"Guns on the Peninsula," Tactical Scenario

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marauder
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"Guns on the Peninsula," Tactical Scenario

Post by marauder » Wed Aug 12, 2015 3:29 pm

Image

Situation
Terrain: light green indicates standard forest. Expect decent mobility within this region and visibility up to 75 feet. Dark green indicates intensely dense forest. Mill ruins dot two different places on the map and consist of concrete walls up to 12/4m feet high. A mini valley, 50 - 100 feet wide, exists at the base of the hill on which our own team has established a base (flag). Various streams, ponds, and fields potmark the map. Fields are easily passable and have grass up to waist high. The trail is easily passable and about 2 meters wide. Streams are jumpable but may take some effort in getting across.

a. Enemy forces
Veteran fighters are positioned on the west (right on the screen) end of the peninsula with headquarters set up on a hill NW of flat bluff trail. Intelligence states that the enemy is armed with a CPS 2000, Monster X, XP Pool Pumper Blaster, 2 SC 600s, and an XP 150. Enemy disposition is eratic and it is unknown whether they will stay and fight, defending the flag on top of the hill or will mass rush friendly forces in an attempt at overwhelming the base and seizing blue forces flag.

b. Friendly forces

Your team includes you, Sam, Rob, Brandon, and two green fighters. If you are Rob, Sam, or Brandon include another veteran player of your choice alongside yourself on your team. The team arsenal has been limited to a CPS 2000, 2 CPS 1000s, an XP 270, Defender, and SS 60 for this battle. Choose who you want to carry which battle and any additional gear, clothing, or equipment you feel as necessary.


Mission
Successfully capture the enemy's flag from the hill on the top right corner of the map while defending your own flag located on the ridge to the east.


What's your plan?
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Re: "Guns on the Peninsula," Tactical Scenario

Post by jja » Wed Aug 12, 2015 4:24 pm

A very interesting scenario - this will require quite some thought!

can players re-spawn? or is it one life only with the flag as a additional victory condition? also I am not entirely sure where are the flags located?

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Re: "Guns on the Peninsula," Tactical Scenario

Post by HBWW » Wed Aug 12, 2015 7:14 pm

Hooray for community members in the scenario! lol.

^ jja, I'm assuming this is WWn League style CTF (spawn within a radius around the flag, but away from it, spawn away from action), in which case, the scenario shares remarkable similarities to the CTF round we played on the first day of Pandemonium, of which I'll be drawing some strategy from.

Armament is a quick decision for me, and is the same strategy I made at Pandemonium: Give the best players first pick of their favorites. This will put the CPS 2000 to Rob and one of the 1000's to Brandon. This time I'm picking Keith for the second 1000 (lol, sorry Scott), leaving me and the two newer players with the light primaries. (Of which I'd probably take the XP 270.)

Non-blaster equipment and gear is fairly simple. We all wear long sleeves/jeans and camo if desired. Each player who wants one should carry an empty bottle for non-destructive refilling from the natural sources. Carrying extra water is cumbersome and not as effective here with refill sources everywhere, so it is highly discouraged.

Now this is where the kicker comes in, and where I throw in a lot of risk for the chances of a quicker victory: Our team splits into two groups: Vets and newer players, with me taking charge of the newer players and with Rob, Brandon, and Keith doing their own thing.

The vets group gets to break away from any flag defense boredom and goes right for the flag using whatever approach they wish to. Charge up in the middle/open and hit the enemy fast, or take some more time and sneak around. My group would stay behind them but move up initially about 40% down the length of the field to assist with any opposition that moves to the middle of the field quickly. After 10 to 20 minutes, we move back and form patrol routes around the flag. The goal is not an iron defense, it is to simply delay the opposing attacking team long enough for our elite players to snag their flag. We want the job done well and fast.

Hopefully, one or two of the players on the defending team is fast enough to chase after any flag runners. I chased down Danny just this weekend and recovered a flag, but this hinged on the attacking team's weakness instead of the defending team's capabilities which is definitely a risk.

