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Old 11-07-2005, 01:19 AM   #1 (permalink)

 
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TG vs. MA AAR

Great games to all who participated. Some intial thoughts and possible areas of improvement:

- Contingencies. If we lose our CO, we need to have a backup CO ready to jump in at a moment's notice and handle things until the regular CO returns. (NOT your fault at all Sassy -- you can't help it when your system crashes!)

- Speed of attack. They hit us hard and fast right off the bat, so we need to learn how to be more prepared for attacks when the round starts. We also need to learn how to attack faster and push them off balance (the best defense is a good offense).



I thought we did a great job of switching things up when we needed to. We were able to adapt and be quite flexible.

What else?
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Old 11-07-2005, 01:30 AM   #2 (permalink)
 
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Re: TG vs. MA AAR

The speed of attack topic really is a weak spot for us. I don't know how we can practice that, but it would be good for us to be a bit more assertive; for example to say "I am supposed to be attacking, give me that jeep!"
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Old 11-07-2005, 01:30 AM   #3 (permalink)
 
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Re: TG vs. MA AAR

It seemed that there was a lot of very focused attacks (i.e. multiple squads attacking the same point) that brought a lot of armor concentrated, so they had force superiority on a lot of flags, especially on Dragon Valley. I could see the tactic of countering with a very concentrated attack on another base being an effective response.

Certainly our mobility throughout the game is a area ripe for improvement...
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Old 11-07-2005, 01:34 AM   #4 (permalink)

 
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Re: TG vs. MA AAR

Quote:
Originally Posted by Beatnik
It seemed that there was a lot of very focused attacks (i.e. multiple squads attacking the same point) that brought a lot of armor concentrated, so they had force superiority on a lot of flags, especially on Dragon Valley. I could see the tactic of countering with a very concentrated attack on another base being an effective response.
Great point. In conjunction with this, we could also start incorporating feints into our strategeries. For example, we could make a lot of noise at one flag with only a few resources, while making a REAL push on another flag.
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Old 11-07-2005, 01:35 AM   #5 (permalink)
 
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Re: TG vs. MA AAR

Yeah we did very well when the situation called for some slower pacing but when they came at us hard and fast like on Dragon Valley we didn't do nearly as well. It was like fighting a freight train for a while there.
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Old 11-07-2005, 01:36 AM   #6 (permalink)
 
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Re: TG vs. MA AAR

Quote:
Originally Posted by Strag
Great point. In conjunction with this, we could also start incorporating feints into our strategeries. For example, we could make a lot of noise at one flag with only a few resources, while making a REAL push on another flag.
Kind of hard to do with an all seeing commander around don't ya think?
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Old 11-07-2005, 01:37 AM   #7 (permalink)
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Re: TG vs. MA AAR

i gotta agree completely, in zatar every time they made a big push at a CP, they generally had 2 flags wide open to attack. If we had been a tad bit faster, thered have been a lot of great flanking maneuvers and their giant push would be stuck between 2 TG flags.

One thing we did particularly well was stay positive. I went into zatar figuring i had a team that was demoralized, and even after we were down by about 100 we came back and through it all, we won. During the last 100 tickets, there was a definite air of hope in TS, and i think thats part of the reason we won that map.
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Old 11-07-2005, 01:37 AM   #8 (permalink)

 
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Re: TG vs. MA AAR

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Originally Posted by Dark Viper
Kind of hard to do with an all seeing commander around don't ya think?
True, it'd help a lot if we could make their CO blind before we did it.
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Old 11-07-2005, 01:38 AM   #9 (permalink)
 
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Re: TG vs. MA AAR

Quote:
Originally Posted by Beatnik
It seemed that there was a lot of very focused attacks (i.e. multiple squads attacking the same point) that brought a lot of armor concentrated, so they had force superiority on a lot of flags, especially on Dragon Valley. I could see the tactic of countering with a very concentrated attack on another base being an effective response.

Certainly our mobility throughout the game is a area ripe for improvement...
True, I've noticed in previous rounds that I've CO'd that we typically move on foot and use static defense a lot more than fast attacks. It can be very difficult to get a squad in quickly to bypass a hot flag to access an empty flag.

Dragon Valley worked to their advantage with attacking since there are some very linear areas: while attacking down the road they also are defending their own point since anyone who tries to sneak around will get nailed by their attacking force. In a sense, they are pushing forward a battlefront and don't need to leave defenders at the bases they just left. They were essentially able to split their team into two huge attacking forces on the eastern and western sides, then pushed southward. Their ability to send in a transport chopper (which I think we stole on Zatar, btw, what was the story on that?) forced us to keep our back lines spread out over several flags.

Once they capped the first few flags up north, they outnumbered us in armor severely, and they grouped it well.
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Old 11-07-2005, 01:48 AM   #10 (permalink)
 
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Re: TG vs. MA AAR

What did you guys notice in terms of their twitch shooting ability? On the whole, were they outgunning us on foot?
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Old 11-07-2005, 01:49 AM   #11 (permalink)
 
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Re: TG vs. MA AAR

i noticed a few things that seemed to be problems for us. forgive me if they seem to be a bit contradictory. also, remember that i'm speaking from a grunt's eye view, and didn't spend all that much time analyzing strategy- i just fought where i was told to fight.

