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02-05-2008, 11:07 AM #1
Playing to win (Balancing Offense with Defense)
Please read in its entirety. It starts out simple, but gets more complex. This probably applies to you.
I'm starting this thread because the complete lack of defense and disregard of valuable tickets is a constant source of frustration on our server. We call ourselves "Tactical Gamer", and yet the only tactics people seem to focus on are those that cap flags and get kills. Well folks, there is actually an objective in BF2142. It isn't to cap flags. It isn't to get kills. It is to win.
You win when your opponent's ticket count reaches zero. Plain and simple. There are two ways your opponent can have their ticket count reach zero.
1) Kills. Every time someone on the other team dies and is not revived, they lose a ticket.
2) Flag Bleed. Depending on the map, holding a certain number of flags will cause your opponent's ticket count to decrease by a set amount per minute.
In this discussion, we are going to focus on #2, as #1 tends to take care of itself.
So first I'm going to explain the concept of flag bleed. Because frankly I think most of the people playing on our server either don't get it, or cease to think about it the moment the round starts.
On maps where BOTH teams have a UCB (Un-Capturable Base), whichever team holds more than half of the flags will establish ticket bleed on their opponents. For example on Belgrade, there are 6 flags available for capture. If both teams hold 3 flags, then there is no ticket bleed for either side. If one team holds 4 flags, then there is ticket bleed. If they hold 5 flags then that ticket bleed is accelerated.
On maps where ONE team has a UCB, there is ticket bleed only as long as the defending team holds all of the flags that they started with. This is very, very important to understand. And understanding it, it is very, very important to think about in the middle of your round. We will use Cerbere Landing as our example.

As you can see in the image above, the EU team starts with 4 flags. PAC starts in their UCB. There is one flag that starts as neutral (Office Ruins).
When the round beings, EU has ticket bleed going on the PAC side.
"But what about Office Ruins?" you ask. Office Ruins is irrelevant for ticket bleed purposes, because EU holds all of the flags that they started with. Even if the PAC team caps Office Ruins, they will not stop ticket bleed. To do that they have to cap one of the flags that EU already holds.
Sure, this sucks when you're the attacking team. Now here is the trick: you start with a 30 ticket lead. That means you have 30 tickets in which to cap one of those flags and stop ticket bleed while your team still has the lead.
If your team executes a successful first assault, they will accomplish this. For the sake of argument, let's pretend that they take South Town Center, with the ticket score of 305-295, a 10 ticket lead. What does your team do now?
Often, they push en-masse on Church, Roadblock, and then Command Center simultaneously. Which is basically the worst thing they could do short of taking a cheese grater to their faces while waving flags in the air that say "Shoot me". Why? You're attacking and throwing yourselves into a meat grinder when you have a ticket lead and no ticket bleed is in place.
And we call ourselves Tactical Gamer?
Instead the team should be setting up a solid, solid defense, as the EU team HAS to come after them in order to win. Or rather should have to if PAC wasn't so busy trying to snatch defeat from the jaws of victory. And, having set up a solid defense, they can then coordinate themselves and look for attacks of opportunity (obligatory D&D reference).
For example, the PAC side sets up its defenses to the north of South Town, establishing themselves on the elevated ground, and on the hill. Their commander keeps the information incoming, and when an attack is squashed they send a counter-attack and take Church (since they can attack it down-hill). Then having both flags, they can establish themselves on the hill to the East.
Now it is just a matter of time. Again they can wait and force the EU team to come to them into their meat grinder. Except holding both of their own flanks, they have more options. Perhaps a feinted attack up the hill on the west to draw defenders away, followed by a strong push on the Roadblock flag. But only if the opportunity presents itself.
The point here folks, is that when you have a ticket lead with no ticket bleed, you're not obligated to attack. In fact, you're making a big mistake to do so. How many times have we all played Cerbere Landing where you've forced EU all the way back to Command Center. You have a 30 ticket lead. People start throwing themselves up the hill trying for a cap-out. Suddenly it is a 20 ticket lead. Then a 10 ticket lead. Now you're down 5 tickets. Suddenly you just lost.
Don't be afraid to defend. It is a tactic, just like attacking. When used correctly it can win you rounds. The 3rd uses it all the time in competition play and it has served us very well indeed. Try it some time
There's no glory in fighting your way up a hill to make your team lose. It's not something to boast about. It might get you the #1 spot on the scoreboard because of kills and revives. But if you just made your team lose to do that, what are you doing here at TG anyway?
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02-05-2008, 11:30 AM #2
Re: Playing to win (Balancing Offense with Defense)
great post! How can you tell if a team is bleeding? Does the bleeding team's ticket-count blink like it does in BF2?

