Owning Isles Innocentes
Speed, Hate, Love, Speed and Speed
The following is a detailed attack plan for those already accustomed to the fundamentals of Rush. It is assumed that you know how classes work, how to outfit them, how to arm charges and the basics of setting up to defend them.
Owning zone 1 In fifteen seconds
All right men! This zone is a nasty piece of work. One of the easiest places in the game to defend on account of the fact that it's an island, a small island. Time is on the enemy's team, so we're gonna take this zone fifteen seconds from when our helos leave the ground! Ooorah.
Plan #1: The 15 second climax.
There are two choppers at base here. We should get them full and airborne ASAP. The two choppers should then fly DIRECTLY to Alpha and Bravo, as per prearranged discussion while loading, and drop their troops ON the objectives. The troops should be outfitted as 2 smoke assault with close range rifles (M16) and 2 medics. Anyone playing recon will get chewed. If we do this right, you won't have time to fire your sniper rifle.
Troops at Alpha are on point 1. They should lay smoke while arming then take cover behind the cement blocks, toss ammo and begin smoking the entire island, concentrating on making it so they can see the M-com and nothing past it. A medic should keep an eye on the eastern flank (towards the bridge).
Troops at Bravo are on point 3. They need to smoke the area while arming, and take cover around the corrugated fence and cement wall. Drop ammos and smoke the ridge-line of the hill so that spawning enemies need to fall down the hill in order to get LOS. A medic should run over and turn the MG 20m southeast of bravo back onto the hill.
This plan almost always works.
If the gods have seen fit to get us more than 10 13th members in the same game, the extra 2 should hold spawn until they can warp onto the objectives or jump on a jetski and get to point 2.
Plan #2: The Fallback
We'll use this when we're playing teams who repelled our first assault (if they defend like we do - with just engineers and medics)
We switch over from shock assault to ground control, trying to keep them pinned in their warp.
Smoke should be set up on the front beach, allowing for unfettered approach. It can be fired from any of the islands or from "sniper ridge".
Choppers drop ppl at the positions indicated.
Position 1: Alpha.
Alpha is an island in and of itself. If there are no enemies there, you can drop directly on it and hold it effectively. Bring smoke and a medic.
Position 2: The Bridge.
The broken bridge on the east side of the island is covered from all enemy LOS but for enemies that go there specifically to kill you (usually one or two) laying smoke up the 20 m approach lands you on position 1 and allows easy control of the fuel shed 30m north of alpha.
Position 3: Bravo.
The Cement wall behind Bravo and the metal fences there can and should be worked for ground control. Either jump directly there or cross the front of the island once smoke is set over the enemy warp. The western water approach is not suggested as the entire enemy team has easy LOS over the area and you'll be spotted during the approach.
Position 4: The House of Blue
The Blue house sits conveniently east of the enemy warp. It can be used to pin and confuse enemies warping during a light. The position is otherwise weak, however and should be used with caution. Get there from position 1 and 2.
The Choppers: put everyone on the ground then stay alive. If someone is insistent upon gunning, don't knock down buildings or fences, they are on our team. Once the zone is down, land on the shoreline bearing in mind that you're allergic to water and pick up mates for the next attack.
The Jetskis and heavy boat: are here mostly to get us killed.
Same goes for the "sniper's ridge".
The main goal of this assault is to get all of our feet ON that island and their feet on the BACK of the island for long enough to arm the charges.
Owning zone 2 Holy Helo Help
Our warp base does not advance with the taking of zone 1. due to the fact that zone 1 is an island. Once taken, we should retreat off of the island and encourage any enemies to stay there. The Bradley and Chopper warp at the same point as zone 1 assault. We always run the risk here of getting bogged down in the long and treacherous midground, so the chopper is our very bestest friend. KEEP IT ALIVE.
It is VERY important in this attack to kill Bravo first and all our attention should be focused on that goal. Simply, Alpha is, for whatever reason, completely impossible to defend (you can kill it from across the level with miniguns fired from the chopper in about 8 seconds PLUS there's a glitch which allows any smerf to kill it with their knife - don't you do this)
We should carry the momentum from the first attack over to this zone if at all possible and the assault on Bravo should feel like a continuation of the same motion. In many cases, it is advisable to suicide back into the choppers for rapid deployment.
Position 1: Bravo's Back
There is a field behind bravo surrounded by a corrugated fence. We can use that fence to hold bravo by shooting through it and around it. Same story as the first assault, we should bring smoke and medics. Use the smoke to cover the high ground and flank, then light and work the fences for defense.
Position 2: The stairs.
The stairs here can be worked from a few different angles and should also be utilized to cover the approach to Bravo from the east. Make sure to smoke your southeastern back and Alpha.
