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USMC/British Strategies for TG vs TG Scrim

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  • USMC/British Strategies for TG vs TG Scrim

    Here is the planning used by our team for the scrim:

    Originally posted by eGoatBoy
    cc: troublesome4u ; khaerus ; Bernout ; thegreatnardini ; StevieRay ;

    Gentlemen,

    This is the final cut. I'd ask each SL to read their roles very closely and practice your initial rollout with the humvees. "Speed kills." In this case, speed kills MEC OpFor.

    Operation Phoenix Strategy

    Map of Initial Rollout


    Overall Plan:

    The goal is to contain all fighting north of the 5/6 grid line, keeping Train and Construction Site contested, and ideally controlled for bleed. I don't expect we will capture those two CPs but if we keep them threatened and own one of them (Train) then we force the MEC to come to us and attack aggressively. I figure we can get a ticket advantage on kills if MEC is required to do so. Also, I'm trying to force the main fight to Construction Site where the MEC scoped weapons will be less advantageous due to the CQB nature of the CP. Should we capture Train and Construction Site then we hold for bleed, and apply toxins at Slum at an opportune moment.

    This plan is aggressive and requires the lead squads to be efficient and maintain very good K/D's. It's success will be fully dependant on a clean and rapid intial deployment with the Humvees.

    If we fail at capturing Train early and keeping Construction Site contested (i.e. MEC caps both flags) then we regroup at Suburbs and Market Square and focus on putting pressure at Construction Site.

    Due to the low ticket count I will not be deploying significant CO assets...likely only a CO truck for spawn purposes and the option to build a bunker if pushed into a defensive posture.

    Winning this map by a large margin is less significant in the overall scheme of the match due to the ticket imbalance between Operation Phoenix (200 tix) and Assault on Mestia (400 tix). However it will set the tone and I want to demonstrate that we own the initiative, win the round, and create general fear and doubt for Mestia.

    Currently planning for 4 combat squads + 1 SF squad for the team.


    Initial Roll-out

    Squads 1 and 3

    SLs for Sq1 & Sq3 spawn, collect O'kits, and take the south-most humvee (the one on your right when facing them) and expedite to E6. SMs for both squads hold spawn. Sq1 drives, and drops Sq3 off on the road between Suburbs and Market Square. SL for Sq1 continues on to Construction Site. Sq1 may also spawn 1 SM to collect a grenadier kit (will be needed) and ride in the hummvee.

    Once Sq3 SL is dropped in E6 his squad spawns in. 1 FT goes to cap Market Square, another FT goes to cap Suburbs. Once both CPs are capped AND there is no threat imminent the squad should regroup south of Suburbs, establish an RP, then redeploy to defend both CPs. SL should call for supplies at Suburbs at first opportunity. You will have priority on this. If you have a full 6 man squad then be sure to leave 1 man at each CP when you retreat to set up your RP. Be fast about this. Your RP is being set so that we can defend our back flags if the initial roll-out fails.

    Sq1 will have at best a 5-10 second lead (based upon timing calcs) on MEC OpFor and should expect immediate resistance. Sq1's goal is to contest Construction Site and attempt to delay the flag being capped by MEC. You are not expected to capture the CP. You are expected to kill, harass, and delay MEC troops trying to take Construction Site. As you have no RP down it is CRITICAL that the SL remain safe to provide a spawn point. You are useless to the plan if you cannot keep pressure on the CP. If the plan goes well you will be reinforced by Sq3 after a time and will be afforded an opportunity to set an RP, plus a CO truck should be coming forward to provide additional spawn.

    The RIB in C8 is for Sq1's use in the event they get wiped out at Construction early. If all goes well it never gets used.


    Squads 2 and 4

    SLs for Sq2 & Sq4 spawn, collect O'kits, and take the north-most humvee (the one on your left when facing them) and expedite to F6. SMs for both squads hold spawn. Sq2 drives, and drops Sq4 off on the road south of Train. SL for Sq2 continues on to Train. Sq2 may spawn in 1 SM to collect a kit of choice {I recommed grenadier} and ride north in the hummvee.

    Sq2 SL ditches humvee anywhere under protective cover close to the cap radius {recommed building south of CAP radius...the one with elevated sandbags}. You will have at best 5 - 10 seconds advantage on MEC OpFor and should expect immediate contact. Since you have no RP down the SL must remain safe and provide a spawn point for the squad. The squad can spawn as soon as SL4 is dropped off. You are expected to interfere, harass, delay, and kill MEC OpFor attempting to cap Train. You will be reinforced shortly by Sq4.

