Area Denial - Simple & Effective
-
- Posts: 1509
- Joined: 2007-02-18 03:30
Area Denial - Simple & Effective
Hey folks,
Just a brief post here to remind people of a certain tactic that can be used very effectively, but I rarely see it in action.
Squads are too fixated with going from flag to flag to flag in order; but at the start of the game capping your own flags is perhaps less important than preventing the enemy from capping theirs.
Obviously this only works on certain maps and flags as you are essentially sending one or two squads against the full-brunt of the enemy (if they're not idiots).
The idea is simple; stop the enemy from capping their flags so that you can cap more!
I fondly remember 0.7 Qwai River with the Northern Chinese spawn at Construction Yard, and the US cap point of the North Bunker...
As a Chinese squad we'd spawn at Construction Yard, jump in the support truck provided, bomb it over the Northern river pass, blast open the doors of the bunker with an engineer whilst the US are capping Government Offices, get in position and repair the door... Ensues 30 minutes of brutal grenade throwing, smoking, and automatic rifleman fire on blasted doors whilst the rest of the Chinese team caps all of the West side of the river, and the Southern Processing Factory on the US side; and 'lo - The Chinese team arrive at North Bunker with tanks in the rear of the already entrenched US troops.
By preventing the enemy from capping their flags, you give your team more time and more flags to cap themselves.
Eitherway, just an idea!
Just a brief post here to remind people of a certain tactic that can be used very effectively, but I rarely see it in action.
Squads are too fixated with going from flag to flag to flag in order; but at the start of the game capping your own flags is perhaps less important than preventing the enemy from capping theirs.
Obviously this only works on certain maps and flags as you are essentially sending one or two squads against the full-brunt of the enemy (if they're not idiots).
The idea is simple; stop the enemy from capping their flags so that you can cap more!
I fondly remember 0.7 Qwai River with the Northern Chinese spawn at Construction Yard, and the US cap point of the North Bunker...
As a Chinese squad we'd spawn at Construction Yard, jump in the support truck provided, bomb it over the Northern river pass, blast open the doors of the bunker with an engineer whilst the US are capping Government Offices, get in position and repair the door... Ensues 30 minutes of brutal grenade throwing, smoking, and automatic rifleman fire on blasted doors whilst the rest of the Chinese team caps all of the West side of the river, and the Southern Processing Factory on the US side; and 'lo - The Chinese team arrive at North Bunker with tanks in the rear of the already entrenched US troops.
By preventing the enemy from capping their flags, you give your team more time and more flags to cap themselves.
Eitherway, just an idea!
-
- Retired PR Developer
- Posts: 6088
- Joined: 2006-10-22 22:24
Re: Area Denial - Simple & Effective
I do agree that it is an effective tactic, but I think there are some other things that need to be taken into account. It can make for a really quick and uninspiring match.
For the RU to rush the Clearing objective on Silent Eagle means they face a very desperate and dispersed American force and very little fighting takes place around the rest of the 4k Map.
Central village becomes an unlikely prospect, Missile Silo becomes irrelevant, Abandoned Airfield quakes with fear and, overall, a rather tragic game ensues.
Players should be careful about the flags they rush. It can map bad of a very anticipated and promising map.
...mongol...
For the RU to rush the Clearing objective on Silent Eagle means they face a very desperate and dispersed American force and very little fighting takes place around the rest of the 4k Map.
Central village becomes an unlikely prospect, Missile Silo becomes irrelevant, Abandoned Airfield quakes with fear and, overall, a rather tragic game ensues.
Players should be careful about the flags they rush. It can map bad of a very anticipated and promising map.
...mongol...
Military lawyers engaged in fierce legal action.
[INDENT][INDENT]

-
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: Area Denial - Simple & Effective
Mongol, I suspect that issues as you describe would be best addressed by the game and map rather than telling people not to use effective tactics inside sever rules.
-
- Posts: 942
- Joined: 2007-10-25 12:07
Re: Area Denial - Simple & Effective
That is called ''Rush Tactic''
-
- Retired PR Developer
- Posts: 6088
- Joined: 2006-10-22 22:24
Re: Area Denial - Simple & Effective
I very much agree, old boy, but until the next release we shall make do, and I still think players should consider the point.[R-CON]Rudd wrote:Mongol, I suspect that issues as you describe would be best addressed by the game and map rather than telling people not to use effective tactics inside sever rules.
...mongol...
Military lawyers engaged in fierce legal action.
[INDENT][INDENT]

