*This concept is based on the idea of two teams each consiting of 32 players, all gathered under one commander with no language complications, all sorted out in squads of various types, all arranged pre-match*
-Yes it is more theoretical than practical.
Map:
[ATTACH]1856[/ATTACH]
Assets
So how to win a match that seems unbalanced before it even begins? In my experince it all comes down to the ability of your grunts and a healthy dose of luck. But there are ways to enhance these factors, and these are the ones to be discussed.
Lets look at the facts. USMC are on the offensive from basically the start. This requires, surprise, an aggressive strategy since the USMC are quite easy to push off their footholds (West- and East Beach). Why? Because, 1st, the USMC has no numeretical advantedge, so you cannot outgun an attacking enemy as such, 2nd, MEC units attacking the beaches will (if they play it smart), attack from an elevated position, thereby negating some of the protection granted by the base defences. 3rd, the MEC APC is a pain in the *** when defending, its ability to engage at long range, with splash damage and a rate of fire that destroys everything, infan. armour alike, makes it a potent fireingplatform that can be deployed quickly as well as brining screening infantry with it.
A long story short, the USMC team does not stand very well against organized MEC attacks on the beaches. This leaves you no option but to make sure that these assaults cannot happen.
Aggressive frontier expansion is in short terms the way you win. It is a 4 stage process which shall be discussed in detail.
#stage1: PERIMETER
The first stage is the most important one. Remember, if you loose both the Dam and the Bridge you will have to blunt a determined attack on the beaches, you dont want that. The first stage is where you rapedly expand your line and establish as quickly as humanly possible a foothold around the center of the map. See 2nd detachment.
[ATTACH]1857[/ATTACH]
Colorcode:
Purple: USMC Huey insertion and defensive peremiters by inserted squads
Red: MEC offenssive operations
Orange: USMC offensive opperations, by either APC's (east) or boat (west)
Green: Specops insertion by Huey
Kits:
Commander
Squad1: Officer, medic, rifleman, HAT, Rifleman AT, Marksman
Squad2: Officer, medic, rifleman, HAT, Rifleman AT, Marksman
Squad3: Officer, medic, Eingineer, Eingineer, Rifleman AT, Marksman
Heuy4: Pilot, Pilot, Pilot
APC5: Crewman, Crewman, Crewman, Crewman.
Squad6: Officer, medic, eingineer, Automatic Rifleman, Rifleman
Specops7: Specops, Sniper
Since the MEC APC's are the most dangerous element you will have to defend against, you will have to make sure you defend against them on all possible attack directions (colorcode: red).
Squads 1 and 2 can easily handle armor either heading for the dam or west beach. Squad 3 lands in LZ Bravo, they will then advance to their defensive position overlooking the bridge. The squads 2 eingineers will mine and place C4 on the top and just south of it, of the hill leading onto the ridge east of Bridge. This will secure all fronts from APC's (relative), as well as provide areadenial hardpoints, that the mec will have to deal with before taking the Bridge and Dam.
While defences are being prepared, squad 6 will take to west beach via boat, and squad 5 to east via APC's.
The spice in this mix is the 2 man specops team. Once a huey becomes availible it will insert the team behind the frontlines where the team will destroy (and I mean completely) the bridge preventing vodniks and comtrucks to get into the city. The squad will also provide the commander with invalueable recce.
All hueys will (perhaps naturally) drop a crate in their respective LZ's
This stage is complete once the beaches are captured and the Bridge and Dam is under attack but holding more or less, AND ONCE THE BRIDGE IS DESTROYED.
#stage2: TAKE & HOLD
[ATTACH]1858[/ATTACH]
This is pretty obvious. Squad 6 grabs a TOW humvee and a com.truck and relief Squad1. Squad 6 will then set up a perimiter (colorcode: purple) and construct a bunker in LZ ALPHA. Squad 1 moves to help Squad 2 Capture the Dam. Squad 5 in the APC's attacks Bridge. Once these points are capped, Squad 3 will move to LZ CHARLIE and Squad 7 to LZ DELTA.
This stage is complete once the bridge and the Dam are capped AND THE BUNKER/FIREBASE IS BUILD.
#stage3: COUNTER-ATTACK
[ATTACH]1859[/ATTACH]
The map may speak for itself. Squad 5 will move to the assembly area and pickup squads 1 and 2. Squad 6 and their TOW humvee joins them.
Simultaniously SQ7 has moved into position to intercept all assets (vehicles) moving east from the main base.
Once all units are moving from the assembly area, squad3 extract via huey from LZ CHARLIE, after having mined the area, in addition they will destroy the bridge with C4. They will be flown to LZ FOXTROT and from there, attack East Alburj, their priority: Destroy potential bunkers and other key structures or vehicles in the area (and with 0.8, heavy weapon assets).
The mechanized unit will move from the Assemblyarea to the position in the hills west-southwest of west al burj. Here squads 5 & 6 will dig in, and support the attack on east al burj. Squad 6's priority is to keep all the vehicles opperrationel (including their own TOW humvee).
Kits for stage 3:
Squad1: Officer, medic, rifleman, Automatic Rifleman, Rifleman AT, Grenadier
Squad2: Officer, medic, rifleman, Automatic Rifleman, Rifleman AT, Grenadier
Squad3: Officer, medic, Eingineer, Eingineer/specops, Rifleman AT, Marksman
Heuy4: Pilot, Pilot, Pilot
APC5: Crewman, Crewman, Crewman, Crewman.
