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Old 02-10-2007, 05:30 PM   #1 (permalink)
 
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Good Game! Scrimmage against GC

Good rounds by all, TG took 4 wins and 0 losses.

The last one was veeeeery close.

Great time by all and it was cool that both TG and GC were able to field a full team the entire 3 1/2 hours (!)
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Old 02-10-2007, 05:58 PM   #2 (permalink)
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Re: Scrimmage against GC

Well, I missed most of the first round and all of the last roun due to technical problems, but what I did manage to play was a lot of fun. Good games to everyone, especially GC, who's probably the best crew we've played against.
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Old 02-10-2007, 06:00 PM   #3 (permalink)
 
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Re: Scrimmage against GC

Here are the scoreboards for everyone to see.







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Old 02-10-2007, 06:04 PM   #4 (permalink)
 
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Re: Scrimmage against GC

Fallen Round 1





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Old 02-10-2007, 06:09 PM   #5 (permalink)
 
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Re: Scrimmage against GC

Fallen round 2...





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Old 02-10-2007, 06:13 PM   #6 (permalink)
 
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Re: Scrimmage against GC

Rolling Thunder round 1





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Old 02-10-2007, 06:13 PM   #7 (permalink)
 
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Re: Scrimmage against GC

Great games! I had the pleasure of leading cantpick, jepzilla, shakey and lorian on Fallen and joebar, freeky, lorian and melee on Rolling Thunder.
Everyone did a fantastic job blowing stuff up and holding still while the action was slow.

We started off on Fallen/GER and our task was to stage an initial assault on Trenches and then set up between Trenches and Crashsite. There was plenty of action going on at both flags and in between them. We were on bleed almost the whole time.
After chasing off an enemy SL we somehow ended up near south cabin and after checking in with the CO took that flag. If i recall correctly that was the first time we got bleed on them. GC came after us quick but had to shift resources away from Trenches/Crashsite. The rest of the round we kept fighting them around that area and despite being on bleed most of the time came up as the winning team.

On Fallen/UKR our assignment was defense at the Lumbermill flag. We set up a defense line north and picked enemies off as they crossed the river.

Here is Bleak making good use of his C4 trap on Crashsite:


Thats our river defensive setup with squad 4. I ended up with about 40 ammo giving points that round, but only 5 kills.



The course of the battle lead us to Lumbermill, South Cabin and to the Trenches area. GC was able to grab Lumbermill a few times but we were also quick on taking it back

Rolling Thunder started off slow for Squad 5 at the bridge. I was expecting heavy arty fire and armor pushes across the bridge but none came.
We took our time blowing the bridge but all went as planned in the end

Here is our defense setup: Bridge blown, Mines around the flag.
Melee in the AA, Joebar as AT overwatching bridge, Freeky as forward observer/specops blowing up armor and spotting for our arty, Lorian in the tank covering the landbridge and shelling across the river and me as walking ammo bag.




I was so quiet around that flag I could just meet Freeky on the blown bridge and restock his C4 in the middle of the battle.


We got a few infantry pushes across the river in the beginning and a fast mover hitting the flag from the east but nothing we couldnt handle.

Rolling Thunder/UKR was a whole lot different experience. Deploying at the village for defense we were leaving the tank to the armor squad. Our mines blew up jepzilla as he moved out - thats what i am talking about by "no armor gets thru"
We were on bleed most of the round, not getting windmills as planned. A few one-man GC attacks on the Village were easily repelled but then it went ugly.
I set up in the building south of the flag when suddenly getting knifed while on the map screen. The squad was spead out to spot for arty and incoming troops. I called everyone back, Lorian got me up but they took the Village away nevertheless.

Thats the last thing I saw at the village:


After that we got around a bit. Helo insertion at Farm, taking that flag in a coordinated 3 squad assault, holding it, losing it, getting to windmills, holding it, losing it and finally ending up capturing Village again. So we got around quite a bit.

Great work everybody on both maps and both teams!
I am looking forward to another POE2 scrim in the future.
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Old 02-10-2007, 06:16 PM   #8 (permalink)
 
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Re: Scrimmage against GC

Rolling Thunder round 2





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Old 02-10-2007, 07:11 PM   #9 (permalink)
 
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Re: Scrimmage against GC

Re: Rolling Thunder CO Video Screens

I'll have those CO Screen videos for the two Rolling Thunder rounds. The last round was far too close for comfort. Another minute and we certainly would have lost. Not sure where I went wrong. THe CO screen video will tell the whole tale.

