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Situation: Defending Fuel Dump with low numbers
 
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BECK
General of the Army
General of the Army
279782 Points

USA US Colorado
PostYou have posted in this forum: Mon Dec 11, 2006 1:59 pm   Post subject:  Situation: Defending Fuel Dump with low numbers Back to top 

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


------------------

Situation: Fuel Dump. Axis 3 players, Allies 4 or even 5 players. Assume all players 0 XP and close or equal skill level. Axis must defend Fuel Dump for 30 minutes.

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.

--------------------

Beck's strategy
Lets break this map down into phases. Phase 1: before bridge crossing. Phase 2: Before doors blow. Phase 3: Before gate is blown. Phase 4: Before side wall is blown. Phase 5: Side wall blown.

Phase 1: Axis spawns with 1 engineer, 1 fops, 1 medic. Axis field ops should maintain a consistent rain of arty on the bridge parts, and in early phases of the map, keep an eye on the footbridge area to prevent (or alert teammates) of allies attempting to flank the axis. This means fops stays at the back of the map, on the ridge area. Engineer and medic should try and keep allies side of the bridge. Mines are useful around the parts, and even paths to the tunnel (killed many a covert trying to run down that hill). Mines also useful around the footbridge area.

Phase 2: Same classes, field ops keep raining arty onto the tank area to attempt to keep the tank in pieces. Engie plants mines around the tank with medic support.

Phase 3: Engineer should first build full west defenses, and only half of east defenses with a few mines in the dump area to discourage allies from just running in and planting. Before the tank is out of the tunnel, axis may do well with 2 medics in the tunnels attempting to slow down the allied advance. Once the tank is out of the tunnels, field ops should hammer the tank from within the walls of the dump. Axis engineer and medic can venture out of the dump (assuming that team door area is defended well with mines, and assuming the field ops stays the hell put and keeps in communication with the rest of the team). These two players can ambush allies in the tunnels, and flank engineers from the ridge attempting to fix the tank. If allies have built the CP, so what, leave it be because axis can use it to stay supplied as well (big pet pieve of mine).

Phase 4: Engie/medic/fops. Mines around the main gate area. Usually, I try and hide mines in areas that aren't visible from far areas for allied coverts or playres with level 4 awareness. That way, allies just have to run in with little knowledge of mine placement. At this phase of the map, axis are most successful in all camping the inside of the dump. With only one way in, allies can be caught in crossfire from all three axis members, taking up positions around the gate. Field ops, obviously hammer the shit outta the outside gate area (assuming ff is on, don't need to kill your own mates inside the dump).

Phase 5: A few mines in less visible areas are very effective, but for the most part, I think axis players are best suited to just stay inside the damned base and not venture out.


* * * *

Just an example of what I'd like to see in this thread. So you can either write your own strategy, or make suggestions as to what you would do to fix mine Very Happy.

Hope this works...I'd like to see a whole series of these types of threads.

_________________
Very Happy
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pubstars
IoW Supporter
1361 Points

USA US New York
PostYou have posted in this forum: Tue Dec 12, 2006 1:12 pm   Post subject:  Re: Situation: Defending Fuel Dump with low numbers Back to top 

BECK wrote: › 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


------------------

Situation: Fuel Dump. Axis 3 players, Allies 4 or even 5 players. Assume all players 0 XP and close or equal skill level. Axis must defend Fuel Dump for 30 minutes.

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.

--------------------

Beck's strategy
Lets break this map down into phases. Phase 1: before bridge crossing. Phase 2: Before doors blow. Phase 3: Before gate is blown. Phase 4: Before side wall is blown. Phase 5: Side wall blown.

Phase 1: Axis spawns with 1 engineer, 1 fops, 1 medic. Axis field ops should maintain a consistent rain of arty on the bridge parts, and in early phases of the map, keep an eye on the footbridge area to prevent (or alert teammates) of allies attempting to flank the axis. This means fops stays at the back of the map, on the ridge area. Engineer and medic should try and keep allies side of the bridge. Mines are useful around the parts, and even paths to the tunnel (killed many a covert trying to run down that hill). Mines also useful around the footbridge area.

Phase 2: Same classes, field ops keep raining arty onto the tank area to attempt to keep the tank in pieces. Engie plants mines around the tank with medic support.

Phase 3: Engineer should first build full west defenses, and only half of east defenses with a few mines in the dump area to discourage allies from just running in and planting. Before the tank is out of the tunnel, axis may do well with 2 medics in the tunnels attempting to slow down the allied advance. Once the tank is out of the tunnels, field ops should hammer the tank from within the walls of the dump. Axis engineer and medic can venture out of the dump (assuming that team door area is defended well with mines, and assuming the field ops stays the hell put and keeps in communication with the rest of the team). These two players can ambush allies in the tunnels, and flank engineers from the ridge attempting to fix the tank. If allies have built the CP, so what, leave it be because axis can use it to stay supplied as well (big pet pieve of mine).

Phase 4: Engie/medic/fops. Mines around the main gate area. Usually, I try and hide mines in areas that aren't visible from far areas for allied coverts or playres with level 4 awareness. That way, allies just have to run in with little knowledge of mine placement. At this phase of the map, axis are most successful in all camping the inside of the dump. With only one way in, allies can be caught in crossfire from all three axis members, taking up positions around the gate. Field ops, obviously hammer the shit outta the outside gate area (assuming ff is on, don't need to kill your own mates inside the dump).

