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Old 04-29-2007, 04:58 PM   #16 (permalink)
 
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Re: If there is no bleed, dont attack

This is a very viable strategy, but only in 2 situations...

1) when there is an admin present (not a problem for you) to ensure orders are followed.

2) when the other team continues to throw bodies into the meat grinder and doesnt adjust and do the exact same thing to you..

Could you imagine how boring a round of ghost train would be if both sides sat back and defended their side of the bridge.

In all honesty, this type of strat is something you adjust to using if either your team to put it bluntly can't shoot for crap or you get on the wrong side of a substansial ticket disadvantage.

Starting out a map with this strat would make for a situation where if the other side adjust's properly (by using the same tactics against you) you could have an eternal map where there are few kills, thus few deaths and tickets remaining relatively stable. In all honesty using this as a "main strat" is really an abuse of the AAS system which is the only thing that allows this to happen in the first place. These assault maps where there are "grey flags" bleed should occur when a team holds a majority of the flags, not 3/4's or all but one.
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Old 04-29-2007, 05:00 PM   #17 (permalink)
 
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Re: If there is no bleed, dont attack

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It is absurd to me to that defense would be more boring. Its the same enemy, the same amount of encounters, only he has to walk, while you get to work on positioning. I think this is confusing a lack of patience with boringness. This is exactly why such strategies rarely work out.
And if the enemy decides he wants to sit back and defend his current territory as well?
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Old 04-29-2007, 05:04 PM   #18 (permalink)
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Re: If there is no bleed, dont attack

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And if the enemy decides he wants to sit back and defend his current territory as well?

Then there is your time for much needed bio-break... Use it wisely before the patience of enemy runs out and they knock the door.
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Old 04-29-2007, 05:11 PM   #19 (permalink)
 
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Re: If there is no bleed, dont attack

As a Chinese CO on that map I always attempt a sweep for processing. Defending fishing village is bloody with all the hills and woods. Also with US choppers in play, losing both the flags for just an instant means they may be taking estate and temple within seconds.

My strategery is as follows.
Start the map by sending 1 squad over .. waitn, nvm, i was about to tell you the winning strategy.

Lets just say, the easiest win for china is to make a fast grab for processing with a small squad in waiting. Once the middle two flags are taken, even if only for a minute, processing facility turns.

It becomes so much easier to defend, as ALL or most squads can focus on defending processing facility. USA wins with LB and BH support when there are two contested flags. In a defense over one flag China wins with scoped riflemen and arty support.

Also, gov office can be defended indefinitely by 1 or 2 organized squad using claymores. There are two ways in, east main gate and north gates from wooded areas. If there's a sqd of rifleman, medic, CO, and the rest c4 or claymores the entrances can be rigged in such a way that entry is insta death. Using two squads (even if short, 4 and 4) is far better than 1, as one can be dedicated east gate, and another dedicated north gates. Since USA has no arty the only recourse is frag fest over the wall, which can be avoided if your SL and claymore men sit inside while one man hides outside waiting to give the demo order. Also, chinese SL's can call arty down on themselves and hide inside if the CO says they've got alot of incoming. Same thing for the wooded garden to the north, thats where US staged before they rush in, so arty there can stop north assaults.

Anywho, i started rambling. You'll see the devastating effects of my strategery* next time I CO on that map.




*Taken from the bush administration
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Old 04-29-2007, 06:56 PM   #20 (permalink)
 
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Re: If there is no bleed, dont attack

Switch, you can also "boost in" by climbing on a tank and jumping over the wall.
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Old 04-29-2007, 08:42 PM   #21 (permalink)
 
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Re: If there is no bleed, dont attack

shhhh dont tell them damnit!
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Old 04-29-2007, 10:05 PM   #22 (permalink)
 
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Re: If there is no bleed, dont attack

Well, playing last night was completely different type of playing i have ran into with Santa as CO. First off, my SL was not communicating and/or apparently not following orders as directed for I was kicked from the server for not following SL or CO orders. My SL still had an attack marker on the NB of the map Ghost Train and of course I was still trying to attack. After rejoining and joining a different squad I asked the SL if we were just trying to make the enemy blled and he said yes. I was bored but it was still fun in it's own way, especially after we won. I want to say good CO'ing Santa and sorry for the misunderstanding for me to get kicked. I just want to know why my SL did not change the attack to a defend and why he never communicated this to me but it is all hunky dory now. Just makes me feel bad for needing to be kicked when I did not know any better at the time.(oh I hardly ever read if it was advertised in writing on the screen, I get to rapped up in the game)
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Old 04-30-2007, 05:09 AM   #23 (permalink)
 
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Re: If there is no bleed, dont attack

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Also, gov office can be defended indefinitely by 1 or 2 organized squad using claymores. There are two ways in, east main gate and north gates from wooded areas...
Or quick drop-off onto the roof with LB or BH. Even if the office is defended, you'll be able to clear the roof and do a quick drop before they know what's happening.


