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| Battlefield 2142 - After Action Reports Discussions regarding Battlefield 2142 After-Action Reports on Tactical Gamer Servers. |
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#1 (permalink) |
![]() Join Date: Feb 2007
Location: Real life.
Age: 36
Posts: 4,208
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OBC Scrim
Oldbastardsclan has been around for 4 years and are fairly well known in competitive and casual gaming for their great attitude and quality play. They were interested in a scrim with some players of the TG community. We had several players step up to the plate on short notice.
We played 2 rounds on tunis harbor 16 player map. This is an unusual map that is not often played. We played 13 on 13. ![]() We played this by cal/twl rules. No pod steering is allowed, but you can bunnyhop and jihad jeep, which they did plenty of. I admire our guys for sticking to the TG way of doing things despite rules permitting such gameplay. I played commander both rounds. rounds were 150-150 tickets to start. Winner would be the one with the most cumulative tickets at the end of two rounds. switching sides after round 1. First round we played on EU. Battlerecorder file Our plan for EU was fairly simple, we were going to play this defensively. The primary function of our walker was defensive. They were asked to stay back behind bridge flag and intercept anything that made it past bridge flag or the ramp north of bridge flag. They needed to be available to move up and defend if needed. We needed to keep the walker in play. The walker squad performed admirably in this task (fehmart and arfimus). We had two squads. One led by Zoroaster, and the other by Deadonaim. Zoroaster's squad was responsible for stopping any advance up the ramp north of bridge while Deadon was tasked with holding bridge. We tried assaulting docks office some, but most of their team was spawning there and it was clearly not going to work. Our conservative strategy paid off. They did manage to break through once and get a beacon down near our main base. At the point, Zoroaster’s squad moved in and took care of the beacon and those that had spawned on it. We held a commanding lead despite never exerting ticket bleed on them. We won the round 114-0. Well done. Second round we played on PAC. Battlerecorder file Pac side is a bit easier to defend, but I wanted to play with an opposite strategy the second round. We got very aggressive here and it paid off, but not at first. Our opening move was to have the walker cap docks office with a 2 person fireteam from Zoroaster’s squad assisted by the commander playing an engineer kit. We put both Zoroaster and Deadon in the buggy and moved up the ramp north of bridge. Deadon got out at the ramp and had his squad spawn in. Zoroaster then moved to bridge in the buggy. We arrived at bridge about the same time they did, but were outnumbered and did not cap it. It took about a minute for us to fall back and defend. At this point we found ourselves down by roughly 10 tickets. Just as we settled in to defend a single infantry got past a lull in our scan and UAV and snuck into our back base. The infantry was able to place a beacon down in the tower but Zoroaster’s squad once again performed admirably by rooting them out and holding our base. We then relied on their aggression and held back on defense while slowly gaining a ticket lead. During this time Zoroaster’s squad was seeing little resistance at our back base and were itching for some action. Zoroaster suggested an assault on their back base and I agreed it was worth a shot. I had them get ready for an assault on their back base on my command. We lulled them into a false sense of security by defending for another few minutes, and when they pulled enough off of defense of the ramp north of bridge, I had Zoroaster commence the assault. When the score was roughly 120-95 in our favor when we launched a the assault that proved fatal. I had Zoroaster’s squad move up the ramp north of bridge in the buggy and go straight to their back base. They were slow to react and Zoroaster’s squad quickly capped their back base. My scan showed them pulling about 6 people off of bridge defense to recap their back base. We went for the jugular. Deadon’s squad was poised within striking distance of bridge. I had Deadon’s squad quickly move in on bridge along with the walker in an all out brute force assault. A fierce battle for bridge ensued. While the assault on bridge and their back flag was taking place, I moved from docks office to defend our back base. As I arrived I saw a single recon moving to the towers of our back base. I made a pilum shot on him from about 30 yards to the center of his back as he rounded a corner. I can only imagine his frustration as he lay looking up the the sky and a counter reminding him of his failure. Within the span of a tense minute, we neutralized bridge and capped them out. Game over. Score 107-0 Well played everyone. Thanks for playing. I neglected to take screenshots of the scores. If anyone has them, please post them up or pm me and I can host them for posting.
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I make friends. They're toys. My friends are toys. I make them. It's a hobby. Last edited by sc1ence; 06-03-2007 at 12:06 AM. |
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#2 (permalink) |
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Join Date: Dec 2005
Location: Ontario, Canada
Posts: 715
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Re: obc scrim.
