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Old 02-13-2008, 03:04 PM   #1 (permalink)

 
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Defensive Strategy Discussion: Camp Gibraltar

Ah, good ol' Camp Gibby. What's not to love? Linear setup, multiple choke points between each flag, and no room for out-of-bounds buggy rushes because of those pesky walls.

So let's talk strategy, beginning with the defending team--EU. Where do you set up your line of defense? How long do you keep defending Harbor? How many people does it really take to lay mines at Toll Station? How do you make sure people don't sneak past Toll and into Central Camp--and beyond?

Discuss.

PS--I reserve the right to use whatever you post here as possible fodder for a 2142 TacticalWiki page.
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Old 02-13-2008, 04:54 PM   #2 (permalink)
 
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Re: Defensive Strategy Discussion: Camp Gibraltar

When I SL as EU on Gibby, I like to name my squad with a name that lets everyone else know what I'm up to, either "Toll_D" or "Harbor". You can't always count on a fantastic commander but there's usually at least a few good SL on at any given time so by communicating your intentions to them you can split the work load better.

"Toll_D"
squad:
1 engie w/ MM and EMP
1 or 2 support w/ IDS, 2nd slot either turret or EMP 'nade
3 or 4 assault

If the bulk of the EU forces are outside of Toll I'll split my squad between the East and West approaches. I'll let them prowl up to the front of Toll but no further, and fall back to the buildings E and W of the flag when the assault comes. I like to prowl along the back wall keeping an eye out. If anyone gets past we chase them mercilessly. If PAC captures a base behind Toll it opens up the game significantly and I try to prevent that.

"Harbor"
Squad:
1 engie w/ MM and EMP
1 or 2 support w/ IDS, 2nd slot either turret or EMP 'nade
3 or 4 assault

For the initial rush I'll set up either SW or NE of the flag and try to plug the hole. as SL I'll try to set up on a building and keep a spawn point alive for my squad. When the flag falls (it always falls!) I like to wait until our commander has a UAV up and strike quickly around the outskirts of the PAC forces, set a beacon on a roof and then move in to cap harbor then pull back to one of the rooftops. This lets me harass any PAC forces that come to recap Harbor from a relatively defensible position. If they push back with a significant force I'll have the squad disengage and save our tickets.

So, there's what I do... for whatever that's worth.
I'm looking forward to reading (and then shamelessly stealing) other players' tactics.

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Old 02-13-2008, 05:34 PM   #3 (permalink)
 
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Re: Defensive Strategy Discussion: Camp Gibraltar

Quote:
Originally Posted by Arithea View Post
So let's talk strategy, beginning with the defending team--EU. Where do you set up your line of defense? How long do you keep defending Harbor? How many people does it really take to lay mines at Toll Station? How do you make sure people don't sneak past Toll and into Central Camp--and beyond?
EU defense: Start with a "soft" protection of harbor... you've got to get that ticket count even, pac starts with 30 extra
before you spawn
  • ask a squad for few motion mines at the top of the ramp and a few to the northeast near the rocks to slow the rush against harbor
  • ask for a squad to prep and HOLD AT toll; using both kinds of mines along each entry (2 eng's should do it)
  • ask your toll defense squad to bring up the walker
  • remind everyone that we have a rorsch
  • remind the SL's to use the rooftops to their advantage
  • remind everyone that our goal is to suck as many of their 30 ticket advantage away as quickly as we can here at harbor
  • quickly recap initial squad assignments so that ALL SL's are aware
  • wish eveyone good luck and much fun
as you spawn (at ruin, as a support, with turret and ids - deploy them if you get a free moment later)
  • an immediate sat-track , with a verbal report to all if OpFor is moving heavily in any one particular direction
  • an immediate supply box drop in the wall gate between toll and central
  • remind your walker to STAY ALIVE, preferably inside toll
  • UAV up between harbor and toll
  • get folks on roof tops
  • hold your arty/emp for their walker
in the rythm
  • spot, spot, spot
  • sat-track EVERY time it's avaiailable looking for back flag leaks, report this calmly to ALL squads even just to let them know all is well, assign resources so that all know their roll in the case of a leaker
  • keep UAV up just north of toll, assuming you're holding the back flags
  • if you are holding toll and all back flags... FILL toll driving paths with supply boxes, good for your walker and troops, bad for PAC FAV's
  • with an eye on the ticket ratio decide if you need to pull everyone back into toll and lock the door on your way in
  • spot some more
rinse, repeat
It gets dicey if you lose toll or a back flag, but I usually find that EU has a decent shot at winning following these guidelines. Your mileage may vary.
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Old 02-13-2008, 05:48 PM   #4 (permalink)

