Author Topic: BOP's squad night analysis / AAR  (Read 2256 times)

Offline Simaril

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BOP's squad night analysis / AAR
« Reply #30 on: November 22, 2006, 10:58:32 AM »
Agree 100%, Slap  


Makes me wonder if the real key to getting great gameplay for both A2A guys and the capture folks is simple -- everybody just do a Good Job at what they like, and it all works?
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Offline hubsonfire

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BOP's squad night analysis / AAR
« Reply #31 on: November 22, 2006, 11:24:30 AM »
Quote
Originally posted by Simaril
Agree 100%, Slap  


Makes me wonder if the real key to getting great gameplay for both A2A guys and the capture folks is simple -- everybody just do a Good Job at what they like, and it all works?


Eh, for some. For some (many?) others, the path of least resistance is always going to be the most popular. When you can find a way to encourage them to participate fully as others do... then you're on to something, IMO. I only wish I knew a foolproof way to do that.
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Offline zorstorer

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BOP's squad night analysis / AAR
« Reply #32 on: November 22, 2006, 11:46:53 AM »
Quote
Originally posted by hubsonfire
Eh, for some. For some (many?) others, the path of least resistance is always going to be the most popular. When you can find a way to encourage them to participate fully as others do... then you're on to something, IMO. I only wish I knew a foolproof way to do that.


Maybe CT will have that effect on some?

Offline hubsonfire

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BOP's squad night analysis / AAR
« Reply #33 on: November 22, 2006, 12:04:41 PM »
Quote
Originally posted by zorstorer
Maybe CT will have that effect on some?


I dunno about that. I get the impression that CT isn't going to really cater to many current players. I'm sure some will enjoy it immensely, but the masses... doubtful, IMO. Granted, that's going only from info we've been given that is somewhat dated, but anyway, that's the feeling I get.

I'm betting that the only thing that will sway most players to change the way they play, is a dramatic alteration of the current environment.
« Last Edit: November 22, 2006, 12:07:05 PM by hubsonfire »
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Offline Overlag

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BOP's squad night analysis / AAR
« Reply #34 on: November 22, 2006, 12:38:30 PM »
Quote
Originally posted by SlapShot
I think the issue here is very few people know how to play the game....

No truer words could be spoken.

I like the idea that a large squad like the BOPs are not only taking on these types missions ... but also telling people about it ... this will help to start an education process of how to play the whole game ... not just smash town after town after town.

I would like to think that the latest changes (uber-ack and mucho troops) has been the impetus for the BOPs to take this tact on playing the game. If some other larger squads, that don't fly for the same country as the BOPs, were to do the same ... the arenas would be buzzin' with all sorts of activity outside of smash/defend base after base after base ... and that would be a good thing.


well said sir... maybe more squads should post AAR's and also help explain to others how to play the game.

the only way i learnt WWIIOL was by reading AAR's for almost a YEAR before i joined the game. Without it i wouldnt have no which way to drive, or how to drive etc.
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Offline Traveler

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BOP's squad night analysis / AAR
« Reply #35 on: November 22, 2006, 04:48:05 PM »
Quote
Originally posted by Simaril
Interesting AAR, and interesting question.


If you are having a squad night with the goal of capture, have you considered starting off with a strat porking mission?

This idea actually moves from the tactical -- what some guys call "strategy" is way too local to be anything but tactics -- but the idea can have a huge impact on what happens the rest of the night for you.

Any troops that go down are only down for 15 minutes at default. (Hangars are down 15 minutes regardless of resupply BTW...but you knew that)  If you hit the strat system intelligently, you can get enemy troops/supplies OFF the restoration treadmill so you can direct your resources towards more captures or more concentrated defense.

What about trying this? --

1) First mission, full squad present. Send heavy buffs against the Troop facility and the Strat City. Goal is to get both below 10% if possible. That combination means that if you kill a base's troops, they will stay down a LONG time -- maybe hours. City damage means the troop training strat stays down longer, so its important if you dont want to have to go back to strat in the same night.

2) Then go for your first base, leaving its troops up. If you see a train/barge coming, DESTROY IT -- doing so extends down time for everything.

3) After capture, use a mission to pork surrounding base troops. Now defense gets easier, because the enemy has to work really hard to get troops in. That leaves more resources for further attacks....and so on.



The effect of supply trains on towns isnt really clear from the help files. But, I think it works like this:

Per the help file, town buildings stay down for FORTY FIVE minutes.

Per the help file, supply trains/barges reduce the down time for base strats by THIRTY MINUTES per train.

Trains come every TEN minutes.

Combining the two -- if you allow one train through, you get town buildings down for what we actually see, fifteen minutes.





Many trash the strat system in AH. Truth is, I dont think most people understand how it works, and those who do understand it dont use it. It'd be great if groups started to play with the possibilities.

So, BOPS -- go for it, and let us know how it works!


Question about the strats, if you kill the city and troop factory, then you kill the barracks at an nme field, then you capture that nme field.  Now you have a field that the troops will not generate on for several hours???
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Offline Shuffler

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BOP's squad night analysis / AAR
« Reply #36 on: November 22, 2006, 04:50:05 PM »
Field changes hands so now your own troop strat takes over. The field is no longer owned by the team with the porked strat.
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Offline Traveler

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BOP's squad night analysis / AAR
« Reply #37 on: November 22, 2006, 04:57:04 PM »
Quote
Originally posted by Shuffler
Field changes hands so now your own troop strat takes over. The field is no longer owned by the team with the porked strat.


