Announcement

Collapse
No announcement yet.

NC Make Good Use of "Buffer Time" and Win Prime Time Alert With Only 27% Pop 9-30-13

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • [AAR] NC Make Good Use of "Buffer Time" and Win Prime Time Alert With Only 27% Pop 9-30-13

    Overview

    This AAR will be from my perspective as PL and from my strategic perspective in NCC on the continent level (especially the northern area, where we were operating against the TR). In particular, I would like to emphasize a couple of points, an aggressive overall attack strategy as well as the NC's excellent use of "buffer time" (including our late alert ninja-ing of a large territory) both of which I think contributed to the win (along with, of course the contributions of the other outfits working down south against the VS).

    The alert was for territory on Amerish, and NC were working out of our newly rotated warpgate in the northwest.

    Participants

    WMD was in NCC with a platoon, BAX was in there also I believe with a couple squads maybe (or maybe they were in Command channel in game, I can't recall now), CML was there although I don't remember their numbers (2-4 squads?), and we were in there with I think 2 squads of mostly TG, filled out with blueberries. There may have been another small outfit (one squad maybe?) in there as well, not speaking very much. Some of the guys in NCC were also in Command VOIP in game, as happens sometimes there is overlap.

    Narrative

    We started out doing a couple small attacks including an unsuccessful reinforcement at Heyoka Tech Plant where BAX (who were on the point) called for us to dislodge DA from the upper balcony. We formed up in Maxes at the warpgate, landed on the middle roof of the tech plant, split into 2 groups (one to go in each door) and came down onto the back balcony and through the back doors, expecting to surprise them from the rear. But they were ready for us with Engi turrets pointed right at the doors. Speaking only for myself, I think if we were a little more careful entering our door, we may have been successful. RAGE likes to say that Max crashes never work and unfortunately this is true a lot of the time. Perhaps you feel so invincible (I am in a Max!) that you become too aggressive and get killed. I dunno, but maybe there is something to that. In all fairness though, there were quite a lot of them in there. But the point of AARs is to ask the hard questions and learn from our mistakes. What could we have done better at the Tech Plant? Please chime in below.

    At some point, we were actually even or maybe a little ahead in territory when someone from WMD (I believe it was NoJumpers) suggested an aggressive strategy of attacking, in order to keep the TR and VS on their toes, instead of sitting back on our laurels and just defending. And I believe this was one of the important factors in us winning the alert.

    Therefore, we decided to attack TR in the north, where we would spend the rest of the alert. We attacked (or re-secured, don't remember now) North Grove Post, before moving on to NC Arsenal. We were facing relatively light resistance and doing well until we were about halfway through the cap at NC Arsenal. At that point, TR realized what we were doing and responded to us with a platoon+ of reinforcements, which started to turn the tide of the battle in their favor. Two of the other NCC outfits (CML and I think it was BAX maybe) saw what was happening on the map and said in NCC that they were on their way to help us out (I did not request this assistance, but we needed it at that point and were glad to have it). I relayed this fact to our 2 besieged squads, hoping that it would raise their spirits. With the help of our NCC allies, we successfully took the base. After that, the NCC allies withdrew to go back to helping WMD attack the VS in the south, and the rest of the alert we would be on our own up north (with some blueberries).

    Meanwhile, down south the other NCC outfits were all over the VS, variously attacking, then defending the territories in the southwest part of the map around Wokuk Amp Station (Vaemar Logging Company, DeepCore Platinum Mine, Torremar Storage, etc.). I only had a half an ear in NCC about what they were doing, but it seemed pretty hectic down there, and the couple times I looked at the map it seemed as if we were always losing, and then regaining or re-securing something just in the nick of time. Which brings me to what I thought was the second important factor in us winning the alert. The WMD and BAX guys are very experienced in this game and I realized they were doing a great job of managing "buffer time" by moving around the various territories in the south.

    The way it works is that the attacking force has to sit there on your flag until it caps. This ties that enemy force down for whatever time it takes to capture (and therefore, this works better on the larger bases with longer cap times). So, while they are all tied down there, waiting for that flag to cap, you ninja out and take another territory (which is usually lightly / not defended), returning just in time to kill their Sunderers and re-secure the base.