Great SL work, my communication SOPs were followed with care -- which really helped.

I hope those three Helo insertions were high drama -- would love to have some AARs from those involved. Our Helo pilot, Bleak, sucessfully executed all three troop drops behind enemy lines -- great work.

I'm told that Shakey did amazing work in the arty.

Sorry Santa missed it all. I really wanted to see him do a flanking maneuver deep into enemy territory.

More thoughts once I get the videos edited and uploaded.

I would particularly like AAR comments on the opening moments of the Rolling Thunder battle -- how did it play out for each squad?

The enemy played well and was a worthy adversary.
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Old 02-10-2007, 07:16 PM   #10 (permalink)
 
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Re: Scrimmage against GC

Great games. GC is a class act and we need to scrim with them again soon. The fact that they stuck around for all 4 rounds speaks volumes about their character. From the viewpoint in the artillery it was great. Spots came along pretty frequently and commorose spots of vehicles/armor made it easy to pick them off. Great commanding by E and great heads up on spotting those jeeps coming after me. They were met by a point blank howitzer shell each time
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Old 02-10-2007, 07:20 PM   #11 (permalink)
 
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Re: Scrimmage against GC

Fallen round 1 put us at the North Cabin flag for defense. After taking the flag, we felt numerous pushes coming through that north western gap by the fishing pole. Over and over again they poured through that gap. With the assistance of York's squad and Boot's squad, we were able to get a couple guys onto the west of the river and hit them as they moved forward. Perhaps we moved too far forward as that's the the only time they took the flag for any length. That flag was in friendly hands for close to 42 minutes of the 45 minutes. Props to E0, Kilevvri1, AngelofDeath, Corporate, P8riot, and Blonov for CO'ing!



Fallen, the second round, everything went perfect. We took the 1 flag we wanted for bleed and immediately our squad fell back to be a first responder to flags in danger. This proved to be in this order, South Cabin, Crash Site, South Cabin Lumbermill, South Cabin. The mad rushes from flag to flag kept us on our guard and the coolest part was to see the big blue line stretch from side to side of the map with defenders.



We did see a difference in play from Global Conflict as they moved with a lot more caution and used the grass very well to hide their numbers. We would spot one guy and in the process would get cut down by one of his squadmates in the grass. The push onto the South Cabin seemed to have 2-3 squads at times keeping both my squad and E-Males very busy.

This is a screenshot of us taking the SOuth Cabin back. Again, props to Angel, Kilevvr1, E0 and Corporate in my squad and P8riot as CO.



Rolling Thunder as the German, we executed our intial rollout extremely well with Boot and our squad taking first the farm and then owning the Bridge flag. We proceeded to shut down the concrete bridge and land bridge via the APC and tank and with the assistance of squad 4. Corporate owned that north land bridge preventing anything from crossing with his Hmvee. We had great luck in keeping the Hind down as it flew over the bridge, counting 6 times where we took it down with Heap rounds.





We did lose the Farm flag once as they dropped an infantry squad behind us but were able to take that flag back. We owned the farm somewhere close to all but 5 minutes. Well done to Corporate for manning up at the north landbridge, Kilevvr1 in the APC, E0 as Support and gunner in the APC, and to AngelofDeath for taking up the AA kit.

Rolling THunder round 2 had them using the same strategy that we used when we were german leaving us with 2 flags. But we were able to severely bleed them tickets with solid use of our tanks throughout the map. We were at the Trainyard and were left alone for the most part except for a sneaky insertion into the flag. Most of these kills happened at the Bridge and Windmill flag and inspite of almost constant bleed, we were able to stay on top by almost 50 tickets at times until finally edging them out. This was the map where we lost our flag for the longest period probably not having that flag for about 7 minutes. Brutally close and a blast to play! Thanks to Sawviper, E0, Corporate, and Angel of Death as well as E-Male for his solid CO'ing and constant prep work!

