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Old 10-04-2009, 05:17 PM   #1 (permalink)
 
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TG vs. TGW Scrimmage

Result:
Belgrade TG: 169 TGW: 0
Mashtuur TG: 211 TGW: 0

8x speed
4x speed

A great game. Really good execution of the plan (which I'll post later).



---
So about TGW:

They're sort of like us in that they aren't one clan. Normally, they play every Sunday. Each player or clan gets put into either the PAC team or the EU team. It's a lot of fun, and they play a lot of custom maps. It's probably your only opportunity to regularly play custom maps. I highly suggest signing up for their tournament. You can do it individually or within an IHS to keep your guys on the same side. visit them at www.tournamentgamingworld.com.

If any of them are reading this, I want to thank them for playing. It was a lot of fun, though too short.

--



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Old 10-04-2009, 05:22 PM   #2 (permalink)
 
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Re: TG vs. TGW Scrimmage

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.




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Old 10-04-2009, 05:22 PM   #3 (permalink)
 
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Re: TG vs. TGW Scrimmage

The first plan had some serious flaws as we discovered in the runthrough. They necessitated some changes. In this case, they're fairly major changes. Both the rosters AND the plan have changed some. Here they are:

CO: |TG-Mth| Zoraster

1. Aardvark
SL: |TG-Mth| R.E.A.P.
|TG-Mth| HellHarry
|TG-Mth| AntiIRS
|TG-3rd| Arithea
FrozenInferno
YdoUwant2know

2. Baboon
SL: |TG-21| Buriu
|TG-21| Fruvous [only AFTER getting to cranes]
|TG-21| Austforbeer
|TG-21| Pure_Ox_
|TG-21| Lord Meatwad

3. Chimpanzee
SL: |TG-21| Aumen
|TG-21| soggy_waffle63
|TG-21| Onoobiwan
|TG-21| EvilTodd
Fransan
|TG-21| Fruvous [start here and switch to buriu's squad once he makes it down the mountain]


4. Dolphin
SL: Zhohar
|TG-AIR| MsDrBeat
|TG-3rd| Anospa
|TG-3rd| F|1pmode
|TG-3rd| Pedestrian01

5. Elephant (Garrison)
SL: |TG-E1st| bigeye101
Sluggo78
|TG-E1st| jazy2


6. Transport
SL/Pilot: Lyramion
Primary Gunner: |TG-Mth| Repaq
Secondary Gunner/Repairer: |TG-21| Jakaleel

7. APC
SL/Driver: |TG-SC| Hablos
Gunner: |TG-55| DrakenViator

8. Super Tank
SL/Driver: |TG-8th| INSUNABULA
Gunner: |TG-8th| ShinagamiRyuk

---
General Plan:
The general plan is to establish bleed off the bat by taking Cranes (and its two walkers), upper_bridge (with a small garrison force), and Center (by flying a transport). Hopefully this will not spread us too thin, especially if we keep the transport grounded.

This plan involves basically a wheel. Squad 2 moves to replace Squad 4 which moves to support Squad 1. It's likely upper_bridge will not be attacked, but given that it's much easier to move from upper_bridge TO a flag rather than from another flag TO upper_bridge, that is why we're wheeling like this.

INDIVIDUAL SQUADS

1. Aardvark Squad (Repair Station)
Your squad leader will start in Lyra's squad and then spawn on him when the transport is up. The transport will go straight for Center. Your job is to get and hold Center. You will be joined by Squad 4 after Cranes is declared clear.

2. Baboon Squad
You will grab the east buggy and drive to Upper_bridge. It's possible they'll send someone there right off the bat. Squad 5's SL will be in your squad to start and will spawn on you when you're driving. As you're driving, he'll leave and form his own squad.

After we've established that Upper_bridge is clear, you'll go down to Cranes to defend. There is a way to safely get down that hill, but you may want to practice a couple of times to make sure you can do it safely.

From here, you'll be tasked primarily with defending Cranes, but may be ordered to support Center Square if needed (especially if Squads 1 and 4 move up to try and take Repair at any point).