Now, what happens if the entire enemy team is highly skilled instead of just half of them or less? I think I'd throw all cards in and take the whole team to the offensive. The attacking/elite group still goes up head first (although they can also take a stealthier route at their discretion), while my team continues on but tries to cover more ground to meet any attacking groups that are approaching.

As for tactical and gameplay focused concerns, I think that's heavily dependent on what the environment ends up looking like. It's difficult to judge how to play without seeing the place, but there's definitely no reason to not take advantage of some ambush opportunities where applicable. If the opposing team attacks too aggressively, this might even be easy enough to pull off more reliably so long as our team stays coordinated. I know I'd likely have the two members of my group try to lure the trap while I pop out to make the shots, although this can be quite risky and I have a history of not setting up ambushes correctly. Many ambush setups tend to be predictable too. Ambushes should probably be reserved to take out key opponents in order to maintain the momentum of our team's attack.
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Re: "Guns on the Peninsula," Tactical Scenario

Post by marauder » Wed Aug 12, 2015 7:45 pm

The enemy flag is located behind the word hill, actually in the middle of the hill on the top left corner. Our flag is located where the word ridge is.

It's interesting that you'd defer the offense to other players on your team, but I think that this shows that you are a great team player and are highly advantageous because you fit in well with the other guys. Respawn is 90 seconds behind your teams lines, you don't have to go all the way back to the base. This long respawn time may make things happen a little differently.
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Re: "Guns on the Peninsula," Tactical Scenario

Post by DX » Wed Aug 12, 2015 10:41 pm

Can we change the respawn rules to require going back to your base first? Not having to do that kind of ruins the scenario for defense.
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Re: "Guns on the Peninsula," Tactical Scenario

Post by marauder » Thu Aug 13, 2015 7:37 am

Hmm. How does it ruin it for the defense? But yes, we can change the rules to respawn at the base. One reason I didn't do that initially is that I was curious as to how a battle would go without people running back to the base, as this favors the defense since respawning attackers then can immediately come to the defense's aid; but then again maybe this is for the best? That does make it more difficult to seize the flag.
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Re: "Guns on the Peninsula," Tactical Scenario

Post by jja » Thu Aug 13, 2015 9:29 am

This is a very tricky one for me as I am used to fighting in significantly smaller areas. This is what I would do if winning was the key aim:

Weapon distribution

The presence of league members completely changes how I would arm the team compared to if it were 5 random players and myself. Also I am not entirely sure of their relative strengths and abilities, I will do the best from what I have read about them.

Rob gets the 2000. I think he will get the most value out of it of the players present. I expect most people would do the same.

Normally I would take a CPS 1000, as this is my usual weapon and the only weapon in the teams armoury I have even used. However taking the scenario into account it would be a mistake not to give the 1000s to the more experienced players who are more familiar with fighting across large areas. Sam and Brandon get the 1000s

i am not so familiar with the remaining weapons statistics, But I will take the xp 270

that leaves the two green players with the defender and the ss 60

I would like Walkie-talkies for each player if available (especially for the ss 60 and the veterans, as I need them to coordinate their actions well) Also water balloons if allowed, one per team member, and a cache of them at base, (especially for me and the green players) I also want camouflage clothing (and gun covers) for all players if possible (especially for Rob). extra water is an option for all players, and i want to have some at the base if possible.

Deployment/Battle Plan

I want Rob defending our flag, as I am wary of the other teams 2000 overwhelming our defence without him. However he should not babysit the flag, I am under the impression he is best on offense rather than defence, so I have endeavoured to make it possible for him to defend, by attacking. I want him out in the wood ahead of our base, across the valley, ideally in a position where he can see the base. His role is to use stealth to pick of attackers as they come in, or to hit them from behind as they attack the base. If he is hit his speed should be sufficient to get back to base, re-spawn, and support the defence before they enemy gains too much advantage from eliminating him

I want one of either Sam or Brandon defending at all times, as I don’t want Rob to have to defend against the 2000 and the monster X, without adequate support. Whoever is better on attack will do so at the beginning of the round as detailed later, if they are eliminated they will return to base to re-spawn and relieve the other of defence duties (this should minimise fatigue on any one of them).