|TG-12th|WhiskeySix
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02-05-2008, 11:37 AM #3
Re: Playing to win (Balancing Offense with Defense)
It does blink. Also a quick glance at your map should tell the story also.
The problem is generally two-fold. One, commanders who just don't grasp this concept of forcing the defending team to attack. And then, even if the commander does get the idea, squad leaders who push forward anyway. I see it mostly happen on Cerbere Landing and Camp Gibraltar (people pushing on Toll Station).
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02-05-2008, 11:49 AM #4
Re: Playing to win (Balancing Offense with Defense)
There are audio cues as well.




TG Primer - BF2142 Server Rules - Code of Conduct
Contact a Game Admin
"..good sportsmanship shouldn't be sacrificed in the name of teamwork. " --WhiskeySix
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02-05-2008, 11:56 AM #5
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02-05-2008, 11:59 AM #6
Re: Playing to win (Balancing Offense with Defense)
This is slightly off target, but as Squad Leaders, don't be afraid to offer your commander advice! Something as simple as "We've got bleed Commander, suggest you order all squads to hold back." could do a lot of good for a new commander. A lot of people have the potential to go either way, and most of them (without intervention) won't know there's any other way to be but smacktard.
Save a soul today!
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02-05-2008, 01:00 PM #7
Re: Playing to win (Balancing Offense with Defense)
Great Post Crux! I did this the other night while commanding on Tunis Harbor. I instructed the SL's to take Power and Junkyard, then form a defensive perimeter and let them come to us. It ended in a good win, although I thinnk the teams where not balanced well.
Gloop, As an Sl I usually will offer "on-the-ground" insight to the commander just as you have suggested. It is also bad when all of the squads are trying to do the same thing and end up losing all of the flags, because no one is paying attention to the big picture!
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02-05-2008, 01:54 PM #8
Re: Playing to win (Balancing Offense with Defense)
I see where this is coming from as lately the TG server has become the realm of who can get the medals and most kills using such and such a weapon. Often I hear on TS someone piping up with "look, I got gold star", or "I was number one with RDX". Just a short time ago I would often hear people commenting on TS about how well their squad performed because their squad points were the highest or very high for a round. This is why I liked TG and joined. I din't hear that on other TS clan channels, it was all about the individual. It is hard, though, to get a group of 30 players to buy in to a more tactical game of 2142 on a public server. During the day it is very hard to get even a couple of squads on a side to work towards tactical goals as there are few TG tagged players to help instruct those who are dropping in because the server has more than a few people on. It seems that during the day the server is for running around and trying out different, often non-tactical, play and in the evening as more TGers join, games begin to have a tactical flow. Don't know if there is much that can be done to change that unless TG starts to pay people to stay home and seed the server!
Grimmfist26





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02-05-2008, 04:58 PM #9
Re: Playing to win (Balancing Offense with Defense)
This is all part of Crux's plot to overthrow my +rep to post ratio. He has resorted to making extremely relevent and well thought out posts. I tried to +rep you myself but alas....I recognize you're awsomeness far too often for it to be done this time. I'll simply -rep some people in your honor when I think they have mean thoughts about you.
(not really)
FOCUS:
Remember, never take your eyes off the ticket count. To be more precise, the ticket deficit. It give you clues (and quickly) as to which team is currently enjoying the general tactical advantage. If I see that my team is losing tickets, as an SL I know its time to try and shift the situation. Take a flag, or move to change the areas of conflict so that my team has a better position, cover, education...etc. The things that make you successful. Obviously this is easiest to do when the bleed is off, and is more of a "feel" that comes with experience. IMO, nobody can be a great squad member without having spend some time as an SL.
Shhhh I'm being made






