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PostPosted: Tue 24 Apr 2012 13:25 
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With the appartition of a new game mode (that I love to be honest) but horribad tactics used, I think it's time for the basics to be learnt, or taught.

Diclaimer: This guide covers the general ideas. Some of the statements might not be true in situational occasions, but that doesn't make them wrong. This guide covers my opinions on the subject, and therefore might be wrong/biased. I'd be happy to be corrected in a polite fashion and to make modifications to this guide.

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BASICS
Sieges have a defending side and an attacking side. The defenders deploy in areas with high income but can't immediately call for reinforcements, while the attackers deploy in reinforcement objectives with no income. Objectives with average/high value neutral objectives are scattered on the map. The objective are the same as in regular mode: Destroy all commands, kill as many of the opponents with as few losses as possible, or earn a better score than the opponent in a set time.

DEFENDER'S basic rules
As a defender, it is important to secure a reinforcement area rather early on in order to take advantage of the higher value of your objectives, but don't send every unit in that quest: You still need to defend your main objectives.
It is also important to deny the attackers any income by sending in ambushes early in neutral objectives you can't defend with strengh.
Artillery has to be placed somewhere where approaches are easy to see.
Controlling every forest with infantry will slow the attacker's progression, and also warn you from which direction the main attack(s) are coming, allowing you to react.

ATTACKER'S basic rules
Deny the defender's supply lines, either by placing strong defences in an area, or by placing ambushes in every supply arrow you can't defend.
Don't take too much artillery: If the opponent chooses the objective with artillery in it as a supply line, you won't be able to do anything.
Keep points in reserve: If a defender attacks a supply line with a (non overwhelming) force, you will be able to counter and inflict a severe blow by calling reinforcements in that area.
If you see an attack going your way with a too strong force for you to defend against, retreat, save your high value units, but leave stragglers to cover the retreat and prevent the enemy from securing the area too easily.

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Now the basic actions have been cleared, have a little look at this public game:
http://wargamereplays.org/index.php?page=replay&id=500

As you can see, the attackers are deploying on three fronts, but still leaving some troops on unused objectives, while the defenders go for a big push top of the map. the attackers try to make an early move, but the north takes heavy casualties due to facing enemies in a 2 or 3 vs 1 situation. As the defenders are making a gigantic push to the top, the players on the right and bottom move directly to the almost unprotected main base. A command vehicle from the player on the right neutralises the high value objective by standing in the area, denying the defenders their income advantage, while troops clear the scarce defences, causing the objective to be captured as command vehicles run around fleeing.
The bulk of the defenders moves back to the main objective, but surrender, realising they will be attacking entrenched and supplied/repaired/refueled opponents in an advantageous position.

So, what were the defender's mistakes?

The attackers went for an all out push to one of the supply lines while only few defences remained in the main base (Hogs that were taken out by AA, artillery, and a group of Leo 2s, with small ATGM teams scattered at random). By focusing on one player, they secured a supply line (not really as there were infantry squads placed to ambush reinforcements) with few casualties, but left their main objective completely vulnerable to most aggressive attackers, by being too far to reinforce or push back an attack. They didn't send any recon prior to attacking to know where attackers were weak, and just counted on overwhelming.

What the attackers did wrong: They all went straight ahead without any recon (I was going to secure the objective on the right until I took the opportunity to attack the main base) causing heavy losses to the top player in his failed attack, while the player in the bottom would have been wiped all the same due to terrain configuration. The player in the top also had quite wrong troops selections (Spetsnaz aren't made to be frontline soldiers for example) and wile he offered a long enough resistance, it could have been slightly better.

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[Next: The rest, when I'm in the mood]

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PostPosted: Tue 24 Apr 2012 13:52 
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Joined: Wed 18 Apr 2012 14:26
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Didn't try that mod but i defintely have to !
Interesting read an clip Deuzerre.
Thx !

I seem to understand it is much more instant action and faster paced than a regular Confrontation mode.
Is it right ?

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PostPosted: Tue 24 Apr 2012 14:12 
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I don't necessarily agree on that there are clear cut attacker/defender roles in siege mode, it depends a bit on how each side wants to play the game.

