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06-21-2009, 12:35 PM #1
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Insanely difficult teamwork strat
I have a strat that requires perfect coordination of an entire team...which almost never happens unless it's a TG inhouse or password night, but I thought I might float it out there just for fun.
Camp G PAC:
6 squads of 4 (One with 3 if a commander is present)
No one spawns but SLs
Get in buggy, buggy rush central (hopefully since there are only 6 people total on map there's no waiting for people to get in buggies, just get into a buggy, so you can avoid most of the mines) - ideally you should have good drivers as SL... Both buggies go to the barrier between Ruins and Central
From there, 3 SL's break for EU base (Edit: These 3 SL's should spawn recon (Camo, RDX) just to make it harder for ruins people to take potshots at them), 3 take Central. Central Squads spawn in when the SL is past the first flight of stairs. EU base Squads should ideally spawn as close to the building (or inside) as possible on the judgment of the SL's, but no further away than the open area between ruins and EU.
From there if both are capped you can have a relatively easy time taking ruins or at least holding EU. Central is likely to be taken quickly, while EU base may or may not be taken, but Central is a good spawning point to start from for a round, from there PAC should be be able to take the round with relative ease. If EU base is taken the 3 SL's should use their RDX and blow up orbital-UAV-SAT-EMP (in that order of threat to the people at EU base).
If EU does manage to get toll mines set up by that time (unlikely but still possible), all 6 SL go for toll and have everyone spawn in (ie. the whole PAC team spawns in). From there the whole team can push towards central-ruins-EU while the EU team still has probably half its team at Harbor.
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That's the main part of the strat...its a bit micromanagy with where to spawn and everything (I couldn't sleep last night), but I think with a TG team this could be effective. Ideally the commander (if there is one) orbitals the walker asap when it's up. I decided to forsake the walker since it's too slow and can be brought up later to clean up harbor and toll, and it's under no threat to be stolen/orbitaled/bombed in the uncap. 6 Squads of 4 instead of 4 Squads of 6 as that means 2 more mobile spawn points.
Any counters and/or criticisms?
I have another strat for EU belgrade that seems a lot more iffy to me, but I'll see how this one plays out first.
Disclaimer: Only to be used when facing headless chickens - will not work against chickens with heads, or anyone else for that matter (sigh)Last edited by Lunien; 06-21-2009 at 02:57 PM. Reason: Edit about the Recon part, I forgot to put it in initially
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06-21-2009, 01:16 PM #2
Re: Insanely difficult teamwork strat
Good idea, but mines are almost always present at toll. One or more squads spawn back and throw down mines. The delay with getting all the SLs into the correct buggies would almost guarantee this. Most of the time mines go down east of Harbor and down the center to catch a buggy rush early.
My only issue with this is that it seems like you are throwing all your eggs into one basket. If the conditions were to present themselves perfectly (however unlikely) I could see this working. A more viable strategy would be simply to aim for toll. If you had the coordination to get all the SLs into the buggies, you could easily overwhelm the one or two squads at toll. But, with any big breakthrough comes the attention of the enemy team. It would be almost impossible for all the SLs to dismount at toll or farther back, not to be spotted or seen by the enemy commander. Squads would have to work quickly to cap the flag.
The 6 squads of 4 is a good idea, but you need trained squad members that can work together. There are fewer people to revive and the squad would need to be able to stick together. I personally would not run a 4 person squad unless the knew the SMs very well.
I think the biggest thing you are banking on (absence of mines) is an impossible thing to hope for as you drive out of the UCB with your eyes closed.
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06-21-2009, 01:26 PM #3
Re: Insanely difficult teamwork strat
4-man squads on a 48-player server are not a brilliant idea. You need the extra meat shielding power to stay alive, shoot, and accomplish objectives.