That map is cool. I always wondered about that area, which is unused on the 32p map we play.
Good work. Those are some pretty big ticket gaps. EDIT: Just noticed the battlerecorder files. I'm going to check them out.
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The Dirty |
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#4 (permalink) |
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Join Date: Dec 2005
Location: Ontario, Canada
Posts: 715
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Re: obc scrim.
Those battlerecorder files were painful to watch. No offence to the OBC guys, but there was no cohesion I could see at all and way way too many snipers. It was like 13 lone wolves.
Man, I even saw someone try and use the clark-RDX. Now that must have been a last resort.
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The Dirty |
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#6 (permalink) | |
![]() ![]() Join Date: Apr 2007
Location: Northeastern University (Boston)
Age: 21
Posts: 3,667
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Re: obc scrim.
Quote:
Hahha, nice! Good job guys. CAL rules are really that bad? Thats kinda the opposite I'd expect for them to allow.
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![]() ![]() ![]() ![]() "Brittle?! Dude you just took a localized tactical warhead to the face." -Eroak |
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#7 (permalink) |
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Join Date: May 2007
Location: USA
Age: 23
Posts: 214
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Re: obc scrim.
Yeah, we did a very nice job. For the first round they seemed to be using rockets incredibly sparingly, until they hit the tower I was in with a holy Jesusload of them - I suspect in retaliation to our liberal use of rockets for the first half of the game. I spent most of my time in a tower providing fire support over the bridge and keeping any enemies from crossing that upper causeway. Props to Machowner for answering my call for rocket reloads on a number of occasions.
On the second round, they hit us very liberally with rockets, and gave us the kind of punishment we gave them the first time around. However, we managed to inflict high casualties on them and hold our side of the bridge, despite several push attempts by their forces. A combination of rocket engagements and close range assault slugfests were fought around the crates near the south side of the bridge, and I think we would have been taking far more ticket losses if not for the excellent and constant revives coming from our team members. We were pinned down, though, make no mistake, but we held our line until the biggest tactical opportunity of the games arrived - our walker moved up, and we moved in behind its shield while the enemy made an attempt to grab their home flag back. We managed to get across and cap, but as Science mentioned, it was a pretty heavy fight on the way in, as they did not leave the flag entirely undefended. Great game!
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#8 (permalink) |
![]() Join Date: Feb 2007
Location: Pennsylvania
Age: 36
Posts: 926
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Re: obc scrim.
Great job everyone!
Nice write-up Sc1ence.
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#9 (permalink) |
![]() Join Date: Dec 2006
Location: Los Angeles
Age: 23
Posts: 1,325
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Re: obc scrim.
i only got the first game's screen shot that i'll post when i get back home.
one thing that confused me was how many recons they used. with sc1ence spotting and UAVs that cover the entire map not to mention cloak that didn't last the whole time to cross "no man's land" i was rather confused. they did manage to occasionally slip far enough through that we had to back track and deal with it, but it was far outweighed by the number of easy kills we got as they tried to cross on foot in the desert. |
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#10 (permalink) |
![]() Join Date: Dec 2006
Location: Los Angeles
Age: 23
Posts: 1,325
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Re: obc scrim.
![]() That was the first round. sorry i didn't get the second although that wouldn't be much since i think the game only lasted until about 60 tickets left when we capped all their bases. Notice their teamwork score compared to ours. 1 compared to 92 |
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#12 (permalink) |
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Join Date: Feb 2007
Location: Atlanta, GA
Age: 32
Posts: 1,099
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Re: obc scrim.
4 Of them are in the negs. one word: Teamkills.
(or team vehicle damage, but that breaks the whole one word thing )It is also interesting to note that OBC had 74 kills and TG had 38 deaths, wheras TG had 143 kills and OBC had 147 deaths. Not alot of ressing going on there. |
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#14 (permalink) |
![]() Join Date: Dec 2006
Location: Los Angeles
Age: 23
Posts: 1,325
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Re: obc scrim.
still.. i think it has a lot to do with how many of them were recons. no teampoints there.
Also look at the stats, they somehow died 4 more times than we killed them! Those must have been TKs, but it also means they didn't revive at all! EDIT: Sordavie beat me to it. |
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