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 How to Attack Valparaiso in Concert and in Detail

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Spiralus
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Age : 40
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How to Attack Valparaiso in Concert and in Detail Empty
PostSubject: How to Attack Valparaiso in Concert and in Detail   How to Attack Valparaiso in Concert and in Detail EmptySun Apr 04, 2010 3:40 pm

Owning Valparaiso

The following is a detailed positioning plan for Valparaiso. It is intended for experienced players to comprehend and takes the basics of Rush for granted. For example, you'll find no reference to lighting targets because I'm assuming reader knows to do that if and when the opportunity presents itself. Also, I'm assuming that you know to gain these positions as fast as possible, know how to use the cover found there and know the level well enough to recognize the areas I'm describing from a simple aerial view.

Also of note: the format for taking zone 1 is very different from the others intentionally. It is my feeling that the taking of the zone 1 should be handled very differently and the change in format reflects that. In other words, winning zones 2-5 is all about WHERE we are, zone 1 is all about WHEN.

Without further ado:

Like a Star @ heaven Owning Valparaiso Zone 1 Like a Star @ heaven

Timing Timing Timing
This one is about speed and hate and timing. We need lots of all. The image below shows the sneaky way up the right (north) for the Bradley, which should go with 2 engineers out and two medics in first. Once the Bradley's engaged the chopper should be going and hopefully get the attention of only a handful of the enemy team. The jumping squad needs a smoker and medics and optimally will be blue and green (two different squads for later warping). The Pilot and Gunner should also be blue/green, so the chopper can continue to be a warp point for eight. If they can land ON or RIGHT BEHIND Alpha (marked on the map), while the Bradley's still engaged, Alpha should drop easily, throw smoke everywhere then kill the disarmers from point blank range. The moment Alpha's siren moves into the high range, the smoker paratroopers should lay smoke directly from Alpha to Bravo THROUGH the Garage (the one with the shielded Heavy MG) and go immediately through the smoke, taking out the MG and arm Bravo. If Bradley squad is still kicking, B will drop.
The Helo should continue circling fast, running "Demoralize and Distract" and giving warp with the Blue/Green pilot and gunner. Warpees should aim to land around the same insert point rather than on Bravo, because once A is down most all enemies will have LOS on Bravo.

How to Attack Valparaiso in Concert and in Detail 5cinb9

If chopper squad is getting pwned on their jump, the enemy is too far back and a push should be possible over the hill as long as you remember to rocket the MG.

It is super clutch to get this one in concert and quick because it's easy to get into "cycle-spawning" here and if the enemy runs engineers and deforests it's curtains for the offense. Also there are no really great forward positions here that can be easily held, other than arguably the sniper tower or the building in back. I feel that neither are worth using if we can get good jumps, smoke and quick arms.

In other words, Missions:
Bradley (2 medic, 2 engineer):
~ Drive up the Northernmost approach
~ Make yourself obvious once there, you are bait.
~ Stay Alive as long as possible.
~ Shoot at movement.
~ Under no circumstance leave the Bradley unmanned.
~ Upon loss of Bradley, continue to pressure B through whatever means are at your disposal.

Chopper Pilot & Gunner (Engineers, Blue/Green, outfit with VArmor):
~ Wait for Bradley to engage and take Jump squad to Alpha
~ Circle and STAY ALIVE ( Go fast )
~ Pepper the enemy and make them ALL hate you. It's all about hitting the most ppl, you dont't NEED to kill anyone.
~ Continue to drop chutters at Alpha unless they're getting eaten there.
~ Bring chopper back to spawn pad for repairs or repair mid-air.
~ concentrated fire CAN be good if you hover behind Bravo while the charge is lit, but is inadvisable while A is still up. (the idea being that if they take the time to shoot you down they have 3-4 less disarmers and we get the zone)

Jump Squad (1 smoker, 2 medics, Blue/Green, as many of the team as possible should warp onto this squad when it touches down.)
~ ride chopper to Alpha, smoke the $@$ out of it.
~ Arm Alpha, Defend from inside the building.
~ Smoke between Alpha and Bravo.
~ run straight through and arm Bravo under cover of smoke.
~ Engage only enemies who would otherwise engage you. Your goal is to kill as FEW ppl as possible. You want everyone looking at the pretty birdie or the scary tank. You are the real threat and should be trying to get as few points as possible. Think like timid Bunny Rabits, cower unless cornered.... I can't think of how else to put it...