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Old 02-10-2007, 07:36 PM   #12 (permalink)
 
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Re: Scrimmage against GC

Quote:
Originally Posted by E-Male View Post
Re: Rolling Thunder CO Video Screens

I'll have those CO Screen videos for the two Rolling Thunder rounds. The last round was far too close for comfort. Another minute and we certainly would have lost. Not sure where I went wrong. THe CO screen video will tell the whole tale.
I think the difference was enemy control of the Windmill in the second round. It really seemed to fester, with the enemy sending a lot of strikes against the western side based from the Windmill.

I think we might have been able to force the enemy to remain on the eastern side if our armor squad had made repeated pushes along with a motor/infantry squad to take it out.
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Old 02-10-2007, 08:02 PM   #13 (permalink)
 
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Re: Scrimmage against GC

Congrats TG on another solid showing. Wish I could've made it!
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Old 02-10-2007, 08:28 PM   #14 (permalink)
 
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Re: Scrimmage against GC

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Originally Posted by James315 View Post
I think the difference was enemy control of the Windmill in the second round. It really seemed to fester, with the enemy sending a lot of strikes against the western side based from the Windmill.

I think we might have been able to force the enemy to remain on the eastern side if our armor squad had made repeated pushes along with a motor/infantry squad to take it out.
We should have focused our efforts on securing Windmills in the second round. We came VERY close to getting it, but then we pulled squads off to do other things.

E-Male, I would recommend soliciting input from squad leaders about their ability to take and hold flags as the game is progressing. We knew we could get Windmills, but instead we were thrown at the Farm to be ground up by tanks and artillery. That was the difference in the game in a nutshell.

All in all, it was a great scrim. GC were fun opponents, and great sports. They may have been the first opponents we've ever had who were able to fill their team for every round.
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Old 02-10-2007, 08:32 PM   #15 (permalink)
 
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Re: Scrimmage against GC

Great job to everyone in my squads all 4 rounds - Bleak, Icky, Trouble, Squinty and Gahlas.

Fallen 1 was nuts at crash site. We were under constant pressure guarding the southern flank and basically moving to meet any incursion. Never lost the flag. I think I spent the entire round hiding off the flag in one bush or another, although we really didn't need the spawn point.

Fallen 2 was a bit different. They didn't pressure Crash all that much so we were able to strip squads off the defense and bring them back to Lumbermill or South Cabin. I also spent that entire round hiding in a bush being all safe while my squadmates were ripping them up.

Rolling Thunder 1 was fun at the Windmill. Constant pressure all match long by armor and infantry split on the north side/south side of the road. I think 1 or 2 made it to the flag a few times, but that was it. Squad 3 was perfect with the armor and my guys mopped up any left overs and any infantry that got to close. They did bring more than a few snipers into the tree lines to think us out while the their infantry would hop from 1 hay bale to another. Although, switching to the sniper kit discouraged them from poking their heads up to much.

Rolling Thunder 2 was a different story all together. Squad 3 and my squad 2's initial deployment to the Windmill CP was ... not nice. The bridge was supposed to be blown by the time we got there, but it was still up and we slammed into a whole crap load of armor and I think squad 3 was wiped pretty quickly.

I managed to draw back to the bridge and blow it, but then I got pinned on the wrong bank while my guys tried to push the flag and then respawn on me on the wrong side of the river. We managed to get back and set up in the building overlooking the flag, but I think they had 3+ squads there when I poked my head out the window. Needless to say we were wiped, but we gave better than we got. We could have taken that flag with a bit of support right at the beginning and I think that would have changed the entire round, but we were pulled off to the Farm grinder.

After that it was on to a spoiler attack on the farm where we met up with the enemies arty time and time again. We finally got around the eastern flank, got to the armor and took the flag. Unfortunately, that didn't last to long as they then brought in more armor than we could handle and completely enveloped the CP. We did a few more chopper insertions at the Farm, but they were keeping a lot of armor back and that was making life difficult. Overall, we got the short end of the stick this round, but my squad did as well as possible given the circumstances we were constantly left in.

Also, I wish I would have taken a screenshot of the time during Rolling Thunder 1 where we had a very large push into the north western hay field by infantry - I called in arty on the poor suckers and Shakey dropped the loads right on their heads. It was beautiful - bodies flying everywhere.

Great job all around to everyone! Excellent work by the admins getting this setup.
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