The ss 60 will go almost directly to the enemy base, avoiding combat if possible, I want to know what they are up to as soon as possible. If the scout discovers that other team has decided to commit all their forces they should try to avoid detection and head to the now undefended base to retrieve the flag. If the other team leaves defenders he should join up with the attack team. (if neither green player can scout or don't feel confident to scout i will take the ss 60 and take this duty, he will take the 270 and assume my role)

The other CPS 1000, the defender and I will form our primary attacking group (Squad 1). The SS 60 will also join this group, once his scouting mission is completed. The attacking group will go the mill ruins on the right hand side and await Intel from our scout. This area should be a good staging post to begin an attack from but is close enough to our base to get back if needed.

If the whole other team is attacking we will return to base to help defend or disrupt the attack. Hopefully our scout discovered this, but if not Rob should be aware of them and alert us. If their attack fails we will go on the offensive

If they split their forces Squad 1 shall attempt to conquer their base unless the 2000, and monster X are defending, in which case we will need rob to come forward to help break the defence, if this is needed I will return to base to defend. If the entire enemy team is defending Rob and which ever cps1000 veteran is defending will help attack and I will defend alone, just in case someone slips away during the attack.

If during an assault with Squad 1 the cps 1000 is eliminated, the remaining forces will pull back and await the other cps 1000 joining us before attacking again

If more forces are needed to attack, they will push the attack till Rob is eliminated, unless we have eliminated their 2000, or it is not present in defence, in that case we will press the attack till rob and one of Sam/Brandon are eliminated, unless the 2000, monster x and at least one other enemy have been eliminated.

If our attack fails, we fall back to our deployment positions and try again, unless the strategy has failed miserably in which case we must re-plan using the additional information we have gained during the engagements that was not available at the start of the battle.


I hope this is decent reply, without glaring tactical errors that I missed. I would really like to know how more experienced players think this would work out and what they would do differently. Thanks JJA

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Re: "Guns on the Peninsula," Tactical Scenario

Post by marauder » Thu Aug 13, 2015 10:16 am

Sorry for not including a scale. I did this at work :lol: The word "ridge" is 50 ft or a little over 15m. JJA you have a very interesting plan in that you have both a forward (stopper) defender and rear (sweeper) defender like in soccer/football, and you are using the stopper (Rob) as a sniper to pick people off. The waterballoons would be good to throw from the top of the ridge down on anyone in the mini valley.
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Re: "Guns on the Peninsula," Tactical Scenario

Post by DX » Thu Aug 13, 2015 5:54 pm

Gear:
Water bottles, camo, camo gun covers, a cooler full of water balloons at the base, smartphones with service and text messaging.

Opening Distribution:

Ben - SS 60
Me - CPS 2000
Brandon - CPS 1000
Sam - CPS 1000
Newbie 1: XP 270
Newbie 2: Defender

Opening Strategy:

It was very tough choosing who to put into my open team slot. Ben, Nick, Scott, Keith, are all very good to have in 2 flag CTF. Ultimately, I settled on Ben for many of the same reasons Brandon might choose Keith. But, why does he have an SS 60?...

Since I don't know much about the enemy, I want to start patiently and defensively, letting them show their hand first. I start with everyone back except two - I have Ben scout ahead with an SS 60, while I scout closer to home with the CPS 2000. The 60 lets him move faster, through denser terrain, and doesn't allow him to effectively engage enemies. Ben tends to get into fights, but I just want him to find the enemy attackers - find, but not engage them. With the 60, he has a better chance of spotting main bodies of players, or that one lone wolf sneaking down the side, and he has the endurance to sweep across the battlefield looking for them. He also needs to find the best attacking routes, both direct and sneaking style. Once he's done this, he should then return to our base (preferably alive).