NOTE:::: This is for jumping off the starting line. If it fails (I they're not sniping and are gaurding well), it needs to be changed up and pushing up the south side in Zombie/smoke becomes (I think) the best bet. In other words, make sure you're moving together and take ground starting on the south and moving across. Their spawn shifts to the south (behind Alpha) once Bravo is lit, so keeping a squad in Alpha or the Westernmost Garage is a good move.

This zone is the biggest hurdle and the best assaults on it end before the enemy knows what happened.



Like a Star @ heaven Owning Valparaiso Zone 2 Like a Star @ heaven

How and Why to Be a Thorn

This zone is a nasty piece of work. The defenders are on top of an open hill. They can rain down a hail of gunfire over a relatively tight choke point. They can fire directly into our spawn. There are two roads in and only one good one. Once we get to the top, they can shoot at us from everywhere.
WTF, how can we win?
With horribly annoying tactics. Here's a graphic so you can follow:

How to Attack Valparaiso in Concert and in Detail 6r6hxc

First thing is that blue dot: It's an MG. If the enemy was fool enough to leave us that ladder that leads to it, someone on our team MUST get on this thing. It can single-handedly keep them off of the entire approach. It can even pick off guys trying to snipe your warp.

Now, in order of importance:
1. "The Building"
This building is a wonderful place for attackers to be. I have never been on the attack, secured this building in force and then gone on to loose the zone. It's that nasty. When you are at point #1, the enemy spawn shifts to point #3 (the helo pad) allowing you to pick them off and pin them in their warp.
Be careful though, you are as exposed as them, so bring smoke and medics and be ready to jump of the top of the building and into the surrounding crates.
Keep your focus on staying alive and trust your team to do the rest of the work while angry enemies try to kick your squad out from behind them. Helo transport is a great way back here. If possible chute directly onto the roof.

2. "Lighthouse"
The light house is not for sniping. Bring an Assault with grenades and a 4x scope, 2 engineers with rockets and a Medic with 4x scope. Throw ammo and health down around the engineers, assault gaurds the door and medic revives fallen comrades. The engineers then rain rockets on both objectives. You know you're hitting it when it flashes.

This tactic is SO effective that it's just this side of a glitch. That said, it's not that fun and should only be done if everyone just wants to win. NOTE: this works on the next zone (3) as well. ALSO NOTE: bring exactly what I've specified here or it won't work and you'll think I'm wrong.

3. "Landing Pad"
This risky position can pay dividends if you catch them at the right time. Be warned that once they figure out where you are you're dead unless you get lucky and clever. I suggest switching over to position one once you've run through them once.

Holding position 1 and this position turns into a hilarious kill-fest, but takes so many of your team that there's no-one left to light charges and and the enemy begins warping unpredictably, which leads to your death. So fun, but be careful.

4. "Lumber Pile"
This position is the most overlooked position in the level. It is WAY better than the big tree (which should be avoided at all costs). There's lumber and a shipping container and a hill. Everything a sneaky squad could want to take Bravo and pressure Alpha.

The Bradley:
The Bradley is perhaps weaker here than in any other zone in the game. For three reasons: 1. An educated enemy will be rocketing it BEFORE you get in it. 2. The primary road will be mined and gaurded at it's cusp. 3. The secondary road is useless. We should usually leave smerfs to distract the enemy with the Bradley. That said, don't forget about it completely. Once the enemy has fallen back off of the lip of the hill, we can get it in and once in it can be a great warp point and friend. Pull it alongside "the building" for optimal LOS on enemy warp points.

The Chopper:
The chopper is among our most valuable assets in this zone. It is the best and fastest way up the hill. Once you've delivered your cargo to points 1 and/or 2, STAY ALIVE, pepper them. The chopper's warp point shares the weakness of the Bradley's, namely that the enemy can shoot it before it takes off. Mortars on the helo warp are best for this (something to bear in mind while on D) So it is imperative that we not loose it here. @$%# happens and it WILL get shot down, but we shouldn't make it easy for them because we may never get it back.



Like a Star @ heaven Owning Valparaiso Zone 3 Like a Star @ heaven
The Art of the Back-Stab

This zone is arguably the weakest zone in the level because it offers us an entrenched position BEHIND the defenders warp point AND a distant vantage point from which we can rocket both objectives.