    Sq4 SL once dropped off is to immediately proceed south-east of Train and establish an RP. Your squad can spawn in at your discretion once you are dismounted. Time is a factor and you need to move into Train as soon as your RP is down and you have kit-selected. You are expected to cap Train at best, and at least prevent it from being capped by MEC. Your squad and Sq2 are playing the key opening role. If you cap and control Train that will force the disposition of the MEC to our choosing.

    Squad 5
    Initial spawn will be as CO assist to get the command post down, then provide security as we move a support truck forward. Continue to provide CO security while I wire up the Suburbs. After that, you move far west into the marsh lands, hunt enemy RPs and ultimately work in behind the Slum and provide intel on MEC troop reinforcements. Ideally if Slum comes into play you engage. If we fall short on the roster you will be folded into another squad, but will still fill the CO assist role at the start.

    Notes

    SLs 1 & 2 probably have the most difficult job. I need you guys to STAY ALIVE and provide a spawn point for at least the first 5 minutes of the game. You will be afforded opportunity to set an RP once we have set the battle lines north of Suburbs and Market Square (i.e. the 5/6 gridline reference)

    CO support truck will first move to Suburbs, then north-east if possible. Make sure to call for supply crates to get kits, and steal MEC G3s to reduce their scoped weapon advantage.

    When the match starts there should only be 8 players spawning in at Farm (CO, CO-assist, SLs for Sq1, 2, 3, and 4, plus an SM for Sq1 and Sq2). That'll be difficult enough to manage.

    If all goes to hell (remember, "No plan survives first contact with the enemy") then Squads 2 and 4 fall back and defend Market Square, squads 1 and 3 defend Suburbs. Sq5 continues into the marshes west and attempts to pull MEC forces after them.


    Roster

    Commander
    eGoatBoy

    Squad 1 - Hammer
    Troublesome4U (SL)
    Warehouse
    RedBane
    xCannon69
    disp0sabl3H3r0
    StevieRay

    Squad 2 - Sword
    khaerus (SL)
    Steiner
    DaveM
    TerminalBoy
    Gabriel87
    A.Wickens

    Squad 3 - Anvil
    Bernout (SL)
    VegaBond
    cola88
    noskeeper
    maj.hummel*
    redbeard*

    Squad 4 - Shield
    TheGreatNardini (SL)
    warlab
    thedogwarrior
    TheSkudDestroyer*
    DarkestSpade
    Belhade

    Squad 5 - Toxin
    DickBlonov* (SL)
    Soulja* (possible reservist)


    Kit-outs
    SL discretion except for:
    Sq1 -> Support
    Sq4 -> Support, Marksman

    CO assist
    Blonov from Sq5

    Possible SNAFU Moments
    • Crashed or L-AT'd hummvee
    • MEC OpFor sneak guys into Suburbs or Market Place before Sq3 caps (lightly defended), or before Train is turned (which takes our rear flags out of play)
    • MEC overrun Sq1 and push through into lightly defended suburbs in the first 5 minutes

    Comments or question welcome and appreciated. Get your squads sorted out.

    Cheers,
    Originally posted by eGoatBoy
    Assualt on Mestia Strategy

    Map of Initial Rollout

    Asset Assignment


    Overall Plan:

    Stop the bleed, cap 1 flag at a time, pin them into the north-west. Open with a feint to West Tower, hit East Tower as hard as we can.

    The strategy for Mestia will be somewhat influenced by the results of Operation Phoenix. If we win Phoenix by a 25+ point margin then we will play Mestia conventionally and somewhat conservatively. If we do not have that win or the margin then we will be more aggressive and possibly look to cap them out, or at least pin them into the NW early and make up ground on kills. What do I mean by "aggressively"? We will need to deal with 3 flags at times (defend 2, cap 1). If we need to be aggressive then we will likely abandon defences on our flags (or at least radically reduce them) once the 3rd flag goes neutral...taking the previously defended flags out of play. The conservative approach is to preserve the defense until the 3rd flag is fully capped and under control. The obvious risk of being aggressive is to go from 1 flag ahead to 1 or 2 flags beind. Similar to Phoenix I want to force OpFor operations to a predictable area, essentially anywhere north and west of F4.

