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03-29-2008, 06:25 PM #1
PR Internal Scrimage 3/29
MEC BATTLE PLANS!
Early Game

- Strike Fast, Strike Hard - Through rapid maneuvering and overwhelming firepower, our team will secure north village, mine the bunker complex, flank the enemy armor, take south village, and establish a front line spanning the entire battlefield.
- More Tanks - The current armor squads will be strengthened by transferring three infantry (one from each infantry squad) to the armor squads. The new armor squads will consist of a six man squad (four crewmen, two engineers) using two tanks and a five man squad (four crewmen, one engineer) using one tank and two AAVs.
- Forward Observer - One of the transport pilots will become a forward observer who will insert behind the enemy lines and observe the enemy base.
- Seventeen Minutes - Speed will be essential, as this strategy only applies to the first 17 minutes of the game.
Squad One will be composed of three infantry and a two-man APC. They will spawn in at north village, set a rally point, and proceed to defend the point until tank support arrives. Squad one's APC will immediately move to the North East and intercept any supply trucks and infantry coming from the USMC main. Also, one member of the squad could spawn at MEC outpost and drive a support truck over to north village, allowing the squad to construct a fire base. Later, squad one's APC will run point for our armor as it moves South.
Squad Two will be composed of five infantry and will spawn in at the MEC main base.The squad will move into the hills West of south village and await armored support. When the support has arrived, they will move in with squad three and capture south village.
Squad Three will be composed of five infantry. After spawning at the MEC main base, squad three will move into the hills West of south village and observe enemy armor and troop movements. Once our armor has eliminated the enemy tanks, squad three will move in and capture south village.
Squad Four will be composed of of four crewmen and two engineers, they will man two T-90s. Squad four will spawn at MEC outpost and quickly move out to north village. The tanks will position themselves South West of the village on the mountainside and will destroy any vehicles advancing from the US outpost. Once the first wave of enemies has been destroyed, squad four will move South, escorted by squad one's APC and squad five's tank. This combined force will flank the remaining USMC armor at south village and destroy any fire bases the marines have set up. Once our infantry are sure to take south village, squad four will move back to north village to await the next wave of enemy armor.
Squad Five will be composed of four crewmen and one engineer, two of the crewmen and the engineer will man a single tank, the other crewmen will man two AAVs. Like squad four, squad five will quickly roll out of MEC outpost and move to north village. Squad five's tank will work with squad four to defeat any incoming vehicles, while the AAVs will deploy to the hills slightly West of north village. From this vantage, the AAVs will overwatch north village and the bunker complex. Meanwhile, Squad five's tank will move with squad four to flank the enemy armor at south village. Squad five may also detour to the US outpost if there are unmanned tanks or AAVs there which need to be destroyed. Once the enemy presence at south village has been weakened sufficiently, Squad five's tank will move back to north village.
Squad Six will be composed of three pilots who will eventually man our jets. But, as this strategy only deals with the first 17 minutes of the game, when the jets have not yet spawned in, squad six will be tasked with setting minefields at the North and East entrances of the bunker complex. Two men from the squad will spawn at MEC Main and bring a supply truck to the bunker complex. Both engineers, they will lay down mines at the North and East entrances. Use the supply crate in the supply truck to get ammunition and more mines. The third man will take a supply truck from MEC Outpost and drop it off at North Village. He will walk back to the bunker complex, but will be picked up by Squad 7 as soon as the air transport spawns in.
Squad Seven will be composed of a single transport pilot. This pilot will wait in the MEC main base until the transport helicopters spawn at the two minute mark. Once squad seven has a helicopter up, he will insert the forward observer by the USMC main base. Then, squad seven will stand by and await further orders. Possible tasks include transporting members of squad six back to base and extracting our infantry once they have captured south village.
Squad Eight will be composed of a single special operator. He will wait in the main base until a helicopter can insert him outside of the USMC main. Ideally, he will deploy North West of the enemy base and observe vehicle and aircraft movements. If possible, squad eight may also laze important targets for our CAS, assuming they are far enough away from the base.
Mid Game

