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MorphiasAC
2003-04-04, 03:18 AM
Ok, this is something that I have been thinking about for a while now. First of all what is the *most* important piece of infrastructure for any given facility(towers not included): the command console. If you lose this, its over you've lost everything. It makes everything for the defender more difficult once the c.c. is hacked. Of course they do have to hold it, but once again without the base amenities working for the defense that's going to be tough.

Since this is the most important piece of the puzzle, it also will most likely be the most heavily defended. Now, if I were leading an attack the target I would save for last would be the c.c. It's just gonna be tough to take. I would hope to take these objectives in this order, well priority.

1. Turrets. Send some reavers in to attempt to disable these babies quickly. I believe they fire automatically which means they are like extra defenders, that's something I don't want shredding my infantry as we try to get in through the front door. Plus the idea of air first, then ground attacks seems to work. The secondary targets for the reavers would be: 1. If possible the vehicule facility (not sure if this is internal or external); 2. Any ground vehicules which are targetable; 3. If there is no real Air threat to the reavers anything that moves.

2. Now that we have breached the entrance there is a choice to be made. 1. The equipment terminals, lets face it standard equipment isn't that great. 2. The matrixing(respawn) tubes. The generator is an option, but I don't know how repairing goes, and I'd prefer as little major damage as possible--plus I believe is will be harder to reach. Frankly I would send a few scouts to each location to probe the defense and then make my choice. If they were about equal I would head for the respawn tubes.

3. Full assault on the c.c., now they either cannot respawn or cannot restock(after they extinguish their lockers--hmm, those might merit some attention), either way holding the c.c. for the next 15 minutes will be much easier.

I know that I did leave out the more specific points of the fight, such as actually breaching the interior, however, I feel that those sorts of decisions are usually better made in the field. Most likely a combo of vehicules, maxs, and infantry(I bet you never would have guessed). Most likely, the air will take care of itself after the initial bombardment, especially if you can spare a few mosquitos for the sky.

Anyway, please share any comments or other stategies.

Warborn
2003-04-04, 03:40 AM
Why not try and blitz the console before the defenders can really get to it and dig in?

MorphiasAC
2003-04-04, 03:47 AM
The main reason I'm... tenative to use that strat is simply holding the dam place for 15 minutes after the fact seems much tougher. Especially since it sends that warning across the entire continent/empire, I'm not sure which. Besides, holding the respawn and equipment area beforehand would be nice. Easy to get you're attacking squad loaded up in the tubes(you do have to actually save yourself at the respawn tubes right), and be able to re-equip quickly for a more defensive posture. Plus I think it will in general make things tougher on the defense/recapture operation.

Saint
2003-04-04, 03:47 AM
The most simple answer is usually the correct one.

shodan
2003-04-04, 05:04 AM
Originally posted by Saint
The most simple answer is usually the correct one.

He's right remember the saying: KISS - Keep It Simple Stupid

I bet if you look hard enough you'll find Sun Tzu probably wrote it in the Art Of War ;)

Matuse
2003-04-04, 05:08 AM
Blow up the respawn tubes, and they won't be able to reinforce with any reasonable speed.

You can have your engineer's rebuild them once the base is under your control.

MorphiasAC
2003-04-04, 05:52 AM
Honestly I really didn't think it was all that complicated.
Step 1. Blow up Stuff
Step 2. Blow up this stuff.
Step 3. Hack this stuff.
Step 4. Defend this stuff.

More or less anyway.

Chief-BOA
2003-04-04, 07:08 AM
ergh to complicated. i think most people will want to keep it simple, but im sure that big overthought plans will probably succeed over a spur of the moment thing

d3ath4u
2003-04-04, 09:55 AM
Indeed, i plan on being an overplanner just because its fun to do everything down to the last mine in a certain way.:)

Sando138
2003-04-04, 04:20 PM
step 1: destroy respawn tubes and generator. enemy equipment, reinforcements, and defense hindered. timed or detonated charges applicable.

step 2: march into your brand new base and destroy remaining forces. generator is self-repairing, so just get your tubes and such back online.

