-
12-03-2007, 03:29 PM #16
- Join Date
- Oct 2007
- Location
- Atlanta, GA
- Age
- 36
- Posts
- 281
Re: Snake Eyes: How to play as USMC
Nicely done. It makes all the sense in the world. I unfortunately was a caualty and did not even see your sneaky squad. Very good tactic and thank you for sharing.
V_D
-
12-03-2007, 03:37 PM #17
- Join Date
- Jan 2007
- Location
- Parkersburg, West Virginia, United States
- Age
- 44
- Posts
- 2,521
- Blog Entries
- 2
Re: Snake Eyes: How to play as USMC
Finally watched the video, realized this *was* the round where you guys rolled right on up past us. Textbook application of the SL holding back - at least as much as possible, on this map - and letting the squad spawn in and keep everyone going, as you headed inland.
-
12-04-2007, 03:27 PM #18
Re: Snake Eyes: How to play as USMC
Actually, that's an example of frontline squad leading. I like to take point and keep pulling my guys forward. Plus, it's an easier way of showing them where I want to go. I find that a lot of players have a tendency to stop moving or going in the wrong direction otherwise.
-33rd- BaneII
Smokers & Jokers
-
12-05-2007, 03:14 AM #19
Re: Snake Eyes: How to play as USMC
I was very impressed by the creative smoke throwing and the tight-knit squad pushing through fluffy defenses (including myself being massacred 3 times in succession). I remember that game - going round the corner and looking three grinning gringos with machine guns into the gun barrel.
This style works only when the squad stays close together, has support and medics constantly active, buzzes around and has lots of luck.Gigabyte P35-DS3R, 2GB, 8800GTS 640MB, Core2Duo E8400
-
12-05-2007, 04:23 PM #20
Re: Snake Eyes: How to play as USMC
When you roll in Bane's squad you learn to throw smoke for cover..
If you don't throw smoke..well we won't talk about that...LOL
BillBill
|TG-33rd|BigBill




-
12-05-2007, 04:45 PM #21
-
12-05-2007, 05:20 PM #22
- Join Date
- Jul 2005
- Age
- 23
- Posts
- 26
-
12-05-2007, 05:36 PM #23
Re: Snake Eyes: How to play as USMC
Bane scare the crap outta me ingame!!
Keep thinking I am gonna get shived
Long May the FFTHFF(5th) live in our memories and our teamplay.
-
12-05-2007, 06:49 PM #24
- Join Date
- Nov 2006
- Location
- Virginia, USA
- Age
- 22
- Posts
- 463
Re: Snake Eyes: How to play as USMC
Actually kile, you should probably be more worried about getting MG-sniped or AT-pwned, as Bane rocks those kits all the time.
playing off the TG server feels like we're playing 2142 on easy mode~Fehmart
I'm going to close my eyes until it's over~Experiment, commenting on my driving
"Get it up quickly and beat it hard."~Jonan
I don't get a bonus DVD? My life has lost all meaning.~Zoopy_T

-
12-06-2007, 02:20 AM #25
Re: Snake Eyes: How to play as USMC
Who said I was talking about in-game! I feel like he's gonna come out of my monitor grab me by the neck and shiv the @%$# outta me. no joke. it's scary.

