Rush-tactics - Good/bad
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Death_dx
- Posts: 379
- Joined: 2007-11-09 21:37
Re: Your thoughts on "rushing" flags.
What I don't get is why no one ever counter rushes the MEC flags on Jabal, I mean if they send 16+ players to the beaches, they're going to be capping the supporting flags slowly and you have time to drop a squad to screw them up.
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ralfidude
- Posts: 2351
- Joined: 2007-12-25 00:40
Re: Your thoughts on "rushing" flags.
I believe its very tactical, amries use the tactic to gain an advantage. Whenever im leading i always use massive flanking techniques that work like a charm, rushing a flag or covering one till more reinforcements come is a good tactic to me....

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Cassius
- Posts: 3958
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Re: Your thoughts on "rushing" flags.
Its a gamble, rushing you can take a flag quickly, however it exposes you. Somebody mentioned Germanies blitzkrieg, though the main issue with germany failing besides being outnumbered 1 to 10 or something like that was having somebody in command who had good ideas on how to win battles but just lacked the thought processes to lead a campaign.
If one team rushes it loses the initiative, the other team can send whatever is necessary to break the plan. I was in command (us) on Kashan once. The bunkers werent under attack, so I ordered a large attack on village (multiple squads tanks etc), the only squad defending south bunker got overrung and a hostile bunker placed inside. After their rush they had lost the initiative I knew where the team dedicated its forces and after a failed attempt by armor to take north bunker I was able to dedicate over 2 squads to retake south bunker because with forces being equal I could safely dedicate that ammount of my force to south bunker, which despite some troubles my team won back throwing back the enemy to main and enabling a swift counter attak.
Bottom line there is no golden tactic, it can be all countered you just need the coordination to balance attack and defense and squads to report and follow orders.
In my case I was up against a very agressive team, lost my fair ammount of armor, but ultimately my team playing it more safe stayed overall in better shape and once opportunities arose for an attack I had the sufficient resources to make use of those windows of opportunity, while the opposing forces had exhausted themselfs playing to agressive, thrown back in defense and with the lack of means to react while defending.
If one team rushes it loses the initiative, the other team can send whatever is necessary to break the plan. I was in command (us) on Kashan once. The bunkers werent under attack, so I ordered a large attack on village (multiple squads tanks etc), the only squad defending south bunker got overrung and a hostile bunker placed inside. After their rush they had lost the initiative I knew where the team dedicated its forces and after a failed attempt by armor to take north bunker I was able to dedicate over 2 squads to retake south bunker because with forces being equal I could safely dedicate that ammount of my force to south bunker, which despite some troubles my team won back throwing back the enemy to main and enabling a swift counter attak.
Bottom line there is no golden tactic, it can be all countered you just need the coordination to balance attack and defense and squads to report and follow orders.
In my case I was up against a very agressive team, lost my fair ammount of armor, but ultimately my team playing it more safe stayed overall in better shape and once opportunities arose for an attack I had the sufficient resources to make use of those windows of opportunity, while the opposing forces had exhausted themselfs playing to agressive, thrown back in defense and with the lack of means to react while defending.
Last edited by Cassius on 2008-08-18 15:52, edited 1 time in total.
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Psyko
- Posts: 4466
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Re: Your thoughts on "rushing" flags.
"rushing" as you call it, is a legitimate tactical movement. Any "rushers" gamble when they do, because they are usually one squad moving beonde the frontal edge of the battlefield and can be obliterated if they dont know what they are doing, which they frequently dont!
on kashan, rushing south village is to buy time for the friendlies to get a chance to cap, and it takes up to 20 minutes to cap them. rushing is usualy a suicide attempt if you are inexperianced at it. and if anyone is good enough to do it properly they deserve a pat on the back. The best you can hope for on quai is to hawl *** to mine as chinese and lay a minefield at the entrance. and even at that, you can get swarmed by an APC with troops with rocket launchers and GLs in the eastern hills. IMO, you need "BAlls OF STEEL" to pull it off.
on kashan, rushing south village is to buy time for the friendlies to get a chance to cap, and it takes up to 20 minutes to cap them. rushing is usualy a suicide attempt if you are inexperianced at it. and if anyone is good enough to do it properly they deserve a pat on the back. The best you can hope for on quai is to hawl *** to mine as chinese and lay a minefield at the entrance. and even at that, you can get swarmed by an APC with troops with rocket launchers and GLs in the eastern hills. IMO, you need "BAlls OF STEEL" to pull it off.
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KkarlArsch
- Posts: 23
- Joined: 2008-07-20 10:56
Re: Your thoughts on "rushing" flags.
