This plan is familiar to most, but there are some differences, so take a look. Make doubly sure to read your own instructions carefully. Mashtuur City's plan will be up later today (I hope).
CO: |
TG-E1st| bigeye101
1. Artichoke (Attack Squad)
SL: |
TG-Mth| R.E.A.P.
|
TG-Mth| Zoraster
|
TG-Mth| Repaq
|
TG-Mth| AntiIRS
|
TG-7th| Lyramion
|
TG-AIR| MsDrBeat
2. Banana (Statue Squad)
SL: |
TG-21| LordMeatwad
|
TG-Mth| HellHarry (walker)
|
TG-21| Buriu
|
TG-21| soggy_waffle63
|
TG-21| Pure_Ox_
Sluggo78
3. Cherry (Pond -> Ruin)
SL: |
TG-21| Fruvous
|
TG-21| Austforbeer
|
TG-21| Jakaleel
|
TG-21| Onoobiwan
Fransan
|
TG-55| DrakenViator
4. Date
SL: FrozenInferno
YdoUwant2know
|
TG-SC| Hablos
|
TG-3rd| Arithea
|
TG-3rd| F|1pmode
|
TG-3rd| Pedestrian01
5. Utility Squad
SL: |
TG-3rd| Anospa
|
TG-21| EvilTodd
|
TG-E1st| jazy2
6. APC
SL/Driver: Zhohar
Gunner: |
TG-21| Aumen
7. Tank
SL/Driver: |
TG-8th| INSUNABULA
Gunner: |
TG-8th| ShinagamiRyuk
---
GENERAL BATTLE PLAN
1. Neutralize bleed
2. Set up Kill Zones
3. Get Bleed
Our goal will be to put us into a position to have both the walker going and taking care of threats to our APC which will annihilate. That being the case, we are going to overload the attack on Statue with THREE full squads (totalling 18 people). Squads 1 will then proceed to try and take Playground, especially if the APC is down. Squad 2 will be defending Statue. This is of primary importance, so this squad should not stray unless there is a very good reason.
ALL SQUADS except potentially the utility squad WILL HAVE AT LEAST ONE ENGINEER IN IT. This is non-negotiable. Even if you think you won't run into armor, I want at least one person in your squad engineer and getting motion mines down.
Let me be clear: our plan works best if we seal off any vehicle/buggy access to the main road. We want to make them come at us linearly if they want to get Pond, which we won't be specifically defending, but that we MUST hold.
SQUAD SPECIFIC ASSIGNMENTS:
1. Artichoke Squad
You will be jumping into the western most buggy along with Squad 3. Make sure you have both SLs in before going. Head straight to the statue and squad bomb the flag. After the flag and the area is secured, take out the railgun at playground and the APC to reach statue. From here you will advance to playground attemping to get the flag. You may use whatever method you wish and with whatever speed you wish to get the flag. If you manage to secure the flag, take up positions to watch over the flag and protect it.
It's likely that your attempt will fail, but hopefully with our APC and walker providing support, it'll work. big-eye will also make it a priority to take out the enemy APC with my CO assets.
If playground seems to hot, it's fine to hold back for a while. Your squad as well as Squad 4 will be the secondary defense squads for statue.
One of your squad must be engineer with motion mines. Have him throw motion mines down in the road when you run across if possible.
2. Banana Squad
You will take the eastern buggy to Statue. Rather than make any direct push on the flag, let Squads 1 and 4 capture the flag. Secure the area around the walker spawn and the northern building. Once the walker goes up, your squad will be in charge of it. Additionally, your squad will be tasked with the defence of Statue. This probably will need two engineers to mine up the approaches and keep the walker happy.
Remember, your first and only goal upon spawning in is that walker. If for any reason that walker goes up, it is your squad's purpose to take it. We're PAC, so you have no excuse not to. Once safe, give the walker to Harry.
Last, it is ABSOLUTELY ESSENTIAL you defend this flag. Do not wander off. This could get boring. But it's absolutely the job you must do.
3. Cherry Squad
Your squad will advance on foot to capture both Pond and Ruin. I suggest heading straight for Ruin with the exception of one member in order to make sure the flag goes up quickly. After this, it's your job to make sure that the enemy doesn't flood into Ruin. This may be difficult at first before Squad 4 has a chance to reinforce you.
Once Squad 4 has joined you, you will cover the eastern and middle approaches. You'll be tasked with protecting Ruin and Pond should they try and make a push that way.
Your engineer should use both motion mines and EMP mines on the central road to seal off the back flags from buggies. Squad 2 will also be doing this, but I want to have more than one engineer doing this.
4. Date Squad
You will join Squad 1 in the western buggy and head to statue. Get the flag and secure the area. Once this is done, head straight for ruin. You'll be charged with protecting Ruin from Com tower.
It's up to your discretion, but a good suggestion is to have your engineer spawn in on the buggy and hop out below the ramp and throw mms and emp mines down there to cover the rear from buggy attacks before Squad 3 can get into position.
You must have at least one engineer with motion mines AND EMP mines. He needs to put these mines down in the road. This will seal off the back flags from buggies.
5. Utility Squad
Your squad will hold spawn at first. Your first goal is to get a buggy after we take statue, take it to their ucb, put down a beacon somewhere they won't find it or see you pod in, and cause some havoc within the UCB. Your primary goal is to steal any armor that pops up (especially the APC). Secondary is simply to harass the enemy CO so he can't lead and take down enemy CO assets.
You have free reign to decide on how you want to accomplish this. Feel free to break down the squad and only take two (the third should do something useful toward the back like get more motion mines down).
As the game progresses, your squad will be the first to deal with any little problems that the CO needs fixing. For example, should they get people back to our UCB you'd be the ones to deal with it. Or if we end up moving up squads from Ruin to Com tower because it's weak, the CO may put you on back flag defense. And so forth.
6. APC Squad
The APC will drive to Statue and then support Squad 1 when it pushes to playground. From here, the APC is free to try and find safe spots to mortar from. Keeping the APC up is a priority for us.
If the APC goes down, you must make sure you get control of it when it goes back up. Losing the APC will be fatal.
7. Tank
The tank will cover the middle road. Its first priority is to take out the enemy APC, and its second is to harrass enemy infantry. While the APC may go forward to provide support, the tank will remain for back flag support and long distance sniping.
----
Notes:
1. SLs should talk to their squad members before the match to assign kits and duties within the squad. I don't want to micromanage your squad any more than necessary.
As always with these plans, games are dynamic, changing things. This plan is meant to be a guide, but once the game starts going, the CO may start changing things around.