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Attacking ideas for Port Valdez?

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  • Attacking ideas for Port Valdez?

    Attackers seem to have a tough time destroying the MCOM crates. Post up how to do it right.
    I've tried planting C4 on the crate immediately after arming it, but I believe I blew it too early. Does anyone know how long it takes from arming to destruction?
    How well do those little recon mines work against the 2-man bikes?

  • #2
    Re: Attacking ideas for Port Valdez?

    I think the best way to blow the crates is to move a squad in, get everyone set, then arm it, then hold a perimeter. Make sure everyone is ammoed and healthed up, then arm the crate.

    Recon gets motion sensors, I've not seen them with mines. I could be wrong. I find the engi kit handles the quad bikes nicely. Engi kit is quite good in general.

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    • #3
      Re: Attacking ideas for Port Valdez?

      Strong armor support is the key to attacking and allows for the infantry to move to the MCOMs. Two people to a vehicle. Keep the armor back and use the zoom or shoot at the red dots after they've been spotted. Second gunner is responsible for spotting, making sure your rear is covered and repair.

      When attacking the MCOMs as infantry it's good to have one person in the squad stay back as an extra spawn point and spot enemies moving to the building. This will allow you to spawn near the MCOM you set off with the squad or back at a safer spot ready to attack again.

      |TG-12th| Troublesome4u

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      • #4
        Re: Attacking ideas for Port Valdez?

        It's pretty simple for now since most people don't know how to play this mode or map or game even. Rush a squad or two to the point where its easiest to defend. You'll overpower the 1-2 people there and can pick off most of the other team when they try to defuse (and subsequently leave the other site open). The other two squads should get into tanks and shoot the crap out of the other site and vehicles until the first two squads are done. From there just add a flank and the other team is screwed. Bring a medic.

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        • #5
          Re: Attacking ideas for Port Valdez?

          Tanks. Get the tanks, get support for the tanks, tanks shoot the MCOM crates to death in 2-3 hits, repeat till its over.

          So far that works well with all the chaos. For infantry assaults to work there just needs to be more coordination, which takes time and voip and recon sensors and a commo rose.
          Reapator, overlord of ponies

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          • #6
            Re: Attacking ideas for Port Valdez?

            if you had a good team...assaulting both crates at around the same time helps divide attention....you want to drag out the game to around 60 tickets

            By that time with all the chaos and destruction, the front barriers and trees part way for the tank to get a good angle....destroying the stationary tank shooter thingy helps a lot!!

            It does severely cripple your accuracy...I wish it wouldn't...

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            • #7
              Re: Attacking ideas for Port Valdez?

              I've seen people try and take the building south of 'A', which isn't a bad idea. Take control of the railguns and it's easy!
              BF3 Soldier: DrSparky



              "Cum bellum clamavit, respondivi"

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              • #8
                Re: Attacking ideas for Port Valdez?

                Here is one way to take out the A m-com, with a tank :)

                http://liden.net/bfbc2/
                sigpic


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                • #9
                  Re: Attacking ideas for Port Valdez?

                  we've realized the importance of destroying....whether it be actually c4-ing or shooting at the objective with a vehicle...or even destroying the building holding up the objective....all are valid tactics that aren't so obvious if you've been spoon fed games with indestructible obstacles and walls. It adds another layer of complexity...do you try to take the objective by arming it or stand back and slowly pick away at it from afar....I've noticed that when there is only one objective left...it becomes easier just to destroy the building instead

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                  • #10
                    Re: Attacking ideas for Port Valdez?

                    I prefer blowing up the m-com stations more than arming them. Even after it happening for most of the day people still have the "what just happened?" moment.

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                    • #11
                      Re: Attacking ideas for Port Valdez?

                      Originally posted by KnyghtMare View Post
                      I prefer blowing up the m-com stations more than arming them. Even after it happening for most of the day people still have the "what just happened?" moment.
                      1 Assault with the extended explosive gadget to get 6 charges of C4 mount the ATV drive like a crazy mother**** to the m-com.. The rest of the squad spawns in and charges towards the enemy.. This may get them killed but it will get the crazy assault guy enough time to place the C4 and destroy the m-com..

                      In this game C4 really is your friend.. If you can't get inside the building just place it outside and level the house to the ground..

                      Speed is very imported, if you wait to long all your beloved cover is blown away and they will see you right away when you try to be stealthy and fast..
                      Nubhar

                      - In the process, I have discovered that I can make iron bolts with my butt****.

