Fools Road 64 0.8.

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Cassius
Posts: 3958
Joined: 2008-04-14 17:37

Fools Road 64 0.8.

Post by Cassius »

In fools road the power is with the militia team. They have 2 tanks right out of the bat. The only thing that can really take out militia armor on this map is HAT.

This is a rough guide, it is taken for granted that firebases are built in locations at a safe distance to support an attack and bunkers on flags that need defense, also that troops are redeployed from flags that arent game at the moment.

Militia. Assets 2 Tanks one apc.

You want to quickly seize Helicopter outpost and especially Hilltop. This flag is very important for Militia. Why ? Because it frees up the tanks to drive down to train. Not necessarily both tanks need to be manned, in fact I discourate it, if the tank lasts 20 min if it gets destroyed a replacement tank is up for grabs.

1. Load a squad in an apc and deploy it to Helicopter, if there is no incoming the apc can proceed to hilltop.
So, seize Hilltop as quickly as possible, bunker is a must and have 2 squads on it. At the same time a truck heads down direction train. Enemy armor should be stopped at the main gate if it dares to move up, if it camps the flag stay out of side, make sure noone grabs the HAT kit outside of Hilltop estate. An Specialist can place c4 on his side of the gate, the gate has a spot where c4 can be placed invisible for the enemy yet the angle is the way that the blast radius faces torwards incoming armor.
Train will be probably in Enemy Hand, so the best place to deploy a Firebase is in the forest north of Train, while the squad shovels up the bunker the SL heads back to resupply the truck, all squadleaders should resupply the trucks they used and bring them back.

2. The next target is train. The Tank rolls down the main road but stops well out of sight for the time being. 2 Squads should be more than enough to take train unless the whole enemy team is holding it, which is unlikely. Before the squadleaders engage train they need to look for HAT in the surrounding forrest. The most likely positions are the elevations east of train. The Squads should choose a spot where they can cross unseen. After the forrest has been cleared one squad links up with the tank, toegether they move in, as the tank takes out hostile APCs and infantery mops up troops that went into hiding from the tank.

3. Moving on to warehouse. Radio with your troops on Hilltop estate. Depending on how much incoming they have one squad can hold while the other moves south torwards warehouse. The objective of the squad is to seize the elevated positions north of train and clean them out.
One squad holds warehouse with the tank in a safe position the troops that move on to warehouse should split themselfs up between the left and right side of the road and approach direction flag, with wide spacing to clear ambushes. As the squads move in on Warehouse the tank can be called in to take out armor and the apc to support the take over.

4. Now the whole team should be on warehouse, again the troops should advance through the forest and clear the path for the armor to move in on on Village. This flag iniciates bleeding. I recommend calling in the Tank only to take out enemy apcs. After troops seize village they should smoke it, so vehicles for build up can be moved in and the armor move to the road north of village, where it can get out of sight and be called in if needed. If 2 squads manage to surpress the tows by lining up on the norh side of their main and opening fire on them the main can even be taken if the bridge is up, with the tank spearheading the advance, however I discourage this. Its best to play it safe, intercept any incoming infantery in the forest and hold the armor back for back up.

Critical points.

Helicopter outpost.

The enemy might decide to rush helicopter outpost to keep you from taking it. Usually Infantery is dispatched at the start of the game, which shouldnt be a problem, since outpost is the first target of the APC. However it might be accompined by hostile armor. In that case dispatch the tank. Absolutely keep whatever is necessary on hilltop to hold it.

Hilltop estate.

If you should lose Hilltop for whatever reason it isnt advisable for infantery to try and move up the main gate. Its a shooting range for the scoped BArmy. It is best to get a specialist on the west side of the easte hooks can be used to grapple up on top the western building in realitve safety.

Militia 3 APCS 1 scimitar.

The strentgh is with the militia team, so the UK cant afford to be too hasty.

The enemy has tanks at his disposal. The only thing that can take them out is HAT or a lucky apc. At the start of the game make sure noone requests HAT and ask for a dedicated 5 man AT team with one rifleman 1 medic and 3 HAT gunners if avaiable, 2 army jeeps. This is vital or the armor will absolutely steamroll your team. The AT team will be into hiding, so it does not need a spawnpoint. The rifleman can resupply some ammo

1. Deploying your hat team.

The tank is most likely to head south from its spawn point torwards train. I would deploy the rifleman with one HAT guy eithier in the woods on the left side of the road that heads south from the enemies main or again on the left side, in the woods behind the bend that leads to train. In eithier case the hat gunner should wait for the Tank to pass and shoot it in the back. The rifleman keeps its distance further north to intercept infantery searching the woods and secures the HAT kit if the gunner dies. The rest of the HAT team should take positions in the Hills west of train at about the highest point there. They can shoot the top of the tank from there. The jeeps are stored away for safety and mobility. Thy can also deploy ammo crates. Intel on the position of the enemy tank is vital.