3. Chimpanzee Squad
You will join Squad 4 in the west buggy going for Cranes. You and Squad 4 will secure the area and take the SOUTH walker. Once squad 2 joins you, you can decide whether to hand that walker off to them or not.

Your job, no matter what, is to stay at Cranes and defend it from any attacks. We cannot lose Cranes as this is both where our walkers spawn as well as the access point for our armor. Therefore, your squad should NEVER stray far from covering the flag.

4. Dolphin Squad
You will take the west buggy down to Cranes. You'll make sure to secure the area around Cranes, and you will take the NORTH walker. You will then join and help Squad 1.

5. Elephant Squad (Garrison)
Your SL will start in Squad 2 (Buriu's squad). You'll spawn on him once he has his buggy. You'll then form your own squad and get your other two squad members to join you. Your job, though possibly boring, is to keep upper_bridge safe. There are only three of you, but the approach to Upper_bridge is not favorable to the enemy as you have both a railgun and an AA gun plus whatever motion mines you can get. Feel free to let the CO if you need help. Squad 2 will leave you soon after securing the area.

6. Transport
SL 1 will join your squad to start. You'll fly him to Center, and then you'll have free reign to rofl as you can.


7. APC
Take the APC to Cranes. From there, position yourself as well as possible to shell their flag. They'll be taking Repair now. If you think it prudent, support Squad 1 on the center flag as they may be outnumbered at the start.

8. Super Tank
You have complete discretion on what you want to do, but keep in mind that your super tank will be great against their walkers. It is entirely up to you where you want to go.

---
Squad 1=red Squad 2=Yellow Squad 3= Green Squad 4=Blue Squad 5=Maroon Squad
Step 1:

Step 2:
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Old 10-04-2009, 05:28 PM   #4 (permalink)
 
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Re: TG vs. TGW Scrimmage

I put a thank you on their forum. you can see this and post there here: http://www.tournamentgamingworld.com...ed=1#post24377
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Old 10-04-2009, 05:39 PM   #5 (permalink)

 
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Re: TG vs. TGW Scrimmage

1. Belgrade round: we won by 169, and I ran an APC squad with Aumen. We were shot down once, and had a combined KD of 56/3. I think we did well.
Props to Anospa for keeping their CO and APC busy -- our never got EMP/OS'd, and, Ano did such a wonderful job of keeping the enemy APC busy, that I had 2nd place in the APC overall. Very surprising
They tried to get a couple of jeeps past us, but we had mines, and I EMP'd and shot down each of their jeeps. They gave up on that toward the end.



2. Mashtur round: we won by 211, and I ran a 5-man infantry squad. We initially cleaned up Cranes with Aumen, then left to help out Reaper at Central.
Cranes was a breeze (esp. considering our armor and Amen's people were there), but Central was a different story. Upon reaching central we had a long fight, lost the flag once, and regained it back. The most memorable point of that fight was the amount of lag: i literally just ran around and revived people. I could not shoot at all.
Later, Reaper got the South side under control, and my squad attempted to get Repair. By the time we got a good push going, round was over.



---

Below is a screenshot of TS before round start.



---

In all, an awesome couple of rounds. Many thanks to Zoraster for organizing this.
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Old 10-04-2009, 05:44 PM   #6 (permalink)
 
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Re: TG vs. TGW Scrimmage

Awesome accomplishment!

Congratulations on the resounding wins!
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Old 10-04-2009, 05:54 PM   #7 (permalink)
 
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Re: TG vs. TGW Scrimmage

if you're interested in the slowed down version (that's only at 4x speed), check it out here:

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Old 10-04-2009, 05:56 PM   #8 (permalink)
 
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Re: TG vs. TGW Scrimmage

The battle at Central was fun. Like Zhohar said, it was really laggy since there was so many people there. The plans were perfectly executed, great job everyone!
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Old 10-04-2009, 06:02 PM   #9 (permalink)
 
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Re: TG vs. TGW Scrimmage

Great scrim! Definitely had lots of fun. I was in a Walker during the lag time at Central and I would seemingly put 20 shells into something and they would just get up and walk away into cover

Also during Belgrade round I witnessed the fastest Comm Tower capture fail, being approx 90 seconds long (I have it on Fraps), no idea how I got out alive.