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                      • #12
                        Re: Attacking ideas for Port Valdez?

                        C4 is sometimes a better alternative to arming an m-com crate, especially if you don't have enough people to defend the armed crate.

                        I also like sneaking up and blowing the walls and supports off the ground floor of the building the crate is in and sneaking back for more C4.

                        TS helps a lot too :)

                        Comment


                        • #13
                          Re: Attacking ideas for Port Valdez?

                          Here are some methods of attacking which I found really successful for this particular map against a team that pretty much stuck to their objectives. Someone said this should be in the AA report section so if it should be moved, please move it.

                          Too long, didn't read: We used C4 and squad spawning, flank and fire support to break their defenses or deny them positions. Also we rushed the objectives to minimize attrition based strategy which is usually what I see in pubs (ending up with attackers losing because they run out of lives/tickets).

                          Stage 1 - Construction Site


                          Vehicles: Tank, APC, 3 Quads

                          Squad 1 - Assault (Explosives), Assault (Explosives), Assault (Rifle), Medic (Shotgun)
                          Squad 2 - Assault (Explosives), Assault (Explosives), Assault (Rifle), Medic (LMG)
                          Squad 3 - Engineer (SMG), Engineer (AP), Sniper (Mortar), Sniper (Mortar)
                          Squad 4 - Assault (Rifle), Assault (Rifle), Medic (LMG), Engineer (SMG)

                          OBJ A

                          S3 parked the tank on the path towards the objective. Out of RPG range, but within overview of the map. Tank initiated suppressive fire on the concrete sniper building, destroying the MG and the AT guns first, then clearing out personnel. The tank MG cut down the trees that block view of A. By the time it was done, the main gunner could bombard A, and destroy the objective from range with a few consecutive shots. However, before it got there, S1 destroyed the objective. The two snipers paradropped down to their respective spots. The first sniper is placed behind the middle hill, close to spawn but on the side closest to the water. From there, the sniper had a clear shot into B, and could provide mortar strikes. The sniper on the closer middle hill assisted B after clearing the concrete building along with the tank.

                          S1 attacked by Quad biking into the forest, then having everyone spawn in on the Assault (Rifle) and Medic (Shotgun). The medic acted as the anchor in the trench snow embankment for the rest of the squad. The squad then moved in and quickly C4'ed the objective after a respawn. The shotguns allowed them to overpower the three defenders at A, but more importantly, the close respawn allowed them to press their advantage while the medic and rifle guy controlled the area. The extra ammo packs allowed the rifle guy infinite hand grenades and rifle grenades to suppress the defender's respawns. This was probably one of the easiest objectives to take quickly. Most importantly, they set off the alarm on the objective and then detonated the C4 when defenders rushed the house instead of destroying the objective. This was was when Obj B was hit.

                          OBJ B

                          S2 utilized the APC to get them to B quickly. S4 went in on foot to provide support at the same time, but of course behind a little bit. As soon as they approached the objective, we found B defended by at least two squads on foot. Most of them were using the fence and pushed up at the boxes as the tank controlled the buildings. S2 got out of the APC and tried to push through the middle two box stacks since they were close range. They were able to kill two but were not successful and needed to respawn. Their medic put himself behind the APC, the rifleman remained in the APC to cover with the grenade launchers. S4 tried attacking from the front of the objective. This proved difficult past the small building because of the focus fire from the opposite side of the gravel pit. Shortly after A was destroyed, enemies kept reinforcing this position. Losses were still minimum though, there were still 85 tickets left due to the medics reviving teammates.

                          The snipers called in mortar strikes on the fence areas making it tougher for the OPFOR to find cover. The Tank moved up to the main road and S1 took out the AT gun watching it. S1 tried to flank around the backside but was overwhelmed by the respawn. However, with the tank in the middle road and the enemy distracted by the flank, provided just enough breathing room to clear out B for a short while. S2 moved up and demoed the B site, after a second round of mortars was called in to provide extra cover. For the most time, the medics stayed just outside of B. We were careful in NOT destroying the walls that we could use to provide cover for our attack. I find that destroying cover on the attacking side is a big mistake, while for defenders, it is a must (to provide better line of sight on defended positions).

                          We ended up with 100 tickets after losing I think 29 in the first area.