    Order of battle will be East Tower, West tower, Munitions Plant, Storage Bunker. If we succeed at this then how hard we push on the 3 remaining CPs will depend on ticket count and the way the fight has been going to that point. The main objective if we get Munitions and Storage will be to keep the fight contained in the north-west by keeping pressure on Perimiter Base 1.

    Regardless, the opening play will be the same as we will be under bleed within the first minute of the game. We have 50 points in which to stop the bleed or we will be at a ticket defict. Hence the first, and most important objective, will be to stop bleed. Obviously Fuzzhead will want to keep us bleeding and will be aggressively defending the Towers, most likely by defending forward of the Towers (C6/D6 & F4/G4/H4) with at least 1 full squad. Anticipating this I do not want to risk rushing too far forward on the opening move. We will advance no further than G5/H5 on the east side before establishing RPs. Getting wiped out 100m past that w/out an RP means likely running all the way from British Staging Point to get back in the fight. We don't have that kind of time.

    We must finish this round with whatever ticket margin wins us the match based upon the Phoenix results. I will task one SL with keeping an eye on the numbers (obviously I will as well) to make sure I know when our Winning margin is within 50 points.

    Currently planning for 2 combat squads, 2 mechanized squads, and 1 SF squad for the team.


    Initial Roll-out

    Squad 1
    You will be attacking East Tower from H3.

    SL spawns and gets his O'kit. Proceed to the eastern-most LandRover and drive the SLs from Sq2 & Sq5 up to the northern part of G6. Dismount, spawn your team, set an RP. Capture the hill in E5. Once Sq2 has the hill in G5 begin fighting north. Move the LandRover up for ammo if appropriate.

    Continue to fight north along the eastern edge of the map. Reset your RP if the area in H4 is secured. Really though, once you dismount, how you cap East Tower is your discretion. Once you cap East tower you must hold it until Sq4 gets the APC up there to assist with defence.



    Squad 2
    You will be attacking East Tower from F4 or H3. Your discretion, bounded by the initial objectives.

    SL spawns and gets his O'kit. Proceed to the eastern-most LandRover and drive with the SL from Sq1 up to the northern part of G6. Dismount, spawn your team, set an RP. Capture the hill in G5. Once Sq1 has the hill in E5 begin fighting north. once you dismount, how you cap East Tower is your discretion...but capture your hill first, Sq5 depends on that.

    Once East Tower is under control you will displace to begin your attack on West Tower, supported by Sq3, and Sq1 (once East Tower is fully secured with Sq4 in place).


    Squad 3
    Primary goal is to keep your APC alive. Secondary goal is to conduct the feint attack on West Tower, then support the ernest attack on West Tower.

    SL spawns on western-most APC and gets his O'kit. Your crewman and driver spawn in after you have your O'kit on the same APC, get their crewman kits, mount up, move out. Remaining SMs can spawn. 1 SM is to be designated as CO assist initially...he should NOT spawn at APCs but at the main spawn point. Proceed north-west with your APC into the hills (not on the road), but do not advance past E6. Lay down suppressive fire on West Tower, focussing on the windows in the central tower. Be sure to keep dismounted infantry from your squad protecting the APC from sappers.

    It is difficult to maneuver the APC up into the hills so you must practice this. Once in the hills be sure to set an RP in case you lose your vehicle. If you do lose your vehicle then go to ground and maneuver to the west of West Tower, and take pot shots at them. Be sure to drop smoke occaisonally so they know you are out there. Your primary purpose in the opening minutes of the game is to draw forces to West Tower and make the OpFor believe that we are attacking it.

    If your APC survives until East Tower is capped then you must back off with it until Sq2 is in the area to begin it's attack...then you need to supoprt their assault. Once the assualt on West Tower makes progress displace your APC to wards Storage Bunker as you will conintue to threaten the flags we are not focussing on. If you can cap Storage Bunker then outstanding, but still your primary role is deception.

    Once your 1 SM assigned to CO assist is clear he can take the west-most LandRover to move back into the fight...perhaps taking it up to Storage Bunker and putting .50 cal fire onto West Tower? Your discretion.

    The SM assigned to CO assist will be required to wrench my command post into place, and possibly place a bunker so he needs to be an engineer.



    Squad 4
    Primary goal is to keep your APC alive. Secondary goal is to support the attack on East tower.