Long May the FFTHFF(5th) live in our memories and our teamplay.
-
12-06-2007, 03:00 PM #26
Re: Snake Eyes: How to play as USMC
This is a great map, and this is a great post showing a way to break through (maybe the only way, maybe not). Maps like this have a logical progression to them and require the entire team to coordinate - something we are not used to doing around here as much as we'd like. Failure to work as a team will result in failure on this map.
Last night I played this map on the UKR side and witnessed an entire round of failure on the part of the USMC. They only managed to get on shore two or three times and were repelled every time. I believe they failed because they were not working as a team. How did I know they weren't working as a team? Because our spotters had landings up and down the beach at any given time. When there was a landing on the southern edge, there were simultaneous landings at other points - including the docks, which my squad was watching.
This is a great map, but it requires teamwork. I think TG is up for this challenge, and BaneII has given us a generous head start.
-
12-07-2007, 12:55 AM #27
Re: Snake Eyes: How to play as USMC
That's called motivational leadership.
Just a few days later, Bane's squad (not all 33rd) and SSA's were trying to do this very thing, but never succeeded in making it to the first flag.
Factors: Confused artillery person (I had to type in CAPS in chat to tell him where to drop rounds--and I wasn't always right), comander who was not getting people organized that I could see, and the UKR brought up armor on the beach. We managed to get on the sand a few times, and our squads pushed halfway, but (at least for SSA's squad) there were just too many bullets and not enough smoke.
We only have 2 smoke grenades, so drop those supply packs, please! (not you Bane)
Living proof that "Teamplay ensmartens the idiotest of us!"
"Let us be neither hasty nor tardy, and let us always be ready to make a new start. If you fall, rise up. If you fall again, rise up again." St. Peter of Damascus, ~1196 AD
-
12-07-2007, 01:29 AM #28
Re: Snake Eyes: How to play as USMC
Roger that Axis...I think once we organized a full on assault with three vehicles. We made it about half way to the cap point. More arty for sure. More smoke for sure.
The results were tantalizing enough that I can't wait to SL that map again. I think it was Magonushi who was driving the other APC...We were pretty close to organized on that one push...I'd really like to see an IHS night where we try out some different tactics...maybe a 200 ticket round, rapid fire and switching back and forth to get things going.
In fact, I'd be happy to lead a practice for the Irregs and others who want to see this map's tactics fleshed out.
Would anyone like to do that?
Regarding the movie: one new tactic that has evolved that complicates things is the use of mines at the waterline. This prompts a early disembarkment (and the potential for stolen APCs) at the frontline. May I suggest that the APCs save smoke for landing as extra cover? Maybe obligatory destruction of APCs upon landing in case the first wave goes down in the drink? (Pirate moment: Yar!)
Another observation: Maybe we need to land a bit further north? We were pressed into the out-of-bounds more than once...
SSA out.
-
12-07-2007, 11:53 AM #29
Re: Snake Eyes: How to play as USMC
That's what happens when you are in his squad and don't throw smoke. Honestly, and I know the entire 33rd would agree, when Bane leads the squad you know you are going to do well. He is the guy you want when running into a meat grinder like Snake Eyes. Too bad he sucks at Civ4...cries like a baby...very sad.

