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Battlefield 2142 - Tactics and Missions Discussion Discussion about Battlefield 2142 tactics, maps and missions.

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Old 06-03-2009, 02:40 PM   #1 (permalink)
 
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Possible Begrade Tactics!

Someone bring up the 32p version map of belgrade, that's what I'm working with, children.

This is primarily for PAC, and I'm your Commander, kids, so squad up and follow orders.
I got five squads, Alpha, Bravo, Statue, Charlie, Armor.

I am ordering Statue squad and Charlie to work together. The will go to Statue, but remain north of the buildings JUST north of Statue. When the EU come to cap Statue, Statue squad (SQ3) and Charlie (SQ4) will remain where they were. First, the EU will bring an APC up, either from the main road or the western flank. They always do that. Then, a squad will come in through the western flank. Predictible cockroaches. No worries, I got SQ4 to move in and counter them, while SQ3 attacks the building to the south of of the flag.

Someone joined and made a Sniper squad. That's nice and all, now, Armor squad has the Squad leader of the Sniper squad in their APC, parked under a length of the Monorail. The SL will pod up, and the squad will join in. Comprised of mainly snipers, but a few Assault Medics armed with PK Airburst Rifle Rockets (PKs) the Assault medics bombard the enemies as SQ3 and SQ4 utilize the newly spawned walker, and guard it until someone from the Armor squad can man it. The Snipers spot out a tank! The walker, and a PAC tank move in, and gang up on it, when the EU driver bails, but is slaughtered by the GAU gatling guns. Then SQ4 moves in to the flank, and breaks through the EU's flank at playground, decimating their forces as the Walker and Tank move in to Monorail.

Focusing on Alpha, they are cleaning up Comm Tower, as Bravo's SL spawns in, along with his troops. They move in, and go past Playground, and I order all squads to make a large, defensive "wall" of troops. I drop supplies on our Armor, and as the next box reloads, I drop it for my precious troops, and initiate Artillery on any straggling enemies.

Owned. Try to counteract. I CHALLENGE YOU!
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Old 06-03-2009, 03:21 PM   #2 (permalink)
 
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Re: Possible Begrade Tactics!

I counter with, what if you don't win that first engagement and you don't control statue?

You could very well never see a push onto statue and simply have the enemy team use the APC to kill your two squads on com tower and make a lot of tickets, even to the point of getting enough dead to take the flag and get bleed on your team.

now its your turn
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Old 06-03-2009, 06:51 PM   #3 (permalink)
 
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Re: Possible Begrade Tactics!

Unless I'm misreading, your plan is to give them Statue? You say your two squads wait in the northern building while an enemy squad comes in from the west and from an APC. You ignore the chance of a buggy-rush getting there first and the damage the APC will do to your squads. Your entire plan hinges on winning both the Statue fight and the Com Tower fight right off the bat, something that isn't very reliable at all. While PAC seems to do slightly better at Statue than EU (thanks to the walker spawn placement), EU usually wins at Com.

You also put a full squad on the Monorail. That's just begging for one clip of rockets to wipe out 6 tickets and a wasted squad.

This is one of those plans that might as well read: "What if everything goes my way and nothing ever surprises me. Awesome, no?"

Last edited by Razcsak; 06-03-2009 at 07:51 PM.
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Old 06-03-2009, 07:44 PM   #4 (permalink)

 
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Re: Possible Begrade Tactics!

I'd like to point out that being on the monorail is generally a death by rockets.
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Old 06-03-2009, 08:42 PM   #5 (permalink)
 
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Re: Possible Begrade Tactics!

Little blunt, but I have to agree with Raz. This works ok for an initial strategy, its nice to hope for, but theres a LOT of assumptions in this battle plan; and if your squads are skilled enough to pull this off flawlessly, they're skilled enough to win without an overall plan. Going for both Com and Statue is a common tactic, because its very likely that your team will get one or the other, but both is, again, the 'perfect' scenario.

