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ScrapyardBob
post 02/17/06 12:55pm
Post #16


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I think a lot of people are still learning the map. There are sections of the map that are very easy to get lost in (pity that the in-game map doesn't function as a working compass). I'm still of the opinion that we need to increase the default compass range from 1024 units up to 4096 units (maybe even 5000 or 6000 units) for Base Assault mode. A larger compass range would help people to get their bearings better and understand where the bases are.

Still getting a lot of blank looks when I say things like:
- tanks in swamp
- tanks on Hill 49
- G3 hill under attack
- German hiding in N end of East Trench

The fastest round that I saw last night was 8 minutes. Germans formed a large armor column and went north to R3. While they were beating R3 down, I was on the G3 pak gun shelling R2. Timeline:

02:00 - R3 under attack
02:45 - G1 under attack
03:00 - R3 bomb is planted, R2 is opened
03:15 - G2 under attack
03:30 - R2 bomb plant
04:00 - Initial shelling of R1
04:45 - G2 russian attack halted
05:30 - G1 russian attack halted
06:00 - R1 opened, germans begin assault at R1, G1 pak provides cover fire on R1
06:45 - R1 bomb planted
08:00 - end of round

Since I was playing defense, I'm not sure what the germans encountered as they pushed from R3 to R2 to R1. From the compass view, the germans seem to have managed to get 3+ tanks to R1 along with a few infantry to do the plant. It was almost a textbook blitzkrieg assault.

I also spectated a 30-min long round (10v10). Timeline for this one:

01:15 - R2 under attack (germs assault through village)
02:00 - G3 under attack, R2 about halfway open
02:45 - R2 opened, G2 under attack, G3 halfway open
03:00 - R1 under attack
04:00 - R2 planted, R1 about 1/3 opened, G2/G3 2/3 opened
04:15 - R3 under attack
04:30 - G2 opened
04:45 - R2 plant fails due to no upstairs coverage, G2 planted but stopped
05:15 - G3 opened and planted
05:30 - russians sweep around N flank to assault wheatfield
06:45 - G3 defused
07:15 - R1 opened and planted
08:00 - R2 planted, immediately defused, R3 under attack
08:30 - R1 destroyed, R3 opened and planted
09:45 - R3 destroyed
Status: G2, G3, R2 open, G1 still intact (full health)
10:00 - Germans assault R2 from north flank, defeated after 1 minute
10:15 - G3 planted, but defused after 30 sec
11:45 - G3 plant attempted (failed)
13:00 - Germans assault R2 through town, stopped after 90 seconds
14:30 - Russians push germans out of village and counter-attack towards G2
15:15 - German sneaks in N flank attempts plant at R2 (failed)
16:00 - Russians miss a chance to steal the PzIV left behind at R2
16:45 - G3 planted
17:50 - G3 destroyed
21:00 - Massive german force leaves Stone Bridge and both N and S flanks
22:45 - R2 planted during german assault
23:30 - Russians begin to push german assault away from R2, first defuse fails
(the german played dead at the foot of the stairs, 2 russians went in to defuse and were killed by the german with grenades)
23:45 - R2 defused
24:00 - wave 2 of german assault at R2
25:00 - G2 planted
26:00 - G2 defused, german assault at R2 stopped
28:40 - R2 planted at start of wave 3 german assault
29:00 - G2 planted
29:50 - R2 destroyed
- G2 bomb had 15 seconds left
- G1 was still untouched (base had full health)

There were some great epic battles in the village. They would last for anywhere from 1-3 minutes, depending on how many players were involved and how spread out the action was. Unfortunately for the russians, they couldn't stop the german assaults before they reached the area around the church. Probably the key to their loss of R2 were the Stug and PzIV who slipped in the N side of the village unopposed.

The pass on the NW side of the village seems to be a blind spot for the russian team. Germans assaulting through that pass have a three-way choice. They can turn left and head to the main street of the village. They can go straight and slip along the side of the village. Or they can turn left and come around to attack from due north by passing near R3.

