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Discussion: Battlefield 2 / Battlefield 2 - After Action Reports - 18-3-2007 First PR .509 password night - When I played insurgent and got the SAV, I relied heavily on ammo dumps. Taking
  1. #16

    SloppyJoe's Avatar

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    Re: 18-3-2007 First PR .509 password night

    When I played insurgent and got the SAV, I relied heavily on ammo dumps. Taking those out is another addition to weakening their forces.

    According to
    http://prguide.realitymod.com/index....=Map:Al_Basrah

    there are 10 spawn cars. So killing 5 of them is nice, but with 5 left they can still reinforce quickly.

    there are also 12 ammo dumps (2 of which are way out west in the desert) for insurgents to use.
    .



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  3. #17


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    Re: 18-3-2007 First PR .509 password night

    Anyone gonna talk about any maps other than Al Basrah?!?

    If I recall, the maps played last night during the six hours the server was passworded were:

    Helmand Province, Al Basrah, Ghost Train, Greasy Mullet, Ejod Desert, and Road to Kyongan Ni.

    I joined in the middle of Al Basrah as an Insurgent and as others have said the fighting centered around Facility. USMC took it 3-4 times but Insurgents immediately stormed back and recaptured it. I think this game would have been a lot closer if we'd been harrassed by the A10s. I'm not used to moving around in the open but we were able to with relative ease.

    Ghost Train: the only lopsided map with a high population. PLA pushed acrossed the river early. I was in E-male's squad and we actually crossed by the Tunnel flag, then moved through the woods towards Temple without being detected. No one was home and we were able to cap the flag without much of a struggle.

    Greasy Mullet: I didn't know this map could possibly last so long! I've always seen one side or the other demolish the other but not this round. It was a stalemate shifting between three central flags with MEC winning on tickets in the end.

    Ejod Desert: Another stalemate with both sides pushing and retreating but neither side gaining ground. Near the end MEC was able to capture Ruin for a while and again won on tickets alone.

    Road to Kyongan Ni: Population dropped from 30 to 20 on this map, but it's relatively small in size so that wasn't too bad. PLA captured all flags but USMC UCB relatively quickly, making this only the second lopsided victory of the night.

    GENERAL OBSERVATIONS:
    OpFor had a CO for 90% of the night. Did the USMC? OpFor also won every round, so having a CO definitely helped enormously. I also noted that when there's no bleed on maps, both sides are relatively even, and medics are reviving (i.e., tickets are lost very slowly) the maps take ages to end. Average map duration was one hour. Helmand, Ghost Train, and Road to Kyongan Ni were shorter; Al Basrah, Greasy Mullet and Ejod Desert were longer due to the stalemate conditions.
    |TG-1stMIP|Coridon

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  5. #18

    WhiskeySix's Avatar

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    Re: 18-3-2007 First PR .509 password night

    I really like the Helmand Province map.. I only wish it started with higher tickets... Even though it has fantastic terrain to maneuver in, the short ticket count (relatively speaking) limits the UK's tactical opportunities... you need the flag NOW. That's another map where eliminating the spawn cars is a GREATLY underused tactic! Hunting those down should supersede (IMO) actually capping flags at the start of the match.


    All in all, having the PW was extremely refreshing!! It felt like I was finally playing on a TG server again - where informed team players were in the majority! (Although, like others, I was really disappointed that the afternoon session got canceled... hopefully we'll be back on schedule next week!) I played portions of three maps, and in each one had an awesome time. SL'ed on Helmand w/ a largely TG group. Then caught portions of Greasy Mullet and Ghost train... on each of these squads the majority (including SL's) weren't wearing TG tags and it was a blast - great squad-leading, great communication, and good fun!




    (Only one down side, as others have mentioned: It was really disappointing that the afternoon session got canceled as I'd rearranged my schedule to get on then... oh well - hopefully we'll be back on schedule next week!)

    |TG-12th|WhiskeySix

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  7. #19

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    Re: 18-3-2007 First PR .509 password night

    Last night I jumped on during Al Basrah and joined the APC2 squad when Fallen was leading. I think if a team, especially on an urban map is going to use the armor it needs a dedicated infantry squad to help out. Even trying to keep one APC up while trying to enter the city is a tough job for 4 infantry. After Fallen left I became squadleader and the task to keep multiple APCs up while advancing is impossible without the aid of at least another squad.

    This is all made worse with the insurgents spawn car ability. When we were able to make a successful push towards the mosque with the APC as a support vehicle we would be flanked by respawning enemies at industry (they would also take out RPs). Even when we had just one APC going it was a nightmare to protect. The things are RPG magnets and with the insurgent mobility you cant just pull back a few 100 meters to repair you really need to reverse a ways back to be safe.

    It was just a constant uphill battle especially since we were tasked to pressure the mosque by ourselves. The problem with PR is that a true armor squad will have zero room for infantry support within the squad. Thus a Mechanized squad is required to protect the armor. Personally, I think this is where EMale's support squad would be perfect. If we had 6 more guys on the ground clearing buildings and alleyways in front of us as we advanced our armor would have had a lot easier time last night. I know its easier said than done but for armor to be effective against a solid opponent it needs at least a full squad of infantry in support.

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  9. #20



    Iamthefallen's Avatar

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    Re: 18-3-2007 First PR .509 password night

    Just keep in mind we were seriously hampered by my inability to be an effective SL for those few minutes. So it wasn't a good representation of an armor squad. It may be possible to have two APCs in the same squad, but it requires stricter communication, and far more coordination. Perhaps it could be more successful with a drive-by style rather than parking in the thick of action. Two APCs could quickly move in, neutralize the enemy, and move out before RPG gunners have a chance to move in on them.

