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Thread: Road to Jalalabad tactics

  1. Registered TeamPlayer CivilWars's Avatar
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    #1

    Road to Jalalabad tactics

    Our vote has ended, and here is our selection. Let's figure out the plan for offense and defense.


  2. Registered TeamPlayer Xavsnipe's Avatar
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    #2

    Re: Road to Jalalabad tactics

    USMC: Fairly easy side. We should cap Lake, because that's the launching pad for their base raping operations... After that, a squad should go for the first MEC flag (Outpost) from the land bridge between that flag and lake (when we cap that we get a third armor). Another squad should zip by and cap Fountain which is almost always poorly defended. We should have a kamikaze squad for this one....keep their tanks down, we only need two c4 jihadists for that, preferably in the same squad. Junkyard is a ticket bleed flag because of nade spamming and arty.

    Seriously, on the USMC side there are so many flags we can cap in the back, that it won't be too hard. If we can't seem to cap flags being on this side, we're in serious trouble.

    The challenge here is being on the MEC side.

    As commander I have to make sure they don't make it to the mosque. I will need a squad to be between mosque and market, defending both flags (closer to mosque, than market). Another squad set up between market and hotel, with front view of junkyard just in case. We need mines on the road between junkyard and market, at all times. We need mines on the other side as well, both on the main road and between hotel and junkyard. We need jihadists to strap c4 on their cars and keep their armor down. We will only need 2 jihadists for this. Another squad should defend Outpost and fountain. Another squad should cap lake and base rap from there. The fifth squad should provide support to another squad that needs it. It should always be mobile, so it is there when it is needed.
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  3. Registered TeamPlayer nihilanth311's Avatar
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    #3

    Re: Road to Jalalabad tactics

    My notes:

    -Mines between market/junk.

    -Mines just south of junk between cement wall (city area between junk and hotel) and palm tree to the flaming wreckage
    next to the building on the far south end of the map with the mounted defense gun.

    -This leaves infantry hopping over the wall near market, just behind junk up the stairs, and the out-of-bounds dash around the southern boundary in hopes of getting up to the building east of hotel to get back in-bounds - claymore the shit out of these areas for early warning signs.

  4. Registered TeamPlayer w4jchosen's Avatar
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    Road to Jalalabad tactics
    #4

    Re: Road to Jalalabad tactics

    I think this would be a good tactic to use the "SL's are the only ones to spawn in, move to your objective, then SM's spawn in" especially to take down Fountain quickly.

    I promise you these guys will mine the hell out of everything to prevent armor, fast movers, and humvees. I see this map initially being foot map after Lake and Fountain are taken.

  5. Registered TeamPlayer Paradigm's Avatar
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    #5

    Re: Road to Jalalabad tactics

    Moved this from the other topic when I saw it was available.

    I think the 3 SLs in a fast mover strategy is a great way to go. I do, however, believe we should consider the use of "Lead Blockers" to get through to Market as opposed to Fountain.

    What I mean by "Lead Blockers" is loading up 2 or 3 of the other faster movers with C4, having a predetermined route, and having those cars go first. They are looking for:

    A) Mines
    B) Tanks
    C) Vodniks

    The idea being that they clear the path by throwing what is effectively a cut block on anything they come across. If we practice this and coordinate it well we will be able to keep in close enough quarters that they won't be able to replace their mines and we'll be able to get our squads deployed in the center of the city extremely quickly.

    . . . Obviously I like any strategy that involves me, some c4, and a faster mover . . .

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    #6

    Re: Road to Jalalabad tactics

    First off, we should get on TS and talk about this.

    Secondly, I hope 1st round is us as MEC so they can't copy our strategy as USMC.

    With all due respect to Xav, I think Lake should just be a diversionary tactic. While getting lake does establish a somewhat forward position it does put our team in an awkward spot. It's so easy for them to rape us there. I think we should send one squad backed with a hummer and one tank there just to keep them honest.

    The main objective as USMC is to get backdoor as fast as possible. What I suggest is that we put five squad leaders in two fast movers who will then go along side the western mountains past outpost and fountain and try to cap either Hotel or Market. Once the SL'ers get there, everyone spawns in. Execution is the key. If done right we will get our foot in the door. If we just make Lake the top priority then it gives them a chance to bring their armor forward and lay down their defense. That will be a big problem if this happens.

