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| Battlefield 2142 - Tactics and Missions Discussion Discussion about Battlefield 2142 tactics, maps and missions. |
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#1 (permalink) |
![]() Join Date: Jun 2007
Location: North Port, Florida
Age: 25
Posts: 1,875
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Strategy Discussion (last one!): Minsk
November 2139: Minsk, a key Northern command center for the EU, is under attack. For almost four months the PAC has been assaulting the city, and now their Central Command Group is breaking through the EU's defenses.
*Trivia point: Minsk was the first battle in which the militarized Titan was used. I know we don't play much Minsk (or Verdun) anymore on the TG servers, but I'm including them in these discussions for the sake of completeness. I'm not terribly familiar with the larger versions of Minsk, myself, so I'll leave most of the discussion to those who are. If you're one of those people, where do you like to go first? What are the most defensible control points? Many flags are very exposed on this map. Do you stay and try to defend an exposed control point, or do you move on and play a long-distance game of whack-a-mole? Discuss.
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![]() my tank is burning not an enemy in sight Arithea lurks -Spiff913 WeeWar: Arithea Ikariam: Arithea, Chehios [88:57] Ankh-Morpork, Crystal Glass .....Find me! Send me stuff! ....................... Rhiatheos [88:56] Sto Lat, Wine ...................Find me! Send me stuff! ....................... Echeeos [87:57] Lancre, Marble ...................Find me! Send me stuff! |
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#2 (permalink) |
![]() ![]() ![]() Join Date: Nov 2006
Location: Bridgewater, NJ
Age: 34
Posts: 5,628
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Re: Strategy Discussion (last one!): Minsk
Last one? But you haven't gotten to the Northern Strike maps yet
...I have yet to play a round of Minsk (conquest) on the TG server, so I too have very little to offer here.
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Ikariam (Alpha) Bayhios [35:70] > Truax (c) - Wine Streardeos [39:70] > New Truax - Marble Meikaios[35:68] > Truax Minor - Crystal |
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#3 (permalink) |
![]() Join Date: Jun 2007
Location: North Port, Florida
Age: 25
Posts: 1,875
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Re: Strategy Discussion (last one!): Minsk
I'll do the NS maps--if we'll have enough participation to have a discussion.
It's been a while since we had a Pfrosty Pfriday, so NS isn't too fresh on people's minds.I might also talk to the admins about having a day where we run some of our less-common maps for a couple of hours simply to give us a bit more discussion fodder.
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![]() my tank is burning not an enemy in sight Arithea lurks -Spiff913 WeeWar: Arithea Ikariam: Arithea, Chehios [88:57] Ankh-Morpork, Crystal Glass .....Find me! Send me stuff! ....................... Rhiatheos [88:56] Sto Lat, Wine ...................Find me! Send me stuff! ....................... Echeeos [87:57] Lancre, Marble ...................Find me! Send me stuff! |
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#5 (permalink) |
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Join Date: Jul 2007
Age: 16
Posts: 61
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Re: Strategy Discussion (last one!): Minsk
I have! All I can say is that PAC need to hunker down in the trenches and make sure there are sentry guns in every corner with shields protecting medics.
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Proud Battlefield 2142 Player Since November 21st, 2006 |
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#6 (permalink) | |
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Join Date: Dec 2007
Location: Stamford, CT
Posts: 130
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Re: Strategy Discussion (last one!): Minsk
Quote:
For the most part the EU just have to hold the Frontline flag and make sure that the AA turret on the bunker is constantly manned if the team can spare two or three engineers with SAAWs then all the better. As long as the PAC gunship does not make it over past the chokepoint. From there the EU has to hold the Three bunkers and the main road. Engineers place mines all over the road, support pops a few sentry drones down. Have one squad in each of the forward two bunkers. Put two in the middle bunker. Have a few soldier bring up the armor and the gunship. And everyone else in the trenches. As long as they have the bleed thenn they can win easily. (I play this alot with friends on private servers )
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300 to 1? No problem. Might need more bullets though... |
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#7 (permalink) | |
![]() Join Date: Apr 2007
Location: Pittsburgh
Age: 20
Posts: 771
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Re: Strategy Discussion (last one!): Minsk
Quote:
This map is essentially the mechanized version of Berlin. EU should be in paradise with plenty of armor, plenty of areas for engineers to hit armor from cover, defined chokepoints easily coverable by IDS and PDS, and simple fields of fire. That said, once the front lines get bypassed, the game rapidly shifts in favor of the PAC. The map is large enough that any break-through is usually devastating for EU as units fall back from Front Lines piecemeal to get chewed up by PAC dug in at their new flag. If any map really needs a good EU commander, its this.