- Hold On - It's going to be tough, but once you take a flag in the bunker complex we must keep it. Bunkers will be contructed in the flag zones and fortified for that extra punch.
- Firebases - These are going to be our ticket to keeping our armor on the front lines. When our armor squads run out of ammunition they can return to these for resupply. This will decrease the amount of downtime our tanks would normaly spend returning to base for ammo
- Mobilization - Squad one will be mobilized in an APC after we control the entire bunker complex. Before then though, they will help out in the attack and defense of the middle flags.
- Keep the Skies Clear! - We will have two fighter jets up and one ground attack plane. This will decrease the chance of the enemy gaining air superiority. There will also be two no fly zones in the area above and around our AAV's. We need these to be efficient and focus only on the sky once enemy planes start buzzing around. Remember, if one of our jets get into trouble, just notify me and fly over our AAV's. I will let them know to watch your 6 as you fly over. Hopefully we can shoot him down, but at the very least he will break off of your tail.
Squad One has the job of supporting attack and defense of the two flags at the bunker complex if they get wiped out at North Village. If not, they will continue a defense there indefinatly.
We will try to get you a rally point somewhere in the middle of the two flags in the bunker complex if you get pushed out of North Village. This is to help clear out the enemy there. Doing this will limit their ability to make assaults on our flags and allow you to reinforce either flag quickly. The only drawback is you are a bit more vulnerable to enemy armor coming up over the ridge, but thats why we have Squad 4 there...
Squad Two will move to North Bunker after South Village is capped, if not before. We may bring in the air transport to take you to the flag. Get a rally point up, take the flag, grab a support truck (two of them spawn in the bunker to your north), and request a build order. We will get a bunker in on the flag and you can fortify with AA, sandbags, and razorwire. (I will try to find the tutorial that Charity Case made for razorwire, its great).
Squad Three will stay for the duration of the flag capture at South Village. Squad 2 will be leaving about halfway through so we can get a headstart. Once the flag is taken, if we have the air transport squad idle you can request an extraction. If not, we will get you to move to the flag by any means you have. Your orders are the same as Squad 3's from here. Get a rally, take the flag, grab a support truck (two of them spawn in the bunker to your south), and request a build order. We will get a bunker in on the flag and you can fortify with AA, sandbags, and razorwire. (I will try to find the tutorial that Charity Case made for razorwire, its great).
Squad Four will basicly secure the ridge East of the contested flags. Doing this will allow the infantry to focus solely on the fighting down there, and not on how much armor is rolling over the hill to, "blow them out of the water" so to speak. I will get you a firebase up at the designated location.
Squad Five has the job of keeping the Northern flank secure, running tight AA duties (from the spot showed on the map, all the way up to the maps edge), and keeping an eye out on the North and East entrances to the bunker complex. I will have a firebase constructed at the designated location. Keep in mind, for this rest of the round one of your AAV's will need to be with Squad 4, as they have two tanks fully manned with three guys and will be in need of Anti-Air.
Squad Six Keep the fighters up at all costs! We can do without a Frogfoot in the air, but if they have an A-10 or two up its gonna be rough on the ground.
Squad Seven will take Squad 2 from South Village to North Bunker, and possibly Squad 3 from South Village to South Bunker. Other duties will include taking Squad 1 into the fight if they have to respawn at the MEC Main
Squad Eight Keep an eye out for enemy armor moving South or North to flank us. Try to find a spot where you can see the entrance of their main. The spot on the map is just a suggestion, you find the best spot for you. The original one might be just fine
Late Game

