Author Topic: CV tactics. running to close to enemy bases  (Read 984 times)

Offline meddog

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CV tactics. running to close to enemy bases
« Reply #15 on: April 05, 2007, 12:56:41 PM »
Well this wont work for the knights and here is why:
1. There is generally no TG commander and if there is he's flying cap over the airfield.
2. Knights in general do not know how to use their maps muchless utilize radar information.
3. As far as avoiding PT spawn points, refer to points 1 and 2.
4. Bringing maximum number of guns to bear on the enemy requires a TG commander to be on board so refer to point #1.
5. TG air cover and kililng shore batteries and ammo bunkers seems to be a tactic that the knights seem unable to comprehend.

In short the knights have a huge problem with:
1. Team work and cooperation
2. Total aversion to any one trying to give advice as to what needs to be done. in fact when some one does try to give advise the knights go out of their way to do the exact opposite out of spite.
3. Due to #1 and 2, when a field comes under a surprise attack either from 1 or 2 people or an organized mission, the knights fail to group up for base defense.
4. Everyone wants to dogfight or vulch. Noone wants to fly bombers or heavy fighters to destroy Radar, Ammo bunkers, Troop barracks, fighter, bomber or vehicle hangers, or deack airfields and cities much less circle endlessly over a cv at 10k waiting for bombers or jabos to fly in.
5. And most of all, the knights do not learn from their mistakes, or from the tactics of the enemy nor do they wish to.  All the knights seem to want to learn is how to shoot down fighters and dive bomb GVs.  If its something that cant be taken care of quickly and easily they dont want to do it.  Heck the knights wouldnt pork troops when there was only 1 or 2 barracks to destroy, they are certainly not going to do it now when there are 6-8 of them.  I sort of equate this to everyone wanting to go long and no one wants to stay back and block and protect the QB and God help anyone who tries to be  the coach.   But I will say this, and I truley mean this from the bottom of my hearat and that is when the knights do use their heads for someting other than a place to store their headsets, They kick some serious butt.  I have seen the knights kick arse and take names when they set their minds to it and this is when they are out numbered and doubled teamed.
Yes I know I suck, other wise youuuuu would be dead so stop bragging.

Offline tedrbr

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CV tactics. running to close to enemy bases
« Reply #16 on: April 05, 2007, 01:53:02 PM »
Quote
Originally posted by meddog
Well this wont work for the knights and here is why:

In short the knights have a huge problem with:
1. Team work and cooperation
2. Total aversion to any one trying to give advice as to what needs to be done. in fact when some one does try to give advise the knights go out of their way to do the exact opposite out of spite.
3. Due to #1 and 2, when a field comes under a surprise attack either from 1 or 2 people or an organized mission, the knights fail to group up for base defense.
4. Everyone wants to dogfight or vulch. Noone wants to fly bombers or heavy fighters to destroy Radar, Ammo bunkers, Troop barracks, fighter, bomber or vehicle hangers, or deack airfields and cities much less circle endlessly over a cv at 10k waiting for bombers or jabos to fly in.
5. And most of all, the knights do not learn from their mistakes, or from the tactics of the enemy nor do they wish to.  All the knights seem to want to learn is how to shoot down fighters and dive bomb GVs.  ....


Point re> Teamwork:  Not just a problem with the Knights, IMO.  The break up of the MA into multiple arenas, and arena caps, have split up many of the organized squadrons.  Not all, but enough of them.  This has led to less coordinated efforts and leadership in the arenas.  Add to this the influx of new players and two week trials, and the LW arenas have turned into mob-driven melees more often than not.

Point re> no bombers:  Without a somewhat coordinated effort, bombing does not really make much of a difference much of the time.  A few buff drivers will still pork fields.  A few may still go after strat factories and cities if they are conveniently placed.  You get a heavy Lanc come in and drop hangars near a furball at times, but there are other close bases, and hangars only stay down 15 minutes. You may see a few missions on a heavily populated night.

