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Old 07-05-2007, 06:08 PM   #1 (permalink)

 
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Sinjar, Iraq

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Old 08-06-2007, 03:02 PM   #2 (permalink)
 
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Re: Sinjar, Iraq

This map has major spawn camping issues: US spawn after you take B and US spawn after you take A. The Insurgence side also has spawn camping issues, but there is rarely a situation when the Insurgence gets spawn camped because they're doing the spawn camping (and once they do that, they win fairly easily). When the US spawn camps Insurgency, the insurgency can usually get out by having their RPG player fire at the ground. But when the insurgency spawn camps the US, one can only hope that they have quick enough reflexes to take out the spawn camper.

I only see the Charlie US spawn as a major issue because the insurgency initially spawns in that position. Therefore, if they know Bravo is going to be taken out, they can set up their position. With US Alpha, spawn camping only becomes an issue once emergency reinforcements are needed.

US players usually complain about how hard Alpha is to capture. The major tactic US players need to use is speed. US can set up their support/sniper to lay suppressive fire on the ridge line. The rest of the team can rush towards Alpha and secure it. But that's not all. US needs to push further than alpha (up the ridge line) to make sure grenades/rpgs do not disrupt the capture process.

Charlie can be fairly tough to capture too, but a great hiding spot is behind the white car. Usually, the 3 window house can cause a fair amount of trouble, but if you hide behind the car, you won't be seen by anyone in the 3 house and you can capture the objective fairly easily.
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Old 11-27-2007, 11:25 AM   #3 (permalink)


 
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Re: Sinjar, Iraq

I've uploaded an altered IMC2 file that increases the cap time for Bravo, Charlie and Delta to 30, 45 and 30 respectively. We'll see how it plays.
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Old 11-27-2007, 02:20 PM   #4 (permalink)
 
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Re: Sinjar, Iraq

Not sure if it has anything to do with the changes...but I noticed today that as the Insurgent SL on Sinjar, once Charlie was up, I could not issue any orders to defend Charlie. I was stuck with "Attack Bravo" until Charlie was capped. At which point it changed to "Defend Delta."
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Old 11-27-2007, 03:54 PM   #5 (permalink)

 
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Re: Sinjar, Iraq

It seems the commands are always borked.
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Old 11-27-2007, 04:09 PM   #6 (permalink)


 
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Re: Sinjar, Iraq

Yep every push map does it on the defense. really annoying.
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Old 08-18-2008, 04:10 PM   #7 (permalink)

 
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Re: Sinjar, Iraq

Not to mention the initial push from US spawn up the hill to A is nothing but a Frag Spam Fest.

There may be 3 routes out of the spawn but if the Insurgents come all the way down the hill to the front of the spawn building area it becomes a really bad spawn camp from the very beginning.

But once A and B are captured I have seen the game dynamic really kick in and squads using comms and assignments very effectively.
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Old 08-19-2008, 02:59 PM   #8 (permalink)


 
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Re: Sinjar, Iraq

The trick is two have 2 squads moving separately from eachother out of that spawn. One team needs to move up the cliff and the other needs to push A as hard and often as it can while the other squad is moving to flank the Ins. on the road/hill over looking A.
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Old 08-21-2008, 03:54 AM   #9 (permalink)
 
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Re: Sinjar, Iraq

A is the hardest point to get to throughout the whole game. You either need snipers watching the ridge or MGs parking on the road. The only way you can cap the point is behind the truck which is a frag fest. Try to keep ur feet beside the tires of the car because they can shoot you under
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