-
- Retired PR Developer
- Posts: 1345
- Joined: 2004-08-06 16:28
Re: Area Denial - Simple & Effective
Yeah what you have described is rush tactics rather than area denial. Both good tactics, though.
-
- Posts: 1509
- Joined: 2007-02-18 03:30
Re: Area Denial - Simple & Effective
BLITZENKRIEGEN JAH?!
-
- Posts: 226
- Joined: 2007-05-03 23:06
Re: Area Denial - Simple & Effective
Its a tactic I have used before. Though now that I really think about it I unconsciously follow a criteria of sorts. It was mostly done on maps similar to Qwai River.
Small maps with very few number of flags or short travel distances. This can be a crippling tactic to either team. In Heskey's example for example. The moment the US team takes a few heavy losses at there flag. I'd task my own squad to watch the next Chinese flag and delay them.
Its only truly massively over effective whenever the team that has fallen victim to it doesn't counter. Heskey sweetie. How many times have we both been that one squad. Holding that -one- point with half the other team beating us to living hell. Its probably the most exciting moments I've had in PR. Mestia is the ultimate example of those moments. Pushed back into the warehouse and far beyond the point a real life squad would have thrown down arms. BTR's pushing up. No anti-tank. Begging for support.
Now remembering those times there were more then one of those that a squad on the other team was doing the same thing at the northern bunkers. It was frantic, chaotic, and challenging as a squadleader trying to keep the squad in check and covering there part of the battle. It was dare I say. Enjoyable!
Transplant the same tactic to Muttrah. The only guys having the fun is the AA guys and the AT guys. To a map like Silent Eagle. The only squad having fun is the one holding the flag the US can't cap. The rest of the team is on 'walk around and back cap duty'.
Its an effective tactic nobody can deny that. But then so could be sitting in your main-base as insurgent. Never letting yourself be killed to give the other team intelligence. That's never done because its really just not a fun tactic.
This is a fun tactic. The comparison to 'Zerging' is a bit moot. Your not sending endless waves of troops to stop them. Your sending a squad that to be proper has to survive and delay as long as possible. Hold out till support can come. Very similar to the Battle of Bastogne. "Hold the point no matter what."
Alright I've rambled enough. Basically this. Its effective and fun on the right maps. I tend to find those smaller maps like Qwai River or the old Mestia.
Small maps with very few number of flags or short travel distances. This can be a crippling tactic to either team. In Heskey's example for example. The moment the US team takes a few heavy losses at there flag. I'd task my own squad to watch the next Chinese flag and delay them.
Its only truly massively over effective whenever the team that has fallen victim to it doesn't counter. Heskey sweetie. How many times have we both been that one squad. Holding that -one- point with half the other team beating us to living hell. Its probably the most exciting moments I've had in PR. Mestia is the ultimate example of those moments. Pushed back into the warehouse and far beyond the point a real life squad would have thrown down arms. BTR's pushing up. No anti-tank. Begging for support.
Now remembering those times there were more then one of those that a squad on the other team was doing the same thing at the northern bunkers. It was frantic, chaotic, and challenging as a squadleader trying to keep the squad in check and covering there part of the battle. It was dare I say. Enjoyable!
Transplant the same tactic to Muttrah. The only guys having the fun is the AA guys and the AT guys. To a map like Silent Eagle. The only squad having fun is the one holding the flag the US can't cap. The rest of the team is on 'walk around and back cap duty'.
Its an effective tactic nobody can deny that. But then so could be sitting in your main-base as insurgent. Never letting yourself be killed to give the other team intelligence. That's never done because its really just not a fun tactic.
This is a fun tactic. The comparison to 'Zerging' is a bit moot. Your not sending endless waves of troops to stop them. Your sending a squad that to be proper has to survive and delay as long as possible. Hold out till support can come. Very similar to the Battle of Bastogne. "Hold the point no matter what."
Alright I've rambled enough. Basically this. Its effective and fun on the right maps. I tend to find those smaller maps like Qwai River or the old Mestia.

Proof that cheese love is better then any other.
[R-DEV]Cheeseman: "As tempting as the woman in Katarn’s avatar might be I'd still pick Cheese if I had to decide between either one.

