Post by Dreadlife on Nov 23, 2005 13:46:23 GMT -5
Alright Alpha team, here are some of the strats kicking around my head at the moment that I would like to work on during our first session.
Relic CTF/Assault
Forward D
The goal is to set up a strong line across the front of the base and not allow the enemy team to access the rear entrance of the base.
Opening playbook
One player jumps in the Ghost and becomes the retrieval system. His first mission is to get to the RL as quickly as possible and run it back to the base. He then drops it off and gets back in the Ghost to go and harrass the enemy sniper. In a perfect scenario, he should be able to retrieve the hume sniper as well and drop it off to another player, then he gets back in the Ghost and prowls the open area in front of the base, putting plasma on target to give sniper's visuals and chase targets into the open for snipers to eliminate.
A two man team goes to retrieve the beam rifle. One takes the beam back to the base and picks up the RL dropped off by the Ghost. This player is the stopper. With RL on the arm/flag spot and sniper cover out the front of the base, he is both attack and last line of defense, especially important when the Hog respawns. When the hog moves, the rest of the team ignores it and stays low, then he toasts it with a rocket just when they think they are about to score.
His parther should be able to get a BR and hold the left flank position in the rocks near the beam spawn. He holds this spot from anyone who sneaks past the Ghost/sniper combo and eliminates them. If we manage to get the hume sniper, the Ghost drops it here and he goes up the lift. With both snipers creating crossfire from spawn area to portal, there should be no effective threats.
The fourth player gets noob combo and heads to the beach near the RL spawn. His job is to watch the right flank in case anyone sneaks past the Ghost/sniper area and tries to flank from the beach. Noob combo should be more than enough to take them out.
The last player has the most boring assignment. He gets the sword and camps in the switch room to make sure that portal does not open. This eliminates any need to watch the back of the base as no one should break through our forward net. As long as the portal doesn't open, there is no chance of a rear flank.
Offense
Three men get in the Hog and push around the portal and hit the beach. If they move quick, they should beat or meet any enemy going for the RL. Their job is to eliminate anyone on the beach and get the RL for our assault team. One man takes the RL and head up the dirt path to the jump into the base. The Hog roars in from the other side, causing everyone to focus on it and then the launcher jumps in to kill anything moving. They should be able to get to the flag and get out of the base or set up a perimiter for the bomb to come in and be armed.
The second position is the sniper. He grabs the human sniper and bugs out, watching for a Ghost rush to grab his rifle. In flag games, it is essential that the sniper stays back and helps with the push home. In assault, he should get to a good shoot position to put fire up into the arm spot and help keep defenders off of the bomb. Under no circumstances does he approach the base and give the other team our rifle! Play smart.
The last position is the bomb carrier/contingency player. He sneaks up the beach side of the base with the bomb to jump in behind the RL on assault games and goes to the portal in flag games. As all hell is breaking out up top, he should be able to sneak in and open the portal to give us a chance on the respawn to move quickly back to the base. In this case, he must try and hold the warp room until reinforcments arrive or that room becomes a death trap.
Relic CTF/Assault
Forward D
The goal is to set up a strong line across the front of the base and not allow the enemy team to access the rear entrance of the base.
Opening playbook
One player jumps in the Ghost and becomes the retrieval system. His first mission is to get to the RL as quickly as possible and run it back to the base. He then drops it off and gets back in the Ghost to go and harrass the enemy sniper. In a perfect scenario, he should be able to retrieve the hume sniper as well and drop it off to another player, then he gets back in the Ghost and prowls the open area in front of the base, putting plasma on target to give sniper's visuals and chase targets into the open for snipers to eliminate.
A two man team goes to retrieve the beam rifle. One takes the beam back to the base and picks up the RL dropped off by the Ghost. This player is the stopper. With RL on the arm/flag spot and sniper cover out the front of the base, he is both attack and last line of defense, especially important when the Hog respawns. When the hog moves, the rest of the team ignores it and stays low, then he toasts it with a rocket just when they think they are about to score.
His parther should be able to get a BR and hold the left flank position in the rocks near the beam spawn. He holds this spot from anyone who sneaks past the Ghost/sniper combo and eliminates them. If we manage to get the hume sniper, the Ghost drops it here and he goes up the lift. With both snipers creating crossfire from spawn area to portal, there should be no effective threats.
The fourth player gets noob combo and heads to the beach near the RL spawn. His job is to watch the right flank in case anyone sneaks past the Ghost/sniper area and tries to flank from the beach. Noob combo should be more than enough to take them out.
The last player has the most boring assignment. He gets the sword and camps in the switch room to make sure that portal does not open. This eliminates any need to watch the back of the base as no one should break through our forward net. As long as the portal doesn't open, there is no chance of a rear flank.
Offense
Three men get in the Hog and push around the portal and hit the beach. If they move quick, they should beat or meet any enemy going for the RL. Their job is to eliminate anyone on the beach and get the RL for our assault team. One man takes the RL and head up the dirt path to the jump into the base. The Hog roars in from the other side, causing everyone to focus on it and then the launcher jumps in to kill anything moving. They should be able to get to the flag and get out of the base or set up a perimiter for the bomb to come in and be armed.
The second position is the sniper. He grabs the human sniper and bugs out, watching for a Ghost rush to grab his rifle. In flag games, it is essential that the sniper stays back and helps with the push home. In assault, he should get to a good shoot position to put fire up into the arm spot and help keep defenders off of the bomb. Under no circumstances does he approach the base and give the other team our rifle! Play smart.
The last position is the bomb carrier/contingency player. He sneaks up the beach side of the base with the bomb to jump in behind the RL on assault games and goes to the portal in flag games. As all hell is breaking out up top, he should be able to sneak in and open the portal to give us a chance on the respawn to move quickly back to the base. In this case, he must try and hold the warp room until reinforcments arrive or that room becomes a death trap.