ETF2L Highlander cup

Discussion in 'Events' started by Th-, 4 Feb 2009.

  1. Th-

    Re: ETF2L Highlander cup

    In the match against Bob I noticed a misunderstanding which I will correct now:

    Battle/frontier = the area between the teams at the very moment
    left/right = the side of the battle in question (note: spy and scout etc. might have their own "Battle" in the flanks)

    ... = the ground level is not verbalised
    bottom/top left = below/above the ground level

    far left = behind the battle, for instance a sniper position or a location where I want someone to RJ/flank the enemy

    these are used together if not apparent
    "scout behind top left"

    Are we communicating clear now? Good.
     
  2. Th-

    Re: ETF2L Highlander cup

    Forward Defense (a.k.a. steamrolling)

    This

    This is how I want you to think. Our objective is either 1) to attack and cap intel/point/payload or 2) to defend and prevent the cap. All objectives are completed in virtual space, which means that controlling space/area/map equals controlling the objective. Forward Defense is a term which means using an opportunity such as the short-lived advantage of numbers to move the fight to another area of the map fast. Usually the opportunity is a successful uber-push or a time window in the battle where another team has more players alive.

    On offense
    We might win the first line of defense with less casualties than the enemy. If the captain then orders "FORWARD DEFENSE", specified classes (usually the main offensive) will fight through the scattered enemy and push to the next choke point. For instance on Goldrush stage 1: when winning clearly before the first point it would be beneficial to have medic+solly/demo/heavy to run way past the 1st cap and start holding the area just before the bridge near 2nd cap. Best case scenario would be to have a medic + heavy or engineer /w SG lvl1 over the bridge with soldier/demo holding the high ground over the RED spawn. This would tax the RED reinforcements and prevent them from establishing appropriate defense before we push the payload to the 2nd and last cap on stage 1. Since fighting space quickly = success in a map, it is more important to move forward than to push the cart. Scout and spy can deal with it, rest can go spawn camp.

    Another example from Badwater Basin: we push successfully with uber and take the cliffs over the tunnel: we have a unit pushing the cart and most of the force holding the corner just after 1st cap. In best case scenario solly/demo (which one is alive) jumps ahead with medic and up to hold the roof/platform near the 2nd cap, and another class such as heavy or engineer /w SG lvl 1-2 stays on the ground with the medic holding the spawn door and reinforcements.

    Sometimes the captain may see it appropriate to order "FORWARD DEFENSE +name +name" while the battle is still raging on other side. Specified players will then push to a choke point ahead to stop/destroy/hinder reinforcements. Don't hesitate to comply, even a few seconds may help you significantly with holding the enemy respawn waves.

    On defense
    The goal is to hold choke points and prevent enemy from advancing. Usually the defensive line is broken sooner or later with an ubercharge and the following assault - the defensive line will move closer to the objective and offense has gained ground. Our goal on defense is to avoid this with balanced defense to hold non-ubered enemies and advanced tactics against uber-pushes. When the opportunity arises and we have a short window with an advatage, we should push and establish one of the previous lines of defense while keeping minimal forces far back to prevent ninja caps. Since we no longer have the setup time, the defense must be organized starting from the key areas such as building on 1st point DB rather than the hut on far left.



    Especially on defense it is vital to hold all routes when performing forward defense maneuver. A missed enemy contingent would have a golden opportunity to establish their own forward defense in our flanks, stopping our reinforcements. In all cases forward defense must be carefully performed. If the advancing units are overwhelmed and destroyed, that in turn gives the enemy an opportunity that we must assume they will use. If you are far behind the enemy, fight only a while and retreat rather than sacrifice yourself for an extra second.



    This post mainly for the highlander team, but the ability of any GM team would increase substantially if all members would understand this concept. Make sure you understand this, and ask detailed questions if need be whether or not you are in the team.
     
  3. Th-

    Re: ETF2L Highlander cup

    I got an idea for our highlander team. Our voice communication has been somewhat problematic in a large team because the comm channel has often been too full. The new system I am suggesting would move us from player-centered to terrain/squad-centered communication.

    "contact"
    -"light contact on left" = we can handle it, little or no casualties
    -"hard contact on top" = equal or greater force, some highly likely (inevitable) casualties
    -silence until calling...
    -"clear" = line in place, no contacts
    -"falling back" = line moving
    -"enemy push" = can't hold successfully

    In this case "light" and "hard" contact are defined by the difference of forces in a certain location of the map. This will not replace the occasional maneuvers from individual enemy players, such as "demo jumped", "spy!" or "scout behind". After calling "clear" one should also report enemy casualties.

    Discuss this concept.
     

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