How to Attack Valparaiso in Concert and in Detail 219v42q

First order of business: our armor is pretty weak here.
Our Bradley warps in at the top of the hill. There is one route down the hill (correct me if I'm wrong) via the main road. To add to this trouble, there's a AT turret (marked by the blue dot) which has a perfect vantage point from which to hammer our Bradley. Additionally, there's a corner at the bottom of the hill that defenders use as a choke point to halt the Bradley's further advance.
So:
Bradley Position #1:
This position allows you to gain LOS on the guys hiding round the corner, offers cover from the AT turret, overwatch on Bravo AND plenty of room for lateral movement to avoid mortars and rockets. A Bradly rolling back and forth along this road can cause lots of confusion and pain for the defenders. While the Bradley is here, someone should be in the co-axle gun that faces the enemy. This position is optimal during an attack on B and, if it's lit, pretty much seals it.

Bradley Position #2:
This position requires some explaining. It should be used as a surprise maneuver during an assault on Alpha. Don't go down the main road, instead, use speed and your main gun to go THROUGH the structures on the west side of the road (killing enemies in there, surprising them and circumventing the road blocks.) It's important to do this fast, because if you slow down, you'll be surrounded and ousted quick. It's also important that you use this position while other stuff is going on. If executed correctly, we can wind up having our Bradley on their western flank before they realize what's happened. (If anyone knows the route I'm talking about, a vid would really help illustrate this.)

Okay, now the ground assault:

Position #1: The Magical Crates.
These cement crates are magical. Getting four medics to them should always be our primary goal when attacking this zone. By staying near each other and keeping a steady stream of machine gun fire, four medics can pin and kill the entire enemy team. While here, the enemy warp shifts to the areas marked in purple. They warp with their backs facing us. It's very akin to shooting fish in a barrel. One cycle through the enemy team and they will all be forced to shift their focus to these crates, allowing the rest of our team to take Alpha and/or Bravo almost without a fight. The best way back here is jumping from the chopper, second to that, you can, by sticking together, advance along the coastline at a dead run, pausing only to kill enemies firing on you. I've seldom not been able to gain the crates using this route. (a happy side effect of this is that you get to kill the bush-wookies who like to conglomerate in the wooden hut west of the crates, then kill them again when they warp back in Twisted Evil )

Position #2: The Lighthouse.
The light house is not for sniping. Bring an Assault with grenades and a 4x scope, 2 engineers with rockets and a Medic with 4x scope. Throw ammo and health down around the engineers, assault gaurds the door and medic revives fallen comrades. The engineers then rain rockets on both objectives. You know you're hitting it when it flashes.

This tactic is SO effective that it's just this side of a glitch. That said, it's not that fun and should only be done if everyone just wants to win. NOTE: bring exactly what I've specified here or it won't work and you'll think I'm wrong.

Position #3: The Water.
This position is as much about where you can get as it is about where you are. There's a bunch of tricky cover that you can use in here (the staircases the best) and an entire squad can do real damage moving south and popping up onto the beach. There's also a bunker-like cement structure that offers a great warp point for future attacks ~25m NE of Bravo.

Position #4: The Choke Point.
There's lots of good cover right here and it's a short jog to both objectives. Once we have people positioned behind the magical crates, opposition should be light enough to take Alpha and/or Bravo from here. Bring smoke and lay it 10m south of the objectives, light, then gun down confused enemies stumbling through the smoke.

The chopper:
Once cargo is delivered to the magical crates, this zone usually falls too fast for the chopper to be much further use. Fly high and if you have a gunner, distract and confuse the enemy with pepper-fire. Get ready to pick up comrades near the AT turret, as that is our warp point for the next assault. Not loosing the chopper in this zone offers us great advantage in the next by accelerating the speed of our attack by ~ 20 seconds. So, keep it if you can.

We should never loose this zone.


Like a Star @ heaven Owning Valparaiso Zone 4 Like a Star @ heaven
The value of High-Ground

This zone is almost as weak as the last. It too offers us a change to spawn kill the enemy from a great position. Again our chopper is key and again our armor is pretty weak.

How to Attack Valparaiso in Concert and in Detail 2hplx8i

Position #1: The Hill.
This elevated position behind Alpha is our key to the kingdom. It offers great cover in rocks, clear LOS on ALL the enemies warps, clear LOS on Alpha and generally undoes the opposition in one move. The enemy warps are indicated by purple. NOTE that one of the enemy warps, just south of the Hill, is danger-close and behind a shed. Kill that shed and you'll have clean flanking shots on enemies warping there. Also keep an eye on the helo pad and pump-fire those unfortunates.