Burning spies is cool.
-
12-07-2007, 02:09 PM #30
Re: Snake Eyes: How to play as USMC
Okay, I'm back again with a review of the round of Snake Eyes two days ago that people have been referring to. So let's go to the videotape:
[media]http://www.excelsiorcapitalgroup.com/video/tg/poe2/Snake Eyes Failed USMC Assault.wmv[/media]
Download link
Now onto the critiques. While you may see your name in the video, don't take anything personally since I'm not calling out any names. I'm posting my views of what went wrong and why USMC wasn't successful in capturing a flag.
1. No artillery support. I don't know where they were shelling but it wasn't near the landing parties. You can see the Ukrainians had groups of defenders that could have been easily cleared with a well placed shot. It's hard to stress just how important arty support is on this map. Hopefully, this message can keep being pounded until it starts to sink in. Another problem I note on the server is that there are few people proficient with artillery. I can only think of a few people who do well with it. And by well meaning is that you can hit any target within 3 shots, even moving targets. Go practice.
2. Infantry not advancing. A common problem with most players. Players' default seems to be to stop, dig in, and take pot shots. Unfortunately, that doesn't gain you much and the enemy will eventually close and destroy you. And you can bet that if I'm on the Ukrainian arty, a shell will be soon dropping directly on top of your position. You're gonna die eventually so you might as well attempt to take some of the enemy with you instead of hiding. My squad was the only squad to make an advance, twice even, but we didn't get any backup. Everyone needs to support an advance.
3. The pacifist medic. These are the medics who never pullout their gun and only run around with paddles and medic packs. Many players believe that this is the "proper" way to play this kit. However, on this particular battlefield in this particular situation it doesn't get you very far. Running out and reviving in the open with numerous enemies attempting to kill you is suicide. Now if it's the squad leader, then that's a different story, you are trying to save the spawn point and that's worth the risk. Or if you have concealment behind a smoke cloud or cover, then that is fine. In suicide situations, you are better off attempting to kill the enemy first. At least then you have a chance of making the area safe enough to attempt a revive. If the kill first-revive second school of thought is hard for you to grasp, then at least try to only have one of this type of medic in the squad. You shouldn't have three pacifist medics running around in the squad. Having too many medics can be a bad thing and if it is so, switch to a different kit.
For an example of the kill first-revive second school, take a look at the original video and pay attention to NorCal, Big Bill, and Boudreux. Especially pay attention as to how they revive.
4. Lack of support class. No ammo resupply means your assault runs out quick. That means no more smoke or hand grenades for your squad. Notice in the video how the USMC hunkers down behind the dunes after they run out of grenades. Playing support allows you to keep your squad moving and killing. Also, squad members must make an effort to pickup ammo bags. I've noticed players to have a tendency to forget or ignore resupplying. Once again, this is an oft ignored kit and I know few players (still playing that is) proficient in using it.
5. Lack of engineers. The use of mines on the shore is not an insurmountable problem. An engineer's wrench will remove an enemy mine. There was more than enough time for a friendly engineer to open a path for the armor. Keep this in mind next time for those squad leaders who get to the beach; have someone go engineer and open up a path. Also keep friendly armor repaired so it can stay in the fight longer.
6. Lack of snipers This is a perfect situation for a sniper. Entrenched enemies on fixed weapons are easy targets to eliminate. Killing these targets first makes the advance easy for the rest of the team. Since the majority of defenders are anti-tank, snipers have little to fear from them due to their lack of precision long range weapons. Note in the above video how many kills the fixed AT-4 Spigot gets on friendly armor. Sure would have been a great help if it was kept vacated.
Due to the high amount of sniper hate in the TG player base, players do not know how to use this kit. Pay attention in the original video and notice the USMC sniper kills. The guy who killed me with the RPG in the tower was taken out by a sniper before he fired another shot. The reason you mostly saw five guys running with me is because I assigned Sumluv to snipe and cover our advance. He picks enemies off at long distance as we advance because the enemy will focus on the immediate threat (the advancing squad), thus giving him easy shots.
7. Stopped armor. Notice the armor that stops after it comes ashore. That's a no-no. A moving target is harder to hit. Best bet is to go parallel with the coastline and keep moving back and forth while firing. Stopping or driving straight forward against so much opposition is not an option unless you like dying. Concentrate on the machine gun positions first. Clearing them will allow the infantry to advance easier. Friendly infantry should make a priority to eliminate the enemy anti-tankers.
That's about all I can think of as of now but it's time to get out of your comfort zone folks. The majority of the squads on the server will run with medic, assault, and special forces kits. Hate to burst people's bubbles, but that layout won't always get the job done. Switch it up a bit and try different configurations to achieve different results. Players call for new maps but use the same old layout even though it calls for different tactics.
To close let me again say don't take anything personal. This is my opinion on what strategies and tactics that I think are optimal for this map upon review of a played round. I think this is an awesome map and can be played to it's full potential if we review and discuss it.Last edited by BaneII; 12-07-2007 at 05:37 PM. Reason: misspelling
-33rd- BaneII
Smokers & Jokers
Thread Information
Users Browsing this Thread
There are currently 1 users browsing this thread. (0 members and 1 guests)



Reply With Quote










Bookmarks