- Move Fast - Even if there are still enemies in the area..we need Squads 2 and 3 to be able to get out of their bunker flags immediatly when North Village is being capped. The sooner you get there, the sooner our attack gets launched on U.S. Outpost, the more likely it is to work.
- Road to Victory - We have almost won at this point. But don't get cocky and careless. That is where comebacks happen.
- Spotting - Knowing where enemy assets are heading is at its most cruical phase right here. We need to know if all their armor is going to help defend U.S. Outpost or if it's going to attack our newly aquired flag...or if it's a healthy mix of the two.
- Armor - Get that on the hills overlooking North Village, and have Squad 4 rolling off the mountians. We need our armor to be able to repond quickly so we can hit the enemy hard. The pincer move at U.S. Outpost will be very effective if our armor shows up in a timely manner. Our armor squad at North Village will need to watch its North flank. You will be notified of armor movements coming out of the U.S. Main.
Squad One Once the flag is neutralized Squads 2 and 3 will already be heading your way. As soon as your relief gets here load up in your APC and start moving South. Speed is of the essence. Watch to your east as you move towards the next flag though, enemy armor is likely to come over that ridge and blow you away
Squad Two I will notify you when to move from your flag. If the North entrance isn't mined, head out that way as it will be faster. If it is, your second option should be the East gate...and if that is mined too...head out the South gate. If you arrive to the flag first you should catch a glimpse of Squad 1 rolling out to U.S. Outpost. Get ready for some fierce fighting at the flag. Armor support will arrive shortly.Be sure either you or Squad 3 has a supply truck, as I want to get a bunker up here. I might tell you to destroy the bunker you placed in the bunker complex so we can get one up at North Village. Squad 7 might be used to get you out of there fast.
Squad Three I will notify you when to move from your flag. If the EAst entrance isn't mined, head out that way as it will be faster. If it is, go out the South gate. If you arrive to the flag first you should catch a glimpse of Squad 1 rolling out to U.S. Outpost. Get ready for some fierce fighting at the flag. Armor support will arrive shortly. Be sure either you or Squad 2 has a supply truck, as I want to get a bunker up here. I might tell you to destroy the bunker you placed in the bunker complex so we can get one up at North Village. Squad 7 might be used to get you out of there fast.
Squad Four Start heading South when the Village flag turns grey if enemy armor isn't in the hills you are assigned to keep clear. If there is an enemy presence, eliminate it then proceed to your objective. Swing FAR south so we can impliment an attack from two sides. This will allow our Mechinized infantry to move in with ease.
Squad Five Once I give you the heads up, I need you to move into the hills overlooking South Village. Enemy armor will come from the North and East...and possibly the South. You will be advised of enemy armor locations coming into the flag so you can adjust accordingly. Don't forget about the Firebase that will be on the other side of the hill.
Squad Six Once again, tanks will be lased, keep those planes in the air. Not much to say here.
Squad Seven We might use you to transport one of the infantry squads from the bunker complex to South Village. Be ready.
Squad Eight Keep up that spotting! It's key here!
End Game

