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02-28-2008, 12:22 PM
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#1 (permalink)
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Join Date: Jun 2007
Location: North Port, Florida
Age: 27
Posts: 3,485
Tournaments Joined: 0 Tournaments Won: 0
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Strategy Discussion: Tunis Harbor (32 player)
Tunis Harbor, the most vital transportation hub for the EU, helps supply reinforcements to the Suez Canal, making it a choice target for a PAC assault. Using the foggy conditions to their advantage, the PAC has managed to land an entire regiment right on top of the harbor's defenses, leaving the EU with its back to the Mediterranean and an assault coming in from all sides.
As PAC, what control point do you need to capture first? From the EU side, which point is most crucial to your defenses? Since this is a fairly open map, what methods and routes of transportation work best? The backbone of the EU defense is a brigade of L-5 Riesig Battlewalkers; how do you use those to your best advantage?
Discuss.
N.B.: This thread should contain a discussion of the 32-player Tunis Harbor, not the 16-player Tunis. I will shortly be creating a separate thread for the 16-player map.
Last edited by Arithea; 02-28-2008 at 07:17 PM.
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02-28-2008, 05:41 PM
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#2 (permalink)
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Join Date: Jan 2008
Posts: 91
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Re: Strategy Discussion: Tunis Harbor
When im playing squad leader on Tunis i ussualy take my squad to defend the barge crossing while the other squads go for power station. If the enemy takes power station early then i ussualy take my squad across to take the base (cant remember what its called but theres one there for both teams) even if we cant hold the base there it at least takes pressure off power station.
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02-29-2008, 03:30 PM
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#3 (permalink)
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Join Date: Jun 2007
Location: North Port, Florida
Age: 27
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Re: Strategy Discussion: Tunis Harbor (32 player)
I tend to do the same thing, Vinck. Being a fairly defensive player, I tend to move to the closest flag to the UCB and defend it, especially since most of the team usually rushes straight off to Power Station. If I don't do that with my squad, I'll usually try a buggy rush to the other team's back flag, though the map is such that I generally get there just about the time the other team is capping the flag.  Much killing ensues, mostly of my squad.
Being more familiar with crossing-the-boat tactics, I'd love to hear from some people who generally go for Power Station, either right off the bat or after the game's in full swing.
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02-29-2008, 03:49 PM
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#4 (permalink)
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Join Date: Jun 2007
Location: 26 miles outside Boston
Age: 18
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Re: Strategy Discussion: Tunis Harbor (32 player)
I usually try to take a buggy around the back using the route that goes out of the map, by that time most of their team has already left and we can take it easily. Thats really the only tactic I use just trying to cap their closest base and stop their vechiles from getting out.
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03-03-2008, 02:19 PM
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#5 (permalink)
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Join Date: Jun 2007
Location: North Port, Florida
Age: 27
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Re: Strategy Discussion: Tunis Harbor (32 player)
If I manage a buggy for a buggy rush at the outset, I usually rely on my squad members to watch the map and see where everyone else is going. If our entire team is stopping at Power Station, I generally go for the enemy's closest base. If they're all charging out to the forward attack point, I go for Power Station. (Generally, our team zergs Power, so I end up going for the forward point.)
Here's a question--what happens if you're making a buggy rush around to the most forward attack point and pass an enemy buggy doing the same thing, what do you do? If there's no one defending your closest point, do you go back? Or do you rely on the rest of your team to defend that point?
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03-03-2008, 04:30 PM
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#6 (permalink)
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Join Date: May 2007
Location: Plummeting toward planet Zog
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Re: Strategy Discussion: Tunis Harbor (32 player)
Quote:
Originally Posted by Arithea
If I manage a buggy for a buggy rush at the outset, I usually rely on my squad members to watch the map and see where everyone else is going. If our entire team is stopping at Power Station, I generally go for the enemy's closest base. If they're all charging out to the forward attack point, I go for Power Station. (Generally, our team zergs Power, so I end up going for the forward point.)
Here's a question--what happens if you're making a buggy rush around to the most forward attack point and pass an enemy buggy doing the same thing, what do you do? If there's no one defending your closest point, do you go back? Or do you rely on the rest of your team to defend that point?
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I like to ride in the 3rd seat as Engineer and throw out motion mines along the way. Then give 'em a nice wave as they go by...
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03-03-2008, 05:07 PM
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#7 (permalink)
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Join Date: Jun 2007
Location: North Port, Florida
Age: 27
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Re: Strategy Discussion: Tunis Harbor (32 player)
Lol--awesome strat, spiff.
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03-03-2008, 05:48 PM
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#8 (permalink)
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Join Date: Feb 2007
Location: North Carolina
Age: 38
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Re: Strategy Discussion: Tunis Harbor (32 player)
As commander...
Get your team in a position to take two flags. make sure you SL's let everyone know that those first FAV's are reserved for SL's
make sure every SL knows where all of the initial squad assignments are
Keep them in a position to hold two flags. keep your squads supplied with intel
keep the supplies coming, this map burns ammo It doesn't matter which two flags you get, just keep yourself out of trouble with the bleed.
It's the simplest and most fluid of all the maps.
