PDA

View Full Version : Staged Deployment and other prototype tactics


Hovis
Tuesday, 8th February 2005, 11:06
Okay folks time for some Breadly experimental tactics for y'all to consider.

1. Staged Deployment. We all get bored of waiting for vehicles to muster. Between finding gunners and getting the machines out of the terminal it can take almost as long to deploy a tank platoon as it does to secure the objective with one. So here's the plan. You get the vehicles out as before, but rather than mustering before going into battle you roll the vehicles right into the fight. This sounds pretty silly to most I imagine but there is more to it than that. With the vehicles that deploy first you hold back from getting stuck in and act in a fire-support role behind the friendly line. That way you keep your machine safe whilst also providing intel from the front line, assisting friendly forces and not sitting around with your thumb up your bum. As more vehicles arrive from the base the platoon can then begin to operate as a unit. It's a well established fact that a Vanguard platoon is invincible, but a lone Vanguard (bear in mind as well that the first Vanguard is only alone for as long as it takes the next to catch up) is still good. What's more we have been badly needing a way to speed up vehicle deployment since forever. With this plan those crews that move fast are allowed to get stuck in, albeit at long range, so we are not penalised by latecomers or long lines at the vehicle terms.

2. Anti-Biffer Gunnery. Okay the other day I saw a Vanguard fire a tank shell at a BFR and miss. Now it wasn't one of ours but still, I was shocked. So here's the Bread top tip for killing BeeFRs with the 150mm. Simply aim HIGH. Really high. I have yet to see anybody get a tank shell over a BFR. Thanks to their shield they are several metres taller than they look not to mention that the shield makes them much fatter too. If you aim really high and aim for the leading edge of the target (they run so slow you barely have to lead them at all) you are guaranteed a hit. If you are getting 100% accurate shots, I shit you not BFRs are sitting ducks, you should kill BFRs with no problems at all one on one. Flight Variants are trickier but less able to fight back, aiming high is doubly effective against them because they will try to jump to dodge shots.

3. AV Drop Teams Simple one this. Carry a Phoenix on a Gal drop and use it as you drop to kill aircraft, MAX units or spitfires on the way to the ground. Spitfires are very useful as when they explode they kill nearby enemy grunts, by that same token you don't want them going off in the middle of the squad when you hit the ground.

4. AMS Removal So we drop on a base. We take out the spawns and we hack the nearest tower. All good so far. That is until some joker rolls up with an AMS and a million greasy Vanoobs bound to it. What's a solution to this pickle? There are two. First we kill the vehicle terminal once it has served our purpose. Second we hold a have a couple of Reavers on patrol to ward off the first bunch of enemy to arrive. Third we leave a man topside whilst the squad is guarding below. This man is a CR4 or 5 cloaker, and he better be good. His role is to boomercamp the vehicle pad and to orbital strike the first AMS to arrive once it has deployed. That in itself buys us time, especially if he blows up a couple of guys at the vehicle terminal. Consider in terms of minutes on the hack as follows:-

-1 minutes: Platoon arrives and drops at enemy facility.
00 minutes: Platoon secures spawns and puts on the hack.
02 minutes: Significant numbers of enemy become aware that the hack has been placed.
03 minutes: First enemy contact from Mossies. Troops in base DO NOT MOVE once in position to prevent being detected and counted by Mossie radar. Reavers engage mossies.
05 minutes: First Enemy inside the base. Enemy Contall to bring reinforcements to shift us. Enemy try to hack out AMS. Boomered.
07 minutes: Scrunty enemy pilots shoot down or drive off our Reavers.
09 minutes: Substantial enemy presence now. Enemy AMS arrive overland.
10 minutes: First enemy AMS gets lit up by an Orbital Strike. Friendly Reavers return, probably die pretty quick but it all helps.
11-15 minutes: Generally fairly unpredictable. Expect the enemy to get the spawns back up somehow in this time, but if we have a full squad or more on the site a five minute pyjama party is nothing we can't handle.

It's a vague timeframe and there are a lot of variables such as the number of AMSs that the enemy will try to bring in, but I don't think we can afford to allow the enemy a completely free reign topside during a hack and hold.

FuSs
Tuesday, 8th February 2005, 11:20
agree with most parts but i see no reason not to blow the generator once we all geared up.
in the worst case it takes them only 1 more minute to repair it (but hey thats 1 minute)

Valkyrieunit
Tuesday, 8th February 2005, 19:05
Sounds like a good tactic and with more people than when i played you should be able to do it......i mean with just 1 sauqd we could hold some gennys for 15 min with nothing but purple/red inside the base :D

Please people liten to your leaders.....SOME of them atually know what they are doing ;)

Gunhead
Tuesday, 8th February 2005, 19:46
Nice loaves of wisdom there from Hovis.

A suggestion to the Minutes of Hack'n'Hold:

If the gen isn't primary target, rig it ready to blow shortly after the hack's in. Correct me if i'm wrong, but to my knowledge Boomers decon in roughly 10 minutes after you drop the trigger. Have someone with a handy Jammer on standby watching base status near gen to blow it immediately after/if enemy gets spawns back up.

Since with Boomers the gen goes instantly - unlike with Scattercannon taking it - anyone who had time to spawn when the tubes came up will be stranded in his PJ's. That should buy some possibly crucial seconds and give a window to rush the spawns and kill them again with minimum hostiles.

Hovis
Wednesday, 9th February 2005, 08:39
The reason for taking the gen is that it does buy the extra minute, indeed if you stick a cloaker with a stack of boomers in there to use on the door you can buy quite some time. The bottom line is to get into the spawns and fix them takes almost no time at all, and the results of this can be a disaster for the hack team.

In short, with dodgy hack and holds generally seconds matter, so we need to buy all the time we can while we can.