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07-23-2007, 12:46 AM #16
Re: MIA/DIG vs. TG Scrimmage
i wonder who was in the APC gun

by the way, if you guys could talk about what worked, didn't, had to be improvised on, etc. in terms of the plan we laid out.
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07-23-2007, 12:57 AM #17
Re: MIA/DIG vs. TG Scrimmage
As a "grunt," rushing Ruins/Playgrounds in squad 1, from what I saw we had a flawless execution of assaulting those flags. Perhaps could have used a UAV or two and perhaps a tiny bit of backup on our initial push on Ruins. But overall, I think we performed very well.

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07-23-2007, 01:02 AM #18
Re: MIA/DIG vs. TG Scrimmage
From squad 1's perspective the battle plan was solid, everything went more or less according to plan.
We arrived quickly at statue both rounds and established a foothold.
Round 1 ruins got absolutely crazy as they mounted a multi-squad assault from pond and com tower. We lost the flag a few times but were able to recap with a nice OS and some support from the heavy metal. They snuck a nicely placed beacon on top of the overhang near ruins rorsch that was giving us some trouble until it was located and destroyed.
Round 2 their apc was destroyed quickly which allowed us to move right into playground and set up shop despite some pretty heavy infantry resistance. We made a point of holding the buildings south of playground flag and were able to put pressure on monorail to the south. They were able to briefly steal playground from us a couple of times but we quickly swarmed and took it back before they were really able to dig in. Kudos to whoever was countering their armor as playground was pretty clear of enemy armor the whole round.
Communications were very good considering how many people were in the same TS channel. Nice job of commanders also adjusting orders on the fly where necessary. Example - ordering us to take pond from them in round 1 when they were not properly defending it.



2 Legit 2 Quit
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07-23-2007, 01:03 AM #19
Re: MIA/DIG vs. TG Scrimmage
yeah. the front squad did remarkably well on both sides, i have to say. Bom and I knew that they'd have the most difficulty meeting their objective of all the squads because it was bound to be one squad versus many, but it worked out.
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07-23-2007, 02:12 AM #20
Re: MIA/DIG vs. TG Scrimmage
I had a really good time playing in this scrim.
I know myself and waffle frapsed both rounds, so expect to see an vid AAR from those two perspectives. I was in squad 1, waffle was in squad 2.
I felt we played it perfectly. We slowly increased our ticket lead when flags were the same, and when we were able to exert bleed we really racked up the tickets.
At a few points in the first round we were under bleed and I know squad 1 felt a strong urgency in our push to recap ruins.
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07-23-2007, 03:28 AM #21
Re: MIA/DIG vs. TG Scrimmage
I had a great time. Spiff and I had a blast running around in their UCB like madmen blowing up and killing everything in sight, not to mention stealing their APC twice! The second round, they were prepared for us with motion mines galore and 6+ people camped outside their UCB waiting for our rushes in. This meant less people for everyone else to contend with on the front lines. We may have cost the team a few tickets, but I think the tradeoff in manpower was worth it.
Cant wait for the next one!
|TG-6th|Ferris Bueller
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07-23-2007, 04:46 AM #22
Re: MIA/DIG vs. TG Scrimmage
Good job guys.
Last edited by Bommando; 07-23-2007 at 05:47 AM.

