To start a new discussion, join us on Discord. The DontCamp.com read-only forum archives are below.

DontCamp.com
No, but really, you should join us on Discord.

Pearl Market CTF defense

 
   DontCamp.com Forum Index -> Battlefield Series
View previous topic :: View next topic  
Author Message
MTLMortis
Forum Veteran


Joined: 25 May 2014
Posts: 515

PostPosted: Mon Sep 08, 2014 8:45 am    Post subject: Pearl Market CTF defense




I figured no sense in just getting frustrated till exhausting all tactical and strategic options.


Here's the assignment: Best possible defense of the flag with 1 squad.

Use any squad makeup you want.

I've marked off all areas of approach as well as direct lanes of fire.
_________________
[MTL]Mortis - "No one says you have to fight a war with your pants on..."

http://www.cultofzal.com
http://www.twitch.tv/cultofzal
http://www.youtube.com/cultofzal
NTolerance
Administrator


Joined: 13 Jul 2005
Posts: 1044

PostPosted: Mon Sep 08, 2014 9:59 am    Post subject:

This thread is awesome. I dig the strategy side of these silly action games.
MTLMortis
Forum Veteran


Joined: 25 May 2014
Posts: 515

PostPosted: Mon Sep 08, 2014 11:32 am    Post subject:

I've always seen and attacked from area 3 either below or drop from the top. If not there then it's from area 1, either vehicle via the top, or on foot at the bottom.

Area 2 is normally an egress/spawn area for the attackers, no one ever really attacks from there unless they are already dug in. Definetly don't want to be in that position.

Static defense doesn't seem to work for us based on a dedicated squad attacking.

Therefore I think that the most effective defense would be a more fluid based on accurate intel. This is also going on the assumption that we're now infantry only.

2 recon, 1-2 support, 1-2 assault

all specs: offense (10% speed boost is the most critical for running down flags)

recon: shotgun or carbine, whatever pistol, tugs, radio beacon

support: whatever gun, whatever pistol, c4/claymore, ammo box

assault: whatever gun, whatever pistol, health pack, defib

Radio Beacons: roof of 2 and 3

Tugs: roof of 2 under the 2 and on the ledge, 2nd floor of area 3 building towards the flag but near the "C" flag on conquest

Have one support in area 1 overlooking the 3 streets. This person never moves unless the flag is grabbed and is egressing that ao.

The rest of the squad is split up into two-man teams and are roaming areas 3 and 2. Their objective is to spot, not engage. Other team moves to get into a flanking/intercept position once attackers are spotted.

Once attackers are within 50 meters of the flag it's open season. This is when they are most vulnerable as they are all sprinting to the objective.
_________________
[MTL]Mortis - "No one says you have to fight a war with your pants on..."

http://www.cultofzal.com
http://www.twitch.tv/cultofzal
http://www.youtube.com/cultofzal
Super Wabbit
CH Administrator


Joined: 18 Apr 2004
Posts: 3667
Location: Raleigh, NC

PostPosted: Mon Sep 08, 2014 6:50 pm    Post subject:

This is great Mortis. I like the division of areas. Are you all ready to get your diagram on?

Use a MAV to patrol the north or south approach based on squad dispersion. This will give us great advanced warning of where and what strength the enemy are coming from. This may be more useful than the Tugs as we would only need one MAV. I picture that the MAV would be most useful covering the southern approach to our buildings as it can pull double duty and spot the enemy defenders as well (The north patrol limits multiple spotting areas due to buildings getting in the way). By watching the southern area, the squad is free to focus on the north buildings/alley and the main street. If the MAV spots something, the squad should shift to meet the enemy but should always leave at least one person behind to cover the north buildings. At the very least, that person left behind can act as a safe spawn to retake those buildings. Additionally, I think we should definitely utilize the MRAP, we've seen that be pretty effective as it can not only kill the infantry going for the flag, but can also suppress enemy hiding in cover until the rest of the squad can close in for the kill. Note: MRAP should be protected by mines.


Tugs placed on the perimeter entrances to our buildings to let us know what direction the bad guys are approaching. One Tug north, maybe on the roof of the north buildings to cover the entrance to the north alley. A second Tug on the roof of the south building that can cover the south staircase and possible the west staircase.

I don’t quite like this idea as once the enemy is in a building it because very difficult to clear them out quickly and still cover the flag itself.

And here we have a messy diagram. As I just mentioned, once the enemy gets into our buildings, either north or south, it is extremely difficult to clear them out with. The solution is to not let them get into our buildings to begin with. Set up a perimeter south of the south building in the streets. Also set up a perimeter north of our buildings and a little east. You may not be able to stop an entire squad but you would slow them down enough for the defense squad to reposition itself to meet the enemy. In this scenario, we'd still like to have an MRAP guarding the flag. Red dots indicate starting defense positions. Green dot outlined in Red are backup positions. Red arrows are an example of what directions the position can fire. Green arrows are the routes the players can move from their initial position to the backup position. Orange arrows show from what direction the enemy can approach.