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|TG-3rd|Razcsak ![]() |
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#8 (permalink) |
![]() Join Date: Jun 2007
Location: North Port, Florida
Age: 25
Posts: 1,875
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Re: Strategy Discussion (last one!): Minsk
Now that I've had a bit of time to think about it, here are a few points to consider regarding tactics and strategy on this map:
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![]() my tank is burning not an enemy in sight Arithea lurks -Spiff913 WeeWar: Arithea Ikariam: Arithea, Chehios [88:57] Ankh-Morpork, Crystal Glass .....Find me! Send me stuff! ....................... Rhiatheos [88:56] Sto Lat, Wine ...................Find me! Send me stuff! ....................... Echeeos [87:57] Lancre, Marble ...................Find me! Send me stuff! |
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#9 (permalink) |
![]() Join Date: Jan 2008
Location: Princeton, NJ
Posts: 136
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Re: Strategy Discussion (last one!): Minsk
We played this map early yesterday was were held well in at the choke point. Does anyone want to save me some time and suggest how best to get past the main choke?
The only thing I could come up with is to steal the chopper and fly past then have your guys spawn on you at a back base. I really was amazed with how easy it is to defend the main base. With all the armor they have in the back it can be impossible to get back with decent defense which is what I had to deal with. I can't help but think that there must be a back way in. |
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#10 (permalink) |
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Join Date: Mar 2008
Location: England
Posts: 8
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Re: Strategy Discussion (last one!): Minsk
As PAC if you use the FAV speed boost you can get onto the hill W of your main base, from there you can cross through no-mans land ( the yellow area) to near Hill, on the 32 /64 map. EU cant put mines in the yellow area, but you may need to jump out once you get into game territory again.
A quick cap at Hill gives you a tank, walker and two more favs. |
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#11 (permalink) | |
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Join Date: Mar 2008
Location: Lowell/Medford, MA
Age: 22
Posts: 146
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Re: Strategy Discussion (last one!): Minsk
Quote:
I wasn't aware of this rule last night, and thus apologize to the the people playing EU in that 20+ minute round =(. |
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#12 (permalink) |
![]() Join Date: Jul 2007
Location: Mountain Home AFB, ID
Posts: 691
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Re: Strategy Discussion (last one!): Minsk
Actually, one way that occured to me, which may be borderline exploiting, is to have a squad leader take an FAV out of bounds through the valley. Right before he dies, have two people spawn in on the FAV. He dies, they have more than enough time to keep going and capture a flag. Granted there's only two and they can't spawn until they get a flag, but it should work.
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#13 (permalink) |
![]() ![]() ![]() Join Date: Nov 2006
Location: Bridgewater, NJ
Age: 34
Posts: 5,628
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Re: Strategy Discussion (last one!): Minsk
Correct.
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Ikariam (Alpha) Bayhios [35:70] > Truax (c) - Wine Streardeos [39:70] > New Truax - Marble Meikaios[35:68] > Truax Minor - Crystal |
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#14 (permalink) |
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Join Date: Mar 2008
Location: Lowell/Medford, MA
Age: 22
Posts: 146
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Re: Strategy Discussion (last one!): Minsk
So capping a flag behind enemy lines WITH the gunship is acceptable? IE. I take the PAC gunship, immediately fly north up behind the buildings, come up behind the EU gunship as it's taking off, shoot it down and cap Ghost Town while in the gunship, then fly off and do whatever. Would this be against the rules, or am I restricted to only taking out their gunship and supporting the troops on Front Line?
I'm just curious because I've always taken the gunship and capped undefended flags with it when I've played Minsk in the past. I never knew such a rule existed. I've always figured if their gunship is still up, and their commander is any good, I'd be unable to capture the flag in the first place. And if I am able to take out the gunship first, then again, if the enemy commander is any good, and the other team has good communication, it'll be noted that the friendly gunship is down, and the commander can ask for a squad to make me dead. As before, if capping flags with a gunship is not acceptable on TG servers, I again apologize, because the game would've had a drastically different outcome than a Pac win by 40 had I not capped Ghost Town.... |
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#15 (permalink) |
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Join Date: Mar 2008
Location: Roanoke, VA
Age: 19
Posts: 81
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Re: Strategy Discussion (last one!): Minsk
Why? It sounds like it could be a rather effective strategy, if done right. After taking down the enemy gunship, a squad leader piloting his own gunship can fly to a flag, drop off his gunner, and have the rest of the squad spawn onto the gunner seat and hop off again. With good communication, it wouldn't take very long, and the last to spawn will remain in his seat as gunner. The gunship would provide air support for the squad while it's capturing the flag.
Of course, you'd end up with a divided squad, with two flying about and 4 on the ground. It would be best in this situation to have the ground team form their own squad after the flag is captured. It would be a one-time thing, and would require TG levels of communication and organization, but it sounds viable to me. EDIT: Also, your gunship is much faster and more maneuverable than an air transport, and can actually kill armor, so there's that too. |
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