by HeeroBlaze Wed Apr 21, 2010 6:14 pm
I've been thinking about how to best defend Valor's ACQ, and the key is in EVERYONE'S LOADOUT.
This is what I've thought so far: Each squad is made up of 8 members and the roles should be divided accordingly.
x2 Repairmen with Improved Repair Ability and Medic Kit (everyone should have a Medic Kit, even Repairmen)
x2 Anti-Tank Miners
x2 Rocket & Grenade Men
x1 Turret Gunner with Repair Kit, Med Kit, & Rocket Launcher OR Anti-Tank Mines
x1 Anti-Personnel Miner
This is a lot of gear, and some will have to sacrifice armor or a decked out gun to keep all this on, but you can save some room by using SMG, which is pretty effective in defending since the enemy MUST come to you.
Basically, there are four goals.
1. Destroy enemy APCs quick and easy. AT Mines make short work of APCs and with two or three guys with AT Mines, we got 6 to 9 mines on the field at all times, 3 of which are placed at Gates that see the most APC traffic. Rocket launchers and the turret gunner also must focus on keeping those APCs down and any Transport Vehicles from leaving.
2. Protect those Bunkers. Bunkers are essential for both spawning and for shooting down enemy APCs and any Transport Vehicles that try to get through. AP Mines are great for preventing planting and though I'd like to have more people with AP Mines, they are expensive and only give two per loadout.
3. Repair EVERYTHING. I don't care if its not your bunker, get it back up. Two designated Repairmen seems like too few, but think of it this way, if we have four squads with two Repairmen each, that's EIGHT Repairmen. Plus, each Turret Gunner should also have a Repair Kit, that's four more, making 12 guys repairing.
4. Prevent those Transports from leaving. In the end, something can go wrong. The enemy might just be too good and will bring down the defensive line. But, we still have a back up plan. AT Mines need to be planted where the Transport Vehicles are, right in front of them! Our rocketmen/grenaders also must shoot them down before they can pull out of that crate. If our front line is down, the AP Miners need to mine those consoles so they can't even open the door. Repairmen clearly must get those Gates back up and work on keeping the Mortar Battery up.
Just a note on leadership, Squad Leaders need to save those Sensor Shells. There is no point in wasting them the first five minutes of the game on APCs when there won't be enough time to recharge and fire on fleeing Transport Vehicles. Use the Mortar Barrage to keep the enemy back instead. As for Platoon leaders, ask how the other Platoon is doing. If they aren't doing so hot and get a vehicle loose while their Mortars are down, have one of our guys take it out with their Sensor Shells, it does cross the field.
I'm eager to WIN these Valor ACQ defense rounds coming up. If anyone wants to add/subtract or have any opinions on these ideas, please let me know. We need to figure this stuff out before we get into the games. Its great that we have a lot of players that can run, shoot, and revive, but we have to step up our strategies to get those victories and ultimately those contracts. We probably won't be able to get whole platoons of MoV troops, but if we can get two, two and a half, or three squads together in a Platoon, we can really show the PMCs what we are made of.