Position #2: The Lumber Shed.
When used in conjunction with position 1, this position seals the deal on enemy warps. They have nowhere to run and nowhere to hide. On it's own this position is a great staging ground to take the hill, as you can go round behind the enemy to get there, just watch the shed.

Position #3: The Sneaky Spot.
This position is a great place to be while Bravo is lit. It sits between the helo pad and a clump of rocks just south of Alpha. A soldier or two crouching here shoot in the back all enemies running from their warp to Bravo. Six seconds after your position is disclosed, turn round and kill the enemies trying to flank you.

Position #4: The Tower.
This position is the weakest listed here, but is the best place for a frontal assault. It leads to position 2, has good cover and can tie up the entire defense while we work to gain the other more important hot-spots.

The Bradley:
Position #1: This position kills the MG that locks down the western approach to Bravo, a key thing to get done. Make sure you approach at speed, or you won't make it up the hill (you get stuck if going to slow). Be wary of C4 here. If you break through Bravo, keep moving to the helo pad and below it. You will die, but you allow the rest of the team to push through to the other important places.

Position #2: This position is something we can entrust to smerfs usually and is here only so we all know where our Bradley will be getting killed 90% of the time.

The Chopper:
The chopper's warp is back in the old base, so we should be striving to keep the old one alive if at all possible. Drop guys at point one then distract and confuse (sounding like a broken record... I know...)



Like a Star @ heaven Owning Valparaiso Zone 5 Like a Star @ heaven
The Fat Lady Sings. 13th has a smoke.

Saddle up, we're gonna try to take this one EXTRA fast.
The approach to this zone can turn into an ATT fiesta against educated enemies. To prevent this, we need smoke screens in the positions indicated by light blue:

How to Attack Valparaiso in Concert and in Detail 2v0b9rq

Position #1: Soon to be Nerfed.
There is an escarpment on the side of this hill, accessible only by chopper and killable only from elevated positions below. It has over-watch on the ENTIRE zone, most notably on enemy warp points (again marked in purple). Both objectives can be rocketed here and the only reason not to put the entire team here is that there isn't room.

Position #2: The Big House.
This position takes out the enemy AT, MG and Eastern Warps. A Zombie squad on, in and around this building wins the zone. In conjunction with a Recon and Engineer on zone 1, this position causes the most over-powered lock-down that I'm aware of. Get these spots and we control the entire zone.

Position #3: The Death Trap.
This position is the best staging ground for taking Alpha. That said, if you get pinned here, you be giving away tickets, so.... don't. If you get made, work your way over to position 4.

Position #4: The Crates.
These crates are great. Use smoke and weave around them to stage a light on Bravo.

The chopper:
Drop ppl at #1, then #2, then annoy the hell out of enemies. Landing is okay in this zone (once your cargo is delivered) and can surprise the hell out of the enemy team. Landing on Alpha with your nose pointed SE allows your mini-guns LOS on the enemy warp and Bravo simultaneously and is a hilarious way to end the match. We loose little by giving up the chopper once troops are in position 1 and 2 and gain more distraction and chaos in the enemy team. Landing on the Big House affords good LOS on both objectives and can seal the deal once they're lit. Landing on Bravo is a bad idea because you're in the entire enemy team's LOS.

The Bradley:
Is most useful in position 1 after we're in place. Position 2 can be left to smerfs.



Wrapping up:
Keeping these points in mind will allow us to win this level all day every day. Remember these positions, study them in game, and think of how to counter them while on D.
The biggest problem with bringing this to bear will be enemy teams quitting after we beat them at a dead run.

See you on the battlefield.
Spiralus out.