Meanwhile, I am doing the same thing, on a smaller scale. If the enemy brings their CPS 2000 on attack right away, I'll need to fall back and defend. Scouting ahead of the base allows me to turn around and sneak up on their attackers from behind with our own 2000. This deployment should withstand whatever the enemy decides to bring in their first attack.

Midgame Distribution:

Ben - CPS 2000
Me - SS 60
Brandon - CPS 1000
Sam - CPS 1000
Newbie 1: XP 270
Newbie 2: Defender

Midgame Strategy:
The moment their last strong (large gun) attacker is hit, we can counter-attack! This is when I want to switch guns with Ben, giving him the 2000 and receiving the 60. Brandon and Sam remain on defense with the 1000s. Both newbies can join in the attack if able, and we'll all rush together until about the halfway point of the map. I want the newbies to then proceed up the path, no need for stealth. Ben should rush up the left, stealthily, around the collapsed house and around the larger field. I'll rush up the right, skirting the edge of the reed pond, arriving somewhere between the stream and dense forest. We need to sync our attack with text messages.

NOW this is when Ben can do what he does best and unleash the 2000 on the enemy defense from the left. The newbies should spread wide enough to spread the defense out, too. If the attack is successful, I'll spring out from the right, take the flag, and sneak off with whoever survived the attack (hopefully at least Ben).. If there is just a newbie left alive, they can escort me and throw themselves at any threats that arise while I book it out of there.

If our attack is not successful, I do not join it, instead, remaining hidden somewhere on the right. I'll sit patiently and wait for the enemy to counterattack, leaving their base more open. If Ben can book it back to respawn, we can send Brandon forward (swapping the 1000 for the 2000) on the next attack when Ben gets close. However, that would require tight texting coordination and might not work.

If there's only light guns left defending, I could jump out and attack, but more likely, I'll need to wait for our next attack to arrive. If, at any time, they spread the defense too thin or too far away, I can pounce at the flag and book it back out to anywhere, vanishing with the flag. My team would need to keep me updated making sure that our flag is still secure, so I can sneak back to our base. I can't just openly sprint the flag in until I get much closer and there are no enemies around. The area right around our own base is the most dangerous and needs to be cleared of enemies.

Late Game Strategy:

If they never leave their defense weak enough, or they spot me, or our attack never breaks through, I'll need to text for another player to join the attack. It is extremely risky to only leave one player on defense, so the whole enemy team needs to be at their base in order for this to work.

Of course, anyone with the opportunity should take the enemy flag, but I'd trust it most with myself or Brandon. In longer CTF, sprinting the flag back is too risky, and sneaking it back takes too long. Getting a flag back to your base comes with its own set of strategies.

The 2nd Pandemonium CTF round showed the importance of this. While I was taking the enemy flag, Brandon and Keith were in the process of taking mine. If I'd taken longer sneaking back, we could have lost or had a tie. If I'd just sprinted it back, I would have run right into Keith and Brandon (Keith was hit already, but I didn't know that). The way the timing went down, I snuck back, but in a hurry, spotted them returning from my base, and ducked down. When they parted around a bush, I blew by them down the middle and sprinted the flag in. By the time they realized I had their flag, it was too late to do anything.

If we can't get their damn flag, we may need to regroup back at our base and re-structure our attack. We also might just need to grind it out, trading blows, until some kind of opportunity opens up.
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Re: "Guns on the Peninsula," Tactical Scenario

Post by marauder » Thu Aug 13, 2015 7:22 pm

If you have ever read the Vermin Wars (really, seriously though, go read) or fought against me, you probably no what I'm about to do. And after taking a look at my teammates, you probably know there's nothing you can do to stop it either :lol: ok, but seriously, here's my plan.