Once you're up there, it's easy to defend and rain death down...it's a tactic I hardly ever see utilised, but the best one to take office if you have a good pilot, since it's easy to defend the ground entrances.
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Old 04-30-2007, 06:29 AM   #24 (permalink)
 
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Re: If there is no bleed, dont attack

Its rough with the BH and the LB has trouble landing in a hot zone.... that said, its the best way for US to insert if they've got the pilot for it.
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Old 04-30-2007, 08:15 AM   #25 (permalink)
 
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Re: If there is no bleed, dont attack

I like defending the fishing village. Plenty of meat running around there. 1 squad defence on that one. Spread out in the hills and the second someone spots a chopper it is time to pounce. Go get em boys!!!!!!!! Run the perimeter taking out whatever just showed up and, if need be, get the arty back on the village ASAP. I have spen almost entire maps on D there and it is rarely a boring time (to the point of standing there and reading the phone book or something). I think that last night we got molested by about 3 squads at a time and still only lost the flag for a few mins at best.
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Old 05-01-2007, 05:22 AM   #26 (permalink)
 
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Question Re: If there is no bleed, dont attack

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Originally Posted by Santa View Post
PR has made it so that instead of flags mattering, squad setups and positioning matter. Strategys based on TEAM defenses rather than squad based defenses lead to an overall better k/d for the team due to man advantages everywhere.

This finally makes sense of alot of recent games Ive seen. One side wins the war and gains most of the flags but loses the game anyway. Thanks for the explanation.

I disagree with the setup but its nice to know how it works anyway. I always try for a 1:1 KDR in pretty much any game and its not hard to do in PR when in a heli or tank but I thought it'd be about terrority as thats how real wars work?

I agree KDR has an influence, no side can afford to lose too many troops or vehicles but thats secondary to land gain/loss in my opinion



For example, can you explain how this makes basrah a fair map with one side unable to revive their wounded and with limited weapons/vehicles and the other side has the ability to go the whole round without dying while killing dozens, raining death from above without fear.

Its obvious to me which side will have the best KDR, so why would anyone want to play a predetermined game or at least be the one to play the weaker side
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Old 05-01-2007, 08:33 AM   #27 (permalink)
 
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Re: If there is no bleed, dont attack

There is no weaker side. Tactics and coordination can win the round for either team. In the beginning with the confusion over AAS, IMO, maps were very lopsided. Now, with some flag tweeks and better coordination, it could go either way on all the maps and has. When one side gets an advantage, and presses it, if the other team doesnt pull their heads out of their respective butts they can lose a map very quickly.
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Old 05-01-2007, 03:13 PM   #28 (permalink)
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Re: If there is no bleed, dont attack

Good defence is key to winning in PR. If a side decided to just defend they will most likely win the game. The problem is that if both side decided that defence is a good tactic you will have a pretty boring game.

I agree with Beatnik some maps in PR really need some more incentive for attacking.
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Old 05-01-2007, 07:19 PM   #29 (permalink)
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Re: If there is no bleed, dont attack

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Originally Posted by Sabre_Tooth_Tigger View Post
This finally makes sense of alot of recent games Ive seen. One side wins the war and gains most of the flags but loses the game anyway. Thanks for the explanation.

I disagree with the setup but its nice to know how it works anyway. I always try for a 1:1 KDR in pretty much any game and its not hard to do in PR when in a heli or tank but I thought it'd be about terrority as thats how real wars work?

I agree KDR has an influence, no side can afford to lose too many troops or vehicles but thats secondary to land gain/loss in my opinion

I also agree with Beatnik that i dont like how many PR maps are based on K/D instead of territory control. But until this changes, i think a defensive strategy is much better than an aggressive strategy. No Pattons in this game.


For example, can you explain how this makes basrah a fair map with one side unable to revive their wounded and with limited weapons/vehicles and the other side has the ability to go the whole round without dying while killing dozens, raining death from above without fear.

Its obvious to me which side will have the best KDR, so why would anyone want to play a predetermined game or at least be the one to play the weaker side
Basrah is completely different because it DOES have bleed, so in large part it is about territory control. The longer the insurgents hold the Village, the longer they bleed the enemy. If they bleed the US team enough, it makes it almost impossible for the US to come back even if the insurgents dont have paddles. This is one reason i didnt like Basrah all that much. It lasts 2 hours, and you generally know who wins after the first 10 minutes.

But if the US team gets village quickly and stops bleed, they could easily use my strategy. Just surround facility, lay siege to it, and the US team will quickly gain the lead and will be unable to lose it.

But i do agree with Beatnik that its silly that K/D is more important than territory control. But until they change that, its best to use a defensive strategy than an offensive one. No Pattons in PR.
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Old 05-01-2007, 08:08 PM   #30 (permalink)
 
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Re: If there is no bleed, dont attack

I don't know, I CO'ed a round on EJOD last night where we capped out the US forces and won something around 200-0. We were aggressive when we had the advantage, and played defensive when they had the advantage. (Who had the advantage was determined by who had more rally's near the point of contact and area's in conflict, us or them, and who had the armored advantage at the moment. When both of those were in our favor, we pushed, when they weren't, we defended)

I think your strategy here relies on being able to remove anyone from the server who doesn't follow order's. (not something anyone can do on the spur of the moment) and having artillery to back your squads up. I don't think that strat would be as effective as GB on GT since they lack the artillery to disperse infantry and take down rally's at range.

However having said that, the concept you are using as your basic strategy is sound, don't waste resources if you don't have to and taking advantage of game mechanic's in a legit fashion to reach the ultimate end of victory. Once a team gets on the wrong side of a ticket imbalance they need to either turtle up to get easy kills while defending to bring the imbalance back into balance, or assault non-stop in hopes of capping out or getting a good bleed on the other team. That is why I firmly believe with the AAS system ticket bleed should always occur on these "balanced maps" (balanced insofar as flag control and such goes when the map begins) once one team holds a majority of the flags, and not 3/4's or 2/3's.
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