For Position 1 and 2. Do not use the very tempting cement pipes just north of Bravo. They are in LOS of enemy warp and will get you dead from about five directions at once.
Position 3: Alpha's back.
This position is where you should go if you've trundled up the road and gained the choke point. Don't stay in the choke, instead get to here. There will be enemies waiting here, so throw some grenades and smoke to gain it. Once this position is held, you should be safe from enemy fire for~ 8 seconds. Use those seconds to get to position 4.
Position 4: Warp pin.
From the buildings along the eastern side of the valley, a zombie squad can make warping life very hard for the enemy. It's a good place to be while Bravo is lit and a good place from which to rush up the hill and into the next zone along the eastern edge. You will get counter attacked here if the zone doesn't fall, so stay frosty.
The Bradley: will get killed in the choke, so don't go there. Instead, veer off to the west as soon as you're able and get a spawn point going there. By blowing holes in fences, you can get clean LOS to Bravo from the position shown and keep enemies from disarming. The Bradley is pretty weak here and should only be used as a second option if the rapid assault fails.
The chopper: Is tantamount here. KEEP IT ALIVE. When the zone falls it is YOUR job it get a gunner over the hill and mini-gun the HIND before it takes off in zone 3. Don't try to steal the HIND. Don't try to steal the HIND. Just mini-gun it. Go about 5 seconds after both objectives fall. If the hind gets airborne, you are dead, so land the chopper and take position 3 of the next zone.
Owning zone 3 Unholy Hind Hell
If the HIND in this zone falls into the wrong hands it is the most difficult zone in the game to take. If not, then it's one of the easiest. Regarless, if we stay tight and advancing we should be able to take it. Bring medics, bring smoke.
The following actions should be taken as fast as possible. Bypassing defenders is unspeakably clutch on this assault. Remember, the crest of the hill is THEIRS, if we are "holding" it, we are loosing. The goal is to get past it. Again, if we are "holding" the ridge, we are loosing.
Position 1: The Happily Placed Hallway.
There is a hallway along the western edge of the valley that leads directly to Bravo along a tarpaulin fence. Advance up it quickly and together with smoke and medics. Remember to watch the elevated MG during approach.
Once you're at Bravo, smoke the area, light it and spread out in the copious cover offered. Getting one guy along the west wall of the hanger can help cut off the enemy warp as can the positions south of the helo pad.
Position 2: The
slightly Lesser Hallway.
Same as position one on the east, with less good cover. Once the charge is lit, focus entirely on cutting off warp by moving north to position 3 and east
to position 4 (if not done simultaneously, the guys going east will get flanked).
Position 3: The backstab.
This is tricky and damn effective. To work, you need to get great cover. There are cement blocks north of the hangar specifically placed for this purpose, use them. From them you will have the enemy's back on warp and can kill many many. The position is too weak to hold for long, so after one cycle (kill the team once) you need to move. Ideally to the HIND
.
Position 4: Surrounded.
Getting here is getting your squad intentionally surrounded. It is scary and fun and if done while both objectives are lit, decapitates enemy disarming attempts.
Bradley: Outfit with smoke and bring a squad to the position indicated between the two green buildings. Fumigate and fire on all movement, concentrating on annihilating the raised MG emplacements. You will be a distraction. The rest of the Bradley squad should fire their guns then jump out through the smoke and double back round the yellow path to position 2. Light the charge.
If our momentum is lost on this zone, we'll need to start taking ground conventionally. Remember that no matter what the ridge-line is on the enemy's team, so push up their weaker side and try to achieve a flank. Once we've driven them out of the front of the zone, quickly light the charge and try to cut off their warp using position 4 and the hangar. Also, both these objectives are open, so the C4ing the UAV can become a good option here.
The Choppers:
Should we be awesome enough to still have our Blackhawk, it should drop it's troops in position two after killing the grounded HIND. If we already have a strong hold on position 2, (if we're doing well) the chopper should drop on position 3, then circle strafe the enemy warp, concentrating on being in the right place to kill the HIND again and again.
If you get the chance to steal the HIND do so, but be careful. While spooling up, you are VERY vulnerable, so the safest bet is to have a buddy ready to nuke it should you fail. Once airborne, someone should suicide into it to act as gunner. Your job now becomes to simply stay alive. The HIND's optimal role is to kill all the enemies on warp, but it's most important role is keeping it from the enemy... lol.
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Study this carefully and try to imagine 12 ppl working together on it. In no other attack is what you alone are doing less important. While we're working together and quickly, this attack should feel like one fluid motion, a spear driven north.
That's it for this attack, may we never loose it again.
See you on the Battlefield. Spiralus out.