-
- Posts: 1324
- Joined: 2010-03-07 09:51
Re: Area Denial - Simple & Effective
Couldn't agree more. Like what Rhino did to nerf this tactics effectiveness on Muttrah. Saying that, we still managed a Docks rush the other day, capped the US out in 20mins.[R-CON]Rudd wrote:Mongol, I suspect that issues as you describe would be best addressed by the game and map rather than telling people not to use effective tactics inside sever rules.




-
- Posts: 1509
- Joined: 2007-02-18 03:30
Re: Area Denial - Simple & Effective
What was done to Muttrah to prevent it? I still see dock stalemates every other day.
Well put Cheesey (come on our TS?!); and yes I don't think an effective tactic such as flag rushing and area denial could be likened to 'unfun' strategies as Cheesey describes such as not leaving main as insurgents.
Well put Cheesey (come on our TS?!); and yes I don't think an effective tactic such as flag rushing and area denial could be likened to 'unfun' strategies as Cheesey describes such as not leaving main as insurgents.
-
- Posts: 1324
- Joined: 2010-03-07 09:51
Re: Area Denial - Simple & Effective
MEC no longer start with a Logi truck (they spawn upon capping South City). There BTRs are also on delayed spawn, and US have the attack huey from the off, so they can counter a Docks rush with that (As well as the LAVs) In other words, if your expecting it you can deal with it, it's no longer a game ending tactic.Heskey wrote:What was done to Muttrah to prevent it? I still see dock stalemates every other day.
Detailed here.
I'm not sure it's worked as well as Rhino hoped, but it's certainly better.




-
- Posts: 302
- Joined: 2008-03-11 12:19
Re: Area Denial - Simple & Effective
i always play like a SQL so i think my time of game give me some experience to comment here.
IMHO pressure on the enemy it once of the most important tactics in some maps but always, SL and CO must to do a rating of how many troops they invest in this movement.
In Muttrah for example, u can make "rush tactics" at the start with two teams if u have a good pilots in USMC, can flight over central too quick and press enemy there... and in the other side u can drive quick over north like MEC. Most of the times, 80% approximately this asaults finishing in a present for a good team that can annihilate those squads trying this movements (lost tickets).
IF some squads want to do this at the start, need to be very well coordinated to do all very fast. To hold in a place, built a FB and wait our own team that cape all the flags, its a hard work only for one squad. U will have a long time fighting alone against all enemy team.
This is not a rush tactic its an agressive tactic. That u can lose.
IMHO pressure on the enemy it once of the most important tactics in some maps but always, SL and CO must to do a rating of how many troops they invest in this movement.
In Muttrah for example, u can make "rush tactics" at the start with two teams if u have a good pilots in USMC, can flight over central too quick and press enemy there... and in the other side u can drive quick over north like MEC. Most of the times, 80% approximately this asaults finishing in a present for a good team that can annihilate those squads trying this movements (lost tickets).
IF some squads want to do this at the start, need to be very well coordinated to do all very fast. To hold in a place, built a FB and wait our own team that cape all the flags, its a hard work only for one squad. U will have a long time fighting alone against all enemy team.
This is not a rush tactic its an agressive tactic. That u can lose.
-
- Posts: 3688
- Joined: 2009-06-06 19:12
Re: Area Denial - Simple & Effective
Area denial for the win!!!

(screenie from HunterMed from [AAR] The Usual https://www.realitymod.com/forum/f112-p ... usual.html)

(screenie from HunterMed from [AAR] The Usual https://www.realitymod.com/forum/f112-p ... usual.html)
-
- Posts: 1509
- Joined: 2007-02-18 03:30
Re: Area Denial - Simple & Effective
goguapsy you seem to have forgotten the counter-balance of this strategy, which is that your team is still required to cap your own flags! 

-
- Posts: 3688
- Joined: 2009-06-06 19:12
Re: Area Denial - Simple & Effective
Well I wasn't playing that round, but I tend to cap the first flag (except on Jabal because East Beach is a frigen suicide for infantry XD). We just gotta make sure that people know that they have to cap their flags!Heskey wrote:goguapsy you seem to have forgotten the counter-balance of this strategy, which is that your team is still required to cap your own flags!![]()