    Sl spawns on eastern-most APC and gets his O'kit. Your crewman and driver spawn in after you have your O'kit on the same APC, get their crewman kits, mount up, move out. Remaining SMs can spawn. Proceed north with your APC, but do not advance past G5/H5 until Sq1 and Sq2 have at least captured their hills and begun the move north AND you have an RP set. You are BEHIND the infantry supporting them, not the other way around. Be sure to keep dismounted infantry from your squad protecting the APC from sappers.

    Work your way up to East Tower and defend there. Once West Tower is under control you will support the attack on Munitions Plant. Be sure to set that RP. If you lose your APC you need to ground pound at East Tower until your APC respawns.



    Squad 5
    After destroying the bunkers at East and West Tower you will operate in A4-C5 keeping OpFor RPs down until we own Storage Bunker. Also I need you to destroy APCs and technicals coming from Rebel Base (mines, rockets).

    SL spawns and gets his O'kit. Proceed to the eastern-most LandRover and drive with the SL from Sq1 up to the northern part of G6. Dismount, spawn your team, set an RP. Kit out with L-AT. Help capture the hill in G5. Once on the hill destroy the bunkers at East tower. Displace west to F4/F5 and destroy the bunkers at West Tower. Stealth into your area of operation north-east of Storage Bunker, mining the road in D4 on your way. Kill RPs. Kill their AA gun emplacement in C5. Kill the small bunker west-south-west of West Tower. Kill vehicles. Stay alive.

    When you encounter enemy OpFor you should break contact. Stay alive in your zone. You are helping cap West Tower and eventually Storage Bunker by keeping reinforcements hindered.


    Notes

    We will have 11 players spawning in at British Staging Point. This is enough to screw us up. The SL's from squads 1, 2, and 5 MUST get a clean roll-out...time is against them. Stay out of their way. I recommend that they spawn at the main spawn point and run to the LandRover...if they spawn at the APCs there will be congestion and kit-confusion.

    The middle LandRover (adjacent to the east-most vehicle) is to remain at the British Staging Point incase we need transport for a squad caught with out and RP.

    By the time squads 1, 2, 4, and 5 get their RPs established in the G5 area Militia OpFor will be within 50-100m, essentially on the north side of your hills. Expect immediate contact. A clean and efficient roll-out by the SLs from squads 1, 2, and 5 will be very important...lost time simply means enemy contact will occur further south, jeopardizing the RPs of 4 squads.


    Roster

    Commander
    eGoatBoy

    Squad 1 - Hammer
    Troublesome4U (SL)
    Warehouse
    RedBane
    xCannon69
    disp0sabl3H3r0
    StevieRay

    Squad 2 - Sword
    khaerus (SL)
    Steiner
    DaveM
    TerminalBoy
    Gabriel87
    A.Wickens

    Squad 3 - Anvil (APC)
    Bernout (SL)
    VegaBond
    noskeeper
    maj.hummel*
    redbeard*

    Squad 4 - Shield (APC)
    TheGreatNardini (SL)
    thedogwarrior
    TheSkudDestroyer*
    DarkestSpade
    Belhade

    Squad 5 - Toxin
    DickBlonov* (SL)
    cola88
    warlab
    Soulja* (possible reservist)


    Kit-outs
    SL discretion, with the following limits:
    Sq1 -> Support
    Sq2 -> Support
    Sq5 -> L-AT x 2

    Obviously the APC squads must have at least one Engineer in their squads to keep those APCs healthy.


    CO assist
    1 SM from Sq3

    Dick Blonov (Sq.5 SL) to monitor ticket count and warn CO when within 50 pt margin

    Possible SNAFU Moments
    • Crashed, L-AT'd, or mined LandRover
    • SLs for squads 1, 2, and 5 die before getting an RP down
    • Enemy APCs or technicals flanking the attack on East Tower by driving through British Staging Point
    • Fuzzhead puts 90% of his team at East Tower in the opening

    Comments or question welcome and appreciated. Get your squads sorted out.

    |


    It is the rule in war, if ten times the enemy's strength, surround them; if five times, attack them;
    if double, engage them; if equal, be able to divide them; if fewer, be able to evade them; if weaker, be able to avoid them.

  • #2
    Re: USMC/British Strategies for TG vs TG Scrim

    cool nice to see the enemy side of the story :)

    MEC/Miltia Pre-Battle Plans

    My pre-battle plans were not as detailed and involved more around getting the players into the right squads and explaining to them the general strategy and tactics that I was hoping to implement. We focused less on initial rollout and more on general organisation of the team and communications.

