Warning: this is a bit lengthy
There are a lot of unspecified variables in this scenario, so I guess we have to supply our own data for them. I measured the screen and the distance from my starting point to the MXL is about 70ft vs the opponent at 60ft. Now that may sound like a lot, but I'm a sprinter - 70ft is a mere 21 meters, aka a 3-4 second sprint from a standing start. The opponent is about 18m away - the difference is negligible, a couple strides. The opening will depend on the natural abilities of the players, along with their ages. For my response, I am assuming that both sides are evenly skilled and all players are around 21 years old.
I would take my shot for the MXL, starting by vaulting the barrier in front of my starting position, as it is only 3ft high. From there, it is a dead sprint to the structure for the whole team. I cannot possibly reach full speed in such a short distance, but then again, the opponent can't either, and they might not be trained sprinters. The rest of my team sprints to the south side of the structure and forms up on a slant line from the SE corner with the FF at Anchor and XP 40 at Post, with the interior of the line stratified in gun power order, stronger guns to Anchorside. This motion needs to be instinctual, smooth, and fast. This keeps my weaker players slightly beyond range and gets the FF and 2100 up front. Meanwhile, I am in the structure and if the opponent has not reached the opposite door (because my FF and 2100 are right at the SE corner), I can toss the MXL over the wall and the XP 40, being the furthest out, should catch it and give the 40 to the shield blaster to dual wield.
If the opponent moves into the forest to the north, my team needs to cover me via jump shooting over the structure. The FF could do that quite effectively. I'd hold the 1000 over my head to block incoming water, then side-roll back out and take Post at the SW corner. Now is the time to sprint away from the wall and into the forest in front of the pond. This is the only water source marked on the map, so I want to control it. My team forms up for a man-to-man defense (each player faces off against an opponent with similar gun power).
Rather than accept such a fight, I expect them to try and flank either Post or Anchor. Therefore, Anchor needs to be behind a solid tree or some other impassible vegetation. That way, the opponent will want to rush Postside and I can be ready for it. Of the four good guns (1000, 2100, MKL, and FF), one of each needs to be at Post, Center, and Anchor, leaving one open to move to support Post. If the opponent continues to wrap around Post, then Anchorside needs to stretch and one more player needs to move to Postside. At this point, I have a line bent about 75 degrees and only the opposing Postside line is actually in the forest - their Anchorside is still out in the open and cannot get too close.
Surprisingly, no kills should have taken place yet, except perhaps maybe one opposing player got hit with a FF blast in the forest next to the structure. This is where I want a stand-off...perhaps I let the opponent enter the forest a bit by backshifting on Anchorside. I want the fight to bog down, so that I may invoke rotative refilling. Using the 1000, I want to be at Center, where the line bends, and behind a tree, so I can cover two opponents at once. That way, one of my players can depart from the line to refill and return without incident. The entire line will rotate out in this manner, one at a time, until they are all full. The opponent won't be able to do this and may be vulnerable to a counterattack when they start to run low. Upon counterattack, I expect them to wheel and flank again rather than retreat back in the open. However, this is the time to kill as they turn their backs, regardless of where they make their move.
If that works and we get people, the next step is to reverse positions - now we are in the open and their survivors are in the forest. That is perfectly fine because they are still low on water. Now we can gradually press in and force them back to the pond. They might actually retreat into the pond or withdraw to the far bank, negating our numerical advantage in the narrow areas to the left and right. In that case, I'd send the strongest guns left on my side to each side, including myself if necessary. My remaining players with weaker guns then wade into the pond and try to get range on the opponents across the water. The logic here is that the players at Center may be weaker, but it is harder to rush them in water than it is on dry land. At this point, the opponent should be screwed.
Now, for a contingency plan if I fail to get the MXL:
So, the opponent beats me to the door and forces me back. The only one who can actually force me back is the Vindicator, the rest are too weak, even the 1-3-5. Let's also say that my team can't see this taking place, thus they do not jump shoot into the structure. Furthermore, the opposing team gets close enough that my team cannot form the slant line and is forced to form up near the SW corner instead. The Vindicator quickly retrieves the MXL and gets the hell outta dodge.
The plan to control the water source remains the same as before, just that it's more dangerous now. On the defense, I will try to matchup with the MXL, since the 1000 has the best range on my side. I will try to get the user to waste shots on me, but he might be careful to conserve it. The fighting in the forest could go either way. Let's say that the opponent blitzes during rotative refilling. My team falls back and a couple people get hit, leaving say me, 2100, and 40. Now is the time to get out of the forest and into the open. Sounds counter-intuitive to leave cover when you are outnumbered, but your back against the pond and OB line is not where you want to be.
Now begins the Outnumbered Defense. The Opposing team will re-emerge from the forest and come after us. We backpedal a bit and switch to Outnumbered Offense without warning when the opposing players spread just a pinch too much. I drift right and initiate a question mark attack against the opposing player on their left (the foot pattern looks like a ?, with the . being the position of the target). The 2100 should break off early and rush when I rush. We should get that guy and immediately wheel hard right on a C slant and sprint into the southern woods from the eastern side. There is no time to refill under pursuit, but our teammates were killed there and we can get their guns. I wouldn't drop the 1000, but I'd pick up something and sprint again out of the woods carrying both. My team now needs to wheel left and C slant into the northern woods, as fast and far as possible. We need a couple minutes to refill our 1000 and 2100 from the guns we picked up. The 40 player should also now have something better, like the 110 or FF. Under adrenaline pressure, this can be done surprisingly fast.
So now the opponents are upon us again. We can either try to hold in the northern forest, or sprint all the way back to the southern to attempt a refill at the pond. The opposing team may leave a player or two to guard it, but they'll be cautious - the 1000-2100 combo in angle attacks hits hard against XP 310s. We want to target the weak guns first and deal with the Vindicator last. I fully expect to lose the 3rd player somewhere, but he must toss his gun if it's the 2100. Having the 1000-2100 combo is vital for working the Outnumbered Offense in an elimination game. In a scoring game, one player is enough to win, but in elimination, you really need 2 if your dueling skills aren't up to par. To be honest, I am not a great 1v1 dueler, so the odds of winning would greatly decrease if I lose the 2nd player. If down to 1, I sprint around the map again and again trying to get the opponent to make a mistake and also trying to refill if necessary. If MXL has not been killed yet, he probably won't be able to keep up by now and could be an easy takedown, especially in the open.
marauder wrote:You have to explain things in terms that kids will understand, like videogames^ That's how I got Sam to stop using piston pumpers