slow tanks. Fast tanks should sprint-and-listen. Get ahead a little bit, then stop and look/listen while the slower tanks catch up. Jeeps should act as scouts, clearing the way for the armor column.

If you're at the tail of the pack, keep up but make sure the pack doesn't get attacked from behind. As the rest of the pack digs in to assault a base you should take up a position that guards their 6 o'clock. Especially if you're in a light tank that won't do much damage against a base.


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HammaTime
post 04/14/06 10:07am
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G3 has some unique challenges to defenders and attackers. If the Russians leave it as the last base to be destroyed, the round will most likely end in a draw. The approaches to G3 can be defended with ease.

On the other hand, the wonderful terrain around G3 makes it a prime spot for infiltrators to melt away when defenders appear. I managed to single-handedly drop G3, plant and destroy the base simply because I was patient. I would shell the base and when defenders arrived, I would melt into the background. They'd look around casually and move on. My shelling would resume, more would come, the same cursory inspection and they would leave. When I planted, I exited the base and hid in the trench. When the *single* defender arrived, I killed him as he tried to defuse.

The key here for the Germans is not to let G3 remain without defenders and if you see the base being rocked, find and kill the attackers. That means getting out of your tanks and **hunting** your quarry. It is incredibly easy at G3 to dart unseen around a rock as a tank rolls around it.

If the base is being planted, get multiple defensive troops there fast. Set up a perimeter and keep your eyes open until the bomb has been defused. With this base, you can't turn your back as soon as you see the bomb being defused. The planter can be out of sight, but within a satchel or grenade throw of the base.

R2 has some similar characteristics. The multiple paths that lead to that base mean multiple troops can be hiding in wait just past the entrance to the path. One defender rushing into that path is useless as there are three possible routes in which the attacker can flee, only to turn and kill you as you return to the base. I've seen the Ruskies try to defend that base with their tanks backed up against the base looking out, oblivious to the path entrance *BEHIND* their tanks.
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Posts in this topic
ScrapyardBob   Tuchola Forest Strategies and Tactics   04/13/06 9:41am
ScrapyardBob   Key strategies / thoughts: 1) Intel, communicat...   04/13/06 10:12am
Silver   germans owned last night by employing a mix of hvy...   04/13/06 11:18am
ScrapyardBob   Control of the river is probably the key strategy....   04/13/06 12:44pm
ScrapyardBob   Squad-based combat (Coordination and Communication...   04/14/06 2:33am
HammaTime   G3 has some unique challenges to defenders and att...   04/14/06 10:07am
Oh You   Or two players teaming up to shut down a bottlen...   04/16/06 12:07pm
dienamic   Hamma made a good point that is useful in any stra...   04/14/06 11:13am
ScrapyardBob   I've done similar to Hammatime on G3 as well. ...   04/14/06 12:00pm
HammaTime   LOL, actually, that rock is big enough to hide a t...   04/14/06 12:33pm
ScrapyardBob   That little U-shaped path that you found on the W ...   04/14/06 12:55pm
ScrapyardBob   I saw a little game chat tonight talking about how...   04/15/06 1:45am
James   {w1 Hey theres a problem in the map on the fence ...   04/15/06 4:02pm
ScrapyardBob   http://www.globalsecurity.org/military/lib.../3-0/...   04/16/06 6:42am
ScrapyardBob   Updated maps for Beta #2 (all three link to higher...   04/16/06 3:53pm
Anarchy1   man wow.........you are a f***ing genious man you...   08/21/07 12:23pm
ScrapyardBob   Scouts are pretty important on this map. If you...   04/20/06 9:19am
Oh You   Working in a group, either on foot, in a jeep, or ...   04/22/06 10:40pm
ScrapyardBob   A Jagdpanther in the G3 tank scrape can hit R3. I...   04/23/06 12:21am
ScrapyardBob   [img]http://www.wuphonsreach.org/blog/Games/CallOf...   04/27/06 12:28am
ScrapyardBob   Spawn Control Controlling where your team is cu...   04/30/06 12:50pm
ScrapyardBob   Small thoughts on using spawn control to your adva...   05/30/06 12:48pm
Toggle   I can't load this map. Everytime it finishes w...   01/18/07 9:17pm


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