Last edited by Spiralus on Sun Apr 25, 2010 7:37 am; edited 15 times in total
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PostSubject: Re: How to Attack Valparaiso in Concert and in Detail   How to Attack Valparaiso in Concert and in Detail EmptyMon Apr 05, 2010 1:03 pm

Nice. Another nice thing about this map, it is also possible to bring the BH in low over the water along the right flank, such that the squad could jump and attack B MCom before the helo is really noticed. Such a low attack would also keep squad out of sight when the y deploy from the BH.
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PostSubject: Re: How to Attack Valparaiso in Concert and in Detail   How to Attack Valparaiso in Concert and in Detail EmptyMon Apr 05, 2010 8:29 pm

Good point bytehoven, although when I tried this i was RPGed really quick D: It sucked.
1 other point: When you say gunner do you mean both gunners or just one?
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PostSubject: Re: How to Attack Valparaiso in Concert and in Detail   How to Attack Valparaiso in Concert and in Detail EmptyTue Apr 06, 2010 5:57 pm

One. We only need one because a circle strafe is what we'll be going for once the cargo is delivered.
I know this plan seems super basic. lol. it is. Zone 1 really gives you nothing but timing and speed to work with... I sort of love it for that.


Last edited by Spiralus on Sun Apr 25, 2010 7:30 am; edited 1 time in total
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PostSubject: Re: How to Attack Valparaiso in Concert and in Detail   How to Attack Valparaiso in Concert and in Detail EmptyMon Apr 19, 2010 4:25 pm

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PostSubject: Re: How to Attack Valparaiso in Concert and in Detail   How to Attack Valparaiso in Concert and in Detail EmptyMon Apr 19, 2010 5:20 pm

Cool, just a note on Zone 2- easiest way to get there (I've found) is to run down your right along the beach, up the hill and into the lighthouse and be a human warp point in there. (if you know there are snipers in there, get one of your squad mates to cover the windows while you run)
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PostSubject: Re: How to Attack Valparaiso in Concert and in Detail   How to Attack Valparaiso in Concert and in Detail EmptyMon Apr 19, 2010 5:52 pm

Wolfhide wrote:
Cool, just a note on Zone 2- easiest way to get there (I've found) is to run down your right along the beach, up the hill and into the lighthouse and be a human warp point in there. (if you know there are snipers in there, get one of your squad mates to cover the windows while you run)

This is especially true if you have distractions in place already. However, the lighthouse does leave you with an 80 meter run to Bravo though, so we should be careful with this. Smoking that saddle works, but leaves them free to counter attack you as well. In general I find the lighthouse most useful for the tactic I laid out here.
The helo is the most reliable way into the zone. If someone is on the heavy MG, then straight up the hill and around right is also good if you're moving together. On that note, moving together up this approach is super clutch because the enemy tends to spread out. ( Almost always true -> While on attack: when they're spread out, we should be tight. When they're close, we should be spread out. Opposite is true on D)
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PostSubject: Re: How to Attack Valparaiso in Concert and in Detail   How to Attack Valparaiso in Concert and in Detail EmptyThu Apr 22, 2010 5:47 pm

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PostSubject: Re: How to Attack Valparaiso in Concert and in Detail   How to Attack Valparaiso in Concert and in Detail EmptyThu Apr 22, 2010 8:15 pm

Excellent update Spiralus.

Some tactical alternatives....

I believe the BH can offer another great way to attack an MCOM. With a full crew onboard, fly the BH right to the MCom and land. Everyone but the pilot and one MG enters the building. The BH can remain as cover from fire to one side of the MCom building while also drawing attacks and the MG targets approaching enemy. The trick is to pick the best side of the MCom for the BH to land and defend, and we would want to announce which MG would stay onboard. In this regard, the pilot would benefit from any input regarding where to land when using this technique. I would also note the BH is pretty tough and hence no need to be overly gentle coming into to land at the MCom building. Certainly, keeping the BH airborne provides a quick spawn platform. However, a couple of quick C4 plants can easily be made while the enemy tries to deal with the BH on the ground. This technique can be used on open MCom targets as well, whether they are designed to be open like Base 1 A/B on Isla Incentes, or become an open objective after a building is destroyed.

If a rapid BH Squad deploy/defend as described above is well countered, I would then proceed to a coordinated assault with the Bradley and strafing BH, such as BH on A and Bradley on B just as Spiralus describes.

I love the LightHouse "Fire From Heaven" tactic. Maybe a BH could deposit a squad on top of the LightHouse which are nearly impossible to target. Even if the LightHouse is not to be a base, it's probably not a bad idea to drop at least 1 squad member on top so he can drop down in and take out any enemy.

UAV + SMOKE = PWN Assist I played the UAV with smoke a little last night. The UAV dispenses 3 or 4 smoke canisters and with pretty quick reload. It is also relatively easy to keep the UAV alive if it strictly does smoke duty and then retreats to cover. The closer you get before laying down alt fire smoke the better, but with practice, effective targeting can be done from a decent distance.

