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  • Defense: Operation Sledgehammer 4-3

    Defense is something I can do! As soon as I heard we got this match I went and did a bunch of recon on wake island, I really explored the island, and try to watch real matches unfold. It's a solid defense, every squad on the team gets a job, they know where they need to spawn, what their role is, but the Commander and SL's have room to figure out their own personal defenses and how to engage the enemy.


    I present to you, Operation Sledgehammer 4-3
    4 Squads of 4
    3 Squads of 3
    https://docs.google.com/document/d/1...7EjYYih2c/edit

    Questions? Agree/Disagree? There is plenty of room to mold this as the team sees fit.


    Hadouken!!! (>*.*)> ==> ==> ==> ^(X.X)^



  • #2
    Re: Defense: Operation Sledgehammer 4-3

    I'll have to read that later--not enough free brain power at the moment. Really detailed, though. Think it'll hold up under fire, or is it more of a first two minutes strat?

    Comment


    • #3
      Re: Defense: Operation Sledgehammer 4-3

      I think it's great.

      My thoughts:
      Squad ALPHA starts the round by spawning at point A, taking the tank, and traveling back to defend C. I think it'd be better to send the tank back to C but keeping the infantry squad members at A to be advance warning of attacks and to fend off any lone squad diverted to cap A and B throughout the round. Otherwise, we would simply give up A and B without contest, which would be alright if they send their entire team their, but foolish if they only send a squad to back-cap.
      Squad BRAVO is assigned to protect D. I think a more effective position would be that little observation post overlooking D on the C airfield: I anticipate the main brunt of the initial offensive would be directed towards C, and that post offers a great vantage point to provide fires while still allowing BRAVO to move to C or E as necessary.

      Personally, with regards to loadouts, I think we can just start the round without any supports at all and survive pretty well with 2 Assault 2 Engineers per squad. I just don't feel the support class provides huge benefits in the early game. The MG's firepower isn't made up for by the revive capability of an Assault or the anti-vehicle ability of an Engineer. As for ammo, that problem can be initially rectified with the use of squad perks and by taking the kits of our fallen enemies. When the ammo situation starts getting precarious later on, we can switch out any friendlies that die for supports. I don't think claymores, C4, or mortars are especially useful against the players we're going up against: they'll see the claymores and C4 on their minimaps, and they'll probably move too fast to be hit by mortars.
      He was told that he should not kill, and he did not kill, until he got into the Army. Then he was told to kill, and he killed.

      Comment


      • #4
        Re: Defense: Operation Sledgehammer 4-3

        Originally posted by Mercenary90 View Post
        I think it's great.

        My thoughts:
        Squad ALPHA starts the round by spawning at point A, taking the tank, and traveling back to defend C. I think it'd be better to send the tank back to C but keeping the infantry squad members at A to be advance warning of attacks and to fend off any lone squad diverted to cap A and B throughout the round. Otherwise, we would simply give up A and B without contest, which would be alright if they send their entire team their, but foolish if they only send a squad to back-cap.
        I understand your reasoning behind this and if we were to leave 3 troops at CP A that is 3 actual ground forces with no Armor Support, less troops for the actual flag radius at CP C. Despite having the Recon squad standing by there to react to a major push on CP C or CP D/E there will only be a small 3 man group at the back of Airfield. If they do hit CP C ECHO Squad will have to leave the over watch position to get to the flag exposing our hangers and tanks/aa.

        Those 3 troops will die, if CP B is taken then they are just sort of stuck there until they die. The only way I can see a reasonable motive of leaving them would be to hide at CP B and destroy the MBT they will receive from CP A. As scouts the cost out weighs the reward. Our Pilots will really be out initial eyes of the enemy movements while en route to engage enemy air assets.

        The last thing to consider about abandoning CP A and B is there is about 100yds with of land to actually enter the Airfield. We basically put a wall there and watch us drain their tickets even further. Yes they can move along the beach but that'll just make it east. If they dare bring a chunk in with some troops and an MBT we will have 2 MBT, AA, and easily 8-11 troops ready to tear them apart.

