Page 2 of 2 FirstFirst 12
Results 11 to 19 of 19

Thread: Operation Shingle Strategy

  1. Registered TeamPlayer
    Join Date
    04-06-08
    Location
    Close to work
    Posts
    347
    Post Thanks / Like
    Stat Links

    Operation Shingle Strategy Operation Shingle Strategy Operation Shingle Strategy Operation Shingle Strategy Operation Shingle Strategy
    #11

    Re: Operation Shingle Strategy

    After playing Shingles (which I hate) last night I found out that after the attacking team has spread out a bit, you can generally defend the first 4 caps easily by taking advantage of that wall by Dunes, sniper positions south of trenches and on columns. If they do manage to get past you, the easiest flanking maneuver to do is get to dunes, use the wall and easily flank warehouse.


    When attacking hit up the west side and try going for trenches first then move on to columns and warehouse.


    Its not completely tested but they seem to work...

  2. Registered TeamPlayer SpankyMcFly3's Avatar
    Join Date
    11-15-07
    Location
    San Antonio, Texas
    Posts
    2,389
    Post Thanks / Like
    Stat Links

    Operation Shingle Strategy Operation Shingle Strategy
    Gamer IDs

    Steam ID: SpankyMcFly3
    #12

    Re: Operation Shingle Strategy

    I was, and may still, post this in an article but for now here is my $.02 worth.

    OK…I am by no means an expert commander nor an expert on Shingle. All I can do is relate what my experiences have been and what I have taken from them. Hope it helps.

    During one game, while commanding, I had an epiphany. I noticed that Columns was a lynch pin, of sorts, but the enemy commander put to much emphasis on it. We had lost columns early on, so I called out orders to avoid columns at all cost to which, out of the ordinary, about 95% of my team followed the order. I told them to hold the right flank, Dunes and Refugee Camp, and had one squad running the perimeter, with a spawn beacon set up just beyond the outer wall at north of Dunes, to do node control at warehouse and Dunes.



    Then we held ground.

    Now I don’t know or recall who was the commander of the PAC but they were forced to attack out and they ignored dunes and warehouse to try to take Dunes and Refugee, we had a positive of flags and their points were dropping. So the started to attack Dunes. This put them out in the open as they crossed the road from Columns and Command for my entrenched defenders of Dunes and of Refugee to continue to cause the tickets to plummet. Also, due to the lack of overhead protection, artillery bombardments help to lessen the ranks.



    As their team was bashing themselves relentlessly against the ranks, I sent the roving squad on a mission to take out assets and see about taking command. They were able to take the assets and hold the flag with just the occasional defender spawning on the outside perimeter of the node. With the exceptions of not having the flag down and the lone sniper with a crate on the roof, command was ours.

    This left Columns as the only true area of enemy presence.

    Now, for the cope de grace.

    Having the control of command frustrated the PAC commander (He was camped out in the monorail platform and we left him there.) because he turned his attention from attacking dunes to trying to clear out command. I told the roving squad leader that he was a sacrifice and to hold Command as long as he possibly could. Make PAC bleed for it.



    While PAC was focused someplace else, I sent the two squads that were at Dunes to launch a full out attack on Columns. There was little resistance, most of which were trip mines and sentry guns. They cleaned the place out took out the spawn beacon on the roof and flipped the flag. This left Command only with most of the PAC defenders still in the field.

    Of course the sacrificial squad was unable to hold command. But they did their job and had spawned at dunes. And now command was open for attack. The refugee camp, with the aid of the two walkers from EU base pushed into Command and cleaned out the ground defense.



    Now I would love to tell you that we went on to take command and win the game, but the ticket count from the preceding bloodbath had dropped the PAC tickets to a point that the game ended before we could take command and do a final clean-up.

    Now, I know this may not be exactly what you wanted in an answer to your question “How do I do better on Shingle” but there are so many variances to individual game play skills, abilities and styles that I can’t really tell you much beyond a used strategy and hope you can see a place that might fit your style.

    On a personal note about kits, I am a support fiend. I will use the vanilla support gun for its quick reticle contraction, long range and large clip, but it still is formidable at close range. Plus the infantry sonar is priceless.

    I hope this helped some and if I should think of anything else to add I will.

    -Spanky

  3. Registered TeamPlayer
    Join Date
    11-09-07
    Posts
    273
    Post Thanks / Like
    #13

    Re: Operation Shingle Strategy

    Tactically, there is no more important flag than columns. If you hold no other flags but your main and columns, you can win the match simple because it takes hundreds of tickets to take that flag if the other team is focused on keeping it. Last night my squad was defending columns both rounds. We managed to take columns fairly easily after exercising some patience, and also because our team spread out. This wasnt planned, but it could be replicated again with a strategy quite easily.

    Get the entire team to try and push PAST warehouse and columns using the FAVs to the back flags at Trenches and Refugee. More than likely, the defending team will freak out and start sending troops to recap immediatly. Assuming the walkers are down at this point from mines and AV, it becomes a run and gun fight.

    Now that part of the team is running to the back flags, the front should be weaker and warehouse or dunes can be taken. At this point, refugee or trenches will be flipped back by the defending team, and the back squads will probably converge on the remaining flag.