Having a full squad on the monorail isn't as effective as it might seem -- the only flags that are truly open to attack from the monorail are ruins, statue and playground. Not to mention that once the enemy knows that there are units on the monorail, it is very easy to take them out. Its also very easy to fall off the monorail when you get shot, so to rez the fallen SM, your medic has to bail from the monorail -- this makes your location very well known and diminishes your effectiveness (if your mission is to pressure from the monorail).

Making true and effective tactics cannot be done in advance. If you know that a player on the enemy team is an epic walker pilot, then you know that you have to deny them the walker. If there isn't such a player on the enemy's side or on your team, then Statue is really just a novelty. Yes, I know its a good staging area and you can attack most flags from there, but it becomes less necessary without good walker pilots on the server. It takes longer to get to statue, its one of the hardest to assault and you can most likely cap another two flags with the tickets you'll lose caping it. The only flag that is harder to cap (arguably) is Com. Considering the map is a 'Head-on' assault, holding the majority flags is important. A stronger strategy would to be ignoring Statue in the begining, bulldoze the mid-line flags from monorail to ruins/pond to playground at least, and have an engineer in every squad but the one on Com. This way you control the majority of the flags and could deal with any armor that comes at you between the engineers and the rorshes available. An apc at Statue could rain death on com or playgrounds though, so be careful there. Still, you'd hold the majority flags, two of which are easily defendable (com/playground are easy to defend when you have both), not to mention you'd have the option of taking the 'gate flag' which could allow you to disrupt enemy armor coming into the fight (except the walker). In all likely hood you'd only get four out of the five 'mid-line' flags at the begining, since you'd have 2+ squads going for com with stragglers going for the others such as playground and what not, but this still gives you the majority off-the-bat. By all means send a squad to Statue, but the flag isn't an important one -- its the walker/armor denial that's important.
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Old 06-09-2009, 09:18 PM   #6 (permalink)
 
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Re: Possible Begrade Tactics!

Another common tactic that squads use to defend com or playground is to have a few guys in those buildings between com and playground, but always occupy it with shotguns and recon for the apm
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Old 06-10-2009, 10:56 PM   #7 (permalink)
 
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Re: Possible Begrade Tactics!

Awww darn it. You just turned my tactic into that smelly dead skunk on the side of the road, set it alight, and killed it's dead body.

Meanies. >

No worries, I'll think of something.
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Old 06-20-2009, 08:10 PM   #8 (permalink)
 
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Re: Possible Begrade Tactics!

Ruins can also be a vantage point to take statue, as long as you get people over to the east side of statue coming from the blown out building in ruins, you can make an attack from behind, same with Monorail and playground, you can make an attack from behind and quickly take statue. but it all depends on if you have armor or not and anti armor
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Old 06-23-2009, 08:58 PM   #9 (permalink)
 
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Re: Possible Begrade Tactics!

Statue is high ground, also spawns a walker and has good anti-vehicles rorsche defense.
One thing to remember is that no plan ever goes accordingly. You can't just come up with a brilliant plan and know it will work. You must have a backup plan.
Also, don't act so cocky, these guys will just smack you down from sheer battlefield experience and make you look like a fool.
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Old 06-27-2009, 09:22 PM   #10 (permalink)
 
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Wink Re: Possible Begrade Tactics!

Well, personally, I like to pray a lot when I see this map pop open. Then I switch to Zhohar's team.

Then I let his squad do all the work, while my squad is entirely dedicated to reviving him when he gets mauled by an apm (bullets do not work on him).

Once we have capped all the flags, we set up barbed wire fences around the enemy uncap, complete with apm's, tripmines, and sentry guns every 6 inches, to ensure no one escapes.

Then, we lay out our lawnchairs, have a few cig's, and BBQ roasted lamb while listening to the resounding crackling of explosions and bullets from our anti-enemy barrier.

A nice, relaxing way to end the evening.
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