    Op Phoenix main concern was keeping the squad leaders alive to act as a mobile spawnpoints. Its kinda cheap but this tactic works currently in v0.6. The longer your SL is alive, the more men you can pour onto a position and the chances of taking over the area are a bit higher. Hopefully a tactic like this in v0.7 will be not as useful as I feel it cheapens urban combat a great deal... As for intial rollout Squad Alpha&Charlie hit Con site and Squad Bravo and Delta hit Train, while Squad 5 was sniper support in east hills.
    For Mestia my main concern was holding the towers until we had at least the same amount of tickets. Our backup plan was to hold storage bunker if the towers fell but we were able to keep our rallies up most of the time so we always kept at least 1 tower. Towards the end we initiated the abandonement of West Tower to conserve tickets and mutually support each squad. Initial Deployment:
    Squad Alpha - west tower
    Squad Bravo - east tower
    Squad Charlie - APC Hunters
    Squad Delta - RDF in between the towers (which turned into a East Tower defense once we realized that was the main focus of british infantry)
    Squad Echo - 2 BRDM's as quick reaction force.


    AAR:

    Op Phoenix:
    a very good initial assault by the USMC, it hit our guys very fast and well organized and it prevented our squads from capturing our objectives early. we were on shaky ground and our guys had to hit the ground running from the start. I never bothered building a command post and just used the 5ton as a backup spawn incase a squads RP was taken out. early on I watched the humvee drive up the main road and i took out his 50cal gunner which was shooting into the con site. The fighting at the train was prety brutal, lost alot of troops there but the squad held out and capped it. A turning point came for us when I saw a bit of a break in the assault, and I formed up one of my squads (squad 3 i think?) into the commander truck north of construction and we made a quick rush up the middle. we were able to get behind the enemy lines and onto the suburbs flag position. once we had got suburbs neutral all other squads pushed into market and we now began an aggresive stance for the rest of the round. Squad 1 did an excellent job holding market inside that house, the enemy could not get them out of there. Overall I think the round came down to personal skill(and luck) and the advantage that the G3 Rifle has over the M16 currently. Was well fought on both sides and was really a lucky timing that we got the upper hand and was able to push far forward as USMC was being very aggresive on us.

    Mestia
    After some confusion with capturing east tower intially our squads did excellent job of holding their ground and not letting the enemy get a foothold. East tower was attacked heavily from all sides which overwhelmed Squad 2 (BetterDeadThanRed squad). I deployed my spawn truck there and moved to help support. We moved the BRDM's up to support as well. Once we lost east tower squad bravo was ordered to hang back a bit to act as spawn point while squad delta worked to flank the enemy. This worked prety well and eventually we got the east tower back. Squad charlie did excellent work in engaging all APC's that approached our positions, they did their job fast and effective and the APC's never got to stay around for too long.



    Miltia/MEC Team Roster

    Commander:
    Fuzzhead

    A Squad
    SL: imaword
    Medic: oldirti
    A1: AFSoccer
    A2: CrawlingEye
    A3: BaH Lil Piccolo
    A4: BaH ImagePree

    B Squad
    SL: BetterDeadThanRed
    Medic: RoyalMaster
    B1: GhostDog.
    B2: Grove197
    B3: Ratatomik

    C Squad
    SL: Portable.Cougar
    D1: iKill4aLiving
    D2: Xhorter
    D3: BlackopsNerdsIsntCool
    D4: Mongol

    D Squad
    SL: HardFought
    Medic: Broomish
    D1:PUFF96734
    D2: Senator
    D3: Slurm Cola

    Armor/Sniper Squad
    APC/SNIPER1: Sabre Tooth Tigger
    APC/SNIPER2: hgl420division

    Comment


    • #3
      Re: USMC/British Strategies for TG vs TG Scrim

      Originally posted by fuzzhead View Post
      ...I formed up one of my squads (squad 3 i think?) into the commander truck north of construction and we made a quick rush up the middle. we were able to get behind the enemy lines and onto the suburbs flag position...
      When my team spotted your CO truck rushing south down that middle road I knew I was in big trouble! :D

      Cheers

      |


      It is the rule in war, if ten times the enemy's strength, surround them; if five times, attack them;
      if double, engage them; if equal, be able to divide them; if fewer, be able to evade them; if weaker, be able to avoid them.

      Comment

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