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Old 11-27-2005, 11:18 PM   #1 (permalink)
 
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TGvMA 2: TG Strikes Back

TG wins Dragon Valley & Karkand, Loses Zatar.

Nice job to all involved. I played for Dragon Valley and the very end of Zatar, so I'd love to see some AARs for Karkand & Zatar.

On the Valley, it seemed like MA had a very effective strategy, seeming to stay back on defense in a shell while its attack choppers pounded everything in sight. This gave MA a high kill to death ratio in the beginning. The turning point seemed to be when the Refinery (Airfield) was neutralized and prevented their air force from reloading its weaponry.

I was in the 2nd BCT with JusB as SL and we bounced around in the beginning for a bit, then put up a very strong defense on the Hill Village. MA gave us everything they had: simultaneous APCs charging in and the now famous MA jeep SL blitzkrieg.

If this had been our first scrim, we would have been overwhelmed and the flag would have fallen easily. But we learned a lot from our previous encounter with MA. We held our ground and dispatched the APCs as they arrived (again and again). Whenever they sent a jeep our way (toward the hill to the south, overlooking our point), I always headed up there and searched the alleys and houses for a guy lying prone in a hiding spot. Zap! And the rest of the infantry fell. Again and again, APCs would arrive and circle around, and then I'd go back south to zap the SL. This prevented them from being able to do their human wave tactic. I don't know how many times the MA sent a force against our point, but we killed them a lot. It seems like this should be a model for future defensive efforts against similar opponents.
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Old 11-27-2005, 11:28 PM   #2 (permalink)
 
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Thumbs up Re: TGvMA 2: TG Strikes Back

congrats guys! can't wait to read the AAR on this one...
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Old 11-27-2005, 11:31 PM   #3 (permalink)
 
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Re: TGvMA 2: TG Strikes Back

Hey Congratulations TG Scrim participants. A 2-1 victory well done! See Bommando the TG way is the best way....You had your doudts but the victory against MA I hope has restored your confidence in the TG way.

http://www.tacticalgamer.com/battlef...ghlight=scrims
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Old 11-27-2005, 11:32 PM   #4 (permalink)
 
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Re: TGvMA 2: TG Strikes Back

I personally think the only reason we lost Zatar is because of the lag. They got the chopper before us (our SL went to wrong flag w/ jet insertion at first so had to turn around to jump at island so they had time to do a jet insertion at the same time, no biggie, s*** happens) and then since the lag prevented the jets from doing anything at all to the chopper (I know because I was flying a jet in the TAW scrim where there was the same lag), it just raped everyone while being outouchable since it was warping all over.

Great games on Dragon/Karkand though, we had a great comeback on Dragon and on Karkand the APC push to the east site thru the north worked perfectly. It seems Zatar itself is the cause of the lag...I think it's a horrible map anyway we shouldn't play it anymore in scrims
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Old 11-27-2005, 11:38 PM   #5 (permalink)
 
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Re: TGvMA 2: TG Strikes Back

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I was up at the docks for just about the entire Dragon round and we didn't really see an organized attack - I was afraid that we'd really have our hands full. Don't think we saw a single piece of armor. Lots of one and two man attacks, including once when they ran in behind us and just stole the blackhawk. We didn't think we'd have armor to use, but when we noticed that it went unused at the start of the round, we manned it all up. That allowed us to pound them as they came down the hill. We did see one buggy come up, but it was slowed because of some mines. I was coming around the outside of the fence and saw em coming in and stop. We did a good job of not allowing guys to hide out and spawn their entire team.

For Karkand, I was in a little 3 man squad with Cymba and Sassy. The battles were intense on the east side, but, they just seemed to move in giant swarms, so there was always a flag we could hang on to over there.

For Zatar, I was with HellRazor and Sassy in a specops / utility squad. Never got a real good feel for the battle except for looking at the map and seeing that we were getting stomped. We did a few blackhawk runs at the Farm, but twice were taken out by the attack chopper, another time by armor, and I forget what else. I do know that we helped get the flag once, but quickly lost that one. That attack chopper seemed to really clean our clocks.