                          Stage 2 - Village


                          Vehicles: Tank, APC, 3 Quads

                          Squad 1 - Assault (Explosives), Assault (Explosives), Assault (Rifle), Medic (Shotgun)
                          Squad 2 - Assault (Explosives), Assault (Explosives), Assault (Rifle), Medic (LMG)
                          Squad 3 - Engineer (SMG), Engineer (AT), Engineer (AT), Engineer (AP)
                          Squad 4 - Assault (Rifle), Assault (Rifle), Medic (LMG), Engineer (SMG)

                          Shortly following the destruction of both sites, everyone was pretty alert about taking out any enemies that remained in the area. Since the boundaries do not move up immediately, this provides a chance for us to secure the vehicles and surrounding areas before advancing. S1 however pushed up as fast as they could which proved to be crucial.

                          OBJ B

                          The snipers brought up the unused ATVs to the front line right before the map expanded. S1 took a ATV and spawned in/rushed the front house near B. Using C4 they punched a hole from the first house to the second house through the 2nd floor. The guys guarding B from the second floor were surprised, one died to the C4 (watching the stairs), the other was mowed down quickly by pistol and shotgun fire. S1 then crossed into the B building from the second floor balcony by jumping on the ledge between them. C4 charges were set behind the objective and then used to detonate it. Again they set off the alarm before detonating safely from a defending front house (retreated back into it). This obj is more difficult to take as it is deeper inside the territory. It would have been tough if there was an additional squad holding the front MG.

                          OBJ A

                          The snipers changed to engineers to take down the enemy tank (Bradley). Tagging the enemy tank was easy enough to do. Once it was tagged, they basically forced the Bradley to back off from the roadside towards the back of the village. However this reduced the Bradley's ability to cover the front objective.

                          The tank was brought up to the front of the compound where it shelled the front walls and punched a hole into OBJ B. S2 used this hole to C4 the wall into the OBJ A building. This allowed a clear shot into A with the tank, and a path for infantry to attack A. A few tank shots and C4 cleared the building quickly. With a little focus fire and C4, A was destroyed quickly as well. S4 simply brought up the rear and kept enemies from being able to establish themselves inside A. With tank support, they could not defuse even if it was used with a squad defending. Much of the firefight was concentrated right around the outsides and inside of the building. The building did collapse on friendlies when it came down however. I believe the engineer team kept the tank alive as I did see it get tagged by tracers.

                          When the objective was taken, the Bradley backed off of the village back towards the depot. It kept retreating a little bit and firing. Even though both our sniper/engineers kept up good RPG damage on it, it was not going down. S1 however was able to flank the Bradley as it was being hit. They eliminated what looked like a dedicated engineer and then blew it up with C4. Then they pursued in what I believe was an attempt to steal the enemy heli.

                          We were at 100 tickets after this objective.

                          Stage 3 - Depot


                          Vehicles: APC (AA), Tank

                          Squad 1 - Assault (Explosives), Assault (Rifle), Assault (Rifle), Medic (LMG)
                          Squad 2 - Assault (Explosives), Assault (Rifle), Assault (Rifle), Medic (LMG)
                          Squad 3 - Engineer (SMG), Engineer (AT), Sniper (Mortar), Sniper (Mortar)
                          Squad 4 - Assault (Rifle), Engineer (AT), Medic (LMG), Engineer (AT)

                          The key here was for us to take the chokepoint (see road that converges in the middle of the map) before the enemy could set anything up. Since the Bradley was gone, this was fairly easy. Snipers moved up onto the right side hill (hill overlooking the entire depot). S4 moved up there with them to drop a kit and ammo for the two. The snipers then proceeded to provide cover from the hill area.

                          OBJ A

                          Probably the second hardest obj to take when defended correctly. We used the tank (suicided is more correct) to move S1 and S2 up the road on the west side (if you look at the map) opposite of the beach side. The concrete walls there provide plenty of cover to reinforce from, and it also gave easy access to flank the building with gun emplacements and site A. From here it was mainly a matter of rushing A and C4ing the objective. The enemy team kept putting people on or in A, or outside the sandbagged area which meant a lot of us were dying. S4 tried to draw away as many as possible by going beach side to the containers opposite of B. Once our tank was down near A (but we were established there), we called down mortars on A to provide additional cover for our demolition squads. This proved to be a great tactic because our guys could hide under the mortars and blow the site very quickly after the enemy scattered. What also helped was long range grenade spam from the APC as well.

