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| Battlefield 2142 - After Action Reports Discussions regarding Battlefield 2142 After-Action Reports on Tactical Gamer Servers. |
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#1 (permalink) |
![]() Join Date: Feb 2007
Location: In the Drug Store
Age: 20
Posts: 2,176
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New Ideas for Gibraltar 13 April 2007
Well this is sort a tactic discussion but also a report.
we were PAC trying to get in past toll and were not having much luck. we had tried several attempts to get past with a buggy and due to some driving difficulties and lots of motion mines all of our efforts had been fruitless. moxmax was SL we got lucky once and had two buggies and had moxmax in the second with me as gunner and we had and Ferris driving the other. he went first and tried to draw the mines away from the SL but it was to no avail. we even got the commander involved and had him OS the area to clear out all the people, once again we crashed and burned. I finally saw our problem was the mines. so we pulled out the motion mine bate, but I had to kill moxmax to get it since he was the best driver. So I knifed our SL and took the bate, he got revived and off we went. as we went screaming into toll I let one of the MM bates go and as able to fend off the first wave of mines, the bate attracted 6-7 mines, but the second wave hit us too fast since we had also hit an EMP mine. With a bit more practice and coordination this could become a very plausible tactic for breaking through toll. In a very last ditch effort we had the walker go first and a car follow behind. Unfortunately I ran into a supply box and almost flipped the buggy, while the walker got pounded by motion mines, but was still up. So in a very desperate attempt to get past the walker I drive right into the back of the legs of the walker and blow all four of us to hell. Guess it was just another day at the office. At that point we had 2 tickets left and I called it a night. Sorry if I forgot any names I'm sure I'll be corrected by someone if I did.
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#2 (permalink) |
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Join Date: Feb 2006
Location: Riverside, CA
Age: 24
Posts: 430
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Re: New Ideas for Gibraltar 13 April 2007
Well, if this is about ways of breaking through Toll, it might be worth bringing up again since NS introduced some new toys to play with. As you mentioned, mine bait is pretty good. If they're as thick as they were that day, then it might be worth having a squad engineer make the approach to toll, and sacrifice himself to clear a corridor of mines with bait thrown along its length.
Another, more subtle way to break through is to do what Exploding Silver has already popularized, and what I did on that map, previous round, with a high success rate: light armor, recon, decoy and active camo. Just plant the decoy as close to Toll Station as possible, choose an empty corridor, then run like hell. Each time, I was able to reach at least Central Camp (whereupon the decoy is way out of range and angry red dots begin appearing), but never had enough support to hold anything I capped. |
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#3 (permalink) |
![]() Join Date: Jan 2007
Location: Germany
Posts: 1,008
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Re: New Ideas for Gibraltar 13 April 2007
I killed your decoy behind the little APC wreck countless times! It must have been your decoy since there was a red dot on the map but noone died!
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Squad 2 and 3 follow Zohar ! - He knows the way ! ![]() |
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#5 (permalink) |
![]() Join Date: Jan 2007
Location: Germany
Posts: 1,008
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Re: New Ideas for Gibraltar 13 April 2007
Not at all - it just dies like an IDS from even 1 point of random damage. Sp putting it in places of Nade and Rocketspam is not a good thing.
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Squad 2 and 3 follow Zohar ! - He knows the way ! ![]() |
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#7 (permalink) |
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Join Date: Feb 2007
Location: North Carolina State University
Age: 20
Posts: 288
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Re: New Ideas for Gibraltar 13 April 2007
Actually, Reaperassault had the idea of having one squad distract toll by dealing with the motion mines and such while a second squad infiltrates all the way back using invis.
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#9 (permalink) |
![]() Join Date: Jan 2007
Location: Detroit, MI
Age: 22
Posts: 508
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Re: New Ideas for Gibraltar 13 April 2007
The problem with the bait though is usually there is an engineer around with his pilum ready to shoot. Though the bait takes care of the motion mines you still have the emp mines to deal with and for those few seconds your sitting ducks. Perhaps it may be a good idea for a recon to run in cloaked and try to blow all of the mines with rdx right before the SL comes through in the buggy but I doubt he'd be alive along enough.
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#10 (permalink) |
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Join Date: Feb 2007
Location: North Carolina State University
Age: 20
Posts: 288
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Re: New Ideas for Gibraltar 13 April 2007
What you can also do is get a sniper with the Zeller to take out the emp mines and use the motion bait with the motion mines. Even better, have the snipers take out EMP just before the car blows by with the motionmine bait, then have the walker follow just afterward with all squads following close behind.
Like an all-out rush. It would have to be highly coordinated though. Commander would have to cooridinate it with the squadleaders. One squad would be in charge of EMP mine duty, then a squad with two cars, each car carrying an engi with motion mine bait. Next phase is to have the Walker squad go in (with engineers below it repairing the walker and an assualt healing and rezing the engi's). Finally, the commander tells all the other squadleaders to push for toll (each squad having at least two assault to rez their fallen people). It's basically a blitz => all-out-rush tactic. It's just to get toll though. And if you're lucky, your car squad will make it all the way to the back and have a flag by then.
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#14 (permalink) |
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Join Date: Feb 2007
Location: North Carolina State University
Age: 20
Posts: 288
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Re: New Ideas for Gibraltar 13 April 2007
But in any case, Zeller's will take out any and all mines.
Granted it's best to just not take toll and have a ticket war (who can take out the most tickets), but you know the non-TG squads will not take kindly to this (it is often these people that lose the tickets). Therefore, it is in fact better to take toll (it will mean less ticket loss down the road). Actually, I've noticed a trend. 78.95% of the time, toll is lost because one of the inner bases have been lost and the commander allocates a significant portion of squads towards the fallen base. This then opens up toll to be taken by the attackers. The remaining percentage covers the blitz and rush tactic, where two squads push through the middle with assault soldiers rez'ing fallen soldiers. Once toll goes neutral, the defenders quickly move it to retake toll, and while doing so, allows more attackers to slip through the cracks. Ultimately, the defenders must fall back to the second choke point.
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#15 (permalink) |
![]() Join Date: Feb 2007
Location: In the Drug Store
Age: 20
Posts: 2,176
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Re: New Ideas for Gibraltar 13 April 2007
Is that a scientific fact or are you just spouting off more crap. granted inexperienced commanders often do devote too many resources heading back.
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