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05-03-2009, 03:03 PM #1
The Perfect Roflcopter Round - Sidi, Saturday May 2nd
The Perfect Roflcopter Round
To give it away first. Me and Reaper never died and the K/D was 47 and 0. But I didnīt create this topic for bragging. More for a tactical explanation and AAR purpose to give you all an insight on the Transport as Gun platform and what can make it a game deciding factor.
Round Start
Lyra has good spawn and enters Transport. Reaper has bad spawn. Offering various SLs a ride by hovering next to them and honking wildly but not accepted. Reaper enters and we lift off.
Tactical Decisions 1 - Initial Moves:
THE arch enemy on this map is the Gunship. Even an average gunship can make transporting a living hell. Thus the first move is to fly to Reactor Core. The enemy team knows the same so they try to spawnbomb Reactor Core using their Transport.
> We hover high and enemy Transport is eliminated.
Our Team arrives at Reactor Core with a Buggy ready to take the flag. We figure that some smart survivors of the enemy Transport might camp the Gunship spawn.
> Camping Gunship spawn where indeed 3 enemy soldiers are waiting. Gunship almost lifts off but gets shot burning
Suppressing Warehouses hovering above Reactor Core.
End of Phase 1 - Flag Status:
Reactor Core - EU
Offices - EU
Power Generator - EU
Warehouse - PAC
Military Outpost - PAC
Tactical Decisions 2 - The Cobra bites:
We now have bleed and a solid flag ownership. Lots of "friendly territory" to hover above. We know tho, that we are a thorn in the enemies flesh. I asume their next step would be to try out a counter Roflcopter.
We cancel the suppression of Warehouses and I hover high. The ground disappears and we try to counter the counter Roflcopter like a Cobra in the sky.
> A few seconds after the enemy Roflcopter apears up high in the sky infront of us. The cobra bites and the Transport is taken down being cought off guard.
Meanwhile our Team is now in possesion of the Gunship. We continue to suppress Warehouses. Under heavy suppression fire our Team is able to take warehouses. Warehouse is a very important flag to have next to Reactor Core because the PAC Walker spawns there which can area deny 1-2 flags by its AA Gun.
The enemy team would have a hard time now going anywhere.
End of Phase 2 - Flag Status:
Reactor Core - EU
Offices - EU
Power Station - EU
Warehouse - EU
Military Outpost - PAC
Tactical Decisions 3 - Securing the Territory
This is now a very comfortable situation. Because we merely have to react to things that are spotted while having a triangle of safety in between Core, Generator and Offices.
Our Team spots an enemy Buggy going from Warehouses to our Power Generator backflag.
> Buggy tries to spawnbomb on Power Generator and everyone gets eliminated.
Another Buggy is spotted passing thru Warehouse, going for Power.
> Buggy is shot down on the road to Power before anyone can disembark
We would never have seen those Buggys by ourself. Only them being spotted by our Team made a quick reaction possible.
Meanwhile the enemy spawnbombs Offices with their 3rd Buggy and quickly takes the flag. We put down heavy suppression fire on the flag. Daddyofthree spawnbombs the flag himself with a buggy shortly after taking it back for the EU team.
> Offices is saved and cleared. Another enemy Transport that comes to aid them is disposed by focused fire of the Gunship and the Transport.
End of Phase 3 - Flag Status:
Reactor Core - EU
Offices - EU
Power Station - EU
Warehouse - EU
Military Outpost - PAC
Tactical Decisions 4 - Tactical Repetition are Repetitions are Repetitions:
We still have a tight grip on the enemies throat. The set pieces are beinning to repeat from here mostly.
Another buggy is spotted going to Power Generator.
> The buggy and a whole 6 man Squad spawning off it is eliminated
The enemy Transport shows up again trying to get reinforcements to Power.
> He is taken down by the Gunship and thr Transport
An enemy buggy is spotted heading for Offices
> Buggy is being taken care of
An enemy APC is going for Offices.
> We cannot kill armor and people hiding in it. Every time we meet this situation the piece of armor will permanently be spotted to reveal its position to our team - as they help us spotting targets for us.
> A short while after the APC is being taken care of by a Tank and our Gunship.
The enemy Transport is trying to spawnbomb Reactor Core
> The enemy Transport is being shot down and the flag cleared before it goes their way.
One enemy Buggy is going for Reactor Core and 2 for Offices
> All 3 are being shot at and finally killed by us and our teammates
The enemy Transport make a last attempt to bring us down head on but is engaged quickly. It pulls back and tries to back off. We chase it but it gets out of range. This would be the last movement of the game.
Analysis:
Things that made our Team win:
- Killing the Gunship
- Getting the Gunship under control
- Spots on everything that enters into friendly territory
- Having a little crew of people defend Power Generator backflag
- Taking priority in Warehouse over Offices to deny the PAC Walker to spawn
Things that made the enemy team lose:
- Losing the first engagement for the Gunship
- Not camping the Gunship spot after with tanks or similar
- Constantly 5-6 people waiting on their UCB Landing Pad for the Transport Respawn.
> Basically the map was already largly in our favour after the few initial engagements. After that we just had to react to any movements while our enemies had to act.
> If the enemy had A) Got the Gunship and B) Got the Walker from Warehouse into play as area denial on Reactor Core, our round in the EU Transport would have been less than comfortable.
I want also want to thank everyone on our Team for Supporting us with all the spots and tactically wise choices.
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05-03-2009, 06:44 PM #2
Re: The Perfect Roflcopter Round - Sidi, Saturday May 2nd
As an SL working against Lyra and Reap, these are the smart things you have to keep in mind.
1. Get the gunship off the bat.
2. If not, go for Warehouse as PAC and Offices as EU, and grab the walkers. SAAWs and Anti-Air rorsches are useless.
3. Friendly ROFL can work against enemy, if and only if it comes from above, and at an unsuspected moment.Last edited by Zhohar; 05-03-2009 at 07:29 PM.
Fight!
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05-04-2009, 12:29 PM #3
Re: The Perfect Roflcopter Round - Sidi, Saturday May 2nd
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05-04-2009, 01:03 PM #4
Re: The Perfect Roflcopter Round - Sidi, Saturday May 2nd
Move the transport out of AA range, use the capslock map to set a move marker on the AA rorsch, and have Reap blindfire at the movemarker.
He can use the mover marker or your exploding AA artillery to locate you.
And he doesn't need to be accurate because the Yastreb F2 damage has a large spash radius.
And if you get out of AA when he leaves the range, he can just move in and mow you down while you're running for it.
I'm not saying it's not a smart thing to do, esp. if you're in a pinch, but if you have a clean slate to do whatever you feel like, a walker would be a smarter idea.Fight!
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05-04-2009, 05:56 PM #5
Re: The Perfect Roflcopter Round - Sidi, Saturday May 2nd
How dare you call my beloved EU Shepard one of those nasty Pac Yastreb fat cow vehicles.
Ground AA turrets can work if you can catch me off guard, so a lot of is dependent on how many targets there are away from the AA turret.
And am is very important (yes the splash is nice but its no APC) just a different kind of aiming, really leading targets based upon the movement of the ROFL and the distance to the ground. More speed and distance the farther I have to lead a target, I wish I had taken a screen from this round but I was pretty much aiming my gun 90 degrees down to hit things at a 45 degree because of how high we were at the end of the round.Reapator, overlord of ponies

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