In the above example, the North defense position has the ability to keep the enemy from even getting into our north buildings or north alley. The southern defense positions can also keep the enemy from getting into the south building and possibly from coming across the roof areas. By pushing the perimeter out, we effectively reduce the number of avenues the enemy can use to attack us.

Grand Strategy
Have a super aggressive offense where all of the DC squad attacks to keep the pressure on the enemy flag. If our flag is taken we immediately turn around (as we're all in the enemy spawn) and intercept our flag, acting as a defense. It's kinda like pulling the goalie...with guns.
Super Wabbit
CH Administrator


Joined: 18 Apr 2004
Posts: 3667
Location: Raleigh, NC

PostPosted: Mon Sep 08, 2014 6:55 pm    Post subject:

Mortis made a good point about kit selection. We need to get used to running multiple claymores in the staircases. It really slows down their movement and you may get a kill or two. Don't forget that the Support class has a field upgrade that allows them to place 3 claymores at once.
MTLMortis
Forum Veteran


Joined: 25 May 2014
Posts: 515

PostPosted: Tue Sep 09, 2014 9:29 am    Post subject:

Don't like the MAV because it takes 1 person out of the patrol staring at a screen and there are tons of ways to hide from the mav on this map.
_________________
[MTL]Mortis - "No one says you have to fight a war with your pants on..."

http://www.cultofzal.com
http://www.twitch.tv/cultofzal
http://www.youtube.com/cultofzal
Super Wabbit
CH Administrator


Joined: 18 Apr 2004
Posts: 3667
Location: Raleigh, NC

PostPosted: Tue Sep 09, 2014 10:28 am    Post subject:

MTLMortis wrote:
Don't like the MAV because it takes 1 person out of the patrol staring at a screen and there are tons of ways to hide from the mav on this map.


I think the MAV is very useful and more effective at patrolling than someone on foot due to its speed. If we have a MAV patrolling the southern approach it can also pull double duty and help spot enemy for our attacking squads. We've seen one MAV be incredibly helpful on Propaganda CTF. It is especially helpful when our team all gets pulled to one side of the map, opening up a clear path for the enemy team, as it can quickly reposition and get eyes on the approaches not being covered. It seems like it is difficult to get teammates to move to protect an open lane without intel. Once bad guys are spotted in the unprotected lane, we get more buy in and the team shifts quickly to plug the hole in the line. The MAV seemingly made the difference when going up against the DGOD guys on Propaganda CTF. More intelligence FTW!

Pearl Market is very small allowing the MAV to cover a lot of ground. The areas highlighted have limited cover. What cover there is can be removed!

I imagine a very savvy recon player using an MAV, TUGS, and a shotgun. He or she would hide in a staircase in the southern building with a TUGs while patroling with the MAV. If enemy are detected he can hop out of the MAV, and use the TUGS to stalk and kill with a shotgun.

When I have an 'off' night and can't seem to stay alive, I find that flying the MAV is very rewarding and ultimately more helpful to the team.


If we find ourselves on the defense, not getting anywhere with just our guns, then we need to look towards our gadgets. MAVs, TUGs, Claymores, Motion Sensors, XM-25, Rockets, MRAP, C4, Mines - there are a lot of tools that don't shoot bullets that are extremely useful.


Another, more nuanced style of defense is to use smoke in such away that makes the enemy have to break cover to approach your position. If you see enemy shooting at our defensive positions from cover, blanket them with smoke, forcing them to move up, out of the smoke, to get a visual. Smoke choke points. Even if they don't charge you, the enemy may be slowed down by this as most players don't blindly charge through smoke. Smoke is psychological warfare. I get anxious when I see a team using smoke. "OMG smoke, they must have a crazy tactical plan that I can't defend against".
MTLMortis
Forum Veteran


Joined: 25 May 2014
Posts: 515

PostPosted: Tue Sep 09, 2014 10:57 am    Post subject:

Oh I love MAV's, I just think they're limited on this specific map.
_________________
[MTL]Mortis - "No one says you have to fight a war with your pants on..."

http://www.cultofzal.com
http://www.twitch.tv/cultofzal
http://www.youtube.com/cultofzal
Super Wabbit
CH Administrator


Joined: 18 Apr 2004
Posts: 3667
Location: Raleigh, NC

PostPosted: Tue Sep 09, 2014 11:17 am    Post subject:

MTLMortis wrote:
Oh I love MAV's, I just think they're limited on this specific map.


There is a lot of cover, but I think the MAV's will give us a much better idea of how the enemy is able to get to our flag so quickly. So I think we should give it a try. If we find that it is difficult to spat anything we will adjust the MAV tactic before giving up on it entirely.
NTolerance
Administrator


Joined: 13 Jul 2005
Posts: 1044

PostPosted: Wed Sep 10, 2014 1:17 pm    Post subject:

As a first attempt we should try the simple 'everyone go offense' approach. We can trap the flag at the middle of the map and get returns there where we're not surrounded by indefensible rooftops like those around the north flag.

The only issue I can see with this strat would be vehicles taking the flag and looping around the outside of the maps to avoid the defenders in the middle of the map. Maybe a single engineering should stay on the flag with mines and rockets to disable incoming vehicles.