What was annoying was guys hopping around like they were on damn pogo sticks - it seemed like they didn't even hit the ground before they were going back up. Pretty rediculous. I'm sure glad we have the no bunny hopping rule on our server.
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Old 11-27-2005, 11:46 PM   #6 (permalink)
 
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Re: TGvMA 2: TG Strikes Back

Perry how do you get TS to show up in game like that?
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Old 11-27-2005, 11:46 PM   #7 (permalink)
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Re: TGvMA 2: TG Strikes Back

The turning point on Dragon Valley was definately when the 1337 managed to take the refinery. They deserve huge accolades for that. I saw the UAV on that flag a few times and there was enemy infantry crawling all over the place. Even when they did manage to resecure it our infantry was still dug into some of the areas and kept inflicting attrition for quite a while. In the air it was a little funky. There was a lot of lag which made it difficult to target the enemy and any bit of precision went out the window pretty quickly. They also had most of their AA in use the whole time making it difficult to get the jets to the far points without at least taking some damage.

Karkand went well and wasn't laggy which was a nice change of pace. We drove APCs straight into the Eastern half of the map and got a foothold early in the game. Their counter offensives were difficult to stop. I'd see one guy running behind a fence and when they came out the other side there'd be three. Needless to say we'd get enveloped by enemy pretty quickly. The action was pretty intense especially inside their main base when we took it but the squads did an excelent job of covering the area in zones so that we didn't get too concentrated in one area and overun in another.

Zatar was really frustrating. It was just so damn laggy that I couldn't get anything done. I was close enough to beat some people with my rifle and I still couldn't shoot them. I was in Bommando's squad and we were tasked to defend a bridge and it would've worked perfectly if not for that lag. We got everyone down there and blew the bridge. I had a second set of C4 down and ready to go for when they repaired the bridge but I don't know what happened. If that had worked I'm certain we would've stopped them at the bridge long enough to take the center flag and that would've deprived them helicopter and the victory.
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Old 11-27-2005, 11:48 PM   #8 (permalink)
 
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Re: TGvMA 2: TG Strikes Back

Quote:
Originally Posted by Kilrogg
Perry how do you get TS to show up in game like that?
http://www.teamspeakoverlay.com/
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Old 11-27-2005, 11:49 PM   #9 (permalink)
 
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Re: TGvMA 2: TG Strikes Back

cool thx
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Old 11-28-2005, 12:01 AM   #10 (permalink)
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Re: TGvMA 2: TG Strikes Back

Dragon was fun. For the first 1/2 of the map or so, our squad was on the northwestern CP. They sent infantry attack after infantry attack to our base and they got mauled by my apc and tybalts (Right?) mobile AA. They lost so many tickets trying to get our base. Eventually we split off to attack the temple and then the market. After that we continued down to cap a few flags and then help at the refinery. Havent been in an APC for an entire round in a long time, so that was fun

Karkand started badly for my squad. Our APC got torn up by a bunch of AT, but luckily that provided deverans APC the chance to get through. We tried it again and did get through, but again the APC didnt last long. We quickly moved north to take the bridge. About 3 guys started coming up from our south, and we started to engage. Within about a minute, there were probably 12+ guys rushing at us. I felt like the marine in the intro to Starcraft When the bridge fell, we had the gatehouse so we spawned there and defended really well. Lots of infantry rushes and what not, but we all held them back, and i got a lot of C4 kills just by tossing it over the edge. God, that doesnt get old. Eventually they sent every armor piece they had and a lot of infantry, and we lost the flag. We spawned cement factory, fought our way to the factory and took it. Rest of the map was just killing anything that entred the factory grounds, and blowing up assets. Props to my squad, we did very well.

Zatar...boy i dunno what happened. I hope it was just lag that made us lose, because i have no idea what i could have done better. We lost the central island pretty quickly, and they had the attack chopper the whole round. Because of the lag, we couldnt get our jets on their chopper and thus all of our attacks were useless because the MEC chopper is amazing vs infantry, especcialy when uncontested. We also were kinda slow moving out, but this again could be attributed to lag. Many times one armor piece would stop a buggy from flanking, and the lag prevented any at missiles from actualyl doing anything. Just so show how bad the lag was, I was even getting it in my CO screen. Very slow to zoom in, and often squad leaders would look like they were spinning out of control into the redzone, and then seconds later id see that they were in a normal position. Id really like to have that one back with no lag
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Old 11-28-2005, 12:09 AM   #11 (permalink)
 