Defense
Rob is the best defender in non static situations, but Brandon might be the best defender when you know you aren't going anywhere. But, I'm going to go with a curveball. I'm leaving Sam with the Defender and waterballoons to guard the flag. The Defender has good range, and my whole plan is based on offense, so I'm counting on him not having to get into much of a firefight, thus he doesn't need much ammo. The waterballoons and good range can be used to hit anyone from a distance, especially while crossing the mini valley. His job is to patrol the ridgeline and then hit anyone before they can make it up the hill.

Offensive/Blocking Team
Rob CPS 1000
Brandon CPS 1000
Danny XP 270
Tony SS 60

The team will sprint into disputed territory as soon as the air horn is sounded. The shortest distance between two points is a straight line, and this is a strategy I constantly employ for specific parts of my team. At thermoplaye the Greeks forced the Persians into fighting in confined spaces, minimizing their numerical superiority. The blocking team will rush straight (for maximum speed) into the gap between the dense forest and the reed pond, getting into position in the woods with the path (far right end of the loop) in front of them close enough to make an ambush. Danny will be furthest to the north, that is closest to the reed pond. I want one of the nephews to be the closest to the pond that way if he gets overrun the blocking team can shift up/north (to their right) and use the reed pond to prevent being flanked. I chose Danny other than Tony because Danny has some flanking attack ability. If he gets overrun it's up to Rob to push the line north and prevent a flanking attack from the reed pond edge. Tony will be to Rob's left with the 60, and Brandon will be the furthest south with the other 1000. I will need Brandon to be more aggressive than usual, checking into the dense forest and using the flank to make attacks. Brandon is a great defender, but I chose Rob for the middle because I trust him most with managing the line. The blocking team will be spread out, but close enough to see each other.

Considering this will be in a normal forest and considerin the distance between the dense forest and the reed pond, we can afford to be spaced out about 15m (50-60ft) from each other. I do not expect the enemy to have 4 players coming straight up the middle, so Rob's job will be to use the team to envelope and destroy the enemy quickly. Brandon can sneak through the thick forest and destroy the enemy from the shadows of the forest or mill ruins. Once the enemy attack has been ambushed and eliminated Rob will push the team forward into attack mode, and drive through the center, with Brandon pulling up the far south flank along the southern part of the looped path.

Dagger in your back
Me CPS 2000

I will be sprinting along the far north edge of the battlefield, above the reed pond, jumping over the creek, and attacking the enemy from the far north corner of the battlefield. The distance between the reed pond and the lake is not very wide (like 100 ft) and I feel confident being the only one going that way. If for some reason I get into a debacle (like 3 v 1) I can signal Rob to send whoever/however many people he wants to flank the enemy from behind (going up and around the pond) and sandwiching them between me and member(s) of the blocking team.

Once we push the enemy in, Rob can use safe areas like the collapsed house or the thick woods just below the enemy hill to position tony. Unfortunately Rob will have to be more out in the open, but his job is more floor general and the team is more effective this way.

I don't want to suicide rush the enemy all at once up the hill, so we will either starve them out and run them out of water (if they retreat back to the lake Brandon or I (or Rob, etc. if there is a switch) can sneak up and attack from behind. Or, we will fake a retreat with some of us falling back and others falling into the dense forest. When the enemy comes down the hill part of the team will trap them out in the open and other member(s) will rush for the flag, most likely myself, Rob, or Brandon.

The only vulnerability to this plan is if the enemy somehow sneaks south through the sandbar and gets by undetected. This would be very dangerous for them as Brandon could just hit them from the ridge/dense forest above if he hears/spots them.

