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Thread: Flag defense
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09-22-07, 03:46 PM #11
Re: Flag defense
Thank you Roof!
I agree with most of the points outlined in this thread already. It seems whenever my squad is defending, and doing a damn good job of it (if I do say so myself), the second the commander and I decide that we need to go do something, that's always when we lose whatever my squad was originally defending, because nobody else defends it, even if they spawn in right there. Everybody always seems to think that it's someone else's job to defend when they spawn into the middle of a shit storm. However, on Sharqi, I usually will forfeit earning points just to keep that flag. It's important not just because you keep or lose a chopper, but also because whenever the enemy chopper needs repairs, instead of having to return across the water to their pad, they can now just repair and reload at the TV station, which greatly increases their time on station and response time to calls for help.
As for how long to defend. I usually wait until the game has settled into a routine of sorts and then once the closest flags to my position are taken I will usually move to a point closer to those flags, but in between the primary defense point for my squad and one of those flags and try to cover both. The reason for this is simple, most times (note that I didn't say all of the time) when someone tries to get into your territory, they will come in onesies and twosies and hope their squad will spawn on them when they get there. For this very reason, when I take my squad on the offensive I usually demand that they either stay dead or suicide so that when I get there, they're timer is already at zero and they are ready to spawn now, not in fifteen seconds, which can be a long time if you run into defenders.
If I feel that it is important enough to stay at one flag, I will send out two man teams to defend another flag close by if the commander tells me there's only one or two going to that flag. Most commanders know my style of leadership and that I have a good head for tactics, so they just give me the basic information I need to make my decisions. If my two man team runs into any problems, I'll request arty and repeated air-strikes until I can get my whole squad down there to eradicate whatever problem is there, which usually turns into a long dragged out fight because by that time, they've taken the fight and their whole team is spawning in there, lol.
Most of the reason I am a good squad leader is because of my military experience and love of the military since I was a young child. This has given me insight into what the enemy is most gonna want to do, and, as such, I can more accurately predict the enemies actions and prepare for them. It's nice to be outside to defend the TV station on Sharqi, but anyone who knows anything about defense knows that you want the best defensive position you can find. This means that, if they want that flag, they're gonna HAVE to come inside to get it. Therefore, the defending squad only has to remain INSIDE the building to keep the enemy from getting it. As for the equipment outside, the enemy can blow it but as soon as reinforcements arrive the enemy can be eliminated and the equipment repaired. The important point being, DON'T LOSE THE FLAG. This would be true of any other map that has such a valuable resource as the TV Station is on Sharqi.
On a map like Karkand, there is one obvious chokepoint on that map that, if defended properly can effectively keep the USMC from spreading to the rest of the map. If people don't work together and use the most important kits for THAT map, then the USMC will overrun the positions and rapidly spread across the map. If either team lets the enemy split their forces in two, that team is doomed, especially if you have people who don't follow orders, even once, and who are more concerned with how many points they can get and how many kills they can get.
Personally, I take great offense to people who have exorbitantly high scores but didn't really do anything except hand out ammo/med-packs and kill the enemy rather than use the kits most needed for particular maps, and the team loses the round.
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09-24-07, 09:12 AM #12
Re: Flag defense
Good topic! Dragon Valley's MEC Refinery a must defend flag. What you lose if it is lost: Commander's assets, 2 j-10's(allowing f35's to really do some damage), an attack chopper and a whole lot of armor. Also, Woodyard is hard to get back when an US squad doesnt want you to have it back. Avoid losing these flags to early in Dragon Valley. Zatar Wetlands get and keep Central Island(+1 Attack Chopper). As important as defending Sharqi's TV Station is keeping it from being raped, get a couple transports their to defend it.
BLTribe of Bob
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09-24-07, 11:45 AM #13
Re: Flag defense
I've recently started to squadlead more, especially when I see other good SL on my side, trying to spread the knowledge they instilled in me. One thing I've been trying to do with some success is to focus my squads attention on two flags. For example on Dalian, working either the north (north Docks and Warehouse) or the South (south docks and Maintenance). Because of the close proximity it allows for rapid response if one of the flags starts to move, we sweep in as a squad and take out the enemy. On other maps it is more difficult obviously due to restriction in terrain, ie north side of fu she is much harder to get around then south side.
As to must defend flags at the start of a round (other than obvious flags):
Kubra: Lower Dam
Karkand: Suburb
Sharqi: Alleyway
Songhua: West Perimeter / Central
Jalabad: Market
Dragon: market
Daqing: East Oil
Oman: Hotel / Village Fort
One side note on Tampa: I know alot of folks don't like it very much but in fact it can be alot of fun. One successful tactic if on US side: If you can capture and hold Gas, refinery, Checkpoint south and Village of K you'll win the game. Again it goes to my theory of close support. The map is just too big to and requires a defensive strategy.
Anyway please critique, always looking for new ideas.
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09-25-07, 09:35 AM #14
Re: Flag defense
On wake: holding airfield only works if you team delays the marines from getting a foothold on the island.
However, losing airfield early is almost assured destruction. The only hope then is that the marines fragment and fail to all spawn on airfield (and I've seen this happen too many times) and/or all of the Chinese forces converge on airfield immediately.
For marines, airfield plus 1 flag early means it is over for the Chinese.
For Chinese, airfield plus 1 flag and they win the map (as long as the marines are delayed in getting on the island).
... my 2 cents anyway on wake.My goal is to succeed in any mission - and live to succeed again.
God grant that I may not be found wanting, that I will not fail this sacred trust.
"bite my shiny metal ...!"
there are many other servers
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10-05-07, 08:43 AM #18
Re: Flag defense
ttp ... interested in reading more comments!
My goal is to succeed in any mission - and live to succeed again.
God grant that I may not be found wanting, that I will not fail this sacred trust.
"bite my shiny metal ...!"
there are many other servers
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07-06-09, 12:02 PM #19
Muting 1 player possible?
Is there anyway to mute 1 player on a team? Or can you only mute all players?
I was playing on a team yesterday on Versus and these 2 hill billy’s hated each other and we’re going at each other’s throats. Cursing on and on at one another and commenting on the other’s play style etc. Very annoying! I finally told one of them to stop it and cut it out and he starts cursing at me! We couldn’t kick him cuz he was playing with a friend on the team so vote kick would be 50-50. Suggestions?
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