- Final Steps - Final phases here. Let's kick them while they're down and not let them get back on their feet.
- Surround Them - We will move everybody up and surround them. Find firing positions and spread out. Don't let anything get out. It's open season here.
- Air Support - Free reign on their main. Let's take out their stinger missles so we can bomb targets as they spawn in.
- AAVs - They will try to get some Blackhawks fully laden with troops out of the main. Don't let them. They will try to gain altitude and then fly over us.
Squad One Remain on defense at your newly captured flag. If anything gets through our force surrounding their main, it's coming at you. Be ready just in case. Use a H-AT kit here to counter enemy armor...if it gets through.
Squad Two Move up to the hills at the designated location. Use the sniper and H-AT kit to wreak havok on the enemy. We will try to destroy an old firebase and get a new one built in the vicinity for armor resupply and infantry spawn in.
Squad Three Move up to the hills at the designated location. Use the sniper and kit to wreak havok on the enemy. We will try to destroy an old firebase and get a new one built in the vicinity for armor resupply and infantry spawn in.
Squad Four Secure the South Western flank of the enemy main. Move to where you can see the enemy base. DO NOT waste tank ammunition. Only attack other armor, APC's,and AAV's. You can hit enemy planes as they take off, and open fire on choppers flying out of their Main. For infantry just use your coaxial machine gun. You will have free firing orders if we can get a firebase up near you.
Squad Five Move to the North of friendly infantry. Support them and don't let any enemy air assets escape. Have them blow anything out of the sky too at the location South of yall. DO NOT waste tank ammunition. Only attack other armor, APC's,and AAV's. You can hit enemy planes as they take off, and open fire on choppers flying out of their Main. For infantry just use your coaxial machine gun. You will have free firing orders if we can get a firebase up near you.
Squad Six Like I said. Were going to try to clear out their stingers so we can bring you into the mix at their main.
Squad Seven Some air transport is likely if we can't get a firebase built at the infantry squads location.
Squad Eight Resume spotting enemy movements. Call in CAS on any enemy armor that spawns at their main
Then heres our revisions after the patch.
Update:
Squad 1 will NOT take their APC south. They will keep their APC in an overwatch position near North Village since we won't have AAV's until 20 minutes in which spawn at the MEC Main.
Squad 5 will take one APC from MEC Outpost instead of the two AAV's. Instead of the overwatch position mentioned above in the early game, they will proceed south to the U.S. Outpost. Be sure to use the APC to flank far to the East, as any enemy there will focused on your T-90 rolling in. Be sure to destroy all enemy equipment there.
Squad 6 can only have two jets up at one time. One Mig and one Frogfoot. The remaining squad member will be a CAS spotter in the mountian ranges. Also, in the early game strategy, instead of laying mines...we will utilized the CAS squad to place our firebases for our armor and AAV resupply.
We ended up not having a Observer squad, Turkish had to go from doing that to flying transport
Here was our roster before the drop outs and reserves.
Squad Assignments and Asset Allocation
Commander- Imnotacanadian
Squad 1 - Infantry- SL - Charity Case
- Shafty
- thebonecollector
- Onit
- Krako
Squad 2 - Infantry- SL - eGoatBoy
- Pancho
- Bamboo
- Grunt 70
- IcemanGER
Squad 3 - Infantry- SL - Belhade
- Superfast
- Kebab-Kastike
- Funeral_music
- Thyreus
Squad 4 - Armor- SL - Portable.Cougar
- Ollie_fool
- Bootytrap
- Terminal Boy
- The Senator
- Squinty
Squad 5 - Armor and AA- SL - Tarthkin
- Pwneage106
- Browna3
- Elemanoel
- JohnnyDoube
Squad 6 - CAS- SL - Ghost Dog
- SmokingGUN
- Ikill4aliving
Squad 7 - Air Transport- SL - An_iraqi_mujahid
Squad 8 - Observer/Scout- SL - TurkishDelight
Team Assets
Main Base
- 1 x JDAM Area Attack Commander Asset (60 minute respawn delayed)
- 4 x Main Battle Tanks (20 minute, respawn delayed, wave spawn 2)
- 2 x Anti Air Vehicles (20 minute, respawn delayed, wave spawn 2)
- 1 x Fighter Jet (20 minute, respawn delayed, wave spawn 2)
- 1 x Attack Jet (20 minute, respawn delayed, wave spawn 2)
- 1 x Scout Helicopter (20 minute respawn delayed)
- 2 x APCs (5 minute respawn delayed)
- 2 x Transport Helicopters (5 minute respawn delayed)
- 4 x Supply Trucks (5 minute respawn)
- 4 x Main Battle Tanks (NO RESPAWN)
- 2 x Anti Air Vehicles (NO RESPAWN)
- 2 x APCs (NO RESPAWN)
- 4 x Supply Trucks (NO RESPAWN)
Middle Bunkers
- 2 x Supply Trucks (NO RESPAWN)
Update:
Squad 1 will NOT take their APC south. They will keep their APC in an overwatch position near North Village since we won't have AAV's until 20 minutes in which spawn at the MEC Main.
Squad 5 will take one APC from MEC Outpost instead of the two AAV's. Instead of the overwatch position mentioned above in the early game, they will proceed south to the U.S. Outpost. Be sure to use the APC to flank far to the East, as any enemy there will focused on your T-90 rolling in. Be sure to destroy all enemy equipment there.
Squad 6 can only have two jets up at one time. One Mig and one Frogfoot. The remaining squad member will be a CAS spotter in the mountian ranges. Also, in the early game strategy, instead of laying mines...we will utilized the CAS squad to place our firebases for our armor and AAV resupply.
We ended up not having a Observer squad, Turkish had to go from doing that to flying transport
Give us your take on the whole match. Disposable is going to post their battle plans also.Last edited by imnotacanadian; 03-29-2008 at 07:47 PM.