 
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Re: Defensive Strategy Discussion: Camp Gibraltar

Quote:
Originally Posted by Zoticus View Post
If anyone gets past we chase them mercilessly.
One thing I noticed last night while commanding on this map for the defense was that, once Ruins fell (the first back flag to be capped by the PAC), everything went downhill. Multiple squads pulled back to try to re-cap Ruins, leaving our front too weak to support any assault from Harbor, which was the first flag taken (as usual). As commander, I had to figure out who needed to return to the front, who needed to go after Ruins, and who needed to keep an eye on Central Camp for any who pushed through.

Thoughts on how best to that, everyone?
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Old 02-13-2008, 06:32 PM   #5 (permalink)
 
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Re: Defensive Strategy Discussion: Camp Gibraltar

Quote:
Originally Posted by Arithea View Post
One thing I noticed last night while commanding on this map for the defense was that, once Ruins fell (the first back flag to be capped by the PAC), everything went downhill. Multiple squads pulled back to try to re-cap Ruins, leaving our front too weak to support any assault from Harbor, which was the first flag taken (as usual). As commander, I had to figure out who needed to return to the front, who needed to go after Ruins, and who needed to keep an eye on Central Camp for any who pushed through.

Thoughts on how best to that, everyone?
Dont lose ruins?

Seriously, every defense works best in layers. I hate to use this analogy, but look at soccer. You have an offensive line, a mid field, and a back line. Use the same idea on gibraltar and you will not lose. Considering you have on average 5 squads, it would make sense to place them 2, 2, 1. 2 squads on the front line, 2 squads playing mid field (not on the front line, and example would be sitting on toll or just north of toll when they have yet to take harbor) and one squad on back end defense. I know its BORING as all hell for the back field most times, but they have the MOST important job.

If a squad set to defense on the back line does not listen to you or pushes forward, remind them the server is not about points but about teamwork. Sometimes you have to sit back and wait your turn. If that back line stops every infringement passed toll they have saved the team. Literally... It is EXTREMELY difficult to lose if you never get pushed beyond toll.

Also, you can rotate them if you are careful to do so.

Situations:
All points under EU control:
2 squads on Harbor, 2 squads north of toll, 1 squad between toll and central camp.

Harbor under PAC control:
2 squads north of toll, 2 squads on the south side almost to central, and 1 squad in ruin.

Harbor and toll under PAC Control:
Just give up central camp, its too difficult/costly to defend.

All but Ruin and EU Base under PAC Control:
1 squad at EU base, 2 north of EU base, 2 on the front line.


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Old 02-13-2008, 06:50 PM   #6 (permalink)

 
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Re: Defensive Strategy Discussion: Camp Gibraltar

I tend to take my thoughts from the SL point of view and expand.
As commander:

Intitially set up 1 squad at Harbor and instruct them to defend the West side. I have another squad defend the East side between Harbor and Toll, reminding the SL's that thier walker will be coming.

I have two squads to defend Toll, 1 west and one east..again reminding the SL's to mine the road. If there is another squad, they float at Toll, hanging back for chase.
I have one of the Toll squads bring up the walker, with an IDS on it and ask that someone place an IDS SW of Central.

I designate a squad to be my Fall-back squad and inform them that if someone gets thru, they are the ones to give chase or head them off.

Once the round starts I SAT and UAV, inform squads of movement and move the forces as needed. The defense at Harbor is temporarr and I usually will have those squads fall back to Toll.

I keep an eye on the tickets and makes sure that the SL's ahve thier squads under control, letting the enemy come to us.

I zoom in and locate what I can and pass the information on the the SL's closest to the threat. If someone get's thru my FB squad is directed to give chase. If I see that they need help, I will designate another squad to spawn in at either Ruins or EU an advance forward to push the enemy back.