    As MEC I'm a big fan of sending two squads to lake as fast as possible. The whole point is to bleed some of their tickets off before we go back on defense. I would post another two squads at outpost. Lastly I would put two squads in a roaming role in the back that could address problems should they(USMC) get behind our initial defense. This strategy does need to be fleshed out and practiced on the match server perhaps Saturday morning. Again it's all about execution and that is why we should practice.


  7. Registered TeamPlayer Xavsnipe's Avatar
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    #7

    Re: Road to Jalalabad tactics

    Roger that, Trigger... I'm not saying we should establish our main line of defense on lake, I'm just saying we should cap that before they do, because it's a launching pad for their base raping ops.

    Back Flags are definitely priority, as USMC, but it shouldn't be that big of a problem. This map is a pain in the ass to defend as MEC. The best defense as MEC, is base raping offense.
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  8. Registered TeamPlayer Paradigm's Avatar
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    #8

    Re: Road to Jalalabad tactics

    One thing that can be useful for lake - I've started loading the fast mover from junk with C4, driving to the flag and bailing . . . waiting for the OP to move in to cap then blowing the car.

    Consistently takes out 2 or 3 guys and slows their progress - if we're going to cap lake then we should do it from the backside and leave a present for them front side

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    #9

    Re: Road to Jalalabad tactics

    Quote Originally Posted by triggerhappy2005
    The main objective as USMC is to get backdoor as fast as possible. What I suggest is that we put five squad leaders in two fast movers who will then go along side the western mountains past outpost and fountain and try to cap either Hotel or Market.
    I think there should be a sacrificial lamb driving a car in front of the SL’s car to hit the first mine when approaching a bottle neck you know then will have mined.

    My theory, Trigger is driving a car with 2 other SL and is following me as I drive past Outpost and fountain over the mountains on the right side. One SL jumps out at fountain. We cut across the main road, up the hill and through the bottle neck between Junkyard and Hotel. I hit as many mines I can to clear a path allowing Trigger to move on.

    If you really want to make it complicated and and cap the middle 4 flags, for example, Triggers driving, Kel is a member of his squad, Latin jumps out at fountain, Kel spawns and jumps out at junkyard, creating his squad, Elk jumps out at Hotel. Trigger moves on to Market.

    As much as Trigger hates Engineers, two spawn after Elk jumps out and start dropping mines to restrict movement of there tanks and cars.

    Let them have lake; they will abandon it right away for our Commander to cap by himself.

    SL's should not move into flag zones to prevent being killed by gaymores. Just be a spawn point.

    Our tanks move to Outpost and who ever caps Fountain moves to help capture outpost and get that third tank.


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    #10

    Re: Road to Jalalabad tactics

    Quote Originally Posted by DoubleFISTIN
    Quote Originally Posted by triggerhappy2005
    The main objective as USMC is to get backdoor as fast as possible. What I suggest is that we put five squad leaders in two fast movers who will then go along side the western mountains past outpost and fountain and try to cap either Hotel or Market.
    I think there should be a sacrificial lamb driving a car in front of the SL’s car to hit the first mine when approaching a bottle neck you know then will have mined.

    My theory, Trigger is driving a car with 2 other SL and is following me as I drive past Outpost and fountain over the mountains on the right side. One SL jumps out at fountain. We cut across the main road, up the hill and through the bottle neck between Junkyard and Hotel. I hit as many mines I can to clear a path allowing Trigger to move on.

    If you really want to make it complicated and and cap the middle 4 flags, for example, Triggers driving, Kel is a member of his squad, Latin jumps out at fountain, Kel spawns and jumps out at junkyard, creating his squad, Elk jumps out at Hotel. Trigger moves on to Market.

    As much as Trigger hates Engineers, two spawn after Elk jumps out and start dropping mines to restrict movement of there tanks and cars.

    Let them have lake; they will abandon it right away for our Commander to cap by himself.

    SL's should not move into flag zones to prevent being killed by gaymores. Just be a spawn point.


    Nice plan. Act like a bus dropping off squad leaders along the way.

    Btw I'm cool with engies if the situation calls for it.


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