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Help and Support Forums => Help and Training => Topic started by: Kanth on November 08, 2015, 05:10:48 PM

Title: Base capture
Post by: Kanth on November 08, 2015, 05:10:48 PM
Is there a definitive reference posted somewhere?

We would like to be a little more valuable to our country and learn to help capture bases.  I've seen various threads that mention it but most of the links that were private to their squad members write-up are dead and so I can't see the details.  I didn't see it in the HTC training section.

It looks like the town needs to be down and 10 troops need to make it to he map room. Does other stuff need to be down?

I've seen some references on alt to drop troops from (probably a speed you have to drop them at), and possibly other stuff that needs to be down on the nearest airfield or not...

Not really sure what all needs to happen.

Can you capture bases in the training arena? Or does it have to be the main?
Title: Re: Base capture
Post by: ImADot on November 08, 2015, 05:19:23 PM
75% of town buildings and all ack guns down for capture. 10 troops need to make it into the maproom. If dropping those meat bombs from the air, they must start from at least 800' above the ground (so make sure you know the field alt).

You can create a custom arena to practice in, and turn the ack damage way down. The percentage of town down is a setting, so might change in the future, and most likely would need to be set if you create a custom arena.
Title: Re: Base capture
Post by: Drano on November 08, 2015, 05:22:47 PM
The town only needs to be down to the point there's a white flag at the map room. Taking out more buildings - - unless you don't have troops ready--isn't necessary. It's a good idea to make sure all of the town ack is down and if it's close to the field (as some towns are) any on the acks there that could reach into the town too. Get 10 troops into the map room and that's it.

Sent from my XT1080 using Tapatalk

Title: Re: Base capture
Post by: Lusche on November 08, 2015, 05:24:04 PM
Can you capture bases in the training arena? Or does it have to be the main?


Not in the TA, but you can do it offline, or you can easily set up a Custom Arena where you can even practice it with some friends.
Title: Re: Base capture
Post by: Kanth on November 08, 2015, 05:40:43 PM
Yep there are two of us that will be practicing it so I'll try the custom arena.

Thanks for the help!
Title: Re: Base capture
Post by: FLS on November 08, 2015, 06:52:23 PM
A fun way to drop troops is to come in on the deck and loop over the map room, drop the troops at the top of the loop.
Title: Re: Base capture
Post by: Kanth on November 08, 2015, 07:26:10 PM
I wonder if it might be even more fun and efficient to fling them out at the bottom of the loop after a steep dive.

I will check out all of the options.  :devil
Title: Re: Base capture
Post by: Drano on November 08, 2015, 07:32:12 PM
Problem with that is your arc will be way wide due to your speed. They'd be all over the place. Better a nice tight slow loop right over the map room. I forget what the min height their chutes will deploy but think it was 500 ft, so don't kick em out too soon. And not too fast either, max speed I want to say is 250.

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Title: Re: Base capture
Post by: The Fugitive on November 08, 2015, 07:58:12 PM
The basic rules are, drop town ack, town down 75% (which changes the flag to white), and drop 10 troops of which ALL must make it inside the "map room".

Helpful tips:

1, dropping the VH at the field will help by keeping pesky vehicles out of the town and stop them from shooting your troops.

2, shoot the map room to kill anyone who may have bail and is waiting to shoot your troops as they run in.

3, Land troops with in 1 mile of the town. If troops are let out too far away they just stand around looking for a poker game. Troops can be dropped from the air and the best way is to let them out as you climb in a loop right over the map room. This way as they drop they fall onto of the map room and have less distance to run.

4, building down times can be extended by dropping the countries "city" and shortened by the enemy running supplies into the town to regenerate it.
Title: Re: Base capture
Post by: Kanth on November 08, 2015, 08:14:31 PM

That's pretty interesting the whole bailed guy in the map room thing.

also the alt and speeds.


Thanks!



Title: Re: Base capture
Post by: FLS on November 08, 2015, 08:59:31 PM
I wonder if it might be even more fun and efficient to fling them out at the bottom of the loop after a steep dive.