If the plan goes wrong we will simply use the water/dense forest/obstacles etc. to block and then act like a swinging door (Getysburg anyone?) and hit them from behind at a right angle. I expect the boys to stick with Rob and Brandon, but we can mix things up if necessary.
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Re: "Guns on the Peninsula," Tactical Scenario

Post by SEAL » Fri Aug 14, 2015 9:39 am

This does remind me a lot of the CTF we did last weekend. So for my sixth slot I'd probably pick my brother Keith. Ben and Scott are some of the best fighters in the community, but I work better with my brother. Often when we team up, it spells doom for the enemy. So now onto guns. Call me egotistical, but I'm going to take up the 2000. True, Rob can probably make more use out of it, but I know he also likes to use the 1000, and with my plan, I think I'd be better off with the heavy blaster. Keith gets the other 1000, Sam gets the 270 (which hopefully performs like mine), and the newbies get the Defender and 60. Sam's idea of giving the most experienced players the best guns worked well at Pandemonium, so I'll use that here.

So for positioning, my brother and I will go on the offensive. Again, we work well together, and we're both quite good at capturing flags. We will swiftly make our way to the north end of the field, above the pond on the map, to attack from behind. Rob will take a more direct, yet still stealthy, approach to look out for enemies. He can either go on offense or defense depending on the enemy placement. The rest of the team will defend. Ideally me, Rob, and Sam would each have a headset so all three units can communicate.

That's pretty much my starting plan. In the second Pandemonium CTF round, we basically just ended up attacking over and over until the enemy gave, so that's likely what would end up happening here too. I would like to post a more in-depth response, but I don't have much time. Edit: And I just realized I had the bases reversed. Dammit! Well that doesn't change my plan too much. We're still going to attack from the north, but Rob will probably have to go a little more offensive 'cause the hill base looks like it'd be tougher to attack.

I wish one day we could do a war like this; where all of us team up against a tough opponent instead of fighting amongst ourselves.
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Re: "Guns on the Peninsula," Tactical Scenario

Post by c0chise » Mon Oct 26, 2015 1:38 pm

HBWW wrote:Armament is a quick decision for me, and is the same strategy I made at Pandemonium: Give the best players first pick of their favorites. This will put the CPS 2000 to Rob and one of the 1000's to Brandon. This time I'm picking Keith for the second 1000 (lol, sorry Scott), leaving me and the two newer players with the light primaries. (Of which I'd probably take the XP 270.)
Wouldnt this leave less experienced players vulnerable? It sounds like a really risky move. You could definitely plow over the enemy with firepower but the new guys could also get pwned. It also seems kind of fraternity like... not sure if I like or dislike that. On the one hand its kind of like you gotta earn your stripes which is cool, and on the other well... hmm. I am looking fwd to playing with legends this fall, so maybe I'll have to prove myself... and im pretty good.

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Re: "Guns on the Peninsula," Tactical Scenario

Post by HBWW » Mon Oct 26, 2015 6:50 pm

I have several points in response to that:

- If the inexperienced players are so inexperienced as to get hit easily just for using lower powered blasters, they will most certainly be just as easy to hit with higher powered blasters, if not easier. Higher powered blasters do require more pumping, and the most inexperienced of the inexperienced can't handle that.

- I'm set out to win, and that means provisioning the team's resources to be the most effective. While a team is only as weak as the weakest link, it can also only be as strong as its most capable players, and higher powered primaries can enable the veterans to pull off more effective movements than they would otherwise

- No, it's not frat-like at all, not to me. I did this myself during two real games of CTF last Pandemonium (we were playing with Chaos rules, but the guns were pre-selected by team), and our star players made the moves that were needed to win. I forfeited a CPS 2000 in favor for light primary air for this.
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Re: "Guns on the Peninsula," Tactical Scenario