    Realizing this was going on, I decided to do this on our front as well. The battle had slowed down dramatically at NC Arsenal, we still had a slow but steady trickle of TR infantry and tanks trying to push up the hill from Sungrey Amp Station, but NC Arsenal is a very defensible base. It also has 3 flags (A, B, and C) and a long cap timer (7 mins?). Even though the blueberries had all but disappeared, I realized we had a very defensible location and long cap timer, and therefore could take advantage of "buffer time" in order to strike out and take another territory. Actually, at first we had discussed flying behind enemy lines and hacking a terminal and pulling Sundies and executing the Fast Break Technique on the Amp Station, but in the end I made the above realization, as well as noting the fact that Jagged Lance Mine consists of 9 hexes, as opposed to only 7 at the Amp Station. Therefore Jagged Lance would be our target.

    The timing of the attack was also discussed, and I think it is important to note. I am a firm believer that the most important planning in a close alert happens with about 30 minutes left in the alert. This allows time to debate and decide on a plan, and then allows time to organize and execute the final moves with about 10-15 minutes left in the alert. Pushing it too close to the end and you cannot respond in time. Start too early and you may give the enemy time to react and dislodge you. In our case, I thought that if we waited too long to begin (<7 mins left in alert) that the TR would realize they couldn't take NC Arsenal anyway, and throw everything they had at us at Jagged Lance (turns out they would anyway, lol, read on). Therefore it was decided to execute our attack now, which was somewhere around the 12-15 minute mark IIRC.

    I advised everyone of the plan and destination so they could pull whatever kits they thought best. We loaded up in 2 Gals at NC Arsenal and flew back to the west a bit, behind the hill that NC Arsenal sits on, to the north edge of the map, flying very low in an easterly direction, north of Sungrey Amp Station and snuck into Jagged Lance undetected. We hacked terminals and pulled a Sundy and everything was going fine until the TR realized what we were up to and threw everything including the kitchen sink at us. lol We were only 2 squads, first they came with air and then of course herds of tanks as TR are likely to do, especially when you are that close to their warpgate. Eventually there were over a platoon of them there attacking our 2 little squads. lol The fighting was very hairy, we finally lost the flag of course but realized there was about a 10 second differential between the end of the alert and the reds capping the base. NC held the base, but we would need to delay their cap by about 10 seconds in order to make it happen after the end of the alert.

    They had us spawn camped with hordes of Prowlers, so it was decided to put down spawn beacons and let everyone do a coordinated drop on the flag. We did so, turned it and were able to hold it for about 10 seconds or so, just enough to hold our territory through the end of the alert, by seconds. :) Some TR congratulated us in /yell on winning the alert with only 27% pop, others whined about de-synched timers in game (perhaps they didn't realize what we had done by flipping the flag for 10 seconds).

    In NCC TS, Orders VOIP, as well as /Leader and /Orders text, congratulations were made all 'round and there was a palpable feeling of accomplishment by the (at times recently, dogged and underpopped) NC with messages like "it's a good night to be NC" and such. Fireworks were shot off and music was played in our warpgate, and everyone pulled Gals and flew them into the TR warpgate in a massive waste of air resources. :p But we were glad to do it. :) DoT, who was Bravo SL throughout, congratulated me on my leadership and the great win and said he had a blast. I think a lot of people had a lot of fun, what a great last second fight for our two squads and a great alert win in prime time for the underpopped NC. :)

    I would be remiss if I did not recognize the 2 tanks and a Sundy that hung back at NC Arsenal and defended it. I believe it was SteelScion, 1mBehindYou, and maybe LadyLucia in the Sundy? I am not sure if DoT told them to do so, or if they took the initiative and did it on their own, or just kept the tanks they had previously, but I would like to think it was individual initiative on their part and congratulate them for that. At one point I saw the TR trying to counterattack there, they had flipped a couple flags, but our 3 or so defenders cleaned them up and repulsed the attack. This is (one of the many reasons) why I prefer to give broad orders, and include context as PL, so that SLs (or even in some cases, individual squad members) can understand the "big picture" and if needed, improvise to achieve the overall goals. Everyone knows that I am big on everyone sticking together and unit cohesion, but this is a good example of when and why it is important to take individual initiative some times (for example, during a hectic alert) and take care of something that needs to be taken care of. Again, not sure if this was something DoT ordered or was done individually but please chime in from Bravo and fill us in on that part of the story.