BH + SMOKE = Ground Assault Defense When the BH is used as a troop transport and landed for use as a defensive barrier, deploying the alt fire smoke while on the ground, adds to any smoke cover laid down by Assault + Smoke.

Ultimately, the real potential for rapid success, relies on as many troops rushing the enemy in as cohesive a manner as possible. As WMR called last night on Isla Incentes, No Camping Snipers. The result, we managed some very good enemy attackers and defenders.
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PostSubject: Re: How to Attack Valparaiso in Concert and in Detail   How to Attack Valparaiso in Concert and in Detail EmptyFri Apr 23, 2010 3:47 am

While I agree that landing the Blackhawk can be an excellent attack tactic, it's ability to rapidly deploy troops remains, usually, it's most important role for attackers. If the Blackhawk is landed against an aware and educated team who can bust out a rocket (sometimes before you touch ground), you give up that advantage for ~25 seconds (or whatever the re-spawn time is). I've found greater success in leaving it distracting enemies. For every enemy looking at the sky, you've one less enemy defending m-coms. When the chopper lands with the troops it carried, everyone is looking at the ground and while is does provide a very temporary wall, that wall comes with a sacrifice.

In this level specifically, we can take objectives 3 and 4 so fast that we'll be waiting for the chopper to re-spawn moments after it's sacrificed and the slow-down isn't worth landing it (usually).

Also, chopper landings don't work at all unless the rest of the team is already engaged (think of laughing at squads trying to land on zone 1 isle innocentes, a zone we've lost once ever since using engineers and medics on defense). In other words... you're not being sneaky doing this. Their 12 guys know exactly where your 5 guys are and mini-guns smoke and a building don't make up for that.

Compare that tactic to the shock value of dropping smoke and medic troops at both objectives in zone 1 Innocentes then continuing to pepper and distract the defenders while the charges are lit.... a tactic which has never failed. (my goal in that zone is now to win it in 15 seconds, a goal we meet, if we have 6+ ppl, half the time now) Part of the reason this works so well is that a fraction of their team knows we're there untill the charges are lit, which means that they're then running in at different times (according to their level of distraction, lol) and it only takes two or three ppl to defend each objective. In other words, two or three sneaky is better than 5 in a giant chopper every single time. Every single time not only because they win more often but also because when three sneaky fail, they can redeploy in 7 seconds whereas the 5 w/ chopper need to wait 25.

I wrote up a bit in "Things you should know about BC:2" pertaining to landing Blackhawks and have continued to find those statements true, namely, that it CAN be awesome, but usually just pisses off your team (with good reason).

For UAV=smoke, yes. ALSO, we need to be careful when and why we use UAVs. It is important to bear in mind that when you are in a UAV, the rest of your squad is operating at less than 75% efficiency (less because the whole is more than the sum of it's parts). It's really like 60% efficiency. Before you get on a UAV think about how you could be reviving fallen men on the ground, how you could be deploying smoke on foot AND shooting a gun. Think about your team having one less advanced warp point. The best (legal) use of UAVs is to know your targets, get in, hit them and go. When you're a UAV getting kills, you're very much like a Recon sniping.

To the last bit, yes, mostly. Running straight at teams without snipers wins 9/10 games. What I've laid out here is attempting to get that to 10/10.


Last edited by Spiralus on Fri Apr 23, 2010 2:45 pm; edited 4 times in total
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Wmr0919
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PostSubject: Re: How to Attack Valparaiso in Concert and in Detail   How to Attack Valparaiso in Concert and in Detail EmptyFri Apr 23, 2010 6:52 am

Nice planning there. I'll have a full response up in the next 24.
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Spiralus
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PostSubject: Re: How to Attack Valparaiso in Concert and in Detail   How to Attack Valparaiso in Concert and in Detail EmptySun Apr 25, 2010 7:31 am

Bump.
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Wmr0919
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PostSubject: Re: How to Attack Valparaiso in Concert and in Detail   How to Attack Valparaiso in Concert and in Detail EmptySun Apr 25, 2010 8:05 am

Ok I was thinking after reading everything i'd have alot to contribute but I really don't. You covered all angles and brought up different perspectives that make a ton of sense. For Zone 2 using that MG in our base is a GREAT idea which I never even considered. Zone 2 IMO is by far the toughest (other 3 are pretty easy IMO). Controlling point #1 would really provide us some real strength if their spawn was pushed to #3.