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03-29-2008, 06:28 PM #2
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03-29-2008, 06:33 PM #3
Re: PR Internal Scrimage 3/29
Wow, nice kills skud! Our transport pilot didn't show, so I flew it instead, we had no Forward Observer.
|TG-X|Turkish

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03-29-2008, 06:40 PM #4
Re: PR Internal Scrimage 3/29
From the other thread:

Those are the scores of the game above.
It was an amazing game, was playing with Charity_Case' squad and we were defending North Village (We were MEC), we held out for quite a long time and I managed to LUCKILY get a C4 on a tank which was previously hit by a tank round, which set the tank on fire and then killed the crew. (Killed quite a few infantry around North Village; especially with my grenadier kit.)
It was a hectic round, and it involved A LOT of team play and this would dominate the entire round, team play, team play and more team play! I got to play one of these scrims again, especially in Charities squad, he made the game fun as a squad leader!
And alaskanasssin, I forgive you for tking me like twice in a minute :P
Good game everyone, thanks especially to my squad and of course the commander! And the US Side also, was very a fun game!Vlexo.com

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03-29-2008, 06:51 PM #5
Re: PR Internal Scrimage 3/29
Awesome round of Kashan, and probably impossible to have an other one like it again!
Played in the 1st USMC-squad, under DeltaRandyShugart, which was tasked with holding South Village at basically any cost and as long as possible. Started out with a small disaster when our APC, carrying, an other squad to location west of S.Village ran into MEC-infantry and blown up by MEC LAT or HAT. Our squad, along with squad 3 I believe, fell back to S.Village and did a fairly good job holding it for about 30 minutes, despite of leathal fire coming from the moutain north west of the village. After that the MEC-side brough up armour and started to blow building by builing into pieces, we lost our grip of the village.
Relocated to N.Bunker and had a breif period of time of clam while defending it. Were after that tasked with attacking and capuring S.Bunker along with an other squad, squad 2 I believe. We kept hurling ourselves against that flag, and a stellar MEC-defence, for a good hour or so. I think that all parties involved can vouch for that the fighting taking place in and around S.Bunker was simply brutal. We did manage to get the flag neutral at one point, but a forcefull MEC-counterattack basically blew us out of the bunker. The sheer number of attacks launched by the attacking squad, in combination with the MEC-defence, caused such losses that I started to believe that it would loose us the game. There were people coming in trough the toiletts, trough the roof, trough the front enterance. Smoke and nades everywhere. The most chaotic fighting in any of these bunkers I´ve ever expereinced. Brutal. In the later stages did the MEC-side even start to defend the approaches to the S.Bunker, having infantry on the ground outside it.
Towards the end of the game did we go over on the defensive, first at North Bunker and then in the central parts of the complex. After the JDAM hit S.Bunker, some probing attacks were made, but our squad stayed down and purely defensive.
Biggest lauch:
The poor MEC-sniper who were the last one to get killed during the round. Operating north of the bunker complex, and with the MEC-team only having one ticket left, I really cant tell how many guns that were firing on him.
Biggest disappointment:
Having every single APC that I operated in blown to pieces before it could do any real use. Some MEC-rascal blew the first APC up within a few minutes at S.Village, only to later have every single APC brought up to S.Village taken out by MEC-antitank infantry. Cred to those guys though!
Thanks all!443.Urban Infantry Bat. / Bat. Anti-tank Platoon
"...There is no situation that is ever so bad that it can't get worse..."
"...and suicide isn´t an option either, since it would probably make some prick happy...But does one hear the blast?
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03-29-2008, 06:58 PM #6
Re: PR Internal Scrimage 3/29
Aye Steiner, I seemed to be following you around the whole match! My squad was the one down in the dunes west of South Bunker who took out that APC and kept pressing in. After that got capped (finally!) we relocated and headed north of North Bunker to try and push in, but didn't get very far. Then we re-entered through South and spent the rest of the map fighting off reinforcements coming from North.
This was a pretty epic game - full of some very fierce battles - and my baby spit up on me, down my shirt, twice!
|TG-6th|Belhade
"I am actually looking forward to watching Jon and Kate plus 8." - Dirtboy