    The original squads that took trenches and refugee, need to IMMEDIATLY head north into the enemy main base and flank columns from the top bridge. Put beacons inside of the enemy base where there is enough cover for squadmates to pod in without getting sniped. Hopefully the beacons last long enough to get some fire on columns and take it from the top. This is fairly easy to do as long as there are two squads or less defending it. The only way to make that happen is to follow the above progression to get them to spread out and chase.

    Once you have columns, HOLD IT. From this thread I can see that the "Hold columns and bleed tickets" approach isnt particularily popular, but it is the best way to win the round.

    This is exactly what my squad managed to do on the second round of shingle last night, and once we setup in there, we held it from some major rushes. Each rush was about 30 tickets dumped into the flag trying to take it. We lost maybe 10 from a lack of medics. This was enough to give us a 50+ point lead and win the round.

  4. Registered TeamPlayer QuickLightning's Avatar
    Join Date
    08-03-07
    Posts
    11,943
    Post Thanks / Like
    #14

    Re: Operation Shingle Strategy

    Spanky, that sounds like some amazing commanding. I really need to squad lead under you sometime.


  5. Registered TeamPlayer SpankyMcFly3's Avatar
    Join Date
    11-15-07
    Location
    San Antonio, Texas
    Posts
    2,389
    Post Thanks / Like
    Stat Links

    Operation Shingle Strategy Operation Shingle Strategy
    Gamer IDs

    Steam ID: SpankyMcFly3
    #15

    Re: Operation Shingle Strategy

    Thank you, but as much as I would like to say I could duplicate the occurrence I have commanded Shingle more after that and to abysmal ends. Variables have been a BIG factor. One or two squads that listen, a superior team opposite me, stars out of alignment...etc

  6. Registered TeamPlayer
    Join Date
    05-30-07
    Posts
    2,679
    Post Thanks / Like
    #16

    Re: Operation Shingle Strategy

    Quote Originally Posted by LuckyDucky
    Ahhhh Columns, AR rockets, nice safe camping spot, supply box and it's a done deal.
    nice, safe, and camping spot are mutually exclusive most of the time on any map, much less columns.

    rockets are the single most noticeable munition you can carry around, if you get off more than 1-2 clips from the same spot your just shooting at stupid people

  7. Registered TeamPlayer Too Much Damage's Avatar
    Join Date
    08-31-07
    Location
    Ft Worth, Tx
    Posts
    5,391
    Post Thanks / Like
    Stat Links

    Operation Shingle Strategy Operation Shingle Strategy Operation Shingle Strategy Operation Shingle Strategy Operation Shingle Strategy Operation Shingle Strategy Operation Shingle Strategy
    Gamer IDs

    Gamertag: T00 MUCH D4M4G3 Steam ID: TooMuchDamage Too Much Damage's Originid: TooMuchDamage
    #17

    Re: Operation Shingle Strategy

    I tend to lob one to test the range then shortly after 2 more at the same range and the last one about 6 feet back. It seems to almost always work.

  8. Registered TeamPlayer Allane's Avatar
    Join Date
    08-27-07
    Location
    Colorado
    Posts
    2,795
    Post Thanks / Like
    Blog Entries
    9
    Stat Links

    Operation Shingle Strategy Operation Shingle Strategy Operation Shingle Strategy Operation Shingle Strategy Operation Shingle Strategy Operation Shingle Strategy
    Gamer IDs

    Steam ID: Allane176
    #18

    Re: Operation Shingle Strategy

    I hate columns because usually when you take it, immediately there are a thousand rocketeers shooting rockets at the cubby holes everywhere on columns. It's impossible to move 5 steps while defending because you're constantly being pounded by rockets, and are not able to take out the rocketeers because they either:
    A. Have a guy watching the bottom so that no one takes out their ticket bleeders.
    or B. Kill you before you can even get to a set of stairs.

    Usually if it's the EU who controls Columns, the commander of the PAC will send a squad over the bridge from Command Center into Columns, while a squad from the bottom comes up. The roof is a blind spot, and enemies can see better up than you can see down through that grated floor...

    I find that if I get my squad to take every other place than columns, then we can just let them have columns, and rip them apart from places like Dunes and Trenches (great angles with great cover in both of those areas). Shingle is FAR from my favorite map (sort of like Backlot in COD4), but I'll play it just to win.
    "In matters of style, swim with the currents... in matters of principle, stand like a rock."
    -Thomas Jefferson

  9. Registered TeamPlayer RottnJP's Avatar
    Join Date
    09-30-07
    Posts
    996
    Post Thanks / Like
    #19

    Re: Operation Shingle Strategy

    We had a satisfying win like that yesterday. When they had *tons* of folks on columns, we pinned them in and took the rest of the flags. Defensive squads on their flanks and snipers and rocketeers in command center kept them at columns. They were nicely concentrated and whenever there wasn't a walker I dropped orbital and killed a few more. To take anything else they had to move out in a full squad, and when they did that, they one small defensive squad on that side got rolled while everyone else hit columns hard and took it.

    Unfortunately, we let them steal our walker a few times, which hurt. Ended up being a crazy, close, fun round. Timer ran out with a tone of tickets- something like 145 to 110 in the win column. (First round after priming, so it started slow.)

Page 2 of 2 FirstFirst 12

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Title