The trains and trucks leaving the strats, where do they go?
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Offline Overlag

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BOP's squad night analysis / AAR
« Reply #38 on: November 22, 2006, 05:27:22 PM »
Quote
Originally posted by Traveler
Question about the strats, if you kill the city and troop factory, then you kill the barracks at an nme field, then you capture that nme field.  Now you have a field that the troops will not generate on for several hours???


airfields outside your "starting" fields take ALOT longer to rebuild.. not sure how long but they arnt really supplied by anything.

ie if you left click on them and click status, the strat area will be blank.
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Offline hubsonfire

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BOP's squad night analysis / AAR
« Reply #39 on: November 22, 2006, 06:01:14 PM »
If I understood the zone functions correctly, and they haven't changed, once you take control of a base that is a part of a zone controlled by an enemy, it is no longer served by the resupply system, and would require supplies to be flown in by your country. I may be incorrect, but this is the way I believe it works (or at least worked this way in the past. Some maps seem to have only 1 zone, so this may no longer apply).

Also, if this hasn't changed as well, you can blow up either the engine or one of the first cars in the train, and the rest will sit there until the next resupply train leaves that depot. With regards to the truck convoys, there used to be some sort of variable in those as well. If the strat was at, say, 50%, the trucks would only provide half the rebuilding effect that they would if the strat was at 100%, with the lead trucks pretty much always having supplies, and the trailing trucks being the ones that are pretty much null when the strat is damaged. I'm really not current on any of this stuff, preferring to put ordnance on people, since strats don't whine. ;)

I think that's all in the help files, but I can't say with any certainty whether or not this information is still accurate.
« Last Edit: November 22, 2006, 06:04:23 PM by hubsonfire »
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Offline E25280

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BOP's squad night analysis / AAR
« Reply #40 on: November 22, 2006, 06:37:23 PM »
Quote
Originally posted by hubsonfire
If I understood the zone functions correctly, and they haven't changed, once you take control of a base that is a part of a zone controlled by an enemy, it is no longer served by the resupply system, and would require supplies to be flown in by your country.
Exactly.  This is why zone bases are so important and why fights for them are usually quite fierce.

Unfortunately, most (maybe all?) the smaller maps only have one zone centered on the HQ -- so the concentrated fights for an important base are not as necessary anymore.  All bases are more or less the same now.
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Offline MWL

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BOP's squad night analysis / AAR
« Reply #41 on: November 22, 2006, 06:56:51 PM »
Greetings,

  This is why the zone bases are so important.  When they are captured, the Strats switch sides.

Edit - Oops, just noticed I got beat to the observation!


:noid

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Offline calan

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BOP's squad night analysis / AAR
« Reply #42 on: November 22, 2006, 07:20:08 PM »
I've been playing almost a year, but I'm mostly clueless as to the strat side of the game... (where are the targets, the effects of taking them out, etc.).

Is this information (the game play part of it... not the technical descriptions in the help) explained anywhere?

Someone said it previously...  most newer players (1 year or less) probably don't even know that this side of AH exists.

Offline bj229r

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BOP's squad night analysis / AAR
« Reply #43 on: November 22, 2006, 07:30:24 PM »
Quote
Originally posted by SlapShot
I think the issue here is very few people know how to play the game....

No truer words could be spoken.

I like the idea that a large squad like the BOPs are not only taking on these types missions ... but also telling people about it ... this will help to start an education process of how to play the whole game ... not just smash town after town after town.

I would like to think that the latest changes (uber-ack and mucho troops) has been the impetus for the BOPs to take this tact on playing the game. If some other larger squads, that don't fly for the same country as the BOPs, were to do the same ... the arenas would be buzzin' with all sorts of activity outside of smash/defend base after base after base ... and that would be a good thing.


Would be a lil more laudible had they broadcasted this BEFORE squad night started--at start time, they were whacking undefended bases with 25+ guys (by the time they took v46, 10+ guys were starting to slow them up), as all the Rooks were furballing at 22-- a squad can instantly gather everyone and start defending a base that is being run over, mere country-mates take a lot longer, sorta like making the Queen Mary do a U-turn. A truly impressive squad mission would be to pick the ONE base where all the Rooks were, and take it-- 25+ Bops + the hangers-on would make a darn good battle:aok
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Offline Overlag

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BOP's squad night analysis / AAR
« Reply #44 on: November 22, 2006, 07:39:05 PM »
Quote
Originally posted by bj229r
Would be a lil more laudible had they broadcasted this BEFORE squad night started--at start time, they were whacking undefended bases with 25+ guys (by the time they took v46, 10+ guys were starting to slow them up), as all the Rooks were furballing at 22-- a squad can instantly gather everyone and start defending a base that is being run over, mere country-mates take a lot longer, sorta like making the Queen Mary do a U-turn. A truly impressive squad mission would be to pick the ONE base where all the Rooks were, and take it-- 25+ Bops + the hangers-on would make a darn good battle:aok


see this:

Quote
Originally posted by Overlag
Defenders rarely have the organisation to make the difference against a organised attack.


and to be fair, thats the reason we have so much ack... because people dont like defending.





(not an aint ack whine, im fine with ack as it is)
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