Post by marauder » Tue Oct 27, 2015 11:10 am

c0chise wrote:
HBWW wrote:Armament is a quick decision for me, and is the same strategy I made at Pandemonium: Give the best players first pick of their favorites. This will put the CPS 2000 to Rob and one of the 1000's to Brandon. This time I'm picking Keith for the second 1000 (lol, sorry Scott), leaving me and the two newer players with the light primaries. (Of which I'd probably take the XP 270.)
Wouldnt this leave less experienced players vulnerable? It sounds like a really risky move. You could definitely plow over the enemy with firepower but the new guys could also get pwned. It also seems kind of fraternity like... not sure if I like or dislike that. On the one hand its kind of like you gotta earn your stripes which is cool, and on the other well... hmm. I am looking fwd to playing with legends this fall, so maybe I'll have to prove myself... and im pretty good.
Well, Sam is leaving himself back in charge of the defense. His point was that the defensive plan was delay rather more than anything else. There is strength in numbers and if you're rallied around a specific point or objective I think this helps a bit. If they were meandering around in the woods, then yes, I think they'd get picked off easier.
HBWW wrote:Armament is a quick decision for me, and is the same strategy I made at Pandemonium: Give the best players first pick of their favorites. This will put the CPS 2000 to Rob and one of the 1000's to Brandon. This time I'm picking Keith for the second 1000 (lol, sorry Scott), leaving me and the two newer players with the light primaries. (Of which I'd probably take the XP 270.)
How do you feel about games where you have to make choices on weaponry? Do you think they add to or take away from how exciting things are?
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Re: "Guns on the Peninsula," Tactical Scenario

Post by HBWW » Tue Oct 27, 2015 8:36 pm

It's not something I've done, so it was interesting to be able to try new strategies that way. I'm not sure it'd get old either, provided you're always getting different weaponry (within the context of a game set up to balance a certain way between the two teams), and instead of simply assigning by player skill, you can assign by other strengths as well. As long as it's able to make teams less predictable, I say it adds to the excitement.

In an ideal world, the team should work as one solid, unbreakable unit, but some gametypes really throw a wrench at this. I think I've experienced both at Pandemonium. In our VIP round (where we were escorting), I was basically in charge of keeping the two lesser experienced players following the line correctly while the two more experienced players called the shots and decided what to do. We always stayed a few steps back from the the two team leaders, while I tried to keep my group from being seen. It worked out pretty well; we got quite close before being spotted and having a shootout. (Which is where I got quite nervous as we had just made it for at least an hour without getting spotted, and here we were trying to make sure our VIP wouldn't get hit.)
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c0chise
Posts: 28
Joined: Sat Jun 27, 2015 6:10 pm

Re: "Guns on the Peninsula," Tactical Scenario

Post by c0chise » Sun Nov 01, 2015 10:07 pm

marauder wrote:How do you feel about games where you have to make choices on weaponry? Do you think they add to or take away from how exciting things are?
I feel like this takes away from player choice, whichi s a bad thing... but on the flip side lacking control can add a certain element of desperation to a struggle and it forces you to fight in new ways which keeps things fresh.
Duxburian wrote:Gear:
Ben - SS 60
Me - CPS 2000
Brandon - CPS 1000
Sam - CPS 1000
Newbie 1: XP 270
Newbie 2: Defender

Midgame Distribution:

Ben - CPS 2000
Me - SS 60
Brandon - CPS 1000
Sam - CPS 1000
Newbie 1: XP 270
Newbie 2: Defender
After rereading this I realized that you and BBW have the same philosophy except for you and "Ben" switching guns which is kind of like the opposite of your plan to give the best player the best guns. Instead of giving a n00b the SS 60, definitely the worst weapon up there, you share it between veterans. Not sure what to think about this. Which brings me to this point...
HBWW wrote:- If the inexperienced players are so inexperienced as to get hit easily just for using lower powered blasters, they will most certainly be just as easy to hit with higher powered blasters, if not easier. Higher powered blasters do require more pumping, and the most inexperienced of the inexperienced can't handle that.
So why not give the 60 to a n00b if this is the realities of war? I couldn't find a Defender review on Hydrowar, and the isoaker reviews for the 3 AP blasters are rather nebulous as usual - like lots of great descriptions of triggers and pump handles but very little battle commentary - but from some rereading some of the past community wars and general discussion on WWN it seems liike the defender is the best gun of the 3. Correct me if I'm wrong, the information isn't really out there and we need a good modern review *cough* marauder or someone else submit one to hydrowar or isoaker *cough*.