        Originally posted by Mercenary90 View Post
        I think it's great.
        Personally, with regards to loadouts, I think we can just start the round without any supports at all and survive pretty well with 2 Assault 2 Engineers per squad. I just don't feel the support class provides huge benefits in the early game. The MG's firepower isn't made up for by the revive capability of an Assault or the anti-vehicle ability of an Engineer. As for ammo, that problem can be initially rectified with the use of squad perks and by taking the kits of our fallen enemies. When the ammo situation starts getting precarious later on, we can switch out any friendlies that die for supports. I don't think claymores, C4, or mortars are especially useful against the players we're going up against: they'll see the claymores and C4 on their minimaps, and they'll probably move too fast to be hit by mortars.
        I do agree with your opinion on Support. It's really going to come down to the Squad Leaders call depending on their situation what their squads need. Even those Triangles are for general reference, the SL will really put everybody where they need to go because they are the one actually facing the situation.


        Hadouken!!! (>*.*)> ==> ==> ==> ^(X.X)^


        Comment


        • #5
          Re: Defense: Operation Sledgehammer 4-3

          Originally posted by Mercenary90 View Post
          I think it's great.
          Squad BRAVO is assigned to protect D. I think a more effective position would be that little observation post overlooking D on the C airfield: I anticipate the main brunt of the initial offensive would be directed towards C, and that post offers a great vantage point to provide fires while still allowing BRAVO to move to C or E as necessary.
          That is a good idea. Squad BRAVO really has a lot of sectors to cover directionally wise. Besides the actual flag radius (with an overwatch and better positions to shoot should be easier). The thing to watch out for is that the squad assault CP D may just use all that cover to flip the flag forcing you down the hill. BRAVO also can overlook the Airfield building and support CP E. I think BRAVO will be located in several different positions through out the battle, but initially will be focused on watching the center and seeing who and what is flanking around.

          BRAVO squad has a lot of play I think, with that Nest above the flag they can utilize mortars, javs, mav relatively safe.


          Hadouken!!! (>*.*)> ==> ==> ==> ^(X.X)^


          Comment


          • #6
            Re: Defense: Operation Sledgehammer 4-3

            Originally posted by Arithea View Post
            I'll have to read that later--not enough free brain power at the moment. Really detailed, though. Think it'll hold up under fire, or is it more of a first two minutes strat?
            It's mostly an initial strategy, it's very general. Sort of covers all bases.

            Of course there may be a flag shift, counter-attack, or even Recon squad making a sneak attack to the other side of the island. But those things will happen not because of a plan but due to what happens on the field.

            By holding just CP C, D, and E the enemy team is forced to pretty much fight all of us at once. All of our tanks are protected by infantry, we still have a bleed, and they HAVE to come to us. If they want to sit back and shoot us we can just hide. Think turtling! Still, it'll come down to out shooting them, the question is can we? Well, I am giving us every advantage possible for a shoot out so that alone should boost up our odds. Close support, terrain, rear security ect.

            Even the enemy Air assets have to go near one of the CP's we hold which is super close to the AA.


            Hadouken!!! (>*.*)> ==> ==> ==> ^(X.X)^


            Comment


            • #7
              Re: Defense: Operation Sledgehammer 4-3

              One minor comment:

              Originally posted by Azura View Post
              Line Backers: [...] Placing mines underneath teams Air Assets to prevent the enemy from obtaining it
              I did some testing and unfortunately, this cunning plan proved to be unsuccessful: jets and helicopters do not trigger mines. If we'd like to attempt something alonge these lines, we'd have to use C4 instead.

