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ghost train - temple cp
Posted: 2007-03-29 21:04
by anus_monger
the temple cp really makes the map unbalanced. once the chinese get past the south bridge, it is incredibly hard for the british to get the temple back. if you look at the map and you have an IQ higher that 100 you will know what i am talking about.
Posted: 2007-03-29 21:32
by Outlawz7
1. Go North over the hills and take it back.
2. Prevent North Bridge from being capped at all.
Posted: 2007-03-29 22:40
by El_Vikingo
Get everyone to put Claymore or C4 around the north bridge and when the flag goes white, so do the chinese!
Posted: 2007-03-29 22:53
by Blackhawk 5
Not without a long hard fight. It takes quite a while to cross the bridge/river and there are reinforcements at the gate... But I only saw once that the brit team was doing poorly in teamwork and skill, we got all the outposts.
Posted: 2007-03-29 23:00
by $kelet0r
the temple is a totally nonsensical cp though - what exactly is it controlling? It has no strategic value and yet the Chinese have to deviate dangerously from the Bridge in order to capture it risking both sides of the Bridge and getting isolated at temple. Like the temple in Sunset City, the 2 non strategic points on Qwai River they are sideshows that serve no gameplay let alone tactical purpose yet AAS forces the attacker to pursue them
Posted: 2007-03-29 23:03
by Guerra
Could be ideology. Troop morale. If the temple falls into the hands of the enemy, there is a loss in morale... maybe the temple is magical...
haha, ok. Sorry. But I agree with original poster, its very hard to retake. Trenches on the other hand, is outrageously easy to take back.
Posted: 2007-03-29 23:13
by Gyberg
Personally I find that tunnel is nearly impossible to retake, I mean get one squad inside the doors that is fairly co-ordinated and its a carnage, full auto and grenades, sometimes you can have a bit of fun with one guy going engineer and repairing the door and placing C4, so when the brits blow the door the engineer waits a second and then blows the charge killing a whole squad of brits. I have never lost tunnel once I've captured it.
Posted: 2007-03-29 23:47
by IAJTHOMAS
****_monger wrote:the temple cp really makes the map unbalanced. once the chinese get past the south bridge, it is incredibly hard for the british to get the temple back. if you look at the map and you have an IQ higher that 100 you will know what i am talking about.
If you have a IQ higher than 100 and it looks like the north bridge will be taken, sqaud leader will put RPs near temple to re-group on and defend.
Posted: 2007-03-30 04:25
by r3st
nice name
but ya, temple can be hard to retake. sometimes if you can get a couple of squads to go the temple instead of trying to retake the north bridge (cant get it without temple, people dont seem to understand this) you can get it back.
and i agree with $kelet0r, having to capture a temple makes no sense
Posted: 2007-03-30 05:12
by Rhino
temple is easy to get back, we proved it on the iGi teamwork night.
Posted: 2007-03-30 05:27
by Deadmonkiefart
Tunnel is easy to take. Just run over, toss a grenade in, and run away. BANG! You have 4-6 kills and anyone left alive in there is probably dizzy. At least this works all the time for me.
Posted: 2007-03-30 07:38
by AfterDune
Deadmonkiefart wrote:Tunnel is easy to take. Just run over, toss a grenade in, and run away. BANG! You have 4-6 kills and anyone left alive in there is probably dizzy. At least this works all the time for me.
LOL and there your squad steps inside while my claymores are waiting to go BOOM!
Posted: 2007-03-30 09:56
by Outlawz7
Tunnel should have an entrance shaft on the river side.
Or if that isnt possible, maybe a train or two in it, and a road passing by on the North side, so vehicles can pass without going thru the tunnel..maybe add a small cliff to it, so PLAs can plant a mine and watch from the cliff, as the Land Rover goes kaboom.. lol
Posted: 2007-03-30 10:03
by ubiquitous
Tunnel is easy to take. Just run over, toss a grenade in, and run away. BANG! You have 4-6 kills and anyone left alive in there is probably dizzy. At least this works all the time for me.
Were you the one grenade spamming us on .:iGi: last night?
Posted: 2007-03-30 10:29
by Gyberg
Deadmonkiefart wrote:Tunnel is easy to take. Just run over, toss a grenade in, and run away. BANG! You have 4-6 kills and anyone left alive in there is probably dizzy. At least this works all the time for me.
maybe if everybody inside is tightly grouped, when I've been inside the brits have never managed to kill more than one or two of us chinese inside with grenades.
And if someone throws a grenade inside, just answer with one grenade and it will be the same effect for the attackers, combine that with all the survivors opening up on full auto against the entrance and no one wil make it in alive.
Posted: 2007-03-31 23:01
by Guerra
When my squad is defending tunnel, it'll take two entire squads throwing grenades in every which way to neutralize us.
We split up, on lower and higher level, left, right and centre. With medics spread out. We also use an engineer to close the door and box ourselves in.
So tunnel can be effectively defended by one squad. Any squads that try to take it have to be insanely prepared and must face the risk of high casualties.
Posted: 2007-03-31 23:06
by [uBp]Irish
Temple Taking
Step 1: Toss a couple smoke nades in. Make it look like bob marley just finished smokin some reefer.
Step 2: Nade it as best you can.
Step 3: If shots still pursist, get some grenadiers to lauch some nades into the top level to try and clear out the rest of them.
Step 4: Send in some automatic guns to spray and pray anything that they see.
Step 5: proceed to setup a defensive formation to cap it and defend it.