*

Account

Welcome, Guest. Please login or register.
Did you miss your activation email?
November 14, 2024, 11:58:36 pm

Login with username, password and session length

Resources

Recent posts

[November 01, 2024, 12:46:37 pm]

[October 05, 2024, 07:29:20 am]

[September 05, 2024, 01:54:13 pm]

[July 16, 2024, 11:30:34 pm]

[June 22, 2024, 06:49:40 am]

[March 08, 2024, 12:13:38 am]

[March 08, 2024, 12:12:54 am]

[March 08, 2024, 12:09:37 am]

[December 30, 2023, 08:00:58 pm]

[February 04, 2023, 11:46:41 am]
Pages: 1 [2]   Go Down
  Print  
Author Topic: Preparing for a counter attack  (Read 10969 times)
0 Members and 2 Guests are viewing this topic.
tank130 Offline
Sugar Daddy
*
Posts: 8889


« Reply #20 on: June 06, 2011, 08:08:55 am »

Back on topic gents  Wink
Logged

Quote
Geez, while Wind was banned I forgot that he is, in fact, totally insufferable
I'm not going to lie Tig, 9/10 times you open your mouth, I'm overwhelmed with the urge to put my foot in it.
RikiRude Offline
Donator
*
Posts: 4376



« Reply #21 on: June 06, 2011, 10:23:21 am »

How to prepare for a counter attack?

Leave.

Seriously, just don't stay in that place. Leave a scout so you can see what's coming, and then hit him from the flank as he charges guns blazing. Basically, leave yourself the ability to keep the momentum Wink.


I'll have to try this.
Logged



Quote from: Killer344
Killer344: "Repent: sory no joke i just had savage diorea"
... or a fat ass cock sucking churchill being stupid
Spartan_Marine88 Offline
EIR Veteran
Posts: 4838



« Reply #22 on: June 06, 2011, 11:40:29 am »

How to prepare for a counter attack?

Leave.

Seriously, just don't stay in that place. Leave a scout so you can see what's coming, and then hit him from the flank as he charges guns blazing. Basically, leave yourself the ability to keep the momentum Wink.

My theory has always been drop an artillery barrage infront of my units so he has to assault through it
Logged

Yes that's me, the special snowflake.
MittinsKittens Offline
Donator
*
Posts: 916



« Reply #23 on: June 06, 2011, 12:36:40 pm »

Can't really see that working too good though Spartan, Because it be too hard to get them to push in a way where an arty strike will rip them apart, and most dudes will retreat outta the arty, and thank you for the now new 360 light cover you now gave your enemy (specially if you're fire a calliope at them).
Logged


EiRNames:- MittinsKittens & FlutterShyPegasus
RikiRude Offline
Donator
*
Posts: 4376



« Reply #24 on: June 06, 2011, 02:15:51 pm »

Can't really see that working too good though Spartan, Because it be too hard to get them to push in a way where an arty strike will rip them apart, and most dudes will retreat outta the arty, and thank you for the now new 360 light cover you now gave your enemy (specially if you're fire a calliope at them).

you can do it with officer arty, i love doing that when people attack my 88, it's tough to do, and most good players wont fall for it.
Logged
skaffa Offline
Honoured Member
*
Posts: 3130


The very best player of one of the four factions.

« Reply #25 on: June 06, 2011, 02:53:42 pm »

Its situational, always have to adapt.

Usually after a good attack, you should go back a bit, regroup with teammates, reinforce army and prepare for the incoming enemy.
Staying on the enemies's half of the map is not a good idea, you are likely to get overrun. Go back a bit, the enemy is less likely to rush that far/beyond 50% into the map with their new units, if you are close to their spawn however, they will mass attack you and usually overrun you.

-Sun Tzu
Logged

Quote from: deadbolt
bad luck skaffa>  creates best and most played eir maps
                      >  hated for creating best and most played eir maps

Quote from: Tachibana
47k new all time record?

Quote from: deadbolt
Don't knock it til uve tried it bitchface, this isn't anything like salads version. Besides u said a semois conversion would never work, now look that's the most played map, ohgodwhy.jpg r u map lead
skaffa Offline
Honoured Member
*
Posts: 3130


The very best player of one of the four factions.

« Reply #26 on: June 06, 2011, 03:05:48 pm »

(heya) m8

-what are you sunna tzu ?
Logged
Spartan_Marine88 Offline
EIR Veteran
Posts: 4838



« Reply #27 on: June 06, 2011, 03:13:51 pm »

@mittens incendiary works well for that as it lasts, and if that 30 seconds of arty gives them light cover, it gives you 30 seconds to  reposition

Artillery isn't just about killing
Logged
Evilnrg Offline
EIR Veteran
Posts: 256


« Reply #28 on: June 27, 2011, 10:40:36 pm »

move back  , regroup and flank them
Logged
Masacree Offline
EIR Veteran
Posts: 904


« Reply #29 on: June 27, 2011, 10:49:42 pm »

Tanks are an exploitation force. If need be they work as a mobile reserve to go where the fighting is but this is usually where your enemy has his AT assets. Tanks always perform better when pushing a gap or flanking.(At least from a cost effective ratio, you may want to use a high vet tank as part of your line)

Disagree, tanks typically perform best positioning themselves at long range and sniping off infantry and support weapons. There are exceptions (lololol blocking/crushing rangers that try to chase my sniper lololol) but tanks should definitely be used at long range most of the time. Going in close exposes you to hand held AT which is useless at range (especially stickies) and if you over commit in front of an unexpected AT gun, you're fucked.
Logged

I like how this forum in turn brings out the worst in anyone
To err is human, to eirr is retard
Smokaz Offline
Honoured Member
*
Posts: 11418



« Reply #30 on: June 27, 2011, 10:58:58 pm »

Preparing for a counter attack? If they are not dead or hiding in their spawn, why is the attack stopping?
Logged

SlippedHerTheBigOne: big penis puma
SlippedHerTheBigOne: and i have no repairkits
SlippedHerTheBigOne: ( ͡° ͜ʖ ͡°)
Spartan_Marine88 Offline
EIR Veteran
Posts: 4838



« Reply #31 on: June 27, 2011, 11:09:49 pm »

Preparing for a counter attack? If they are not dead or hiding in their spawn, why is the attack stopping?

mid-late game callin timers forcing the attacking players to slow/stop to wait for there re-enforcements
Logged
Pages: 1 [2]   Go Up
  Print  
 
Jump to:  

TinyPortal v1.0 beta 4 © Bloc
Powered by MySQL Powered by PHP Powered by SMF 1.1.9 | SMF © 2006-2009, Simple Machines LLC
Valid XHTML 1.0! Valid CSS!
Page created in 0.076 seconds with 36 queries.