Formerly of the fabled 3rd Special Forces Detachment
"On that day half a century ago, our species was pushed to the crumbling edge of extinction. And as we teetered on that precipice, staring down into the abyss, a hand reached out, pulled us back from the brink, and gave us hope... the hand of a Hero."
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07-23-2007, 08:42 AM #23
Re: MIA/DIG vs. TG Scrimmage
Great Job Everyone!
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07-23-2007, 09:11 AM #24
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07-23-2007, 09:36 AM #25
Re: MIA/DIG vs. TG Scrimmage
I had the privilege of leading Squad 4, the Dolphins, which consisted of the following soldiers:
- ChiefMedicman
- Draeh
- DrakinClaw
- LordMeatwad
- Machowner
- Pfeil2281
Capturing and defending the Pond and Ruins flags were our objectives for the second round. After doing so upon the start of the round, our Commander saw a gap in the enemy’s defense and moved us up to capture Com Tower. Our squad did an excellent job of defending this Control Point and thwarting any attempts to move around us. The opposition did, however, find a way to circumvent our defense and forced us to fall back to our original objectives toward the end of the round.
The scrimmage was a lot of fun and it was fantastic to see our group made up of members from three different in-house squads come together and fight as a single unit for Tactical Gamer.
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07-23-2007, 10:14 AM #26
Re: MIA/DIG vs. TG Scrimmage
PAC
SQUAD ASSIGNMENTS:
CO: |TG-7th| Zoraster
1. Anteater Squad
SL: |TG-3rd| Hidus
|TG-3rd| sc1ence
|TG-3rd| Anospa
|TG-3rd| reaperassault (support)
|TG-3rd| ainselie
|TG-3rd| GlobalWarmin (engy)
2. Beluga Squad
SL: |TG-3rd| Damonte
|TG-3rd| WaffleHousChef (support)
|TG-3rd| BleedingKnee (engy)
|TG-3rd| ImperatorV
|TG-8th| rage4order
3. Cow Squad
SL: |TG-7th| xTybaltx
|TG-7th| Pablo
|TG-7th| Relmar
|TG-7th| Santa
|TG-7th| Lyramion
|TG-7th| Jonan
4. Dolphin Squad
SL: |TG-9th| Pfeil2281
|TG-9th| DaddyOfThree
|TG-9th| Draeh
|TG-9th| DrakinClaw
|TG-21st| ChiefMedicman
|TG-21st| LordMeatwad
5. APC
SL/Driver:|TG-7th| Bommando
Mortar: |TG-7th| Zoopy_T
6. Tank
SL/Driver: |TG-3rd| Guardianx11x
Gunner/Engy: |TG-21st| P.Drona
7. Recon
SL: |TG-6th| Ferris[44th]
|TG-Irr| Spiff
GENERAL BATTLE PLAN
With 30 players on a team, bleed will be less decisive, so our priorities are in this order:- Neutralize Bleed
- Set Up Kill Zones
- Get Bleed
This being the case, we're going to have three squads (Squads 1, 2 and 3) move to statue via the buggies on initial deployment. Squad 4 will advance on foot to capture pond and ruin.
From there, Squad 1 will move to try and take and hold Playground while squad 2 will reinforce 4 at ruin.
We'll try and hold these flags and make no move onto com tower unless it seems like we can definitely take the flag. We'll keep cross fire up on com tower from playground and ruin.
ALL SQUADS (except the Recon one) 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 of your squad engineer and getting motion mines down.
Squad Specific Assignments
1. Anteater Squad
You will be jumping into the western most buggy along with Squad 2. 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. I'll also make it a priority to take out the enemy APC with my CO assets.
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. Beluga 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.
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.
3. Cow Squad
You will take the eastern buggy to Statue. Rather than make any direct push on the flag, let Squads 1 and 2 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.
4. Dolphin 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 2 has a chance to reinforce you.
Once Squad 2 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 be doing this, but I want to have more than one engineer doing this.
5. APC
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.
6. 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.
7. Recon
This squad will HOLD ITS SPAWN until Statue flag is up. After this happens, Ferris will spawn in and grab one of the buggies we drove to statue with. At this point, he will have Spiff spawn in on him and drive to the enemy UCB. Ferris will try and get down a beacon sufficiently far enough that the enemy might not notice it. This squad's job is to (1) Harrass and assassinate the enemy CO. [I'll try and spot him out for you] (2) Eliminate enemy assets [UAV first, Orbital Second] and (3) Steal enemy vehicles [in particular the APC]
If the enemy APC goes up, this should be your number one priority. Steal it and bring it back to us. You can return to take out assets later, but getting their APC will be huge. Remember that anything that you can do to keep the CO running around will be beneficial. If he's running around trying to shoot you, he's useless as a CO, so you don't actually have to kill him.
It's up to you, but I suggest having one recon and one support.
Remember to hold spawn at first and let us get statue. This should give them enough time to clear the UCB.