As for the strategy -- it's not very good. You've made one huge grand plan, and there's absolutely no contingencies. #1 rule of all military undertakings: "nothing ever goes according to plan." As Beat said, what if all 6 of your pretty SLs get Rorsched while they're passing by Harbor? What if they get mined, RDX'd or anything else? You just lost your initiative, and the EU has set up fully on Harbor.
I understand you've only dealt with break-through, but that's not enough. The best way to utilize TG squads on Camp G is to bait the enemy and then have the rest push in. Ie, have TG squad do a buggy rush to Harbor, and then cloak NE of it. EU chases them, PAC pushes full on, and caps Harbor or at least gains a foothold.Fight!
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06-21-2009, 01:50 PM #4
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Re: Insanely difficult teamwork strat
DrBeat: There is no correct buggy, both buggies stop at the ruins/central barrier, and the appropriate SLs make for their flags. The idea is to work quickly as you said, unless EU decides to give up Harbor there will be at least a squad (probably 2) at harbor, and I have the whole team at at least toll. Being spotted wouldn't matter as like I said, the point is to be quick. Now if the EU team decides to give up harbor, then no buggy is going to break through toll no matter what. I don't really like to aim for toll as it is harder to hold from both directions (harbor and central).
I know manning a 4 man squad is hard, that's why I only suggested it as TG inhouse/password night thing as TG people know each other better and are trained together (such as the TG divisions)
Zhohar: But 3 squads each go for an objective, that's 12 people, that's effectively 2 squads of meat shield and firepower, it's not like I have any single squad splitting from other squads for their own objective. Besides, if it works I can simply group squads together, like Squad 1 with Squad 2, or I can even merge squads.
As for the contingency thing, no one spawns in except SL's, so there is no hassle about non-SLs getting into buggies. I mean I've seen that buggies will drive a bit, then wait for a straggler to get in. I dunno if the time difference is big as I haven't tried it, but perhaps the slightly shorter time is enough to get past most mines before they're laid.
My main idea is to get the buggies out of the uncap before people expect it to, whether or not that's possible, I don't know.
Worst case scenario: If one buggy gets killed the other buggy bails and squads spawn in, I have half the team (2 6-man squads) behind harbor and going towards toll. Harbor will react and move back, at this point the other half of team takes the walker and takes harbor (just have one engi with MMB take out any remaining motion mines that the buggy didn't trigger) I lose 3 tickets, at most 15 if the toll-harbor squads gets totally wiped out in 15 seconds, and I get bleed off.
Guess I should add that both buggies go the same route, that way if one gets killed the other buggy has at least more time to bail due to less MM and engies that just used their AV weapon.
Hmm...inhouse maybe not if the other team is as coordinated, but in a scrim with others? Might work as a surprise strat when they see that no one is attacking harbor and the walker is unoccupied.
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06-21-2009, 02:48 PM #5
Re: Insanely difficult teamwork strat
Sounds good on paper, but remember, two squads in the same place does not equal more coordination, it simply means more people. These two squads cannot talk to each other directly through VoIP and are effectively cut off from each other. Even SL to SL TS will not bridge this gap between the squads.Zhohar: But 3 squads each go for an objective, that's 12 people, that's effectively 2 squads of meat shield and firepower, it's not like I have any single squad splitting from other squads for their own objective. Besides, if it works I can simply group squads together, like Squad 1 with Squad 2, or I can even merge squads.
It is just about impossible to figure out where you are about to spawn. It is going to be the same as waiting for stragglers. All the SLs spawn, orientate themselves, then run to the buggies. This is the same process as an SM who spawns and tries to jump in the buggy.As for the contingency thing, no one spawns in except SL's, so there is no hassle about non-SLs getting into buggies. I mean I've seen that buggies will drive a bit, then wait for a straggler to get in. I dunno if the time difference is big as I haven't tried it, but perhaps the slightly shorter time is enough to get past most mines before they're laid.