I gave up loyalty to chess pieces shortly after the arena split.  Hence the squad name "Ronin".  I've even been taking a break from flying altogether lately (SH-IV out).  I try to avoid the horde and I try to avoid whichever country is fighting the mostest 'stoopidly' on any particular night.  If a see an interesting fight, I'm jump onto the side with the lower numbers in that fight.  If a pilot or squadron start putting together interesting missions, I'll join.  This keeps me jumping around a bit.

Offline john9001

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CV tactics. running to close to enemy bases
« Reply #17 on: April 05, 2007, 02:12:22 PM »
knights are brave an fearless, wear shiny armor, ride big white horses, rescue fair maidens and slay dragons, and now you want "teamwork".

Offline 4deck

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« Reply #18 on: April 05, 2007, 03:50:33 PM »
Im a nit, and it does suxors so bad sometimes, but in all reality, were definitly better then where we were. Ive seen alot of improvements int he past 3-4 months with co-squad ops, and missions with fairly good success rates. Im not here to toot a horn, cause I post alot of missions, but I see alot of great and not-so-players all striving for the same thing. Cohesion.
The ability to work together, is happening. The downer is when its the same people doing the same thankless jobs, that gets old. But hey it really is a game, an escape from reality even if its brief. So education is key, and this thread is agood point to demostrate to the newer player of a time and true cv tactic. The reality though unfortuanlty is anyone can move the cv, and when another playerr takes control of it, people dont alwas agree with the way things are handled, at which point, two things happen. The two that dont see i2i either dont work together at all, or they burry the grievence and get the base that needs to be taken down. The biggest thing I see with CV ops though, is timing. And whoever moves a CV to a location should be responsible for removal of ordenace. The shore battery, well thats just something your gonna have to deal woth over and over. But here communication is key. What I try to do is coordinate a bomb run when the cv is just baout into the launch phase of operations.
Anyway long winded sorry for the hijack, but had to respond to the observations of my team. Bottom line is we still need work. Agreed.
Forgot who said this while trying to take a base, but the quote goes like this. "I cant help you with ack, Im not in attack mode" This is with only 2 ack up in the town while troops were there, waiting. The rest of the town was down.

Offline Hap

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CV tactics. running to close to enemy bases
« Reply #19 on: April 05, 2007, 04:12:34 PM »
Made me laugh.  The Nit thing.  The part about "advice" and doing the exact opposite.

Offline Saxman

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CV tactics. running to close to enemy bases
« Reply #20 on: April 05, 2007, 06:18:51 PM »
Honestly?

The best thing would be for HTC to add an all-guns task group centered around a BB as the one launching LVTs and take that away from the CVs. Then you've got big guns to hammer away at SBs and bases and to  launch the Large Vulnerable Targets while the CVs can be kept in the relative safety of the rear to funnel planes into the fight.

Say, each port spawns two TGs: one BB and one CV.
Ron White says you can't fix stupid. I beg to differ. Stupid will usually sort itself out, it's just a matter of making sure you're not close enough to become collateral damage.

Offline tedrbr

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CV tactics. running to close to enemy bases
« Reply #21 on: April 05, 2007, 06:35:49 PM »
Quote
Originally posted by Saxman
Honestly?

The best thing would be for HTC to add an all-guns task group centered around a BB as the one launching LVTs and take that away from the CVs. Then you've got big guns to hammer away at SBs and bases and to  launch the Large Vulnerable Targets while the CVs can be kept in the relative safety of the rear to funnel planes into the fight.

Say, each port spawns two TGs: one BB and one CV.


Then you have the problem of coordinating the two TG's for a combined operation.  BB goes of dis way, CV goes off dat way, CV can't capture a base, BB is easy prey to bombers.

I suppose 1 TG that incorporated two groups (BB-centered, and CV centered), with some AI support (zig-zag when bombers inbound), and moving about respectively around a set "map point" --- with the BB closer to the mainland, the CV further out, might work..... but too much of a change for AHII change I suppose.  Maybe for AHIII?