The 16v16 Tuesday the 17th, 1900 gmt I want to give you guys a heads up on the 16v16 match against the Hampshire Heavies. Apparently there are not many public community members joining and we could really use some people sign up from the Private Community, so if you can make it, let me know. It would make organizing and preparing a lot easier. The match will be mon/tue/wed or thu, after 1900 gmt. So this is how we will do the match. Its 32 players in the same map, in this case pl_badwater and cp_badlands, which means there will be lag and awful amount of spam even with demoman, engineer and heavy limited to 2. Also the unpredictability will restrict some maneuvers we might want to try, since if advanced maneuvering is sometimes hard in 6v6 its gonna be a lot worse here. Our system is dividing 16 players into squads with specific classes. Each squad has its own function in the fight, and each squad will have their own comm channel in Mohawk if Dark gets it sorted out, otherwise in Ventrilo. This will clear the comm channel sufficiently so the squads can actually work together without excessive micspam going on. Each squad will have an experienced squadleader to direct the movements etc. Squadleaders will be in the same channel in the Mumble at the same time, in order for us to coordinate team-wide maneuvers. What this system basically means to you is that just concentrate on staying with your squad and having some fun, thats all. In case you want to know more detail, read below. It might seem very serious and detailed but really, its pretty basic stuff. Emphasis is on teamwork and having some good time. - you can work together with your squad more efficiently than ever - you will be staying with your squad 95 % of the time - the squadleader will tell when to push/hold/retreat etc - your responsibility is mostly in a certain area of the map - there will always be a medic and friends close to help you out - you don't need to do anything alone (excluding the spy ofc) For squadleaders... - 2 VOIP softwares running, the other for the squad and the other as the leaders' channel - understand the concepts of defensive lines, forward defense and how the classes work best - move with squad on captain's command - uncalled teamwork with other squads as you see fit - this being said, use your own judgement The following division has been thought out carefully but if you have any thoughts or suggestions, I'll be glad to hear them: Captains: Th, Pissmidget "SOLLY SQUAD" solly solly solly medic - kk "HEAVY SQUAD" heavy heavy demo medic "BACKUP" pyro - flaregun demo medic "SUPPORT" engy engy sniper sniper spy Currently we have 11-14 players who have announced they can play on the mentioned dates, I'll get back to squad/class specific details when we have the lineup more solid. Meanwhile, recap this.