Author Topic: Base capture  (Read 2891 times)

Offline Kanth

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Re: Base capture
« Reply #15 on: November 09, 2015, 05:54:38 PM »

 :aok

If you want to get fancy use the hammerhead aka stall turn. Salvo 10 and rotate on the 4th jumper.    :cool:
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Offline Vudu15

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Re: Base capture
« Reply #16 on: November 09, 2015, 09:13:25 PM »
"No odds too great"

"I was a horse ahead at the end" - Nathan Bedford Forrest
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Offline Kanth

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Re: Base capture
« Reply #17 on: November 10, 2015, 06:05:12 AM »
Thank you, Sir! Very helpful! I appreciate it.
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Offline Randy1

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Re: Base capture
« Reply #18 on: November 10, 2015, 06:39:09 AM »
Other troop carriers, LVT from the fleet, M3 and jeeps from bases.

On the C47 I prefer coming in on the deck, note the altitude, then start pulling up at the edge of town trying to go straight up in the middle.  Drop troops 800 higher than the noted entry altitude.

I can't remember the player's name, but he specialized in coming in very high with a C47 then spiraling down over the town as he dropped the troops.

Offline Kanth

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Re: Base capture
« Reply #19 on: November 10, 2015, 08:02:58 AM »
Thanks Randy, and nice writeup yesterday on your base capture!  :rock
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Offline Randy1

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Re: Base capture
« Reply #20 on: November 10, 2015, 12:37:51 PM »
Thanks Randy, and nice writeup yesterday on your base capture!  :rock

Thank you Kanth.

If you fly for the Rooks, watch for ET missions.  Don't be afraid to join the mission.  All are welcome both experienced and the new guy.  The first time I joined I was worried all these guys knew what they doing and I did not.  I missed my target.  ET said, "No problem.   You will get it next time."  Next time I nailed it and been joining ET missions every since.  Nice bunch of guys.  Matter of fact, I never joined a mission ran by anybody that anyone was jumped for screwing up.  You can be sure the other countries have good missions as well.

Offline Kanth

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Re: Base capture
« Reply #21 on: November 10, 2015, 12:51:39 PM »
Thank you,

I haven't flown Rooks yet but you are right, there are many friendly people in all countries and some are setting up missions.
We make up for screwing up by sheer numbers ;)  :airplane:
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Offline Kingpin

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Re: Base capture
« Reply #22 on: November 10, 2015, 02:43:45 PM »
A few things I didn’t see mentioned in this thread yet that are probably worth mentioning:

1)  Airfield capture is different from capturing a Vehicle Base or Port.  V-bases and Ports don't have towns that need to be white-flagged.  However, they do have a VH and manable guns on the field in close proximity to the map-room that can prevent capture.  The troops will run if all auto ack is down, so a base can be captured with only the auto-ack down, however it is fairly easy for an opposing player to up a vehicle or occupy a manned gun and shoot the capturing vehicles or troops.  So, you may need to be aware of the down-time on auto guns and manned guns and VH's at Ports and V-bases.  Manned guns use the object code BAS when checking on their status using the .dt downtime command.   Auto ack uses the object code of GNG. The VH object code is VEH.

From a defender’s perspective, it can be worth it to run base supplies to a Port or V-base under attack to bring/keep the auto ack guns up (assuming the VH and all guns are down).  If you see an auto-gun down for only 12 minutes or so, run an M3 with field supplies.  By the time you get there, you will bring the gun up (each field supply load reduces object down-time by 10 minutes).  Sometimes your M3 will even arrive just in time to shoot some troops!

2) Likewise, there are some Airfields where auto-ack from the field, manable 88’s at the field and even Shore Batteries can hit the town.  This can stop vehicles/LVTs or troops preventing capture.  At Airfields where the town is in close proximity to the airfield or shore battery, this is another dynamic to be aware of.  A savvy player who has ranged the map-room from an airfield 88 can airburst shells just over the flag/map-room stopping the troops.   Likewise, a CV nearby its attached Port can shell the base/map-room with a steady barrage of 5” shells.

3) Another dynamic to be aware of is resupplying of towns using Field Supplies to reduce the downtime on objects.  A very effective way to stop an airfield capture is to have 3 or 4 players run field supplies into a white-flagged town via M3’s from a nearby vehicle spawn.  This can quickly (often in a single run by multiple players) bring a town from white to red flag, preventing a capture.

From the capturing side’s perspective, it can be important to check for this if there is a nearby enemy vehicle spawn.  Or as a precursor, drop the VH at the adjacent field that can resupply the town you are trying to capture.

Personally, I find base defense as fun as capturing, so the above tips provide a few suggestions not only for attackers, but also on how a single player (or small number of players) can thwart an otherwise overwhelming attacking horde with a few effective defensive surprises.  (Other than upping your favorite ride and killing all the red guys.)

Have fun!
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« Last Edit: November 10, 2015, 03:41:52 PM by Kingpin »
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Offline Lusche

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Re: Base capture
« Reply #23 on: November 10, 2015, 02:56:07 PM »
From a defender’s perspective, manable ack guns have a shorter downtime than auto ack, so it is often worth it to run base supplies to a Port or V-base under attack to keep the manned guns up to oppose the capture


Manned guns of any kind can not be resupplied. Their downtime is fixed 15 minutes.
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Offline Kingpin

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Re: Base capture
« Reply #24 on: November 10, 2015, 02:58:41 PM »

Manned guns of any kind can not be resupplied. Their downtime is fixed 15 minutes.

Thanks for the correction!  I must have been thinking of having done this with AUTO guns having down-times under 15 minutes remaining.  (Corrected above.)

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« Last Edit: November 10, 2015, 03:03:55 PM by Kingpin »
Quote from: bozon
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Offline Kanth

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Re: Base capture
« Reply #25 on: November 10, 2015, 03:01:26 PM »
Thanks I didn't even know there were mannable guns! All good to know!
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Offline Kingpin

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Re: Base capture
« Reply #26 on: November 10, 2015, 03:09:12 PM »
Thanks I didn't even know there were mannable guns! All good to know!

The important distinction being TOWNS do not currently have manable ack guns (I hope they will in the new version), but the fields, ports and V-bases do have manable guns that can be used to defend the map-room.

Glad you found the information useful.
« Last Edit: November 10, 2015, 03:21:59 PM by Kingpin »
Quote from: bozon
For those of us playing this game for well over a decade, Aces High is more of a social club. The game just provides the framework. I keep logging in for the people and Pipz was the kind that you keep coming to meet again.

Offline FLS

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Re: Base capture
« Reply #27 on: November 10, 2015, 03:30:51 PM »
Thanks I didn't even know there were mannable guns! All good to know!

In offline mode you can assign the drones to the manned guns if you don't want to see them.

Offline ImADot

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Re: Base capture
« Reply #28 on: November 10, 2015, 04:06:23 PM »
In offline mode you can assign the drones to the manned guns if you don't want to see them.

And you can turn off "Protect Objects" in the arena settings so you can blow up your own stuff...and change the Downtime Multiplier so they pop back up faster.
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Offline Kanth

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Re: Base capture
« Reply #29 on: November 10, 2015, 05:26:55 PM »
Okay thanks for all of the help, we're going to try it out and see how we do.  :aok
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