                          OBJ B

                          We were able to keep their armor down at a minimum by having S4 flank their armor while we drew a line at A. Mortar support also helped suppress their armor whenever they tried to turtle behind a building where S4 had trouble reaching them. Once A was destroyed, we spawned S1 where S4 was by swapping their members back and forth after dying (you switch squads to spawn, then switch back). Now that we had S1 and S4 on the far side of B, S2 flanked to their concrete building to provide more distraction. Again, we waited until we destroyed their armor before moving in which wasn't difficult as there was very little space for it to fire safely (mortars, tank from front, AT from flanks). Once it was down it was a matter of moving our new tank into the area causing the OPFOR to concentrate on it more. We lost the tank the first time we tried this. However, S1 was able to climb up on the far side of the roof above the B objective. Here we blew a hole in the roof, and then dropped explosives inside to clear it, as well as destroying the objectives. They didn't see this coming at all, and sniper fire with S4 controlling the high rise allowed us to minimize attention up there.

                          We lost 50 tickets assaulting this base because the defenders used a lot of hand grenades and rifle grenades on us during our approach, and on the A bombsite. There was also plenty of medium range firefights between the cargo containers around the B side. However, this meant we had roughly 80 tickets going into the final phase. Their heli did deal some damage, but it was not effective in bringing down our infantry as they were spread out and almost always near buildings. The tank was able to avoid plenty of damage by moving whenever the chopper came in for an approach. Mainly, the chopper was unable to keep up enough damage on the tank with good engineers who can swap quickly between firing and repairing. I remember some did try to shoot down the heli or scatter it with RPG shots though. The heli did kill our snipers at least one time as well.

                          Stage 4 - Pipeline

                          You'll notice a problem with Site A being named Site B. Cut away got messed up.

                          Vehicles: Tank, APC (AA)

                          Squad 1 - Assault (Explosives), Assault (Rifle), Assault (Rifle), Medic (LMG)
                          Squad 2 - Assault (Explosives), Assault (Rifle), Assault (Rifle), Medic (LMG)
                          Squad 3 - Engineer (SMG), Engineer (AT), Sniper (Mortar), Sniper (Mortar)
                          Squad 4 - Assault (Rifle), Assault (Explosive), Medic (LMG), Assault (Rifle)

                          The far objective is the most difficult. Usually a team that makes it this far has few tickets remaining. This also means it should be the first target to destroy as it takes the most time to get to, and has the least cover.

                          OBJ A

                          Much of the defenders fell back to B and defended from the concrete wall. However, instead of assaulting B like usual, we brought the armor up on the road and ran S1 and S2 along the side. The MG on the roof cannot kill more than 1-2 with armor and trees blocking its view, also because of the hit registration. we basically took the buildings opposite of A, which allowed us to fire freely into their spawn. The defenders however had at least 6 people constantly guarding A. To bring it down we tried to mortar the area behind to let us push up. However, since it's so close to their spawn area, this proved only to waste our lives and time as more of their team came to defend. After intense hand grenade, rifle grenade, and two tanks expended on trying to shoot down this objective, there were no walls left around first floor of A. This was bad news because now they had a clear shot into the bomb site making it really tough to plant C4 or activate the charge. We had lost 40 tickets attacking this place already. However, then someone loaded up smoke grenades and shot them into the objective. This prompted myself and anther guy to run up to the 2nd floor of the building. We cleared out the two guys up there as we already knew where they would be during the exchange of gunfire. We then deployed 12 C4 charges through the window onto the ground below. Running out of the house, we were able to detonate the site without the enemy being able to reach or shoot us up there under the brief cover of smoke. If smoke lasted longer I think they'd be way more useful.

                          OBJ B

                          S4 was trying to pinch the enemy from the other side of A, towards the back side of their map. When we took A, B was a piece of cake. While the enemy then piled most of their guys inside B, we surrounded the outside building and planted C4 on the walls that faced our spawn. Boom. We probably killed at least 4-6 guys by blowing those charges and opening the building up to our own side. I prefer this method of attacking B, by using C4 to bypass and or stun/kill enemies inside those room as it is difficult to breach it without flashbangs or what not. Either that or dump as many grenades and rifle nades into those rooms. Once those walls were down, it was only a matter of time before we had set charges on B and detonated it with C4. One player used his C4 to booby trap the rooms close to the enemy and racked up a few kills that way.

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                          • #14
                            Re: Attacking ideas for Port Valdez?

                            @AVS

                            Nice write up realy informative aswell I will definitly be using some of the tactics described above.

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                            • #15
                              Re: Attacking ideas for Port Valdez?

                              great post Avs!

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