Honestly, the rush tactic makes a game interesting.
You dont get rushed every round, but you keep the possibility of a rush in your mind while approaching an important flag thus making the match exciting.
If the enemy were to attack the flags in right order only there wouldnt be much space for tactics and certainly less thrill.
I like rushing and also (oh-ho suprise) I like being rushed, because it makes PR feel so unique to actually have an advantage out of rushing on the one hand and to be in the dire necessity to capture that flag by all means on the other.
You dont get rushed every round, but you keep the possibility of a rush in your mind while approaching an important flag thus making the match exciting.
If the enemy were to attack the flags in right order only there wouldnt be much space for tactics and certainly less thrill.
I like rushing and also (oh-ho suprise) I like being rushed, because it makes PR feel so unique to actually have an advantage out of rushing on the one hand and to be in the dire necessity to capture that flag by all means on the other.
This reminds me of the communication you've got in your squad while being the leader: Where'r you goin'?
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Japub
- Posts: 237
- Joined: 2007-08-28 16:02
Re: Your thoughts on "rushing" flags.
I guess there's two kinds of PR players, those who want more action, faster games and more kills and those who want more thinking and brains into the game. I'm one of those wanting it slower and more thinking (but still intense battle at those times your squad gets contact).Fearosius wrote:IMHO, I frekin hate it, it is becoming more frequent on pubbing and more annoying! On maps like Jabal Al Burj (MEC rushing West Beach) and Qwai River (Chinese rushing Mine), I sometimes give up when the Opfor hold it hard for the rest of the round. I see it as unfair, I know many people will have different and mixed thoughts so please, spill them out!
About the rushing of flags, I've noticed this as well. Gameplay has been more vanilla-like lately. Personally I wish to see larger maps and slower gameplay where commanders can have more space to work with. Qinling for example, the north east part of the map is completely empty except for a road, trees and hills. It's an excellent area to use for building bunkers and firebases with really no perfect spot for it (thus making it harder for an enemy to predict where you will locate your commander assets). It'd be interesting to see more of this in the comming maps.
If we could remove the concentration on the flags and make the "non-used" land areas more interesting somehow. I'm not proposing we should make some new commander asset or new item but just to add more surrounding terrain which allows you to use it in a good way if you want to. Make it possible to hide your bases of operation (let's shorten it to BOO) due to large land areas. Putting bunkers far out in the terrain will allow you to attack from multiple flanks and give you more freedom in the game. I reckon it would add to gameplay in the way that rounds can turn out very different based on how the commander/team uses the terrain not only close to the flags. It would also make spec ops and scout squads more important since you'll need people seeking enemy BOOs out in the undescovered terrain.
This would also (hopefully) force squads to seek concealment even more and always seek terrain going below the rigde lines to advance through. Most importantly because you don't want an enemy scout team spot your squad and perhaps revealing an area where your BOO might be located.
This was just some thoughts on the growing amount of fast/rushed through games in PR and one thing that could be made to make it better. Please tell me what you think, does it make sense at all or is it just rubbish?
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TheSkudDestroyer
- Posts: 171
- Joined: 2007-11-20 00:05
Re: Your thoughts on "rushing" flags.
I recall you stomping your feet and fussing on TG one night when my squad of 6 held Helicopter Air Base the entire round on Fools Road.
It should not be a challenge for Militia to capture HAB. They can get there WAY faster than the brits can! The problem is a lack of organization. Right out the gate, get a 6 man squad in a technical and floor it to Helicopter Air Base. Problem solved. You would easily get there 1 minute before the British can. If you require assistance, tell your CO.
Lemmings are so fast to go to Estate and train on Fools Road, but BAWWWWW when they didn't send enough force to capture the first flag. IMO, 2 squads should always go to HAB.
HAB is the easiest flag to defend, IMO. Even as Militia, it is not difficult. If you get to HAB and start to be rushed, you can easily fend them off.
BTW, A good magician never reveals his tricks. However, all you need to do is watch the North gap in the fence, and the West main entrance.
It should not be a challenge for Militia to capture HAB. They can get there WAY faster than the brits can! The problem is a lack of organization. Right out the gate, get a 6 man squad in a technical and floor it to Helicopter Air Base. Problem solved. You would easily get there 1 minute before the British can. If you require assistance, tell your CO.
Lemmings are so fast to go to Estate and train on Fools Road, but BAWWWWW when they didn't send enough force to capture the first flag. IMO, 2 squads should always go to HAB.
HAB is the easiest flag to defend, IMO. Even as Militia, it is not difficult. If you get to HAB and start to be rushed, you can easily fend them off.