the first thing to note would be our defensive setup. i don't know who thought up the whole line strategy for the beginning of karkand, but it simply did not work. i was one of the rearmost people, holed up on the beach with my AT. before i even heard shots fired, i had a jeep and seconds later an APC coming toward me through no man's land. before i could eliminate the APC, another one, which had apparently shot right up the middle, was also moving toward the landbridge. that was an eight squad defense compromised within a minute of the map's start. i believe the reason for our eventual loss of the factory was somewhat similar- we were set up near the water as a long, shallow defense, with little in the way of support towards the rear. once someone punched through, we had a hard time taking them down.

i couldn't believe it when we lost all our CP's. all we had left was the gatehouse, and no one was actually staying near the flag. i was near it firing off AT rounds at incoming armor, but was killed by an APC who i believe continued to sit on our flag unchallenged after eliminating very few defenders.

another important thing i think we need to practice more is pulling out when the time is right (i told you i'd contradict myself). when the enemy is totally bringing the pain (like the multiple occasions on dragon valley that i saw 10+ infantry, spread out, moving towards us, backed by 3 or more pieces of armor), we shouldn't go to them like lambs to the slaughter- to amass a force like that, think how many other CP's they must be leaving undefended. like beatnik said- mobility is key. while a squad digging in for defense can work, sometimes it's just a waste of tickets, just as sending a small attacking force against a heavily defended CP is.

it also seemed like (on dragon valley, at least) they had massive air superiority over us.

anyway, i'm tired- those are the comments i can squeeze out at the moment. i'm not being down on anyone, just trying to throw a few thoughts out.

edit- one other thing i thought of. they REALLY showed the importance of using all your resources. what's easier to take down, an incoming of 2 pieces of armor, or an incoming of 2 pieces of armor and 3 or 4 buggies? it's like trying to squash ants- they may be killed easily, but i'll be damned if you can get them all.
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Old 11-07-2005, 01:55 AM   #12 (permalink)
 
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Re: TG vs. MA AAR

Quote:
Originally Posted by Strag
True, it'd help a lot if we could make their CO blind before we did it.

On Zatar squad 6 "4th Force" We got in some firefight to keep the CO blind. Thank to Marstein for being a good squad leader for keeping us a spawn point. To attack the asset that keep coming back up. Thank to AMosely and Burble being a good teammates.
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Old 11-07-2005, 01:58 AM   #13 (permalink)
 
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Re: TG vs. MA AAR

Quote:
Originally Posted by munchkin
What did you guys notice in terms of their twitch shooting ability? On the whole, were they outgunning us on foot?
Some of their players had twich skills like Deveran. Alot more relied on bunnyhopping and grenade launchers for kills. The rest were pretty average all around.
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Old 11-07-2005, 01:58 AM   #14 (permalink)
 
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Re: TG vs. MA AAR

Quote:
Originally Posted by burble
i noticed a few things that seemed to be problems for us. forgive me if they seem to be a bit contradictory. also, remember that i'm speaking from a grunt's eye view, and didn't spend all that much time analyzing strategy- i just fought where i was told to fight.

the first thing to note would be our defensive setup. i don't know who thought up the whole line strategy for the beginning of karkand, but it simply did not work. i was one of the rearmost people, holed up on the beach with my AT. before i even heard shots fired, i had a jeep and seconds later an APC coming toward me through no man's land. before i could eliminate the APC, another one, which had apparently shot right up the middle, was also moving toward the landbridge. that was an eight squad defense compromised within a minute of the map's start. i believe the reason for our eventual loss of the factory was somewhat similar- we were set up near the water as a long, shallow defense, with little in the way of support towards the rear. once someone punched through, we had a hard time taking them down.

i couldn't believe it when we lost all our CP's. all we had left was the gatehouse, and no one was actually staying near the flag. i was near it firing off AT rounds at incoming armor, but was killed by an APC who i believe continued to sit on our flag unchallenged after eliminating very few defenders.

another important thing i think we need to practice more is pulling out when the time is right (i told you i'd contradict myself). when the enemy is totally bringing the pain (like the multiple occasions on dragon valley that i saw 10+ infantry, spread out, moving towards us, backed by 3 or more pieces of armor), we shouldn't go to them like lambs to the slaughter- to amass a force like that, think how many other CP's they must be leaving undefended. like beatnik said- mobility is key. while a squad digging in for defense can work, sometimes it's just a waste of tickets, just as sending a small attacking force against a heavily defended CP is.

it also seemed like (on dragon valley, at least) they had massive air superiority over us.

anyway, i'm tired- those are the comments i can squeeze out at the moment. i'm not being down on anyone, just trying to throw a few thoughts out.

edit- one other thing i thought of. they REALLY showed the importance of using all your resources. what's easier to take down, an incoming of 2 pieces of armor, or an incoming of 2 pieces of armor and 3 or 4 buggies? it's like trying to squash ants- they may be killed easily, but i'll be damned if you can get them all.

Besides their air superiority, I noticed they use jeeps all the time to cap flags, transport SL to location, and then have the rest of the squad that was defending at some other flag to spawn there. At Karkand, our squad was defending Gatehouse and that was the last flag, we had at least three jeeps on the flag in the very short period of time.
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Old 11-07-2005, 02:00 AM   #15 (permalink)

 
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Re: TG vs. MA AAR

Quote:
Originally Posted by lunisicx
On Zatar squad 6 "4th Force" We got in some firefight to keep the CO blind. Thank to Marstein for being a good squad leader for keeping us a spond point. To attack the asset that keep coming back up. Thank to AMosely and Burble being a good teammates.
Exactly -- we've got great special team squads to go after their CO assets. I'm sure we'll work on improving coordination of attacks during the windows of opportunity when the enemy CO can't see us.
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