All in all, well done TG and thank you Zoraster for organizing this
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Old 10-04-2009, 06:16 PM   #10 (permalink)

 
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Re: TG vs. TGW Scrimmage

I think I had the most fun in Belgrade with Reaper. Thanks Zoraster and TGW!
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Old 10-04-2009, 06:20 PM   #11 (permalink)

 
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Re: TG vs. TGW Scrimmage

With a bit of math trickery, I came up with the following:

Belgrade lasted 14 minutes 30 seconds, and TGW roughly lost a ticket every 3 seconds.
Mashtur lasted 9 minutes and 20 seconds, and TGW roughly lost a ticket every 1.8 seconds.
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Old 10-04-2009, 06:25 PM   #12 (permalink)
 
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Re: TG vs. TGW Scrimmage

On Belgrade I was in Reaps Squad as Recon giving Otus power. After fending off some waves to Statue we tried to pick fights in the builings between Com and Playground. It worked out rly nice. Gained a lot more tickets than we lost while keeping them busy. Finished that round with 11 RDX Kills.


On Mash I was in the Transport with Repaq and Jacka. After gtting Orbitaled at the start we were able to take off and cherry pick TGW people off rooftop beacons. Pretty much smooth sailing but the 1 lucky PK rocket that killed me out of the pilot seat.
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Old 10-04-2009, 06:28 PM   #13 (permalink)
 
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Re: TG vs. TGW Scrimmage

Good job all round!!

You made TG look pretty decent indeed... Too bad I couldn’t attend :¬(

Congrats again to all that took part.
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Old 10-04-2009, 06:43 PM   #14 (permalink)
 
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Re: TG vs. TGW Scrimmage

Nice! I'm still sad I missed it but great job everyone!
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Old 10-04-2009, 06:54 PM   #15 (permalink)

 
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Re: TG vs. TGW Scrimmage

The following was the SLs PM for Belgrade.
Squad 2 Belgrade
Squad summary:
Protect ruins, protect pond.

SL:
Fruvous - Support (EMP IDS)

SMs:
Jakaleel - Support (EMP IDS)
Onoobiwan - Engineer (EMP, MM)
Austforbeer - Medic (Defib, x)
DrakenViator - Medic (Defib, x)
Sanfran - Medic (Defib, x)

",x)" denotes rockets or herzog. Whatever you're better at.


Early plan:
SL Quote -> Action taken
"Radio Silence" -> Do not chat. Likely, commander is talking, conveying important orders or intel.
"Hold spawn." -> Hold spawn
"Onoobiwan" -> Onoobiwan spawns in, places MMs along predesignated path.
When ruins is ours, SL will resupply and you will place new MMs/EMPmines.
"Squad" ->
Everyone spawns in. Everyone moves to Ruins, ahead of SL.
Jakaleel spawns in to take Pond + IDS.
If we need help at Ruins, he will help us
If no contacts Ruins, IDS on east entrance.
When ruins is ours, use 'midgame' plan.


Fireteam 1:
Fruvous (Support)
Austforbeer (medic)
Fransan (medic)

Fireteam 2:
Jakaleel (support)
Onoobiwan (engineer)
Drakenviator (medic)

Locations
"East entrance" East entrance from comtower.
"West entrance" West entrance from cotower.
"Ruins" Ruins flag.

Directions

Primary positions:
Fireteam1 on east, Fireteam2 on west.
-If armor goes into ruins, return to secondary position.

secondary positions:
Fireteam1 on west, fireteam2 on ruins.


What actually happened
1): Went according to plan. Capped pond, ruins
2): Primary position
3): Enemy stacks east, 1+2 combine on east. (squad7 took over west)
4): Rocket/nade spam
5): CO order: Pressure on com
6): Return rocket/nade spam on east
7): Play patty-cake, drink tea, ride ponies
8): Return rocket/nade spam on east
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