Phase 5: A few mines in less visible areas are very effective, but for the most part, I think axis players are best suited to just stay inside the damned base and not venture out.


* * * *

Just an example of what I'd like to see in this thread. So you can either write your own strategy, or make suggestions as to what you would do to fix mine Very Happy.

Hope this works...I'd like to see a whole series of these types of threads.


In TWL setting mines around the tank won't work. It's better to set them in the paths of incoming allies. If they can't get to the tank, how can they repair it?

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BECK
General of the Army
General of the Army
279782 Points

USA US Colorado
PostYou have posted in this forum: Tue Dec 12, 2006 1:22 pm   Post subject:  Re: Situation: Defending Fuel Dump with low numbers Back to top 

pubstars wrote: › In TWL setting mines around the tank won't work. It's better to set them in the paths of incoming allies. If they can't get to the tank, how can they repair it?

Well, I usually plant around the tank to kill soldiers, and not to re-disable the tank, so that is what I meant. In TWL, aren't you limited to 5 mines anyway? I didn't think that mines were usually utilized very much in TWL, but I could be wrong.


Plant mines around the tank in the following configuration:

Code: ›
    X     X
 X            X
      TTTT
 X   TTTT  X
      TTTT
      TTTT
 X            X
    X      X


Pretty much covers all sides and prevents the circular repair tactic used by a lot of engies to avoid getting shot to shit while repairing. Of course, all this is usually useless with level 4 awareness or covert ops to spot, but I usually like to plant mines in that sort of configuration. But even on Fuel Dump do I rarely plant mines on the tank, unless Axis are really raping allies and have time to do it. But on Goldrush, it's very easy to mine the tank in the courtyard area.

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Very Happy
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Clanless
IoW Supporter
3034 Points

USA
PostYou have posted in this forum: Tue Dec 12, 2006 2:12 pm   Post subject:   Back to top 

The key to all vehicle maps is stop the vehicle. If the vehicle never moves, you cant lose. If the tank never moves, the tunnel gates cant be blown.

A covie and an engie can still hop up into the base from the top, but I dont think it can be done with 0xp. I could be wrong though

Stop the vehicle = Win the map

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DrEvil
IoW Supporter
195 Points

USA US Michigan
PostYou have posted in this forum: Tue Dec 12, 2006 2:21 pm   Post subject:   Back to top 

Field ops with 0 xp can not be very effective with artillary. In my opinion it would be better for him to give the medic ammo in the beginning. This will increase his xp faster and will also allow the medic to be more effective in combat.

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BECK
General of the Army
General of the Army
279782 Points

USA US Colorado
PostYou have posted in this forum: Tue Dec 12, 2006 2:29 pm   Post subject:   Back to top 

Good points. I just chose 0 XP because I didn't want anyone to say just have 3 juiced medics and you'll be golden, know what I mean?

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Very Happy
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pubstars
IoW Supporter
1361 Points

USA US New York
PostYou have posted in this forum: Tue Dec 12, 2006 3:31 pm   Post subject:   Back to top 

Mines in TWL are awesome. They can't be spotted and do more relative damage than in pub, AND let you know where they are. If you are axis, can plant mines, have an engy, and don't, it's not smart.

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BECK
General of the Army
General of the Army
279782 Points

USA US Colorado
PostYou have posted in this forum: Tue Dec 12, 2006 3:34 pm   Post subject:   Back to top 

pubstars wrote: › If you are axis, can plant mines, have an engy, and don't, it's not smart.

*scratching head*
Eh? What do you mean by that? Question

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Nort
El Presidente
El Presidente
102938 Points

USA
PostYou have posted in this forum: Tue Dec 12, 2006 3:36 pm   Post subject:   Back to top 

he means if you are on the axis side, and the axis side has an engi and they dont plant mines, in twl settings. then thats just dumb of them.

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BECK
General of the Army
General of the Army
279782 Points

USA US Colorado
PostYou have posted in this forum: Tue Dec 12, 2006 3:44 pm   Post subject:   Back to top 

Nort wrote: › he means if you are on the axis side, and the axis side has an engi and they dont plant mines, in twl settings. then thats just dumb of them.

Gotcha - thanks!

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Very Happy
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OmegaBlade
IoW Regular
1908 Points

Srilanka
PostYou have posted in this forum: Tue Dec 12, 2006 9:46 pm   Post subject:  fd ops Back to top 

I would recomend that if the fd ops doesnt have enough xp he can ask the medic to follow him and then put the arty, since he wont have any juice in him to give ammo he can kill himself and the medic and take the ammo that pops out and gib his body. Wink

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DrEvil
IoW Supporter
195 Points

USA US Michigan
PostYou have posted in this forum: Fri Dec 22, 2006 12:48 pm   Post subject:  Re: fd ops Back to top 

OmegaBlade wrote: › I would recomend that if the fd ops doesnt have enough xp he can ask the medic to follow him and then put the arty, since he wont have any juice in him to give ammo he can kill himself and the medic and take the ammo that pops out and gib his body. Wink


Yes that would work in the pub but not for pro or TWL.

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