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03-29-2008, 07:31 PM #7
Re: PR Internal Scrimage 3/29
Truly epic battle!!! The MEC loses it's hard fought lead to a well placed "end game" JDAM and the USMC squeeks out a 17 - 0 win!! An amazing 2.5 hours!
More detailed AAR for my MEC squad to follow...
Cheers,
|TG-6th| eGoatBoy


It is the rule in war, if ten times the enemy's strength, surround them; if five times, attack them;if double, engage them; if equal, be able to divide them; if fewer, be able to evade them; if weaker, be able to avoid them.
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03-29-2008, 07:34 PM #8
Re: PR Internal Scrimage 3/29
March 29 2008 TG internal scrim Squad 2 Squad leader:|TG-6th|drifterdave, medic:|TG-E 1st|BigEye, H-AT:|TG|Arems117,auto-rifle:|TG|Gunnerof doom,rifleman:Sabre tooth tiger.Attack orders:1) Commadeer command truck move north and west to spot and intercept enemy forces moving west.2). Once completion of mission move south into bunker compound to build firebase.3) Move into cap south bunker once north village is capped. Started off well we got to point A spotted to enemy tanks moving west our armor destroyed 1 and H-AT destroyed tank 2.Moved to point B and built firebase.Moved into south bunker when MEC spoiled our plans by not surrendering north village.Change of orders evac south bunker by chopper head north of north village regroup and assault.Left 1 man behind during evac which turned into a plus when he brought Humvee up so we could fast assault with heavy armor support.Made it into village dropped rally and began a hard fought battle with MEC infantry, after 5 or 10 minutes of hard fighting we were able to successfully secure north village. Made our way back to south bunker and proceeded what turned out to be a major uphill battle with MEC infantry.After being pushed of the flag before we were able to cap we began a series of assaults to wrest the flag back, we were able to grey it out a couple of times with help from other squads but were unable to fully take it back as the MEC were well organized and to numerous to defend against especilly when sabre tooth tiger had to leave. Still with the 4 guys left we gave almost has good as we got. Once the our tickets got 100 I informed Disposable that we could no longer hope for any success and the enemy to entrenched we were ordered back to north bunker to defend and hope that we could bleed their tickets down enough to achieve victory. Of course his strategy worked with the help of superior air and armor forces and a well timed and placed J-DAM.I would like to give thanks to each of the guys in squad 2 who did a super job not only with their skill with kits they played but the feed back on situations and solutions to help be successful with our battle plan as shown by the fact we were top US squad, THANKS!!
|TG-6th|Drifterdave




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03-29-2008, 07:59 PM #9
Re: PR Internal Scrimage 3/29
the biggest advantange we had was the Skies, scatched 11 aircrafts with the f16 and constant CAS support








