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Post by magnifiscent on Feb 13, 2014 9:06:43 GMT -8
So this went down last night.
You should all take a look, if only to see what future crew did and the importance of air.
Zaps threw the game when they started to lose, making the whole thing a big waste of time for everyone but us.
If we can't beat their scythes in the air we are going to HAVE to figure out a way to put up enough of a flak shield to cover our infantry.
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Post by lupinscroll on Feb 13, 2014 14:05:41 GMT -8
Future pulled a ton of burster max's and had some air as well. It looks like the max's were the main force stopping zaps multiple times to getting air dominance. Although their air attacks weren't that tactical.
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Post by magnifiscent on Feb 13, 2014 14:39:37 GMT -8
Alrighty - we need to figure out how to take down those maxes efficiently then. I also want to see how effective 3 man skyguard traps can be against air.
We are going to have a tough time beating FCRW on the ground, but if we can get air dominance I think we can do some damage. At the very least we need to figure out how to eliminate their air (or neutralize it) so that our infantry can spawn and we don't have to worry about being farmed on the ground.
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Post by Swatz on Feb 13, 2014 16:21:40 GMT -8
I'll post a diagram tomorrow about what I have in mind.
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Post by Hans1942 on Feb 14, 2014 8:11:50 GMT -8
Alrighty - we need to figure out how to take down those maxes efficiently then. I also want to see how effective 3 man skyguard traps can be against air. We are going to have a tough time beating FCRW on the ground, but if we can get air dominance I think we can do some damage. At the very least we need to figure out how to eliminate their air (or neutralize it) so that our infantry can spawn and we don't have to worry about being farmed on the ground. What about 3 man skyguards with a repair sunderer in the back? No one needs to be on the Sundee as its primary purpose is simply to keep the skyguards repaired.
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Post by Swatz on Feb 14, 2014 8:14:57 GMT -8
3 Sundies with AA on them 3 Burster MAX's with those sundies. At three different points of assault
1 Squad Main 12 peeps assaulting Two points
1 Air Squad 6 folks working with Support Squad keeping the air and base covered. Possibility for using vehicles as well.
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Post by magnifiscent on Feb 14, 2014 8:47:31 GMT -8
With only 24 people we have to think about using the best force multiplier. Burster maxes aren't going to be a valid replacement for skyguards. They don't have the range, the accuracy, the damage, or the mobility. Bursters work well, locally, in a pinch and we may end up using them as a last resort, but skyguards can shut down large areas.
I'm thinking 6 skyguards max in 2 3-man teams. The sundies would be nice in a larger match, but resources should be saved for spawn points and not repairing the skyguards and diverting more people than is absolutely necessary. NAS, mobility, and the drivers should be able to keep the skyguards up against anything but a very coordinated effort to eliminate them.
The skyguards can't just go park next to a facility, they'll have to move around constantly and shut down the air.
We are not going to be able to win gunfights with FCRW 1v1. It's going to be like Recursion. We need every available person to outnumber them on the ground. If they pull 12 aircraft and we neutralize them with 6 skyguards we've got 6 man advantage on the ground.
12 aircraft will not be enough to take down 6 skyguards. 1 skyguard can be overwhelmed, but the scaling is ridiculous. Working in mobile teams of 3 to provide overlapping zones of denial I think 6 guys can shut down a zone.
I want to try it on the test server. We need to get at least 18 people on for it. Maybe mercs will be willing to pull scythes for us to see how effective it can be.
The skyguard engineers should also bring maxed AV turrets. The skyguards give them mobility and AV turrets are broken as fuck with the rendering right now. They could be used to engage enemy sundies from outside render range.
I am absolutely NOT above using that fact to fuck as many FCRW as possible.
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Post by magnifiscent on Feb 14, 2014 8:58:17 GMT -8
What about not spawning aircraft at all, to start? They would certainly not be expecting that. If we can sucker their aircraft in close before the skyguards open up, we can kill a lot of them before they can get out of range.
A mistake a lot of skyguards make is starting to fire as soon as aircraft enter their range. If you wait until the aircraft is close enough that they can attack you, you will almost certainly kill them.
Hmmm. We need to spend some time on the test server figuring this out. There are other permutations that may be effective. 3 2-man teams would accentuate the mobility and force attackers to split. 2 skyguards can really hurt a lot of aircraft. 3-man teams of 2 skyguards and an HE/Heat lightning would be able to provide anti-infantry fire support and if the skyguards held their fire until the aircraft were in 'sucker' range, FCRW air might think they were attacking 3 'normal' lightnings.
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Post by magnifiscent on Feb 14, 2014 9:25:13 GMT -8
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Post by lexxaar on Feb 14, 2014 13:19:58 GMT -8
Wow... "How is ZAPS gonna stomp Future Crew tonight?" "We're not, we're gonna go after wds points" ....... That's the saddest answer I've ever heard.
Also! It would seem one of the most important rules for Sunderers will be to attempt to get them set up in a covered area (ie. Inside a tower) to avoid all libs/scythes
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Post by magnifiscent on Feb 14, 2014 13:50:11 GMT -8
Forward spawns are going to be important for sure. We need to start practicing on these lanes to figure out good sundy placement and such.
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Post by Talron on Feb 14, 2014 13:57:04 GMT -8
We are going to have an officers meeting next week to discuss opening strategy. Remember that I played with future crew in the all star match and I have watched the game tape of the FCRW VS Zaps match so I have a pretty good understanding of the tactics FCRW has used and used during the all star match regarding quartz ridge.
I have a few different ideas/options in my mind for TXR to use during our community clash that might pay out but I need to call an officers meeting to discuss these tactics and share different ideas to compensate against FCRW.
Anyways, it's going to be exciting and I will be back after this weekend to fire up our comp team on test server with more scrims/practices to prepare for this.
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