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02-05-2008, 10:02 PM #10
Re: Playing to win (Balancing Offense with Defense)
Thanks for writing this thread Crux.
TG squad leaders should pay close attention to this thread because this really is the elephant in the room of SLs: everyone knows it's there but no one talks about it.
Well, here's us talking about it.
As a SL, your first tactical priority should be to react according to bleed. If your team is holding two out of the three flags on Tunis Harbour (there are two uncaps on this flag), do not assault the third flag. You are already holding two flags, which means the other team is bleeding.
Great, we're holding two flags, why not assault?
Because how likely are you to get that flag? The other team must be fairly weak if they can't defend a single flag with 25 people. You will throw yourself at them and probably lose six tickets. That's probably more tickets than bleed got for you in the time it took for you to die.
These kinds of thoughts are the bread and butter of a good SL. I know the above seems strange to people who don't lead squads, or don't lead them very often or very well, but trust me when I say: the first decision, first priority, first idea that goes through a SLs head is "what flags are we holding, who is bleeding?"
That's all. I really hope TGers read this thread and take it to heart because it's really disappointing to see us lose a round due to a squad that was assaulting when their team had the bleed. And the worst part is that these people are TGers and they honestly had the team's best interest at heart.
Please understand bleed and lead your squad accordingly. It takes discipline and leadership to get five people to sit around and defend and it will be a real test of you as a SL, but you need to do it when it is the right thing to do. Defense is a team effort and even one squad breaking off to attack will counter the tickets that the other team lost due to bleed.Fight!
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02-05-2008, 11:56 PM #11
Re: Playing to win (Balancing Offense with Defense)
Excellent post Crux. Thank goodness someone on this server is talking sense again. I've said it before, I'll say it again. Defense! Hold the line!
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02-06-2008, 02:08 AM #12
- Join Date
- Dec 2007
- Location
- NYC
- Posts
- 13
Re: Playing to win (Balancing Offense with Defense)
i'm funny.
as a squad leader i'm wary of ticket bleed and put my squad into defensive positions when it makes sense, but rarely as a commander do i stop my squads from attacking unless in a map situation where there's 2 UCBs and we have more flags than the opposing side.
very odd. i need to fix that.
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02-06-2008, 02:41 AM #13
- Join Date
- Dec 2007
- Posts
- 31
Re: Playing to win (Balancing Offense with Defense)
i know about the camp gibraltar lines...
its annoying when a pac team runs up through those toll station passages and get meated up on a coupla clever support troopers behind a supply box with ganz hmg's.
but its stupidly easy for the PAC to win once they capture harbour.
all they have to do is hole up behind the train carrages. let the EU come to them. theres nothing else the eu can do, as theres no other alternative but to press the lines.
but personally, its more fun to get up to central camp, i think thats where the real fight begins.
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02-06-2008, 03:24 AM #14
Re: Playing to win (Balancing Offense with Defense)
I think Firebane is onto something here. Turtleing does not always equal fun. There is a fine line between winning and having fun that truly great squad leaders tend to find. Who wants to repeat the same toll station standoff every time we play camp G? Of course you don't want to continually charge with no real reason to do so like a bunch of horny lemmings, but get a few tickets ahead and take a risk every now and then. For instance...when I task my squad with defending power station flag on tunis, we usually end up being the only squad there. So while the rest of the team is in the heat of the battle at other flags, we twiddle our thumbs at our flag. Do we just rush off to join the action and leave power undefended? Of course not! Well..not until we have a nice 50-100 ticket lead. Then we might push out a bit and have a little fun helping at our teams other flag or putting some pressure on the enemy flag. Yeah we could win with 2 flags, or we could have some fun and try for all three!
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02-06-2008, 08:43 AM #15
Re: Playing to win (Balancing Offense with Defense)
Good point Nuckj, I usually task my squad on Tunis to take Junk and hold it. Period. We did this last night with no TG'ers in my squad and they all held the ground and responded pefectly to orders. They moved as a squad, after discussing the importance of revives they started kit-swapping-reviving and then where amazed at thier SQUAD score. Notice, not individual, but SQUAD scores. I kept the same squad for three rounds and they where great.
You have to keep it fun for them to staick around, but make them proud also.
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