2. Manning the armor. All of the APCs should be manned in one squad. It is important the apcs exercise patience. They shouldnt move out at the beginning of the game, except for one apc to go to train. You want to lure the tank to train.

3. Warehouse and village should be taken easily, I recommend 2 squads or 4 fireteams on train and the apc. A bunker needs to be set up, possibly in a location that cant be sighted from the outside. The APC should go in a safe area at the south of train, it needs to survive the infantery. One squad should deploy in the woods north of train, while one fireteam covers the woods west of train. The apc should engage infantery and then return into its safe location. The tank will be called in if it didnt rolled down with the infantery already. Hopefully the forward positioned HAT team will take out the tank, if not it can be taken out at Train by the rest of the HAT team.
Train should be your fallback point to concentrate your forces and try to fight off the enemy.

4. Hilltop Estate The forces which arent engaged on train should move out to hilltop. One squad should approach the main gate, to draw the attention of the militia upon them. Next one of the apcs moves up to the very west of hilltop and clears the area with its main gun. No need to expose the remaining apc and scimmitar as well. All remainin squads secure the outside western side of hilltop estate.
Kits that are needed is the spec ops kit and LAT kit if the APC is on Hilltop estate.
The specialist deploys the grappling hook on the western building to allow access on its roof. One fireteam should stay on the roof toegether with LAT if the hostile apc is deployed and engages infanter positioned on the roof of the northern building and to overwatch the ground below the rest of the team secures the building and Hilltop estate. One of the apcs can now move in on Hilltop along with a truck if no crates are at hilltop.
The biggest headache might provide clearing the northern building and its cellar. If it cant be taken down easily, it should be secured untill the outer perimeter is clear. The remaining apc and scimmitar should be called in whenever Militia attempts to approach Hilltop estate, but shouldnt expose themselfs longer than necessary.

- In between
One of the fireteams of the AT team should stay on train, if a squad is confronted with armor it should scout for a good position for one of the AT fireteams to deploy and secure that area untill the threat has been eliminiated, concealed elevated positions are preferred.

5 Hecliopter outpost.

Helicopter outpost which is now game might be one of the locatioins the tank or apc deploys to. Initially one squad should engage helicopter outpost. First it needs to be scouted from an elevated position. to the west of the flag. If armor is present at can be called in.
There are several ways to approach the flag. By taking positions in the hills the enemy can be taken under fire and driven into cover or even in the tower, to facilitate entereing the compound. another option is to make extensive use of smoke grenades and attempt to overrung the compound form its northern entrance in the cover of smoke and assistance of the scimitar if it can move out and is avaiable. The position now needs to be fortified, apcs should transport troops from the flags that are not game anymore, toegether with the AT. Taking the last flag isnt easy, with 2 Tanks avaiable to the enemy team one is likely to stay in the game. If the commander wants to attempt to take the last flag one or even 2 of the squads needs to provide protection to the AT team to take down the armor, with the armor gone the apcs are free to engage infantery except for LAT threat (engineer) the enemy can eventually be driven back to their main and their positions overrun by infantery. However it is a risky maneuver that shold only be taken against a wekaened team.

Critical points.

Train.

Train needs absolutely to be held. The bulk of your armoured forces are deployed at warehouse. If the enemy launches a large scale attack on train squads engaged in hilltop can be redeployed using the APC AFTER the HAT team has taken down enemy armor. Stopping the enemy at train is vital. At Warehouse your team is likely to come udnder attack from 2 sides if Train is lost to the enemy and secured.
However the more forces are deployed to take train the lighter is the enemy defense of hilltop estate. Even if a sizeable force is deployed against train, one squad should always engage hilltop estate.

losing HAT

If you should lose many or even all of your hat kits due to an unfortunate event it is up to the apcs to engage the tank. Your ace in the hole has hopefully been kept safe. The 3 apcs need to work toegether on the tank. Intel is vital again, it needs to be known where the tank is and what way its front is pointing.
Your apcs are at the warehouse, so it is unlikely the rear of the tank points away from the apcs. The only way for them to engage is to circle all the way around the main roads to fall in the back of the tank. The lead apc needs to be on the lookout for mines. 3 apcs falling in the back of the tank should do the trick. They need to move fast since they will have to move throguh enemy territory.
Last edited by Cassius on 2008-09-14 14:17, edited 3 times in total.
|TG|cap_Kilgore
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