View Full Version : My base capturing strategy
DarkNeo
2003-11-17, 03:37 PM
Heres a very good plan that will help you capture a base.
First, here is a list of the things you will need in your squad.
2 hackers at least 1 with basic or advanced hacking(both infil suits)
2 engineers filled with boomers and turrets(1 with infil suit)
2 antipersonel maxes
2 medics as good as possible
2 infantry with good close combat weapons (everyone should have a good weapon but these guys will cover the indoors, darklight implants if possible)
If your using more than one squad, add 4 more infantry, 4 more maxes, and 2 more to do what you want with.
ok heres the plan.
1.Send a cloaked engineer to plant as many boomers as possible on the generator.
2.Have a hacker go up and prepare to hack the door.
3.Before starting the hacking process, make sure the engineer gets back with the rest of the squad.
4.Have the hacker hack the door.
5.Have the hacker sneak to the control console, this maybe difficult so use the best you can find.
6.Hack the console
7.Keep the hacker with a good pistol right by the console for now.
8.Have the engineer blow up the boomers, dissabling the power. Enter with full force, hopefully it will be empty because the enemy doesn't know about you yet. Clear the rooms by throwing a few frags then going in and finish off whatever is left with the MAXes. Be sure to keep your troops alive with those medics.
9.Call for reinforcements to hold off the enemy and help you clear the base.
10.If the hacker at the console has darklight, make sure they flick it on once in a while to check for stealth recaptures. It may be usefull also to man the wall turrets, they are very powerful.
11.This plan may be hard to do without voice hardware so you should use that if possible. Its worked many times for me and the only way it wont work is if the hacker gets killed too much getting to the console or the engineer dies before blowing up the generator. You can use an AMC if you want but you probably wont need it because this is a once change operation. If it fails the first time, you will probably have to go for another base. Good luck!
Battle plans never survive contact with the enemy.
The only ones that do are not so much plans, as a collection of best practices. These would be mine:
Always park an AMS as close to the front, rooftop (bio lab or AMP station) or back doors as possible. Mine the inside of the cloak bubble as soon as it's deployed.
If you die while attacking, wait for at least 2 other squadmates to spawn before moving into the base. This ensures your trips inside will last longer, and keeps the AMS defended.
Don't blow the gens unless you can't get control of the spawn room, or it saves you considerable time and effort. (ie: it's a bio lab)
Once you have the hack, move out of the control room and defend the chokepoints leading to it. By being outside the CC and using cover you will usually win the initiative by surprising your enemies. The first hits scored will carry the day most of the time, especially if your enemy needs time to figure out where you are shooting from.
That's about it. Anything more elaborate is doomed to micromanagement which bogs down the leader, and irritates his troops. Establishing fluid fire teams by having casualties wait at the spawn point for backup is the simplest and most effective way of ensuring the team's longevity. It is tried tested and true, and accounts for the fact that you will have lots of casualties inside the base. Having to wait for the MAX you are supposed to be travelling with to spawn again gives the enemy time to organize and strike back.
Incompetent
2003-11-17, 04:17 PM
:stupid:
Plans are nearly useless once you make contact, the most important thing once the fighting begins is to have a clear, concise doctrine that everyone knows and follows. Personally, i prefer to snag the tower as soon as possible, nuke the gens and establish a heavy vehicle presence in the area immediately around the courtyard w/ the infantry bunkered up at key chokepoints.
Infantry should operate in small groups of two or three men and assault primarily throught the backdoor whenever possible, but varying if they begin to encounter heavy resistence at any given entrance. Breaking lattice links for important benifits is a valid tactic also. SA weapons, Rexo, quick thinking, adv medics, Lightnings and a strong sense of teamwork and initiative are all thats required, which all happen to be common in my outfit. Nice, simple, easily learned/executed and most importantly very few ways to fuck it up.
TeraHertz
2003-11-17, 05:29 PM
1.Send a cloaked engineer to plant as many boomers as possible on the generator.
There's the flaw in your plan.
a cloaker can only take 6 boombers it takes way more to blow a gen.
Make that 5, and it takes 8 to completely blow the sucker.
JetRaiden
2003-11-17, 07:14 PM
if only it was that simple.....
ChewyLSB
2003-11-17, 07:33 PM
You could theoritically hold 6... you would need to hold one on your mouse though and never close your inventory window.
Scarecrowe
2003-11-18, 02:38 AM
ok Sounds like you havent actually played the game only read stuff about it. Plans like that never work because 1- you cant always get the right people that you want 2- As soon as a enemy shows up everything goes to shit. E.g if there was 1 enemy with dl walking around chances are he will spot one of the infils. Also you havent taken into account variables like enemy deployed defenses, enemy resistance or friendly spawn points.
p.s you cant man enemy turrets even if the facility is hacked
DarkNeo
2003-11-18, 07:41 AM
Fine then use more than one engineer, or use the ams and get more boomers and go for a second pass.
I know its not as easy as I made it sound, once again its a guide, not a plan.
Biohazzard56
2003-11-18, 08:23 AM
The best way for base captures is a well diciplined team with lots of practice and knows that MAXs go in first , suppress with flak , learning how to flank and just being an elite unit, and being well prepared is the best way ive found
DarkNeo
2003-11-18, 11:47 AM
But having a set of guidelines helps organization a lot.
Incompetent
2003-11-18, 12:24 PM
Exactly, you need a combat doctrine to maintain unit cohesion and keep everyone on the same page, not a plan, complex plans only lead to confusion because they are completely invalidated after the first shot.
A doctrine is just what Jagd said, it's a collection of best practices, you don't need to argue about what the plan says you need to do, you know what you need to do in a certain situation to accomplish your goal, and so does everyone with you.
Look at it like this, a plan tells you first do this, then do this, then do this, ect. A Doctrine sets down an extremely basic plan (scout, take tower, blow gens, fortify area, scout, take tower...) then says if this happens do this, if this happens do this, ect. I dunno if i really explained that well (and it's not the "technical" definition either) but it's the best way I could think of.
DarkNeo
2003-11-18, 01:37 PM
Like I said before, I have used that guide a lot and it works a lot too. Its best to pick a base on a continent where most of the continent is ruled by the same empire as the base you are attacking so there wont be as much defense because they dont really have much of a reason to keep it.
Laeritides
2003-11-18, 02:23 PM
Sounds like your plan is for ghost hacking.
DarkNeo
2003-11-18, 02:40 PM
Kind of, it works best like that though.
Laeritides
2003-11-18, 02:43 PM
if you are ghost hacking the best plan is to just blow the spawn tubes first and hack the joint. Keep the terminals alive to get supplies from.
DarkNeo
2003-11-18, 03:24 PM
but if you take down the gen, they cant use the terminals to regroup if your first strike fails.
because if you somehow die, they will be aware of your attack and send reinforcements, but if you take down the gen, it will be harder for them to get the right stuff to hold you off with. It also helps if you have at least one base closeby so you can make the enemy base nuetral then send in a galaxy for reinforcements on your side. Thats just if it gets ugly though :)
Ghost hacking strategy:
Send one guy to a base. Have him start hack, then blow tubes. Be sure to bring reading material. Repeat.
Scarecrowe
2003-11-18, 08:13 PM
Yea but ghost hacking is extremely boring specially when no enemy resistance is about. and you get no experience for it any way. Generator strikes at enemy technology plants is usually a good stratergy and can really piss off your enemy
DarkNeo
2003-11-19, 06:53 PM
Its not a ghost hack, its more of a "less populated" hack.
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