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Old 04-23-2007, 12:32 AM   #1 (permalink)
 
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4/22

First, an apology to Bommando and whoever else was in my APC in berlin when we tried to rush at the very first. I heard the motion mine warnings, but I didn't react quickly enough which led to some needless deaths. We won the round very easily anyway, but it was a pretty newb move.

Also, i'm not exactly sure what Arf and Co were doing in Suez, but it certainly cracked me up to end up trying to fend off three knife/pistolers with the engineer smg. needless to say, that thing doesn't pack enough bullets and I was scared enough that it took TWO different reloads to manage to kill any of them.

Mostly though, I'd just like to say it was a lot of fun to be on and have a lot of the in-house squads in force. I like that.
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Old 04-23-2007, 12:42 AM   #2 (permalink)
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Re: 4/22

It seemed like a good idea at the time.
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Old 04-23-2007, 03:17 AM   #3 (permalink)
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Re: 4/22

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First, an apology to Bommando and whoever else was in my APC in berlin when we tried to rush at the very first. I heard the motion mine warnings, but I didn't react quickly enough which led to some needless deaths. We won the round very easily anyway, but it was a pretty newb move.
I'm surprised you didn't hear my cursing in DC. My housemate had to come downstairs and ask if I was OK.

Tip: Charging APC on Berlin always = BAD. Always motion mines. Always death. Stay back, kill many people. Happy mortar gunner. What made it even worse was the fact that there were about 4 billion of them all bunched up ready to kill and when you started playing Daytona, I said to my squad: "watch this dude get me killed." ... BOOOOOOM!

*sigh*
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Old 04-23-2007, 07:48 AM   #4 (permalink)
 
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Re: 4/22

Probably not as bad as me blowing up your apc with my pilum on Belgrade
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Old 04-23-2007, 10:00 AM   #5 (permalink)
 
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Re: 4/22

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I'm surprised you didn't hear my cursing in DC. My housemate had to come downstairs and ask if I was OK.

Tip: Charging APC on Berlin always = BAD. Always motion mines. Always death. Stay back, kill many people. Happy mortar gunner. What made it even worse was the fact that there were about 4 billion of them all bunched up ready to kill and when you started playing Daytona, I said to my squad: "watch this dude get me killed." ... BOOOOOOM!

*sigh*
see, actually, the south rush seems to work pretty well usually. It fails sometimes, but at the very beginning of the round it often works. I don't think it'd work in any game where the other team is prepared, but I've found it works probably roughly half the time (which for berlin is a pretty high success rate), and if it doesn't I usually get close enough that the podding can get over the fence (which is the purpose of the rush there). in any case, whether it was ill advised or not, i was following commanders' orders doing it.

but anyway, you have my apology.
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Old 04-23-2007, 10:16 AM   #6 (permalink)
 
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Re: 4/22

South rush works 9 times out of 10. It's only rushing up the middle that = sure death.
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Old 04-23-2007, 11:23 AM   #7 (permalink)
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Re: 4/22

OK, let's make a deal: When I play EU and you play PAC, rush the APC. When I play PAC and you're on my team, don't. That's a 50/50 compromise

Honestly, I disagree about the effectiveness of the APC rush, but no matter. When the UAV is buzzing with so many targets, the tickets you can take with the mortars are much more valuable than the chance of getting it through. Not only that, but I think the APC is much more important as an area denial weapon for your infantry than as a mode of transport on this map.

My answer was tongue-in-cheek. I'm not mad, we just missed out on a lot of kills. They were particularly bunched up that round.
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Old 04-23-2007, 03:01 PM   #8 (permalink)
 
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Re: 4/22

Hey to each his own, honestly I think the north wall rush is the dumbest strat ever particularly at the beginning of the round but every round there are multiple squads trying their luck against a wall of rockets, grenades, and mortar rounds.
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Old 04-23-2007, 03:09 PM   #9 (permalink)
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Re: 4/22

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Hey to each his own, honestly I think the north wall rush is the dumbest strat ever particularly at the beginning of the round but every round there are multiple squads trying their luck against a wall of rockets, grenades, and mortar rounds.
I don't disagree that a breakthrough is needed, just that I don't think the APC should be used as a battering ram to achieve it. It's much more useful to deny an area to the enemy and eat a bunch of tickets. I know that if I see the APC, I tend to just instruct my squad to get the hell away from where it is and flood the area with motion mines. This can be great to clear a hole for infantry, whether it be the South or the middle. Once you get the APC close to those buildings, it can easily be surrounded and destroyed. If the enemy hasn't lost their APC, your team is in for a rough time.

Discussions like this are good, because they reveal different approaches. I encourage you to start a thread about breaking through Berlin in the T&M forum. Any resources we have to get people thinking rather than just butting heads with the enemy will keep the games at a higher level.
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Old 04-23-2007, 03:32 PM   #10 (permalink)
 
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Re: 4/22

I remember that round well, I went engineer and tried to get a head start to disable mines, I was able to disable at least four, but needless to say, I just didnt have enough cover to take all the mines out. =/ If I had another minute, im pretty sure you would have been able to break all the way through.
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Old 04-23-2007, 03:33 PM   #11 (permalink)
 
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Re: 4/22

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I remember that round well, I went engineer and tried to get a head start to disable mines, I was able to disable at least four, but needless to say, i just didnt have enough cover to take all the mines out. =/
You need to get some motion mine bate.
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Old 04-23-2007, 03:34 PM   #12 (permalink)
 
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Re: 4/22

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You need to get some motion mine bate.
i have as a squad upgrade but i havent been able to actually try it.
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Old 04-23-2007, 05:25 PM   #13 (permalink)
 
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Re: 4/22

well, actually it's unlikely that we're talking about the same thing, maxx. the first time through i pretty much went too far and blew up right away (not enough time to disarm motion mines at all) and then the second APC went up and we broke through pretty easily (the rest of the team had captured crossroads which made our rush to the back a lot easier). The rest of the round was actually executed very well, it was just the very start that wasn't handled very well on my part.

I usually agree with you on how to use the APC, bommando, but in the south rush case the APC only needs to stay up for about 20 seconds for it to serve its purpose. it's not immediately a ticket winner, but it has a pretty high success rate in getting people to back flags.

If they've gotten their mines down and so forth already, then the best use for the apc is to stay away and to provide mortar support.
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