All of the flags have multiple lanes to attack.
Your squads will likely be doing a LOT of running; let them know that in advance.
You can't turtle. You can't hide.
Just do all those things a commander is supposed to do (see Zoraster's guide) and hold two flags.
Also: If Lyramion is on the enemy team keep the walker away from him.
Fun Facts:
- the walkers can go wading in the deep water to the north
- the rorsch gun over at junkyard can pwn most of the map
- there is an often used FAV trail in the out-of-bounds area south of power; it provides an easy drive between trash dump and the docks.
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03-03-2008, 05:55 PM
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#9 (permalink)
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Join Date: Apr 2007
Location: Northern Colorado
Age: 39
Posts: 3,661
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Re: Strategy Discussion: Tunis Harbor (32 player)
Quote:
Originally Posted by Arithea
Here's a question--what happens if you're making a buggy rush around to the most forward attack point and pass an enemy buggy doing the same thing, what do you do? If there's no one defending your closest point, do you go back? Or do you rely on the rest of your team to defend that point?
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Depends on who I am playing with. If I have someone who I am familiar with commanding I will just relay the information and let him/her make the decision on what is best for the team. If they need us to go back we do but I would prefer to stay on my initial push to the deep flag. As PAC I always enjoy the defense on Junkyard, it is usually a very very exciting fight and can really be a ticket burner for EU if you can hold that flag. When done properly you can also deny EU their walker or at least keep it busy while other squads are holding the 2nd flag you should hopefully have.
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03-03-2008, 08:34 PM
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#10 (permalink)
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Join Date: Jul 2007
Location: Vancouver, west coast of Canada
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Re: Strategy Discussion: Tunis Harbor (32 player)
If I'm assaulting Powerstation at the start of the round, I'll hang back when I arrive to the flag itself because my squad will be either all dead or all alive within the first 10 seconds.
Someone needs to be sane and provide a spawn point. Of course, if the other team holds the flag for 15 seconds, people will begin spawning in and the cause is almost lost but I've seen it turned around.
A delicious strategy is to take a buggy, bypass your first flag and powerstation and then just sit still near their first flag. The idea is to allow both the walker and the infantry to trickle to Powerstation and then have your squad spawn in on the flag.
Works well and the other team does bleed tickets from random infantry assaulting from the UCB.
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03-04-2008, 08:44 PM
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#11 (permalink)
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Join Date: Aug 2007
Location: Ireland
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Re: Strategy Discussion: Tunis Harbor (32 player)
Quote:
Originally Posted by ionpig-A
- there is an often used FAV trail in the out-of-bounds area south of power; it provides an easy drive between trash dump and the docks.
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Surprisingly you can do this with a walker too (you really can).
I like this map it's always a good bit of fun. As CO it's alll about quick reaction sending people across the barge or to power. It's really a simple map and as far as strategy goes there isn't much.
I love COing when the server count is low and I can have a little fun with RDX and APMs. If the server is mostly pubs I can more or less defend the closest flag single handedly. Of course in a game with lots of TGers it might be a little harder
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03-04-2008, 08:57 PM
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#12 (permalink)
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Join Date: Nov 2007
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Re: Strategy Discussion: Tunis Harbor (32 player)
Another less than known fact is that you can cap the junkyard flag from the catwalk above it. This also leads to the catwalk (generally not that defended) being a good assault choice vs the barge which will generally be defended/watched to some extent.
An SL can pretty much stealth run the entire catwalk, have his men spawn in and drop down while he stays up above.
Another less commonly used path is the water between the two UCBs. You can swim from one side to the other with ease and generally nobody will notice.
I just hate the fights between power and the "third" base. They are just really sort of campy and not very fun. I generally try to avoid power like the plague and let other people deal with it
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07-27-2009, 08:43 AM
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#13 (permalink)
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Join Date: Apr 2008
Location: London
Age: 28
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Re: Strategy Discussion: Tunis Harbor (32 player)
More people should read this. Especially post #8
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07-27-2009, 10:06 AM
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#14 (permalink)
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Join Date: Mar 2008
Location: Ave Maria, FL
Age: 20
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Re: Strategy Discussion: Tunis Harbor (32 player)
I commanded this map early yesterday with low server population, 2.5 squads per side. The tactics change somewhat, because fewer people can't cover the entire map. This makes huge offensive sweeps powerful. If you have a SL on your side under your command that can move fast, you can power through two flags before the enemy can react. For half the game we held three flags, and for another quarter two flags. The final ticket count, despite a rather stupid order on my part because I failed to see the ENTIRE enemy team push Junk, was 180-something to zero. That's a pretty crushing win. The key with low server pop is to constantly hound the enemy off its flags, and you can take all 3 at once.
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07-27-2009, 10:13 AM
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#15 (permalink)
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Join Date: Apr 2008
Location: London
Age: 28
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Re: Strategy Discussion: Tunis Harbor (32 player)
Yeah that's because people don't understand how to defend a flag on Tunis.. I really hate this map, because everyone just attacks, and isn't satisfied with holding 2 flags. If you get all 3, there is a dramatic difference in skill on each side.. And if you don't get the 3rd, you've probably lost the others as well..
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