Most IHSs will play in smaller matches. No where near the scale required to even attempt a plan like this. You are banking on this match being TG vs. headless chickens. TG is good, but we aren't the only good players on the battlefield. During a normal match: inconceivable. Scrim: a little more likely, but still hard. From playing in the TG vs. Texas Team Players, you can't bank on the UCB rules. If I remember correctly, base attacking was allowed. During a TG vs. TG scrim mines will be laid and the enemy will have an alert commander. In a TG vs. Other Group scrim, if the group is organized to scrim others and prepare, they would have mines laid also.Hmm...inhouse maybe not if the other team is as coordinated, but in a scrim with others? Might work as a surprise strat when they see that no one is attacking harbor and the walker is unoccupied.
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06-21-2009, 02:56 PM #6
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Re: Insanely difficult teamwork strat
Hm...that is true about the comm thing, I never quite thought of that for some reason. As for the spawning thing...I guess, I was focusing on not having to have a buggy drive off with 1/2 people, then having to wait for a third passenger, which probably doesn't work in game.
Ouch, thorough beat down by Zho and DrBeat (guess that's your name for a reason :P). At least I found the missing ingredient: Headless chickens!
On an unrelated note, how viable is it having SL-only buggies? I know usually there isn't enough coordination to pull it off, but apart from that is it viable to have only SL in buggies so that their squads can spawn in?
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06-21-2009, 03:20 PM #7
Re: Insanely difficult teamwork strat
Hey now! We aren't trying to beat you down! As you know, at TG we are serious about tactics. If I had an idea and brought it here, I would want it to be slammed by everyone around here. Why? You don't always notice that hole in the back of your pants until someone else points it out and then you patch it.
I call this the "clown car method." It is an extremely good way to overrun an enemy position.
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06-21-2009, 03:30 PM #8
Re: Insanely difficult teamwork strat
You lost me at this sentence. THAT is the whole challenge of CampG and you only used 1 sentence on it?Get in buggy, buggy rush central
1 RDX Pack on the Road.... poof goes your Strat. Enjoy respawning and getting stuck on Harbour. This happens more often and often on TG since people are slowly getting the hang of the "Soviet Block".
The clown car is a more viable option on Cerbere where you bomb 18 people on SouthTown.
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06-22-2009, 12:43 AM #9
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Re: Insanely difficult teamwork strat
Haha I know no worries, I'm just joking about the fail of my own strat and how I didn't think of the things you guys mentioned, so yeah :P (That comm one especially killed me)
Lyra: Yeah I know, I initially thought that the mines would be less of a threat if I could get the buggies out faster (The strat is pretty much predicated on that), after trying in game I realized that that isn't the case. If it was the case then rushing central would not have been hard, and so the whole challenge of CampG as you said would have been conquered right at the start of the round. That's why I added the thing about how if one buggy dies the other buggy bails and have the squad members spawn in. If both buggies die then I'm screwed no matter what strat. What's the "Soviet Block" btw, I haven't been on TG for a long time...280 ping blah
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06-22-2009, 07:11 AM #10
Re: Insanely difficult teamwork strat
A strat that can work is this one:
- Get 3 SLs in a car.
- Rush to the back of Harbour
- If Mines = TRUE then jump out immediatly and spawnbomb harbour quickly to secure those 25ish ticket advantage
- If Mines = FALSE then continue to Tollstation and Spawnbomb it BEFORE you enter a chokepointroad. You should be able to overrun Tollstation Infantry Style. Be sure to get the EMP Grenades since the Walker will show up only a few seconds after you.
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06-22-2009, 11:35 AM #11
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06-23-2009, 11:49 PM #12
Re: Insanely difficult teamwork strat
While I agree with the criticisms mentioned here, you could speed it up considerably by having one person jump into the buggy, speed off, make a squad, 2 people join, spawn in, leave squad, make their own... no running needed.
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06-24-2009, 01:42 AM #13
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Re: Insanely difficult teamwork strat
Yeah but that is generally frowned upon here, see my other thread in GD about it.
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