More tips:

1. Look both ways before you cross open ground - I've lost track of the number of times that I've watched infantry running across an open area without looking either way. If the player had looked around more, they probably would've seen the enemy tank. The map is large enough that you cannot always hear a tank that may have a clear view of the area you're about to cross.

2. Assume all tanks are hostile - Due to the placement of tanks on the map, the distance from spawns, and the overall size of the map; infantry should assume that any tank they see is an enemy. Pay close attention to your compass and keep track of allied tanks. (This will be easier if the compass fix is added to the server.)

3. Russians should shell the church tower frequently - Forget assaulting the tower to clear it or trying to snipe at it, just notify your tank gunners of the problem. A single, well-placed, tank shell will eliminate the problem quickly. You can also drop artillery barrages on the church which will often kill the player in the church tower. It's important for russians to keep that tower clear if they want to hold on to R2 or R1.

...

I also tried my hand at russian sniper duty last night. The early verdict is that ScrapyardBob is a horrible sniper. Plus, we had way too many snipers on the Russian team. I'd get to a sniping point and find two or three other snipers already in place.


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HammaTime
post 02/17/06 2:41pm
Post #17


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QUOTE(ScrapyardBob @ 02/17/06 12:55pm) *


The fastest round that I saw last night was 8 minutes. Germans formed a large armor column and went north to R3. While they were beating R3 down, I was on the G3 pak gun shelling R2. Timeline:

02:00 - R3 under attack
02:45 - G1 under attack
03:00 - R3 bomb is planted, R2 is opened
03:15 - G2 under attack
03:30 - R2 bomb plant
04:00 - Initial shelling of R1
04:45 - G2 russian attack halted
05:30 - G1 russian attack halted
06:00 - R1 opened, germans begin assault at R1, G1 pak provides cover fire on R1
06:45 - R1 bomb planted
08:00 - end of round

Since I was playing defense, I'm not sure what the germans encountered as they pushed from R3 to R2 to R1. From the compass view, the germans seem to have managed to get 3+ tanks to R1 along with a few infantry to do the plant. It was almost a textbook blitzkrieg assault.

..snip ..


Bob,

That was an amazing round. As 2 came down I noticed the Russians spawning in their 1 and running headlong towards 2. Their defensive attack was light as they were cut off from their armor. I turned east to cross the bridge to their spawn, stole their heavy and proceeded to the railyard pursued by a thin force that was easily dispatched. I cruised through the railyard before turning west to head to their 1 via the back road. By the time I arrived, the base was down and the Germans controlled the high ground. Now, with multiple defensive angles, the Russians didn't stand a chance. As soon as we entered 1, their spawn point returned to their normal spot in the woods and they were cut down the moment they emerged from those woods. It was wonderful chaos! Textbook indeed.

At one point, when you were honing your Russian sniping skills, you had three snipers on Hill 49. I attempted to man the G1 75mm Pak and quickly learned that would be an unhealthy option. Somehow, I managed to run down to the tank spawn at G1 without being sniped - perhaps you three were having coffee. I grabbed the PzIII tank and charged the hill where I encountered just the scenario you had imagined in an earlier post. I had multiple threats, with three distinct angles of attack and all of them were scurrying to ground. I saw the signature streak of smoke as a panzerschreck round sliced through the air over my turret. It had been fired by one sniper as he retreated into the tunnels. I fired on him, but the trenchworks protected him as he scampered into the safety of the tunnel. I crested the hill and continued for 20 yards before turning back to focus on the two of you near the pumping station. You were climbing the small exposed hill heading to our G1 as I hit you in the back with 1 round from the PzIII. Your compatriot sought refuge near the shrubs, rocks and pump housing. I had to fire multiple rounds to take him out. It would have been an impossible angle if I had remained at the crest of Hill 49 and I would have been exposed to another attack from the trench sniper.

Based upon that experience, I would say the concept of having multiple snipers in one location can work, but you have to remember to bring a bazooka or two. You told me later you had neglected to do so. The outcome would have been completely different if more than one of you had been adequately armed.

So far, I have one big complaint. No satchel charge in the German spawn. This must have been a rather glaring oversight.