I will check out all of the options.  :devil

If your goal is to spread them out that would work. If you want them close together near the map room drop when slow.
Title: Re: Base capture
Post by: Kanth on November 08, 2015, 09:08:39 PM
I was actually just being silly.  :salute
Title: Re: Base capture
Post by: FLS on November 08, 2015, 10:28:59 PM
I was actually just being silly.  :salute

I got that.  :devil

I was playing along.   :neener:

You may remember the ground level C-47 loop sets up the minimum drop height.   :D
Title: Re: Base capture
Post by: Kanth on November 09, 2015, 05:40:39 AM
Ground loop rgr!  :D
Title: Re: Base capture
Post by: FLS on November 09, 2015, 01:28:56 PM
If you want to get fancy use the hammerhead aka stall turn. Salvo 10 and rotate on the 4th jumper.    :cool:
Title: Re: Base capture
Post by: Kanth 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:
Title: Re: Base capture
Post by: Vudu15 on November 09, 2015, 09:13:25 PM
here is a video on it sir.

https://www.youtube.com/watch?v=T1wjVmPZJYQ&index=9&list=PL54E5CE4C59347B00 (https://www.youtube.com/watch?v=T1wjVmPZJYQ&index=9&list=PL54E5CE4C59347B00)
Title: Re: Base capture
Post by: Kanth on November 10, 2015, 06:05:12 AM
Thank you, Sir! Very helpful! I appreciate it.
Title: Re: Base capture
Post by: Randy1 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.
Title: Re: Base capture
Post by: Kanth on November 10, 2015, 08:02:58 AM
Thanks Randy, and nice writeup yesterday on your base capture!  :rock
Title: Re: Base capture
Post by: Randy1 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.
Title: Re: Base capture
Post by: Kanth 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:
Title: Re: Base capture
Post by: Kingpin 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!
<S>
Title: Re: Base capture
Post by: Lusche 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.
Title: Re: Base capture
Post by: Kingpin 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.)

<S> Snailster!

Title: Re: Base capture
Post by: Kanth on November 10, 2015, 03:01:26 PM
Thanks I didn't even know there were mannable guns! All good to know!
Title: Re: Base capture
Post by: Kingpin 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.
Title: Re: Base capture
Post by: FLS 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.
Title: Re: Base capture
Post by: ImADot 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.
Title: Re: Base capture
Post by: Kanth 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
Title: Re: Base capture
Post by: Vudu15 on November 11, 2015, 02:25:48 AM
Kanth in my signature is a link to all the training videos I have you may take some time and breeze through them and use what knowledge you can use. :D
Title: Re: Base capture
Post by: Kanth on November 11, 2015, 06:12:22 AM
Yep I already checked them out, looks like there are a bunch of them I bookmarked it for later.  :D :rock
Title: Re: Base capture
Post by: Scca on November 11, 2015, 07:27:46 AM
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.

Small correction.  The object code for the .dt command for vehicle hangers is VHH, not VEH
 :salute

on edit:  Here is a link to Lusche's downtime image with ords needed to kill http://bbs.hitechcreations.com/smf/index.php/topic,357450.msg4739201.html#msg4739201 (http://bbs.hitechcreations.com/smf/index.php/topic,357450.msg4739201.html#msg4739201)
Title: Re: Base capture
Post by: Kanth on November 11, 2015, 08:50:32 AM
Oh great image for the clipboard!! thanks!
Title: Re: Base capture
Post by: Kingpin on November 11, 2015, 10:45:29 PM
Small correction.  The object code for the .dt command for vehicle hangers is VHH, not VEH
 :salute

on edit:  Here is a link to Lusche's downtime image with ords needed to kill http://bbs.hitechcreations.com/smf/index.php/topic,357450.msg4739201.html#msg4739201 (http://bbs.hitechcreations.com/smf/index.php/topic,357450.msg4739201.html#msg4739201)

Good catch on the VHH typo.  That list Lusche posted is exactly the one I use also.

Remember that with single-digit field numbers, it must be preceded by a zero.  So, when checking the downtime for the radar at field A1, you would need to type .dt f01rdr

That list also says that CV is shp0, but technically it is shp000.  So, if you just wanted to see if the carrier is still up for Task Force CV41 or when that TF will re-spawn back at its port (if the CV is sunk) you would type .dt f41shp000 (to get just the result for the carrier).  Of course typing .dt f41shp, will give you the results for all ships in that TF.  I believe shp005 is the Cruiser.  The Cruiser is a good one to check on for timing a CV's arrival at a base capture, as having the Cruiser up can help considerably with base capture.

I'm not sure what Lusche means by the "CV is usually shp0".  Whenever I have used it, shp000 has been the CV.  Are there certain maps or cases where the CV is not shp000, Lusche?

<S>