HBWW
Posts: 4110
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Location: MI
WWN League Team: Havoc

Re: "Guns on the Peninsula," Tactical Scenario

Post by HBWW » Sun Nov 01, 2015 10:17 pm

c0chise wrote:I feel like this takes away from player choice, whichi s a bad thing... but on the flip side lacking control can add a certain element of desperation to a struggle and it forces you to fight in new ways which keeps things fresh.
The point here is to add variety, or else the field ends up being run by the same set of blasters over and over again. There is virtually no incentive to deviate from the standard medium and heavy CPS line blasters otherwise, which is what a preset/pre-planned list of blasters would break away from.
c0chise wrote:After rereading this I realized that you and BBW...
I can't tell if this is a genuine typo or if it's supposed to be a subtle jab at my username. :lol:
c0chise wrote:So why not give the 60 to a n00b if this is the realities of war? I couldn't find a Defender review on Hydrowar, and the isoaker reviews for the 3 AP blasters are rather nebulous as usual - like lots of great descriptions of triggers and pump handles but very little battle commentary - but from some rereading some of the past community wars and general discussion on WWN it seems liike the defender is the best gun of the 3. Correct me if I'm wrong, the information isn't really out there and we need a good modern review *cough* marauder or someone else submit one to hydrowar or isoaker *cough*.
The Defender and 270 are about on-par. (As far as I can tell; never really matched up with them.) Defender with a slight nozzle drill throws water a bit further, but 270 has a HUGE PC capacity advantage, while the Defender can only shoot a little at a time before having to pump.
HydroBrawl Water Warfare

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marauder
Posts: 3975
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Location: Charleston
WWN League Team: Havoc
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Re: "Guns on the Peninsula," Tactical Scenario

Post by marauder » Sun Nov 01, 2015 10:44 pm

HBWW wrote:
c0chise wrote:I feel like this takes away from player choice, whichi s a bad thing... but on the flip side lacking control can add a certain element of desperation to a struggle and it forces you to fight in new ways which keeps things fresh.
The point here is to add variety, or else the field ends up being run by the same set of blasters over and over again. There is virtually no incentive to deviate from the standard medium and heavy CPS line blasters otherwise, which is what a preset/pre-planned list of blasters would break away from.
I really enjoyed the BBT only rounds at first, but I probably wouldn't do it again since there is not a whole lot of variation between Collossi, Blazers, Tiger Sharks, Gorgons, and Vanquishers.
HBWW wrote:The Defender and 270 are about on-par. (As far as I can tell; never really matched up with them.) Defender with a slight nozzle drill throws water a bit further, but 270 has a HUGE PC capacity advantage, while the Defender can only shoot a little at a time before having to pump.
Pretty accurate summary. This is one of those situations where it depends on whose using it. I would be much more wary of Rob with a Defender than with a 270. SEAL bros I would honor the 270 more because they have used it more. You or me I would call a tossup. The Defender probably has the ability to be the better weapon simply because of the nozzle and power, but it's also got the greater vulnerability. Of course, throw in a aquapak and the Defender def has the advantage.

Two other thoughts - the Charger is like the Defender but with 2 nozzles and better handling. It might be a really good choice to spice up our battles. Thoughts? Second, Rob really likes the 150 for its lightning fast trigger and awesome what I refer to as "rate of fire" (shots per pump) on Hydrowar, yet he's really good with the Defender, even almost getting me when I was using a 2000. Why?
HBWW wrote:
c0chise wrote:After rereading this I realized that you and BBW...
I can't tell if this is a genuine typo or if it's supposed to be a subtle jab at my username. :lol:
lol
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SEAL wrote:If you ain't bloody and muddy by the end of the day, you went to a Nerf war.

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