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Re: Opfor factions losing a lot lately?

Posted: 2008-06-17 12:55
by Outlawz7
NickO wrote: Personally I feel that putting Militia on Fools Road is basically the same as putting Insurgents instead of MEC on Kashan.
rephrased :p

And I agree

Re: Opfor factions losing a lot lately?

Posted: 2008-06-17 13:02
by Rhino
TheScot666 wrote:Rhino, i have seen you spam in 2 threads today, are you ill??
It's only cos these threads / posts im replying to are pointless :p

Re: Opfor factions losing a lot lately?

Posted: 2008-06-17 14:45
by chimpyang
7 Gates? China seems to win that one easily every round (not that many servers play it these days!)

Also, Zatar, I have only ever seen the U.S. win once on that map, that was because we were super quick, capped farm and center and eradicated anything coming out of their main before their tanks came up. Every other time, the U.S. always get bogged down taking peripheral flags, the only vital one IMO being farm (never center hill, nobody seems to appreciate its importance), and once the tanks come up, it just becomes a steamroller affair for the MEC.

Ghost Train is annoyingly one sided but i think it's because the British side of the river is more defensible (that hill by south bridge makes for a great assault point down into south side) The area that the Chinese have to hold is also far greater whilst inaccesible terrain make the trek to the British main usually superflous (apart from ambushing at the tunnel). I'd like to see Ghost train as a counter attack map, removing the flag from the tunnel and having the Chinese defend Temple + North side of the bridge (simultaneously at first) then the flags to the south. Possibly removing the Chinese APC to even things up and would encourage the use of bunkers and firebases.

Re: Opfor factions losing a lot lately?

Posted: 2008-06-17 18:16
by Rhino
OGT I have seen the PLA win like 4 times and the brits like 2 times over the last few weeks when ive been playing?

Re: Opfor factions losing a lot lately?

Posted: 2008-06-17 19:40
by Viper5
NickO wrote:Very weak tanks. Any Engineer can sneak up on it because of the lack of Cupola and the fact that it takes 1min between each shot means that it cant fight against several armoured targets. They are also Very weak against HAT. All roads are easily camped by brits who can easily take out anything moving down them, especially a slow moving T-62.
Not as strong as the MBTs of the conventional armies, but by no means weak. The "multiple armored targets" are APCs... either use shoot and scoot methods (You arent a modern tank, you're a hunk of junk left over from the Cold War) or properly use armor with integrated infantry and engineers.
NickO wrote: All except one of them down at train are badly placed at the rear of the map where they have no use. Wont win or lose the battle at all since none of the actual fighting is done on the roads. Even less so where the AT guns are placed.
Umm... The AT guns effectively shut down the two paved roads beyond Train Depot and before Helo base. Add a few mines and you're golden.
NickO wrote: Every Single flag on Fools road is at an advantage to the British because ALL the flags are designed with hills around which can easily be fired into by their scopes which basically means the Millitia get owned.
I l0l'd. Lets review this:
Key Militia Bases:

Militia Bunker-

All but impenetrable fortress with 340 degree concrete coverage and AT guns facing all avenues of approach.

Helo Base-
A huge-*** building within cap range to hole up in.

Hilltop-
A Modern Day Monte Cassino for the attacking team with about 2, maybe 3 entrances easily covered by 1-2 men per.

Key GB Bases-
Main:
Easily cut off via blowing the bridge. Blow it multiple times. Mine it. Then leave some C4 and run back for when it is repaired. Takes about 2-3 men to keep this down the whole game.

Village:
Nothing special

Warehouse:
Flag is surrounded by higher terrain with easy concealment for the attackers to come from. Surrounded by huge cliffs that favor the attackers.

Train Depot:
While crucial for the GB to take, Militia actually beat GB here by quite a bit, giving them time to set up an ambush and get on the flag. Moreover, it is again surrounded by dense forest overlooking the depot, favoring the attacker

NickO wrote:

The bridge can be repaired in 1min by a single engie and even less by several. Might delay the assualt for a little while but wont really affect the battle against a good team.
At this point I would like to point out a few modern weapons/tactics commonly employed in unconventional operations:

1. Snipers. Engineers tend to not like them very much as they try to wrench a bridge.

2. Explosives. Great for blowing a bridge. In many sections. Multiple Times.

3. Mines. Great for destroying vehicles. Especially when they have no room to go around.

4. RPGs. Another great method of destroying bottlenecked vehicles and infantry.

5. Booby Traps. Great for putting down, waiting till they repair the bridge, then blow up the engineer, passing vehicle, and redestroying the bridge.