              We can mine the Tunguska spawn, though. Also, I'm all for booby trapping the skid loader. :)
              <insert signature spam here>

              Comment


              • #8
                Re: Defense: Operation Sledgehammer 4-3

                Originally posted by Lekdevil.NL View Post
                One minor comment:
                I did some testing and unfortunately, this cunning plan proved to be unsuccessful: jets and helicopters do not trigger mines. If we'd like to attempt something alonge these lines, we'd have to use C4 instead.

                We can mine the Tunguska spawn, though. Also, I'm all for booby trapping the skid loader. :)
                All right good to know. C4 will be the way to go then


                Hadouken!!! (>*.*)> ==> ==> ==> ^(X.X)^


                Comment


                • #9
                  Re: Defense: Operation Sledgehammer 4-3

                  I would say the best defense is a reactionary one based on solid intelligence. At the end of the day, we will have won from better MAV coverage and a reactionary commander who moved us into better positions.

                  Having "set" spawn points and flags that must always be defended is problematic.
                  The battlefield is fluid, the enemy is able to flank and relocate their attack strengths accordingly.
                  With the team that we are fighting, they are willing to move and reposition.

                  Keep this in mind:
                  Water shapes its course according to the nature of the ground over which it flows; the soldier works out his victory in relation to the foe whom he is facing. Therefore, just as water retains no constant shape, so in warfare there are no constant conditions. He who can modify his tactics in relation to his opponent and thereby succeed in winning

                  Against the team that I see us fighting, I would try to use a more fluid system of defense where we don't hold certain flags all the time and re-adjust our 3 flag minimum to suit the situation.

                  The purpose of my post is on trying to provide you with a new perspective on how to defend: always maintain 3 flags with C designated as a higher priority control point. If defending C,D,E is really the best choice in that situation, do follow Operation Sledgehammer. I just want us to be prepared for the possibility that this may not always be the best choice. We have to prepare for contingencies.

                  If a flag needs help defending, readjust your forces as quickly as possible. Don't just defend an empty flag that is not currently under attack. That is the reasoning behind what a reactionary commander would do when repositioning forces.


                  --------------------------------------------------------------------------------

                  Also, when the round starts, only a few people should spawn on each flag and MAVs should be in the air gathering intelligence.

                  We, as a defender, are given great latitude on where you can spawn and how many you need at a certain point at the precise moment in time.

                  The attackers make the first move based on how they fly their transport helicopters, fast boats and Amtrac. Remember, we can see on the big map which vehicles they take and how many. Estimating the size of the force will take tactical experience and a level head to report honest intelligence.

                  They reveal their tactics by merely moving towards our position. We on the other hand have the upper hand because we can react accordingly and hold our spawn.

                  --------------------------------------------------------------------------------

                  The example above is something of a reactionary defense. With this kind of tactic, we can win the first few initial head-head fights hands down and be able to maintain 5 flags easily without having our forces spread across flags that don't need defending. As for the rest of the battle, other "plays" will have to be implemented.

                  Comment


                  • #10
                    Re: Defense: Operation Sledgehammer 4-3

                    Originally posted by DocGuo View Post
                    Don't just defend an empty flag that is not currently under attack.

                    Sorry, but i disagree with this. We dont need our whole team to defend an uncontested flag but we do need to defend it.

                    I deserve a ribbon for Mortar Specialist

                    Artillery conquers and infantry occupies.
                    J.F.C. Fuller

                    Proud to have been a member of the 5th, 71st and my beloved 19th

                    Comment


                    • #11
                      Re: Defense: Operation Sledgehammer 4-3

                      These situations are far and few between.
                      In all likelihood, these situations are most apparent at the beginning of the round.
                      I just want us to have forces dedicated to where they are needed.
                      I would rather not have a squad defending C at the beginning of the round for the sake of defense all the while the enemy is attacking A and E.

                      If we are down to 3 flags, there will undoubtedly be defense on all 3 flags. In certain cases, a defense is unwarranted and our forces need to be concentrated to meet the enemy where it matters.

                      In the end, these are decisions made by the commander and I realize that I cannot speak on his or her behalf.

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