Squad6: Officer, medic, eingineer, eingineer, marksman/sniper
Specops7: Specops, Sniper
If all goes well, the MEC team will focus their efforts on the units attacking from the west, allowing squad 3 to sneaky-cap west al burj.
The units in the west should have no problems taking west alburj as they will simply overrun it. The TOW and APC's should make short work of Infantry and armor trying to cross the river, and SQ7 will blow up all vehicles trying to get west from MECmain. The bridge is destroyed and as such hostiles are unlikely to converge from the eastern side of the destroyed bridge.
This stage is complete once BOTH points are capped.
#stage4: DIG IN & REINFORCE
- as the situation allows, remember, hold the flags at all costs. The MEC team will have to cross the river with no armor save for APC's that are likely to get destroyed if attacking the western flank. Reinforce the eastern flag by pushing mec forces completely out of the city and take up defence positions along the citylimts. That way, inf will swim across underfire, or be forced to try and outgun from the other side of the river. Bunkers are your friend, construct at both flags.
Remember, this is the way it could be but will most likely NEVER be
That's it!
Thanks for reading, Stoffen
(sorry for spelling errors)
USMC Victory on Jabal
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USMC Victory on Jabal
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Re: USMC Victory on Jabal
very good plan the only thing is that the assaulting mec squads on bridge might still have a rally or a few strgglers so someone should defend bridge. But other than that if executed I wouldnt know how to stop it.
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Re: USMC Victory on Jabal
Ive seen the spec ops plan being used to great effect before. Half the time the MEC dont even know where theyre being hit from.
One thing though, you presume the MEC will go to bridge and dam. At the beginning of the round, MEC normally split between East ansd West beach, so the USMC be outnumbered. Unless you get a fast foothold on both beaches, and hold the flags, then the plan would fall apart, as you would need to reinforce the beaches, which isnt easy when thyre being defended. Also bear in mind that one MEC guy with the AA kit and ammo, can cause havoc with the hueys at the centre.
One thing though, you presume the MEC will go to bridge and dam. At the beginning of the round, MEC normally split between East ansd West beach, so the USMC be outnumbered. Unless you get a fast foothold on both beaches, and hold the flags, then the plan would fall apart, as you would need to reinforce the beaches, which isnt easy when thyre being defended. Also bear in mind that one MEC guy with the AA kit and ammo, can cause havoc with the hueys at the centre.
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Re: USMC Victory on Jabal
Interesting read to me : I'll play a 32vs32 scrim on this map tomorrow, as CMO.
The map seems a bit unbalanced to me but they chose it (and their side too) so...
I will tell you which tactic they used against us.
The map seems a bit unbalanced to me but they chose it (and their side too) so...
I will tell you which tactic they used against us.
Many thanks to everyone involved in the making of the best videogaming experience ever !
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Re: USMC Victory on Jabal
Naaah Just set your whole team at East Beach and hold it. They will loose more tickets as they are attacking, and your team won get a bleed, even if the enemies take West Beach.
Its a bit boring, but it works.
Its a bit boring, but it works.
Never argue with an idiot, he will just drag you down to his level and beat you by experience
Killing for peace is like f*cking for virginity
I Jaymz
Killing for peace is like f*cking for virginity
I Jaymz
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Re: USMC Victory on Jabal
I think that explains some.XDSo how to win a match that seems unbalanced before it even begins? In my experince it all comes down to the ability of your grunts and a healthy dose of luck. But there are ways to enhance these factors, and these are the ones to be discussed.
True about the AA's But if you look at pic2, you will see that every possible approach to the beaches is covered in a way that area denies everything, armour and inf alike. It will take helis 1min 33 secs exactly to land troops in their given LZ. It will take the MEC forces 3mins plus to occupy potions on the high mountain in the center. Note that the helis are at no point used to reinforce squads. So it shouldnt be that dangerous. and even if two helis goes down they are not used that badly trhough the rest of the match.
And note that the rush approaches to east beach it mined and there are two apc's actually covering the place, and remember there will almost always be one APC in reserve at the carrier. Speed is the key. The USMC team will have 1-2 mins to get into pos before the mec hits them hard. And should the MEC try and rush the beaches, which they will have a pretty hard time trying, them USMC will be able to adapt and capture bridge and dam sooner making it useless for the MEC team to use all their manpower on point they cannot capture. Long story short, if the MEC uses all means to rush the beaches they will get pushed to their main due to the speed with which the USMC can advance on CP's.
And if USMC digs in at Al burj city (and destroys bridge) they will win almost no matter what. (It takes two chopper dropped crates to build those bunkers, and the furthest eastern approch will never be AA guarded.
And most obviously, the plan is designed to prevent the MEC team from attacking the beaches in the first place!
Also note, the mec wont be able to make prolonged assaults on at least east beach as the bridge goes down FAST. Only the first wave on the beach should have a tiny chance.
Last edited by =(DK)=stoffen_tacticalsup on 2008-07-10 14:23, edited 1 time in total.
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Re: USMC Victory on Jabal
That sounds really smart? Small question=Waaah_Wah wrote:Naaah Just set your whole team at East Beach and hold it. They will loose more tickets as they are attacking, and your team won get a bleed, even if the enemies take West Beach.
Its a bit boring, but it works.
How do you hold the beach when elapsed time reaches 1hour 3min?