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Re: TGvMA 2: TG Strikes Back

My memorable experiences from the scrim:

1) on Dragon Valley i was engineer for 1stMIP. we captured the power station and whoever said MA were good at stealing vehicles as soon as they spawn sure wasn't lying. they stole the tank that spawns there and i started putting mines in front of the tank as it backed up against the fence to try and shoot me. i just kept running after it and dropping mines. eventually it hit the fence and had nowhere to go so the driver hopped out and i blasted him in the face with the shotty. before i had a chance to say anything, John Canaver and someone else (i forget) from 1stMIP hopped in the tank and rolled forward, killing at least 3 of us defending the flag. i honestly think we could've held that flag if it weren't for my faux pax...dang...

2) on Karkand once we took their main...we REALLY need to man those stationary MGs more!! it was hilarious...i hopped in one of the towers to the west of the MEC main on karkand...right next to their artillery. there's one of those "garbage bins" south of the central flag (i think it's called warehouse). there was a MA squad leader "hiding" in that bin, and about every three seconds a guy would run out by himself and charge headlong towards their main. i'd shoot him down and wait for the next guy to spawn and do the same thing. 1stMIP received orders to retake the Gatehouse, or else i could've shot those poor guys emerging one at a time 'til the cows come home...

3) Zatar...lag lag lag. you'd be putting rounds right through the middle of guys and they were friggin' transparent or something.

it was my first scrim, and a fun one, methinks!!
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Old 11-28-2005, 12:11 AM   #12 (permalink)


 
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Re: TGvMA 2: TG Strikes Back

Quote:
Originally Posted by Kilrogg
I personally think the only reason we lost Zatar is because of the lag. They got the chopper before us (our SL went to wrong flag w/ jet insertion at first so had to turn around to jump at island so they had time to do a jet insertion at the same time, no biggie, s*** happens)
Yeah, that was me in Squad 4, and it really ticked me off -- it pretty much set the mood for me for the entire map. Just after I passed over the coast in my jet I got a huge lag spike and almost thought I was gonna be dropped. When I was back in, I was past the center island and had to cut hard to the right to get back to it. The rest of the map was pure lag for me. Apologies to my guys if you were trying to talk to me -- I kept getting bits and pieces of VOIP. If I get to SL in a scrim again, hopefully I can do better.

Overall, great job, TG! The first two rounds were a blast. Props to Faultline for doing such an awesome job piloting one of the attack choppers on Dragon Valley. Absolute top-notch piloting; it made the gunning easy!

Also props to Jusb's 2nd BCT squad on Karkand. It was a real pleasure serving with you guys.
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Old 11-28-2005, 01:25 AM   #13 (permalink)
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Re: TGvMA 2: TG Strikes Back

Dragon Valley:
1337th with Sid, Schemer, Shakey, and Myself

We were tasked to take the BH to the River Village and hold there. Well as soon as we got there we got demolished very quickly. I couldn't even land before I got tore up by a stationary .50 cal, although I did open my chute too early which is partially the reason. We decided to walk to the River Village through the hills and provide support for Bomm's sqaud. After the armor was gone, we rushed the flag and took it fairly fast. It was looking crowded so I sent my sqaud to the hills to the north where we engaged in a long hill to forest infrantry battle with about two sqauds of MA. I swear we were getting kill after kill and with me as support and schemer as medic, the AT's never ran out of ERYX's to stop killing them. Was great aggressive defense. Tempus gave us the orders to attack an outpost down south and we did. I flew the BH too low and it got owned by their Attack Chopper. We went on foot and we were late to take the flag (the 1stMIP already took it). They were tasked to attack and we were tasked to defend, but they weren't moving at all and I felt like arty bait just sitting there. I asked for a reassignment from the CO and my sqaud moved out to the South. We were almost on the flag, but an arty hit us and we respawned to grab the BH (after being molested by their attack helicopter many times at the base the 1st took). Tempus told me their airfield had about 2-3 people on it and to try and take it. After getting in the BH, I flew to an altitude of about 430-450 and went straight to it. With my 3 HALO jumpers, we killed their 3 people there and a few vehicles. I requested heavy backup for airsupport and we got it and kept it neutralized with a few very nice arty strikes and air support. I was finally taken down after they sent both Jets on me for a good 3 minutes straight, but never rammed me (it was a lucky missle after the flares were dropped). By that time the damage was done and we won by a good margin.