    Also, anyone else feel free to chime in your recollections, these AARs form a valuable repository of in game actions and the thought processes that go into them so that future SLs and PLs can have something to look at and learn from. Plus they are really fun to read, both for those who were present and those who weren't.

    Again, great win everybody, and it was a lot of fun! I reeeeeally need to get to work now... :icon_bigg

    To any of the naysayers re: NC and/or NCC, I would say this is what we are capable with only a few outfits participating. We have some very good leadership in there when they are online and participating, and we have won many alerts and I have learned a lot about the game and overall strategy by being in there. I hope that what I have written here was educational for all aspiring SL/PLs in our Outfit, and I continue to encourage anyone who is interested to participate in NCC, even if you are just hanging around in there and listening at first. Just PM me for the server info and password.
    Last edited by Randy_Shughart_ClwFL; 10-01-2013, 10:41 AM.
    "The power of accurate observation is commonly called cynicism by those who have not got it." - George Bernard Shaw




  • #2
    Re: NC Make Good Use of &quot;Buffer Time&quot; and Win Prime Time Alert With Only 27% Pop 9-30

    Damn, wish I could have been in on that!



    Comment


    • #3
      Re: NC Make Good Use of &quot;Buffer Time&quot; and Win Prime Time Alert With Only 27% Pop 9-30

      Yes I do say it never works.........but why? First due to history, if you look at the leaderboard and sort by time you'll see I have more time in this game than anyone else. I've seen a lot and done a lot in this game. The way we approach the MAX crash in my opinion is flawed. When we give the order "Ok we're gonna do a MAX crash" I cringe because I know that it's next to impossible for us to keep and eng on a MAX. Why? I don't know....it seems simple enuff, but it's a fact based on my experience. That's why when I do participate in a MAX crash I've started being the engy/medic. Also I've certed up my nanite repair on my MAX due to the previous stated reason.

      Also when there is a MAX crash, there should be additional expectation that we don't just pull any MAX. Think about the mix before you call for a MAX crash and then ask for certain types of MAXs. In my opinion there should always be at least 1 raven MAX in the group..........why? Because when the enemy pulls MAXs (as they will do) the raven MAX can take down a zooy MAX in 3 double shots, and a lesser MAX in less. The raven MAX can also take out the Sunderer the enemy is spawning from as well as any armor that might be below the bio-lab or outside the shields of a tech plant. I can't tell you how many times I've hit a enemy MAX with twin ravens only to see them run away not waiting for the next volley. Effectively they become useless for the enemy.

      The engineers, should have under the barrel grenade launchers(UBGL)..............why? A UBGL can take down a enemy MAX in 2 direct hits, the UBGL can take out enemy troops with 1 shot and splash damage anyone near the one that got shot. The UBGL can also take out a engy turret in 2 hits. The UBGL has a great suppression aspect to it and provides a psychological advantage for anyone using it. After all who wants to run headlong into an explosion of that size. Having a fully certed tool is beneficial as well.

      The Medic should have revive grenades..........why? The medics should be at a safe distance and maintain that distance as the only person who can bring their team mates back. In order to maintain that distance they need to have revive grenades. A fully certed med tool is nice as well.

      The MAXs need to advance in a chevron fashion so that the engys are in a "cradle" of MAXs with the medic well to the rear. In a bio-lab they advance to the nearest taken point, with the understanding where the teleporter/jump pad is so as to not jeopardize the engys and use shields to protect not themselves but the engys. If the team goes down, a revive grenade is thrown out and the engys first line of duty is to start repairing the MAXs whose first line of duty is to draw up their shields, after the MAX is fully repaired and the area is suppressed then the medics dash up to fully heal the engys.