BTW, A good magician never reveals his tricks. However, all you need to do is watch the North gap in the fence, and the West main entrance.

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Spec
- Retired PR Developer
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Re: Rush-tactics - Good/bad
Shouldnt this be closed? Votes keep it up, but its old.
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Sabre_tooth_tigger
- Posts: 1922
- Joined: 2007-06-01 20:14
Re: Rush-tactics - Good/bad
Nah rush tactics still suck. Put all vodniks on a 15 min delayed spawn is my quick fix
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Spec
- Retired PR Developer
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Re: Rush-tactics - Good/bad
Yea, but we have another active thread about this topic right now. Just a bit spammy to have two about the same topic, one with a discussion in it and one thats being pushed by votes?
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rangedReCon
- Posts: 880
- Joined: 2007-05-28 04:14
Re: Your thoughts on "rushing" flags.
Flag rushing ruins the point of the AAS 'frontline' IMO.
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hx.bjoffe
- Posts: 1062
- Joined: 2007-02-26 15:05
Re: Rush-tactics - Good/bad
Spec_Operator wrote:Shouldnt this be closed? Votes keep it up, but its old [...] we have another active thread about this topic right now. Just a bit spammy to have two about the same topic, one with a discussion in it and one thats being pushed by votes?
There's no discussion in this one? The voting's just spice.
If one is to be closed, it should of course be that of the spammers who cannot operate the search engine.
Please keep it on topic, Spec_Op
Last edited by hx.bjoffe on 2008-08-18 21:45, edited 2 times in total.
Reason: OkitaMakoto dis-organized my thread
Reason: OkitaMakoto dis-organized my thread
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Waaah_Wah
- Posts: 3167
- Joined: 2007-07-26 13:55
Re: Your thoughts on "rushing" flags.
LB can get on the mine flag before the Chinese truck. The attack LB will always catch the CO truck somewhere in the water by the time it gets there. And all you need is one pass and half the people in the back will be dead.Fearosius wrote:I quickly get my squad onto the Co trucks on Qwai and rush to mine, but still, the PLA tend to beat me by a few seconds, and with the chopper warm up time, the Chinese are already digging in and defending before the attack LB comes.
On Jabal, the TOW Humvee only spawns at West Beach (I think)) and that is usually already under MEC hands before an APC, boat or Huey (thanks to the extra warm up time on it) can reach it.
On Jabal, the TOW spawns at EB so it shouldnt be that much of a problem to kill the APC with it. Or you can just leave the flag after capping it coz it has no value after you cap it. If it stays back on that flag you have one APC less to worry about at Dam/Bridge
Never argue with an idiot, he will just drag you down to his level and beat you by experience
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OkitaMakoto
- Retired PR Developer
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Re: Rush-tactics - Good/bad
Threads merged, two made on same topic, one poll... search. or even just look at current threads on the page...
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HughJass
- Posts: 2599
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Re: Rush-tactics - Good/bad
if you can mobilize your team quickly as a commander you are a successful commander.
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Chubben
- Posts: 118
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Re: Rush-tactics - Good/bad
We wait for 0.8 then we can put them up without a cmd...*spacecadett* wrote:Nice idea CAS i really like it, the only flaw is what do you do when your team dosent have a CO.
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darkwarrior666
- Posts: 139
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Re: Rush-tactics - Good/bad
Oh, on topic: If your team is disorganized enough to let a rush succeed, then you deserve to lose.
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Drav
- Retired PR Developer
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Re: Rush-tactics - Good/bad
Rushing in my view is totally acceptable an easily countered if your team is good. What is not acceptable is map design that promotes rushing so the enemy have no chance from early on in the game. Muttrah v1 had this problem, Jabal also has this problem if the US team arent switched on.
So ye I am all for a team on Kashan moving fast to the next flag to keep their attack momentum rolling, but it is bad map design if the defending team can rush to prevent the attackers ever getting a flag from the start...
So ye I am all for a team on Kashan moving fast to the next flag to keep their attack momentum rolling, but it is bad map design if the defending team can rush to prevent the attackers ever getting a flag from the start...
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WildBill1337
- Posts: 317
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Re: Rush-tactics - Good/bad
i dont see the problem....so the US takes the beaches quickly....i dont understand what the problem is.
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The Crimson Major
- Posts: 47
- Joined: 2007-07-11 18:11
Re: Rush-tactics - Good/bad
the example you gave sounded like tactics, nothing more or less. I would call it fair play if the commander wants to divert unnecessary forces to a single objective.