Layered defenses at Toll, 1 squad on nw, ne, and then two further back to cover.
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Old 02-13-2008, 07:14 PM   #7 (permalink)
 
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Re: Defensive Strategy Discussion: Camp Gibraltar

Camp G defense is the most basic of all maps to defend. PAC should almost never win because on this map, it is easy for EU to sustain a tactical advantage over PAC.

RULE 1: Don't let PAC behind you! If PAC gets behind you and grabs hold....you've pretty much lost all the advantages the DEVs gave you when they were drunk/high making this map.

RULE 2: Hold harbor for as long as possible while following rule 1. Bleed hurts and we are playing a game of losses. If PAC wants harbor, they can be made to pay a high price for it. Many times on the TG server, harbor is conceeded to ensure that Toll will not be taken or bypassed....this is not a terrible idea.

RULE 3: If you lose a flag. Don't bother going to recapture it. It is costly and you are throwing away your advantage. (Sometimes it might be ok for a very good squad to go in and recapture harbor. However this is rare and is only be justified by bleed benifits.)

RULE 4: Play smart (duh). You are at an advantage. Act that way. You don't need to be the risk taker. All you need to do is spam. Spam and revive. Spam, revive, and not let EU behind you.

You should also note that the chokes @ toll and ruins are the most stable. Battles tend to stagnate there and you should be aware of this.

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Old 02-13-2008, 09:14 PM   #8 (permalink)
 
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Re: Defensive Strategy Discussion: Camp Gibraltar

Heres my 2.6¢:

Outline:
One squad should be dedicated Toll Station, even when they capture harbor, they must remember to keep the mines flowing.

The rest of the squads should be at Harbor, they need to hold that flag for as long as them can to bleed PAC as much as possible. If a back flag is stolen, squads at Harbor should "double time" their way back to Toll to set up a new defense. Only IF the commander knows that the back flag is a total lost, and IS NOT easily captured back.

The reason why the team should fall back is clear, Toll is much easier defending, you do not need to worry as much as about flanks, high-point advantages to the attackers, and also the buggy gateway.

Remember, PAC bleeds until they capture one flag, the easiest flag to fall is Harbor and should be defended at all costs, as well as the Toll-Central Camp gateway!

EU Commander: The commander should quickly assure what squad is taking the Toll Flag. If there is a three man or less squad, the commander should try to assign them the "go squad" (A quick fall back and run around squad)

At the beginning of the round, the commander SHOULD NOT WASTE an Orbital Strike on clumps of infantry, but wait until the walker is out of the UCB.

Many times, harbor falls quick if the EU walker never reaches there or is promptly destroyed, the commander must distribute supplies to it, remember the life of expectency of Camp G is low, there will be a support player somewhere for the rest of the team. The walker should be set up behind Harbor, to counter-attack the enemy walker, and squad bombs.

Squad Leaders: Always be ready to fall back, you don't need every flag to win! It is up to you where you lead your squad. Remember just because another squad pushes out doesn't mean you have to. Lead cautiously but always plan ahead. The Toll squadleader should assign no more than two Engies, one support, and the rest medic. Just in case an infantry break occurs, you have good fire power.

Squad Members: Every ticket counts on Gibraltar! Especially when back flags start falling and the meat grinder begins. All assaults should be reviving to their utmost abilities, engineers constantly laying mines, and Supports, scan your mini map for squads who need ammo! Camp G packs so many people together, it's as if you're working side by side with each squad!
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Old 02-13-2008, 09:23 PM   #9 (permalink)
 
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Re: Defensive Strategy Discussion: Camp Gibraltar

Learning also begins with pretty colors and maps

this is a solid set up for the initial defense, with done correctly will be all you need, anything past this point is because someone was slacking off or the other team is 5x better than your team


red dots = motion mines and emp mines
**this particular mine set up is very cautious and is about damage control rather than maximum utilization of force

colored squares are squad specific zones but these are approximations not rigid lines. feel free to assist your fellow squads if need be i.e. if they are taking harbor flag

one squad most likely forward toll squad should take the walker, which is very key NOT TO LOSE. if the walker goes down and the other team knows you can be in big trouble.

learning also begins with...
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