Overall this plan is excellent A+++
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PostSubject: Re: How to Attack Valparaiso in Concert and in Detail   How to Attack Valparaiso in Concert and in Detail EmptySun Apr 25, 2010 8:20 am

Thanks, let's get 'er done!
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PostSubject: Re: How to Attack Valparaiso in Concert and in Detail   How to Attack Valparaiso in Concert and in Detail EmptySun Apr 25, 2010 2:46 pm

Let's talk about BH movement.

I have tended to fly in low and land right on MCom or MCom building to let the squad deploy. I was asked to fly higher. So, let's discuss which method to use when.

My thoughts with flying in and landing low was to provide a quicker deployment with less opportunity to be seen by enemy.

So far, survival of the BH has not been an issue, as I have been able to easily land and get airborne with little or no damage.
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PostSubject: Re: How to Attack Valparaiso in Concert and in Detail   How to Attack Valparaiso in Concert and in Detail EmptySun Apr 25, 2010 6:05 pm

Right on. To each his own. As long as the troops get down without being noticed a bunch, we're good.

For Flying high: Flying high requires better jumpers (who don't deploy their chute to early). I'm personally nervous about flying low because I know that while I'm on defense I kill 80% of choppers that land on their way to landing. (If I'm best (personally) at one thing in this game, it's hitting choppers with rockets - so I might be oversensitive about it...lol) Also, when you land, everyone on their teams knows about it or finds out quick. High-flying attracts the attention mostly of only engineers (which will be split with armor) and dumb medics.

For Flying Low: Flying low requires better/riskier piloting. Landing the chopper has the advantage of masking exactly how many troops we landed, and, if it can take back off, may confuse enemy counter-attack. Flying low also allows you to deploy smoke if you have it (though armor is usually better).
So...
If it works for you, and you don't sac the chopper, do it.
Also understand that I'm coming from a place of having worked with Blazingsun who would regularly not get shot down all match (something he did by staying high and fast). The advantage of this was giant as we always had troops all around the enemy and always fast. It's boring for most pilots, but the dividends are, IMO, unarguable.

Ultimately:
Know what you're enemy is doing. If there's a bunch of engineers staring at you angrily, don't land. If there's only a few or they're engaged, go ahead. When you're a pilot, you can ignore what your grunts are screaming in your headset. It's your job to get them safely where they're going, how you do that best is up to you. I may be one of those screaming grunts... heat of the battle... you know. All is forgiven the moment our feet touch the ground in one piece.

God this game is amazing.

Another note: Choppers should always be Green/Blue whenever at all possible. If you're in a mini-gun and see a smerf running at you, switch seats so he's in the mini-gun. Then the pilot should concentrate on giving the smerf-side good shots so that the chopper remains a warp for 8 rather than 4. Give that smerf a good time and he'll give you paratroopers.
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PostSubject: Re: How to Attack Valparaiso in Concert and in Detail   How to Attack Valparaiso in Concert and in Detail EmptyThu May 20, 2010 9:01 am

I have a secondary plan for zone 1, you will need your team to work as one unit for this but when I got it working We took both A&B within a minute. You take 5 guys in the Blackhawk and take them low and slow over the left area of the Forest, then you keep that one extra guy in the BH so you can have a 2nd squad able to warp into it. While the pilot takes the BH up on the left forest you have a 4 man fire team that consist of 2 engineers 1 Assasult/Smoker and 1 Medic. Have them move on the River shore on the Right flank but they need to be slow at progression that way they wont be noticed. If done right the BH will keep them after it for a minute or so and The rest of the 3 guys left will man the Bradley, 1 enigneer to repair it. he Bradley will keep them focused on it along with the BH so the Fire team use Engineers to lay anti-tank mines and have them use the Demo pack upgrade that alows you to carry more mines ( forgot name) but you should be able to carry 5 mines per person. the Smoker will smoke A and instantly drop ammo for him to keep smoking it. Then the Engineers will lay all 10 mines on A and toss 1 Frag into it. it will instantly be destroyed. then have the squad run straight to B while the smoker is smoking it and arm B. Then move the bradley up to around 15 feet off the main door into B to cover it. I got my team to complete this Zone in about 2 minutes. It worked wonders. Im at school right now but when I get home Ill post My tactics for Arica Harbor. took me 3 minutes to destroy both A&B. Id like to try it out again with a few of you guys.
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