As besieged, you have the option to (A) play agressivly and quickly try to get a reinforcment point. If you play like this you'll want to overwhelm an relativly undefended spawn point and that leaves little resources to try and deny the sieger income. The other option is to (B) not prioritise a spawn point but to deny the sieger any income at all. This way reinforcements is locked down for all with advantage to the besieged that wins the game instantly if access is gained to a spawn.

Correspondingly, the sieger has the option to (a) defend and deny the besieged an spawn point or (b) big boom and grab points with force but leaving some of the spawns less protected.

I have mostly played on the Last Stand map, and here b is a much stronger counter to B than a is to A because of the lake that divides the middle and limits the besieged ability to respond to threats. And Ab and Ba are kind of equal because both sides comes out of the early game on roughly equal footing. Either both sides have no way of calling reinforcement, or both sides have roughly the same income/reinforcements. This means that the sieger often opts for b (to do a big early attack and not care too much if the besieged gets a spawnpoint or not) and because of this it is generally better for the besieged to try and grab a spawnpoint early on. Nash's a bitch.

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PostPosted: Tue 24 Apr 2012 14:13 
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Not really. This map (ALAMO) is quite fast because it is totally unforgiving.

The other one (the last stand) is much slower, and has a different feel.

Sure, it can be much faster than a regular map, but it can also be very slow.

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PostPosted: Tue 24 Apr 2012 14:40 
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I find that it's best to rush on these maps whichever team I'm on - and I also tend not to bother with heli recon due to the very broken line of sight all over the maps.

Inf rush followed by tanks with mortar/burratino cover works well. I often leave the back with a small but effective defence, and you're right that many players go around me and take these areas (not watched your replay but I presume that's what it shows). When this happens it prolongs the game, but my team still usually wins. I think that cancelling all FOBs is a good move as well.


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PostPosted: Wed 25 Apr 2012 14:59 
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I have a large win streak still going since the DLC was released I have a 29 win streak right now. My tactic is usually never leave any spawn and get 2-3 Flamethrower tanks in every spawn, 4 Anti air inf 4 Regular inf and 2 ATGM teams.
(Only works for alamo in this tactic) and Put 2 Vdv or delta squads with 1 supply truck in the very edge of the reinforcement rout in case the spawn gets overruned. In last stand I do same as above but coordinate with my team to put inf and flamers in the forests. But we don't put units ambushing the reinforcement rout.

For defenders I tend to pound them with my Buratinos or my Mortar Carriers then get some cheap cannon fodder units and try to get flame tanks close. Then I follow it up with a massive tank assault or inf assault


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PostPosted: Wed 25 Apr 2012 15:04 
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wekwek_noob wrote:
I have a large win streak still going since the DLC was released I have a 29 win streak right now. My tactic is usually never leave any spawn and get 2-3 Flamethrower tanks in every spawn, 4 Anti air inf 4 Regular inf and 2 ATGM teams.
(Only works for alamo in this tactic) and Put 2 Vdv or delta squads with 1 supply truck in the very edge of the reinforcement rout in case the spawn gets overruned. In last stand I do same as above but coordinate with my team to put inf and flamers in the forests. But we don't put units ambushing the reinforcement rout.

For defenders I tend to pound them with my Buratinos or my Mortar Carriers then get some cheap cannon fodder units and try to get flame tanks close. Then I follow it up with a massive tank assault or inf assault


29 game winstreak? Even if you was using hacks I doubt that would be possible with the regular crashes of the game. What level are you playing at? Have you got a screenshot of your amazing winstreak?


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PostPosted: Wed 25 Apr 2012 15:53 
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I haven't had any crashes in 60+ games Space... Maybe your hardware is at fault, or you should send your Logs to Eugen so they fix your issues?

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PostPosted: Wed 25 Apr 2012 17:26 
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DeuZerre wrote:
I haven't had any crashes in 60+ games Space... Maybe your hardware is at fault, or you should send your Logs to Eugen so they fix your issues?


My hardware is fine, and yes I have been sending the logs (when they have been available). Most people seem to be suffering from the problems so I suspect that it's something to do with the game.


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PostPosted: Wed 25 Apr 2012 21:32 
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i have played every single game i have ever played without a crash or disconnect - i have no clue why people get discons.


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