Karkand:
Leeth with Schemer, Sid, Shakey, Fallen, Lunisic, and myself

Tasked to take the APC to the east side, I was told the east side was heavily occupied. I ran past Santa's exploding APC and almost got trapped between the train wreck. Dodged a C4 placement and forgot that I had S6 with me. By that time we were under the bridge and he jumped out and went for the same flag as me. I think the land bridge was heavily occupied as I had an APC firing on me while near the bridge and I wasn't looking behind to see what else. =x
We took the flag in the NW corner of the east side and I told my sqaud to all go for the Factory. They went for the factory while I single-handedly took the middle flag by myself. They got the factory, but were taken off it very quickly because they forgot to grab the armor quick enough and they had the arty on them also. We then tried to get it back but was denied, so I called for back up. After backup game a few runs at the Factory, my sqaud went to the crane behind Factory and was a huge annoyance to them. I told my sqaud to jump out and take the flag and every time we'd get a second away from taking it, my sqaud would all die to arty or a tank or something. The CO finally took me off the roof with an arty just for me (I was by myself and the arty was directed just for the roof). I jumped off and ran around. Some good medic saves in front of APC's and we stayed alive. With the help of another sqaud, we took the Factory finally. From then on out we took Cement Factory and held it the rest of the game. Was a great job.

Zatar Wetlands
Leeth with Schemer, Sid, Shakey, Fallen, Pickle/James, and Myself

Was laggy all the way through. I got to the factory and took it. Shakey and Pickle went for the ambush at the south but were denied by a tank and an apc as soon as they got there. They spawned back and we had a ROFLCOPTER dropping a full sqaud on top of the flag as soon as they spawned and then they had another full sqaud inside the APC with the tank. I tried to get my AT's on top of those armor's but it was just too hard to hit them so they stayed alive. It was even harder to kill someone or run over dropping parachuters. They just overtook us with that lag..twas a shame. I hopped in the buggy with all those sqauds around me and drove out to the Gas Station and took it with little resistance. Held it for a while, but the chopper was on us the whole time and my AT's couldn't even scare it because of the choppiness. Was horrible. They finally took the flag and my sqaud went back and took a few other flags including retaking the Gas Station. I can't remember the rest, but we were trying to assault or move and it was just too laggy. I really wish we could ahve a rematch on that map without the lag. I really don't know what caused it. Red Dragon was a tad laggy here and there, but Karkand was fine. Then Zatar came and it was like I was having dejavu from the TAW scrimage. Oh well, good game TG.
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Old 11-28-2005, 02:12 AM   #14 (permalink)
 
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Re: TGvMA 2: TG Strikes Back

Great work TG. I did have fun tonight with you guys and ladies.

I saw this thread on MA forum after the MA scrim.


=A thread about scrim from tonight 11/27/2005=
Quote:
Originally Posted by MA Member niolosoiale
Dragon

We had strong forward defense, a little zealous on our dock attempts.
They took the rear, disabled our air, we took it back, they took it back. It was a slow loss.

Karkand

Held the initial wave well, APC's and SL's broke through the east to the the rear flags. HUGE RETREAT on our part. They didn't run us out of flags like we did them so yet again, slow loss.

Zatar

Probably the only highlight I noticed was the opening battle for central island. We quickly learned they adopted the jet-insertion tactic as everyone watching the map saw 2 jet icons flying past towards our main (at which point everyone was like "they're dropping SL at central island). We quickly beat them in the ground war for the flag (props to chachi for the effective artillery), got Kung and Gryphon up in the chopper. Laid the hammer down for the rest of the map. Lots of lag helped keep the attack chopper safe from planes.

=I saw this thread few days ago. Why are they saying that about TG. I saw no TG player bunny hop at all in both scrim I had play on I just saw MA only=

Quote:
Originally Posted by MA Member shaolilnmonkplz
set the battle recorder to on. I know I didn't start bunny hopping until I saw a TG do it.
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Old 11-28-2005, 02:51 AM   #15 (permalink)
 
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Re: TGvMA 2: TG Strikes Back

good job guys, thats another one under our belt!
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