Author Topic: Capture Strategies  (Read 4467 times)

Offline Muzzy

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Capture Strategies
« on: July 25, 2010, 10:52:04 PM »
There has been a lot of comment regarding the new town layout and how it affects capture.  Rather than discuss the pros and cons of the situation, I wanted to ask if anyone has a thought as to how to execute a capture with the new layout?  Here's my thoughts on CV-based captures.

I think that Task Group captures are going to be much harder, especially since cruiser shells are visible now. In the past, it was possible to fire on the town with a cruiser until it was down, then launch a strike to take out the base VH and then roll an LVT. Now that the shells are visible, the element of surprise is lost, and the CV is in much more danger of being spotted.  That said, I'm thinking:

1. Launch a strike off the CV to hit VH's *and* fighter hangars at the same time that the cruiser opens up on the town. Roll an LVTA2 with troops and if possible an LVTA4 to assist with taking down stray buildings.

2. Once VH and and Fighters are down, keep a limited CAP on the field and begin assisting the cruiser in dropping the town.

3. Roll LVTs into town, taking down any stray buildings they might spot along the way.  Release troops at map room for capture.

Basically with the town so spread out and the cruiser shells visible the luxury of keeping the fh's up isn't there any more.  It used to be that once the vh was down it was simply a matter of mopping up whatever buildings the cruiser might miss, but now we have to watch the town and the field more closely, and you can't let them get fighters in the air or they'll spot the CV from the cruiser fire. So keeping air superiority becomes much more crucial, especially since it may take more time to drop the town than previously.

Looking forward to comments on this as well as captures from land bases.

-Muzzy


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Offline VooWho

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Re: Capture Strategies
« Reply #1 on: July 25, 2010, 10:55:53 PM »
Good idea, but why not just destroy the VH and leave the FH alone and just keep a CAP on the field?
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Offline Muzzy

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Re: Capture Strategies
« Reply #2 on: July 25, 2010, 11:13:04 PM »
Possible, but it might take more fighters to drop town than previously, that's why I was thinking dropping the fh's might buy you some time. It used to be you could CAP with most of your fighters and leave the town to the cruiser and maybe one or two jabo's, but now it's taking more fighters to destroy the town, so if you drop the fh's you can cover the base with fewer fighters and send more to town. 

Uh, you still gotta de-ack the field tho...

-Muzzy.


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Offline 321BAR

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Re: Capture Strategies
« Reply #3 on: July 25, 2010, 11:14:49 PM »
i feel like i know what to do with a CV assault that is flawless and i wont share it to anyone but Bishland :D
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Offline EskimoJoe

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Re: Capture Strategies
« Reply #4 on: July 25, 2010, 11:18:59 PM »
i feel like i know what to do with a CV assault that is flawless and i wont share it to anyone but Bishland :D

Ramming CVs into our runways doesn't count as a strategy  :noid
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Offline perdue3

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Re: Capture Strategies
« Reply #5 on: July 25, 2010, 11:20:57 PM »
Better strategy:

Dont take the base and furball  :rock



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Offline Amaazee

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Re: Capture Strategies
« Reply #6 on: July 25, 2010, 11:22:06 PM »
 :rofl @ Eskimo
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Offline BnZs

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Re: Capture Strategies
« Reply #7 on: July 25, 2010, 11:39:14 PM »
There is only one capture strategy IMO. Shot down their planes until they quit in disgust or fight them 'till they quit from exhaustion deep in the wee hours of the morning, then kill town and run troops 'cause you now have nothing better to do. Celebrate your victory with a beer or three and the deflowering of a handy sheep.
"Crikey, sir. I'm looking forward to today. Up diddly up, down diddly down, whoops, poop, twiddly dee - decent scrap with the fiendish Red Baron - bit of a jolly old crash landing behind enemy lines - capture, torture, escape, and then back home in time for tea and medals."

Offline Amaazee

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Re: Capture Strategies
« Reply #8 on: July 25, 2010, 11:49:42 PM »
Why capture when you can furball?  :headscratch:
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Offline Muzzy

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Re: Capture Strategies
« Reply #9 on: July 26, 2010, 07:15:41 AM »
Why furball when you can capture? :)


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Offline RTHolmes

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Re: Capture Strategies
« Reply #10 on: July 26, 2010, 07:24:32 AM »
Why capture when you can furball?  :headscratch:

to establish a beachhead, to promote more fights, to keep the furballers happy ... :)
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Offline RufusLeaking

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Re: Capture Strategies
« Reply #11 on: July 26, 2010, 08:14:23 AM »
How does the new "dead objects now collide with bullets" change affect splash damage?

It took me a while, me being slow and all, to figure out exactly what this recent change means.  What it means is that direct fire from a Wirbel will not pass through a destroyed building.  There is no more sweeping the town with MG fire to look for hit sprites.  Combine this with the new layout, and taking towns has slowed considerably.

Back to my question, does splash damage from a cruiser shell get blocked by dead buildings?

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Offline skribetm

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Re: Capture Strategies
« Reply #12 on: July 26, 2010, 08:18:37 AM »
new town lay-out is awesome.



Offline curry1

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Re: Capture Strategies
« Reply #13 on: July 26, 2010, 08:25:02 PM »
Back to my question, does splash damage from a cruiser shell get blocked by dead buildings?

Best question on these forums in a while
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Offline Dragon

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Re: Capture Strategies
« Reply #14 on: July 26, 2010, 08:41:37 PM »
Why capture when you can furball?  :headscratch:

Why furball when you can capture? :)


I still think that sometimes, an ongoing furball will distract enough for a sneak base take, while sometimes an attempted base take will create a several hour long furball.  It's all good for game play no matter what your preference is.

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