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Preferred Base Capture

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vREAPER
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vBobO
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Post  vBobO Fri Mar 23, 2012 4:38 pm

Does anyone else get a little bit bored with dropping all the hangers when we attack a field?

I definitely prefer to just take out the VH and field ack whenever possible. I believe this opens us up to a much broader planeset that is also a lot more effective to fight with once we drop our ords.

I'd like to hear everyone else's opinions on this.
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Post  Trooper Fri Mar 23, 2012 5:02 pm

I enjoy just dropping the VH and deacking. It makes it more of a challenge. How ever there are times when im just a lil pissed off and i just want the whole field flat. Kinda ticks me off when all we do is drop the VH and then some dick comes along and porks the troops.....bastard.... Mad
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Post  vBobO Fri Mar 23, 2012 5:24 pm

I believe it is definitely easier to flatten the base but the drawback is nobody gets any kills, nobody gets to fight.

Another big drawback is that we are nearly completely vulnerable to interception all the way to the target. Even if we use escorts, the interceptors will target the jugs and ponies first as they are the heaviest planes in our formation.
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Post  vREAPER Fri Mar 23, 2012 6:42 pm

I like doing the De-Ack and CAP better than dropping a base, everybody gets a chance to get a whole lot more kills. And like bob said if need be, we can fight on the way to the target. However i think that it should be something we only do within the squad. I say this because theres been plenty of times where we try to rely on friendlys to do something and the dont ruining the base take.
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Post  vDover Fri Mar 23, 2012 11:26 pm

not perfered but a fun one is when we get like 3 guys to bomb the town in lancs and then someone just drives in in a m3 and we done

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Post  vSKYDIVE Tue Mar 27, 2012 9:09 pm

From what I see we use primarily four methodsat Base taking:

1. Dar & VH...deack/flatten town then duke it out with uping fighters & bombers. This is the most difficult because we are constantly dealing with fighters/bombers. It breaks the group up & causes players to loose focus on the primary objective.

2. Dar & VH then FH...deack/flatten town deal with bombers. Timing is critical so all FH are equally down. Efffective but limited munitions can cause this to be a bust if not done in a single sweep.

3. Town only takes like Dover says Lancs & an M3. Easiest if Dar is down otherwise element of surprise is lost. Works great on remote bases away from the front...meaning they won't expect us to attack there.

4. Carrier attacks using ship guns to blast Dar, town & field. Very effective if all guns are manned with good gunners. Then send in the Fighters for clean up. Launch LVT's, M3, goon already enroute or hiding nearby.

All methods are fun/enjoyable but I hate it when we work so hard have white flag but there are no Troops. It causes everyone to loose steam & it all falls apart. It's like we did everything for nothing. Big morale killer.

We are most successful when we plan ahead & use advance forces to take out Dar & VH (Pony).
Then Lancs come in & level base & town. Hit strategic targets only like FH,BH and flatten town...forget hitting guns use Fighters for that.
Fighters follow bombers 1 or 2 min after bomb drop then clean up anything bombers missed & deack town.
We should have prepositioned Troops nearby, ready to call/roll and use a second set not just one set.
Just good insurance having a backup.

This is of course an ideal senario with a sufficient amount of squaddies and appropriate skill levels. I think we have what it takes but timing is critical and is no easy task for our Commanders like Dallas, Trooper, Bob, Razz to organize. If I have forgotten anyone my apologies. Command is certainly stressful.

I think that it is also important we play together & stay together. We go in as a Group & play/fight/protect/stay & WIN together.


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Post  vBobO Wed Mar 28, 2012 2:54 am

Bombers have been overlooked for far too long. I love having bombers up ready to hit stuff but I rarely know where they are when they are up.

We brought Gazoo onto ventrilo to help remedy this as well as for other bomber pilots to accompany gazoo. Anyone who wants to get bombers up should let gazoo know, or PM a commander so we can get coordinated and stop operating on assumption.

I think the deacking of fields has improved dramatically, I also find it to be a lot more successfull with a 1 or 2 ship strike aheaed of the main strike that takes out radar and auto guns on the field and town. The only drawback to deacking the whole field in a short amount of time is that all the ack pops simultaneosly and wipes out attackers. 2 Guys working a field limits the speed at which auto guns as well as manned guns come back. Auto guns are down for 45 minutes after all.

I prefer to do town after the field. I also prefer to do this at multiple bases at the same time while we rally up for the big one or if nobody is stopping us just keep working 3 at a time with the help of bombers and the occasional 110.
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Post  Rufleak Sun May 13, 2012 1:24 pm

vSKYDIVE wrote:All methods are fun/enjoyable but I hate it when we work so hard have white flag but there are no Troops. It causes everyone to loose steam & it all falls apart. It's like we did everything for nothing. Big morale killer.
The four methods are closely tied to the map. Issues like whether or not there is a vehicle spawn, proximity of a base or cv, even the altitude of the field all play into the most efficient method to take a base.

I quoted the above line because that is the crux of the biscuit.

Timing of troops makes or breaks a capture. How many times has one strafing run stopped a base take?

The bad news for the troop carriers is that it is a high risk/high reward proposition. It requires charging a town that may still defended. It usually doesn't end well. But when it does, it is a rush.

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Preferred Base Capture Empty Base Take !!!.

Post  vWILDCAT Sun May 13, 2012 5:18 pm

There are several stratigies that all have thier Pro's & Con's, The best way is to have enouph Buffs to rop 2-3 bases in a row, then hit 2 of 3 with cleanup crews-troops and let the ENY worry about what base is the #1 and then the 'Alternate' as we have the forces to make it work,
I need to say that I have seen a large collection of IDIOTS in the form of other units, and most have the same problem, NO LEADERSHIP !!!,
Fortunately We have solved that with establishing a working 'CHAIN OF COMMAND' and sticking with it has show us to be the #1 SQUAD HTC has ever seen, the forums prove that we are what the rest wish they had, but are NOT willing to put forth in Honest effort!.
I am getting ready to post our 'OPPORATIONS MANUAL' when it is on, what we are able to accomplish will jump to a HIGH never before seen in HTC !.
Till that time, keep it up and remember that stick together as pairs will increase the numbers that survive to see the base taken. Twisted Evil Evil or Very Mad Twisted Evil
qapla'

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