    I think 6 people per armored vehicle is a good amount if the squad doesn't try to just play armor. They need to be an infantry squad using armor to defend and attack CPs. 6 men supporting armor and not being engaged is unfortunately wasting too many resources.
    |TG-12th| fallen

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  11. #21

    Rick_the_new_guy's Avatar

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    Thumbs up Re: 18-3-2007 First PR .509 password night

    Quote Originally Posted by SloppyJoe View Post
    1) Destroy the insurgents infrastructure 2) take flags.

    USMC needs to focus on weakening the insurgents, taking out their spawns so that they can only spawn in hard spawns that are not very conveniently close to flags. Once this is done, the USMC forces can ride in and sweep up flags with ease instead of banging their heads against insurgents that spawn near flags and ressupply troops quickly.
    Good rational.

    Once the Corp stops bleed (when does this happen?), halfing half of their jarheads defend that flag while the other half seeks and destroy their assests seems sound.

    Seeing how this is not a convintional enemy and does not have a true supply line, as found in the double assault maps, I feel pretty good about using APC and RPs and taking the fight to the tangos to the east and not blanking with other flags.

    If that is ungentleman like, to quote Darth Sideous from Episode 6: "So be it."

    ___

    I heard from the front lines that help is on the way for the Corp (.6).

    1. light AT will be limtied. Yeah, APC support squad!!!!!!!!!!!

    2. The civilian kit will be unleased. Good times for the Corp for the first few weeks. Everyone will be running around throwing rocks at each other. Civilians do not affect the flag orb. Corp can only knife them to "capture" them. Every thing except infantry equipment will be "colateral damage" if a civi dies. If a jarhead kills a civilian, the Corp will lose tickets, and the guy will recieve a spawn timer punishment. If the civilian gets "captured" they will recieve a punishment as well.
    Note: Once the tangos get this kit figured out, they will bounce back a little.

    3. The SL of the tango will get the Special Forces kit (limited kit).

    4. The Corp will have a complete make over for the C.O. (Digg that shovel). Platoon Rally Point anyone?

    .4 was like the Marine Corp was like J.R.O.T.C. outfit: They never could get out of the Airport and do anything, or keep the Village.

    .5 They win some and lose some, but teams being balanced the tangos have the advantage.

    .6 It is going to be The Empire Strikes Back, baby. Hopefully, a balanced fight will go to the Corp. I heard a Coliation General say something like: "A U.S. Platoon has never lost a fight in Iraq."
    (PO3) Marcinko_R. (BF2 PR .509) Squad Member
    (CPO) Marcinko_R. (BF2 PR .509) Squad Leader
    (LCDR) Marcinko_R. (BF2 PR .509) Commander

    Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html
    Squad Leader pledge to their team:http://www.tacticalgamer.com/battlef...r-platoon.html
    Commander pledge to their SL:http://www.tacticalgamer.com/battlef...d-leaders.html

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  13. #22

    AbyssGaze's Avatar

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    Re: 18-3-2007 First PR .509 password night

    As this is my first post on the TG forums, i dont know if this should be the first place i post. But i will nonetheless.

    I had great time playing on the PLA/MEC side on Ghost Train and Greasy Mullet.

    On both maps i was squad leader of IndustrialAA.

    Ghost Train: With the help of our CO who was helping us every step of the way.
    Our squad and squad #6 easily got ahold of Village in the first 10 minutes of the game (with some slight resistance from snipers for our squad).
    The rest of the game we took defensive positions alongside the hills next to the farm to keep the US side closed in.
    Our efforts netted us the best squad of that round.

    Greasy Mullet: Without a CO for most of the round, we decided to keep the USMC from getting ahold of the northern outpost.
    We were met with some fierce attacks and resistance from the USMC side.
    The firefight ensued untill we lost our military base which forced us to pull back.
    A CO popped up around that moment and helped us regain that base.

    Unfortunately i could only play for two rounds. But it was a very enjoyable experience to actually get some fierce challenge, unlike in the pubby games.

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  15. #23

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    Re: 18-3-2007 First PR .509 password night

    some good AARs thanks for the read...

    as you prolly guess, MAJOR changes are happening to the insurgents in v0.6, and albasrah. As of right now I find albasrah broken.... yes its possible to win as USMC, but its helluva annoying... constant RPGs and grenade spam make it not too enjoyable, as the best course of action is to take up a roof, and start killing... Of course I have pushed the insurgents back to the palace, but thats generally cause we had excellent air support and the insurgents were foolish with their spawn cars.

    One note on albasrah: If you happened to take a Heavy AT kit as USMC, WHATEVER YOU DO, DO NOT LET IT FALL INTO THE INSURGENTS HANDS!!!

    This has happened various times when I play insurgents, and whenever my squad gets one of these bad boys, we hold onto it like it was precious treasure. Nothing beats blowing up USMC APCs/Tanks with their own gear!!! Works wonders, and they have NO CLUE why they are getting destroyed so quickly.


    Also, why do insurgents win so often??? I think it has to do with the kicking script and teamswitchers...... Whenever I join TG I am almost ALWAYS placed on OPFOR, same with all my comrades. I dont have a problem with this as I actually prefer playing OPFOR, however, I notice the USMC is usually not up to the task of any kind of organised assault.... They usually all meander their way around, not really in any kind of organised fashion, making it all too easy to kill them. Dunno how to fix that, just stating an observation I have seen..

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