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03-29-2008, 08:11 PM #10
Re: PR Internal Scrimage 3/29
Engie squad: |TG-6th|Blonov, |TG-X|Elwenil.
First off, thanks to Elwenil; with his magic wrench, my off-road driving skills appeared to be as good as Dirtboy's
We were tasked with helping hold South Village as long as possible, move to North Village to assist armor, and, as the BeeGees would say, ha, ha, ha , ha staying alive, staying alive. Throw in a few swiss knife interventions at MEC outpost and South Village, and that makes for a lot of driving around. Driving in the middle of a wedge tank formation while a BlackHawk was flying overhead was nothing short of Epic. Kudos to the MEC team; the way you guys held on to South Bunker was amazing. Best round of Kashan ever.
DB
|TG-6th|Blonov
«That looks like a really nice house except for that horrible bathroom.» Donrhos
PR:How to get started | Teamspeak | Banned ? Kicked ? | The 6th Devils Brigade


















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03-29-2008, 08:22 PM #11
Re: PR Internal Scrimage 3/29
I played Medic for squad 1 of USMC team, under the command of Randy, and was great fun for most of the game. First half hour was spent defending south village, I personaly was just healing the guys who were constantly under fire while building our firebase.
Then we moved off to north bunker to defend, where I became SL for 5 mins as Randy had internet trouble, once he returned we made multiple pushes on south bunker using every trick in the book, covering fire, lots of nades, lots of smoke, C4 through the vent into the loos (nothing worked). The one time we made it inside we neutralised it but had to fall back nearly imediatly, due to a surge of MEC forces.
Once on the defence wit was a pretty standard game, managed to pull off the most revives though which was great.
Best moment: When constructing a firebase at south village, 5 people got hit with a tank shell and fell criticaly wounded, I smoked up then got all 5 back on their feet so they could continue repairing the firebase.
Worst moment: Seeing Stiner babdly injured tryed to pull out my medic kit to heal him but lag hit and I shot him instead lol, lucky I had my trusty paddles to revive him though lol.

"A pessimist sees the difficulty in every opportunity; an optimist sees the opportunity in every difficulty."
Winston Churchill
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03-29-2008, 08:52 PM #12
Re: PR Internal Scrimage 3/29
damn i wish i was there :P

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03-29-2008, 08:53 PM #13
Re: PR Internal Scrimage 3/29
Most of my pilots died from the bleed by flying out of the map... at least that 's what I was told
.
I want to thank everybody that participated in this outstanding scrim. I enjoyed every single minute of it! Especially Imnotacanadian for stepping up for the MEC team, you did a great job commanding.
Wish I recorded more videos of my CAS squad 's airstrikes but I was too focused on lasing the targets so all I got is this one:
http://www.wegame.com/watch/TG_scrim..._North_Bunker/
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03-29-2008, 09:19 PM #14
Re: PR Internal Scrimage 3/29
Looks like an awesome scrim guys!
I really wish that I was there to help out
. Well done to both teams...it looks like it was a tough and close battle. If there were any extra-special performances, don't forget to write some nominations.
Dirt
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03-29-2008, 09:21 PM #15
Re: PR Internal Scrimage 3/29
Thank you
. Ghost Dog did a great job providing intel on enemy locations to me and the rest of the team, as well as coordinating air strikes with his skilled CAS squad. I'm going to have to nominate Bamboo for MVP of the MEC side. He nearly single handedly shut down the USMC armor around the bunker complex. With resupply from TurkishDelight in his flying cow, the only thing that limited how many tanks he could kill is the other missions our transport pilot had to fly. Our infantry squads led by Charity, eGoatBoy, and Belhade were superb. Our long grasp on North Village by Charity's 5 man infantry squad was incredible. Belhade and eGoatBoy's perfect timing of the reinforcements into South Bunker was amazing. The defense there was one of the most solid I had ever seen. Our armor led by Portable.Cougar and Tarthkin more than held their own against the opposing tanks. Our only disadvantage was numbers, and this was magnified when we had to regroup. Upon doing this, our tanks would get picked off crossing the desert alone.


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