      Why have a fully certed tool? Distance plain and simple..........a fully certed tool will repair and heal further away.

      As I said this is only my opinion, and I only posted because I was mentioned in Randy's post.

      Comment


      • #4
        Re: NC Make Good Use of &quot;Buffer Time&quot; and Win Prime Time Alert With Only 27% Pop 9-30

        I agree with pretty much everything you said RAGE. More specifically, I believe we need to do much better at Max fireteam cohesion. I see enemy Maxes working in close concert with their Engis, this is something I feel we should be able to do also (especially at TG!).

        I have just begun putting more certs into my Max again, I had put off getting the extended mags until now due to cost. And so I have been talking to people recently about Maxes and it amazes me how many Max specialists have certed their auto repair instead of some type of armor. And it's because of what you just said, they can never seem to find an Engi around anywhere! This is ridiculous IMO.

        So, I have done a couple lately (started out that way yesterday, before the alert went off), and plan to keep doing more Max squads in the future, and work on drilling on fireteam cohesion. Adding maneuvers like you describe I think I will add into the mix as well.

        With the number of teamwork oriented players we have here at TG, there is no reason we cannot get very good at Max fireteam cohesion. It just takes time and practice. So as I said, I plan on drilling on this more and more until we get it down pat. As an added bonus, every time I (or Al, with his AEGIS squads) do a squad like that, most of the people seem to have a lot of fun.
        "The power of accurate observation is commonly called cynicism by those who have not got it." - George Bernard Shaw



        Comment


        • #5
          Re: NC Make Good Use of &quot;Buffer Time&quot; and Win Prime Time Alert With Only 27% Pop 9-30

          I was going to make a lengthy post...but no need. Rage pretty much hit all the points. Agree Rage. The only thing I would add is that a Max crash can turn very chaotic. Chaos can equal platoon wide death rather quickly (using maxes). People need to know what the primary objective is, and "slowly" (read strategically) make that happen. Maxes running around like chickens with their head cut off with no repairs taking place = happy fun time for the enemy.

          Comment


          • #6
            Re: NC Make Good Use of &quot;Buffer Time&quot; and Win Prime Time Alert With Only 27% Pop 9-30

            I think the biggest problem with MAX crashes is that they're almost inevitably used for getting into a close quarters combat environment, and that's usually a Bio Lab. Bio Labs are where squad cohesion--and by extension effectiveness--goes to die.

            Having the right kits is important, but in my mind secondary to training/coaching people to maintain cohesion in these tight environments. The natural inclination for most people is to spread out and start running and gunning, and the design of the Bio Lab is meant to support that kind of play (and is very punishing to static defense), but I think this is one of those cases where we need to trust the zerg to do that side of things and instead focus on providing solid territory control. Lock down the firing lanes, tighten the noose, hold the important chokepoints.

            I think to do that we need to figure out and communicate effectively the correct balance between freedom to maneuver and maintaining squad cohesion in those environments. Getting everyone into the same room is suicide if the room is small enough to get demolished with C4 and the situation is fluid and chaotic enough that you need SOME freedom to maneuver just to be able to operate. On the other hand, if people in the squad start wandering and hitting targets of opportunity, all of a sudden your MAXes are split up or they don't have their medics/engies.

            The "MAXes on the outside, medic/engies on the inside" formation RAGE mentioned (which I am now choosing to think of as the "delicious chocolate center" formation in my head) is easy to communicate and manage, and leaves the squad management concern strictly to managing MAX positions. The question in my mind then becomes "how far do we let the MAX units range out, and is there a rule of thumb we can use to corral them?" I'm not sure what the answer is.



            Comment


            • #7
              Re: NC Make Good Use of &quot;Buffer Time&quot; and Win Prime Time Alert With Only 27% Pop 9-30

              Randy, thanks for the brief. I recall being present for some of that and it was quite fun. But I don't hear what my NC brethren do and how our actions assist theirs and vice-versa. Even to hear that there is cross Platoon coordination and what those are is quite interesting as I am usually busy trying to focus on the tactical level. I think I would be interested in joining NCC for nothing other than to learn and network. Keep it coming.