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07-23-2007, 10:15 AM #27
Re: MIA/DIG vs. TG Scrimmage
EU
SQUAD ASSIGNMENTS:
CO: |TG-7th| Bommando
1. Anteater Squad
SL: |TG-3rd| Hidus
|TG-3rd| sc1ence
|TG-3rd| Anospa
|TG-3rd| reaperassault (support)
|TG-3rd| ainselie
|TG-3rd| GlobalWarmin (engy)
2. Beluga Squad
SL: |TG-3rd| Damonte
|TG-3rd| WaffleHousChef (support)
|TG-3rd| BleedingKnee (engy)
|TG-3rd| ImperatorV
|TG-8th| rage4order
Squad 3:
SL: |TG-7th| Zoraster
|TG-7th| Pablo
|TG-7th| Relmar
|TG-7th| Santa
|TG-7th| Lyramion
|TG-7th| xTYBALTx
Squad 4:
SL: |TG-9th| Pfeil2281
|TG-9th| DaddyOfThree
|TG-9th| Draeh
|TG-9th| DrakinClaw
|TG-21st| ChiefMedicman
|TG-21st| LordMeatwad
Squad 5: Armour
SL/Driver:|TG-7th| Jonan
Mortar: |TG-7th| Zoopy_T
Driver: |TG-3rd| Guardianx11x
Gunner/Engy: |TG-21st| P.Drona
Squad 6: Recon
SL: |TG-6th| Ferris[44th]
|TG-Irr| Spiff
GENERAL BATTLE PLAN
With 30 players on a team, bleed will be less decisive, so our priorities are in this order:- Neutralize Bleed
- Set Up Kill Zones
- Get Bleed
This being the case, we're going to have three squads (Squads 1, 2 and 3) move to statue via the buggies on initial deployment. Squad 4 will advance on foot to capture Monorail and Playground.
From there, Squad 1 will move to try and take and hold Ruin while squad 2 will reinforce 4 at Playground.
We'll try and hold these flags and make no move onto Com Tower unless it seems like we can definitely take the flag. We'll keep cross fire up on Com Tower from Playground and Ruin.
ALL SQUADS (except the Recon one) 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 of your squad engineer and getting motion mines down.
Squad Specific Assignments
Squad 1:
You will be jumping into the Western most buggy along with Squad 2. Make sure you have both SLs in before going. Head straight to the statue and squad bomb the flag from the South West. After the flag and the area is secured, take out the railgun at Ruinsand allow the APC to reach statue. From here you will advance to Ruin attempting 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. I'll also make it a priority to take out the enemy APC with my CO assets.
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.
Squad 2:
You will join Squad 1 in the Western buggy and head to statue. Get the flag and secure the area from the South building. Once this is done, head straight for playground. You'll be charged with protecting Playground from Com Tower.
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.
Squad 3:
You will take the Eastern buggy to Statue. Rather than make any direct push on the flag, let Squads 1 and 2 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.
Squad 4:
Your squad will advance on foot to capture both Monorail and Playground. I suggest heading straight for Playground 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 Playground. This may be difficult at first before Squad 2 has a chance to reinforce you.
Once Squad 2 has joined you, you will cover the Eastern and middle approaches. You'll be tasked with protecting Playground and Monorail 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 be doing this, but I want to have more than one engineer doing this.
Squad 5: Armour
The APC will drive to Statue and then support Squad 1 when it pushes to Ruin. From here, the APC is free to try and find safe spots to mortar from. Keeping the APC up is a priority for us.
The tank will cover the middle road. Its first priority is to take out the enemy APC, and its second is to harass enemy infantry. The tank will team up with the APC to help control enemy armour by using EMP and Tank shells in unison. Try to isolate one armour piece at a time if they arrive and gang up on them. You should be able to lock down any approach to our back flags this way.
Squad 6: Recon
This squad will HOLD ITS SPAWN until Statue flag is up. After this happens, Ferris will spawn in and grab one of the buggies we drove to statue with. At this point, he will have Spiff spawn in on him and drive to the enemy UCB. Ferris will try and get down a beacon sufficiently far enough that the enemy might not notice it. This squad's job is to (1) Harrass and assassinate the enemy CO. [I'll try and spot him out for you] (2) Eliminate enemy assets [UAV first, Orbital Second] and (3) Steal enemy vehicles [in particular the APC]
If the enemy APC goes up, this should be your number one priority. Steal it and bring it back to us. You can return to take out assets later, but getting their APC will be huge. Remember that anything that you can do to keep the CO running around will be beneficial. If he's running around trying to shoot you, he's useless as a CO, so you don't actually have to kill him.
It's up to you, but I suggest having one Recon and one Support.
Remember to hold spawn at first and let us get statue. This should give them enough time to clear the UCB.
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07-23-2007, 11:09 AM #28
Re: MIA/DIG vs. TG Scrimmage
I was leader of Squad 2. We were tasked with the initial rush on Statue, then a fallback to defend Playground from Com Tower. However, we ended up playing a running game back and forth between Playground and Monorail throughout the course of the round. At first, I had no idea how they were breaking past us seemingly at will until Waffle pointed out that they were pod spinning from Com Tower, and then planting beacons between Playground and Monorail. The last little bit, we ended up taking up a defensive position between Monorail and Playground.
We met some pretty heavy opposition, and I know Bom wasn't too happy with the situation on the back line at times, but I think Squad 2 did very well. I'm very pleased with those who were in the squad and their responsiveness to my direction even though we had something of a mixed squad, similar to Squad 4.
|TG-6th|Damonte










Proud to have been an Irregular!
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07-23-2007, 12:08 PM #29
Re: MIA/DIG vs. TG Scrimmage
Dang, I wish I was there, I'll try to be there the next time.

After a hard long day on the battlefield, you just wanna play some ball but some idiot wont let you because he has an explosive bag of pitchers' powder....
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07-23-2007, 12:23 PM #30
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