I thought I would start a new series of postings to help spur discussions about ET tactics and strategy. In hopes to get some of the elite players to share some of their tactics with newer players.
This is the first of a series of situations I will post. If people show interest and this picks up, I will do more, and encourage other members to post their own situations.
For the purpose of discussion, these situations may feature unbalanced teams, or perhaps otherwise unrealistic situations. But remember, it's for discussion.
I'm not posting these as help for myself, but mearily to spur discussion. This is not necessarily a 'right' or 'wrong' answer type of discussion, I certainly don't want to encourge flaming here.
- Beck
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Situation: Battery. Axis 3 players, Allies 4 or even 5 players. Assume all players 0 XP and close or equal skill level. Axis must defend Gun for 30 minutes (or is it 20, I don't remember).
When answering, consider the phases of the map, which classes the Axis should utilize, and where key players should be in order to achieve success.
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Beck's Strategy
Phases of the map: Phase 1: Axis maintain control of forward spawn. Phase 2: Allies have captured forward spawn.
Phase1: Axis spawn with 1 sniper, 1 field ops, 1 medic. Sniper takes up various positions around either the bunker or ridge area, but must take precaution for the inevitable onlooking allied sniper. This cat and mouse game is something I certainly enjoy partaking. The main objective of the covie is to certianly keep the ramp destroyed if it is built. Sometimes, if allies don't have snipers, I will play as a covie with fg-42, as to have that distance ability if needed, but also a punch in closeup shooting from the bunker or ridge on allies building the ramp. Obviously, fops should hammer parts and medic should keep everyone alive.
Phase 2: The forward spawn is lost. Let it go and concentrate on the base. Axis - 2 engies, 1 medic. This is a tough position because there is a huge possibility that allies will steal a uni during the ramp assualt and now you have two fronts to defend. That back door is huge for success here, and I would recommend axis split up and put one engie (possiblly with a rnade) at the back door. I usually don't just man the mg, but rather sit and listen for footsteps. Keep in communication with your team and sprint to the gun if needed! Axis med and engie should try and keep that second door to the hallway closed and stay in the stairs area to keep allies out. Good allied players can TJ into the upper room, so watch for the flank here. I like to sit in the room with the big generators with an rnade where you can catch allies coming around the corner, and protect both the stairs and the trap-door access (as well as the sneaky covie trying to satchel the generator.
If allies plant, dont' just run through the team door, don't rush into the fight. A favorite place for allies to wait to defend teh dyno is of course, the lower side rooms. Note, you can see through the floor into these rooms to see if there is any surprises waiting. I like to run into this area with a primed nade. Coming in from the lower stairs into these side rooms is sometimes more successful (remember the engie guarding the side door?) because the allies are usually looking toward the dyno area, ready to shoot the stupid axis engies that jump down with plyers in hand.
Bottom line: Stay off the beach and stay inside, and axis have a pretty damned good chance of winning this map!
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