              Comment


              • #8
                Re: NC Make Good Use of &quot;Buffer Time&quot; and Win Prime Time Alert With Only 27% Pop 9-30

                Starstriker..........how far can they range out is simple. How far can you throw a revive grenade from a safe location? Once the MAX FT is revive and the shields are up, they slowly retreat until the environment is safe for the medics to advance. If the MAX FT doesn't go down they only advance as far as the next 'new' safe spot for the medics. Once the medic is in the 'new' safe location, they can continue to advance. But as you said training is the key, because this has to happen instinctively and habitually. The game moves too fast for it to be otherwise. If performed in this manner a large degree of territory can be traversed quickly.

                If a control point is the assignment of the MAX FT then as long as the medic is safe, they can hunker down on the control point.

                Comment


                • #9
                  Re: NC Make Good Use of &quot;Buffer Time&quot; and Win Prime Time Alert With Only 27% Pop 9-30

                  I dunno about that. If all your MAX units are in the range of a revive grenade, they're also in the range of a C4 which provides a pretty catastrophic failure condition. As the game is played right now, C4 drops from light assaults are probably the biggest risk to a MAX team.



                  Comment


                  • #10
                    Re: NC Make Good Use of &quot;Buffer Time&quot; and Win Prime Time Alert With Only 27% Pop 9-30

                    Starstriker.............you've missed the point my friend.

                    Comment


                    • #11
                      Re: NC Make Good Use of &quot;Buffer Time&quot; and Win Prime Time Alert With Only 27% Pop 9-30

                      Randy, PM sent.

                      Comment


                      • #12
                        Re: NC Make Good Use of &quot;Buffer Time&quot; and Win Prime Time Alert With Only 27% Pop 9-30

                        Originally posted by VLAD View Post
                        Randy, thanks for the brief. I recall being present for some of that and it was quite fun. But I don't hear what my NC brethren do and how our actions assist theirs and vice-versa. Even to hear that there is cross Platoon coordination and what those are is quite interesting as I am usually busy trying to focus on the tactical level. I think I would be interested in joining NCC for nothing other than to learn and network. Keep it coming.
                        Yep, that's part of the reason I post these. You are welcome to idle in NCC any time, in fact I encourage anyone in our outfit who has an interest to go ahead and do so (just ask me for server info and password). It's always good to know where the friendlies are, and as an added benefit, sometimes you can call for (and receive!) some nice backup!

                        Re: networking, how come you think so many people from other outfits say hi to me in prox in game? :) It's because they recognize me from NCC TS and Command channels. TG has a good reputation in there for participation as well as contributing to planning on the strategic level, and can usually therefore get reinforcements when we ask for them. It's pretty cool, you should definitely check it out.
                        "The power of accurate observation is commonly called cynicism by those who have not got it." - George Bernard Shaw



                        Comment


                        • #13
                          Re: NC Make Good Use of &quot;Buffer Time&quot; and Win Prime Time Alert With Only 27% Pop 9-30

                          Originally posted by Rageq3a View Post
                          Starstriker.............you've missed the point my friend.
                          Care to elucidate, then?



                          Comment


                          • #14
                            Re: NC Make Good Use of &quot;Buffer Time&quot; and Win Prime Time Alert With Only 27% Pop 9-30

                            Originally posted by starstriker1 View Post
                            Care to elucidate, then?
                            I think they were saying that the max may or may not be in range of the C4 but the medic isn't. Being that far away from the max lets the medic jump in and bring him back up after the C4 has gone off. But I could also be missing what he meant so don't swear on my words lol

                            Comment


                            • #15
                              Re: NC Make Good Use of &quot;Buffer Time&quot; and Win Prime Time Alert With Only 27% Pop 9-30

                              Just in case anyone isn't informed about this...revive grenades cannot revive maxes. I'm not saying anyone isn't, but reading the above posts could lead people to believe otherwise.

                              Comment

                              Connect

                              Collapse

                              TeamSpeak 3 Server

                              Collapse

                              Advertisement

                              Collapse

                              Twitter Feed

                              Collapse

                              Working...
                              X