-HammaTime


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Cpt.Canuck
post 02/17/06 2:42pm
Post #18


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I don't see the reason for having the big gun right behind the German spawn point; perhaps Slyk should address this as it will soon become a huge problem as more Russians take advantage of it - like me.

Please check the photo evidence below. Needless to say, I wasn't too popular with the Germans.


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Maj. H8Red
post 02/17/06 3:10pm
Post #19


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That was a beautiful spawnkill!!!!!! I'm jealous. Nice score BTW


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ScrapyardBob
post 02/17/06 4:03pm
Post #20


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I did ask him to move it to a few different spots. One of the suggestions on where to move it including pushing it back to the S side of that building, giving it a better view up the road towards G2. But there wasn't time to move that pak gun elsewhere.

It does come into play during CNQ as the last capture point is in the western stables.


Satchel charges for the germans is a definite weakness. The nearest satchel charges to the german spawn are at the Stone Bridge. The russians have (3) within a short distance from their spawn hill.

Satchel Charges
- Russian Spawn, Octogon-shaped building by tunnel
- East Trench, exit tunnel from russian spawn
- East Trench, north end in a bunker
- S Road between Depot and R1
- Village, Stables just N of R2
- Village, SW house by bathtub/car
- Stone Bridge, NE corner house
- Stone Bridge, House just W of bridge

I've been tempted to say that the 45mm in the Pillbox should be added back in for BAS play. It's there in CNQ/CTF but was turned off for BAS based on an early pass of game balance. I think both teams have strengths/weaknesses in their terrain, so I'm still on the fence about whether russians need help from the Pillbox 45mm again.


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ScrapyardBob
post 02/19/06 1:14am
Post #21


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This is definitely not a "forgiving" map... while I've seen one side or the other recover from being off-kilter, it's more rare then not. Basically, if you don't actively defend any open bases, you can kiss them goodbye. By the time you get there and drive off the enemy, you'll have almost no chance at defusing in time.

Especially if the enemy sailed right up the flanks, unopposed, and got all their tanks to your base without any damage.


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Lord Lipton
post 02/20/06 2:55am
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beautiful, bob.


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Blinky
post 02/20/06 6:01am
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don't see the reason for having the big gun right behind the German spawn point; perhaps Slyk should address this as it will soon become a huge problem as more Russians take advantage of it - like me.

Please check the photo evidence below. Needless to say, I wasn't too popular with the Germans.



You got that right, no doubt about that, Captain. angry2.gif cussing.gif


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Slyk
post 02/20/06 7:24am
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Perhaps a bad spot for a pak gun, but if you get enemy soldiers that entrenched in your own spawn, you've earned it. One risk with a big, open map is allowing enemy soldiers to slip around and get behind you. Overall, this map, as well as Barb, force teamwork. More often than not, the team that communicates, cover eachother with support fire, and generally work as a unit wins. That rear pak gun is not much use in base mode, but is vital in CNQ. Repositioning it in some cases overpowers it. It is merely a tool with limits and needs to be used as such. No different than taking a BT7 on banzai charges into multiple Panzers... just dumb... or trying to melee 5 rockets toting infantry with a KV1 in the middle of a village...not smart.


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ScrapyardBob
post 02/25/06 8:26am
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For the germans, lighting up their 3 pak guns at the start of a BAS round is definitely a key objective.

- Two players go north to G3 hilltop. Primary objective is to use the G3 pak to shell R2 (an easy shot, even blind). Secondary objective should be to spoil / warn of any russian assault along the N flank.

- Two players at the stone bridge. One to use the PzIV and hold the bridge while the other gets on the G2 pak and shells R1 / R2 / Hill 49.

- Two players at the south flank. One on Hill 49 to spoil / warn of Russians advancing through the swamp. The other on the G1 pak gun to shell R1 / R2 / Hill 49.

The rest of the germans should split up, go on offense, and try to take the russian bases (#1 and #2). Getting infantry through the R1-Swamp tunnel is important. That lets you plant the R1 base almost immediately after it falls to long-range fire.


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ScrapyardBob
post 03/25/06 7:10pm
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We should pin this topic too...


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