Chanfan
2003-04-04, 04:40 PM
step 1: secure base perimeter.

step 2: threaten to pipe in a reading of the latest 100+ thread on Tribes vs. Planetside or "Is it beta yet?".

step 3: secure the newly surrendered base. ;)

NeoTassadar
2003-04-04, 04:54 PM
Here's one, but would take more coordination. Get a few guys (must be Inf., Hack, and AI/AV MAX certed), about 5-10 in Inf. Suits and sneak one at a time slowly into underground, evading patrols, being careful about looking around corners and such, especially against TR (AI MAXs in narrow hallways:scared: ). Then get them all to equipment terminals except one (preferably combat engineer certed, for turrets). Have that one hack control console and the rest get MAXs. Rush the MAXs to the CC. Have that one try to get a MAX. Right before you hack, call in a huge assault. Hack JUST AFTER (1/2 sec.) after first shot is fired (have someone report it. Hopefully the notice will be lost in confusion and gut reactions. Those who go in will hopefully not be expecting those MAXs down there already.

TheRegurgitator
2003-04-04, 09:12 PM
I think the best way is to surround the enemy hold position from about 200 meters away or whatever is out of their range. Freak them out after standing there for 30 minutes and you'll have a hell of a force.

P.S. Build up forces while waiting.

Flameseeker
2003-04-04, 11:18 PM
Patty, that's retarded. I would just throw grenades at you. BTW, they are calling for reinforcements too. :rolleyes:

TheRegurgitator
2003-04-04, 11:20 PM
I meant out of sight of the enemy or range at least

BUGGER
2003-04-04, 11:25 PM
The best way to attack with is for someone to play the goose. What I mean is have 5-10 peeps run around the base atracking attention. Then send in Mosquitos and Reavers to take out any airborn vehicles as well as ground vehicles. Then either drop hackers with a galxy or have them ride Wraiths right on in. The rest is just defending (send as many troops as possible to defend)

Hellsfire123
2003-04-04, 11:40 PM
Originally posted by MorphiasAC
Plus the idea of air first, then ground attacks seems to work.


Sounds familiar....wait....german blitzkreig? Good choice...

Anyway, i wouldnt worry to much about the turrets. Unless they are manned they are reportidly largly useless and inaccurate. To get around them id drive either a few sunderers or deliverers strait into the base and form a perimeter around the entrance so someone can hack the lock.

Then just rush a squad or two down to the basement, or up to the top floor and hack the console. After the hack the entire base shuts down, right Hamma? Then just mass fire at anything that comes around the corner for the next 15 minutes. Just make sure the enemy doesnt do something sneaky, like park a AMS outside the base and youll be fine.

BUGGER
2003-04-05, 03:12 AM
Remember they didn't have rockets back then.....or atleast ones that follow you. I say ground first then air. Ground takes out anit air turrets and MAXs. Leaving the air to the reavers, galaxys and mosquitos. Then everybody presses onto the base.....and all what hellfire said takes place.

Crimson Haven
2003-04-05, 03:28 AM
The best way to take over a base is not to attack it. What I mean is diversion. Sorry can't spill the strategy out but if you've read Sun Zi you'll know what i mean.

Zarparchior
2003-04-05, 04:56 PM
This may be a matter-of-fact statement, but there are plenty of ways to organize and play tactician to take a complex. I'm sure we'll see a good many crazy executions - some that'll make us laugh as we clean up their bodies or some that'll leave us crying in our respawning tubes.

While if the CC is hacked the defenders lose the base, I also heard (need to confirm?) that if someone takes out the generator that the facility goes to neutral as well. If that's the case, then just piling your forces in the CC won't do much good...

TheRegurgitator
2003-04-05, 05:04 PM
You say attack I say nuke 'em.

Smiley
2003-04-05, 07:46 PM
i agree, nukes always get the job done quickly and efficiently.. hehe

tmax
2003-04-05, 07:49 PM
nah nukes are too messy..chem warfare is the way to go...silent but deadly

Smiley
2003-04-05, 07:54 PM
you followin me tmax?!

well, what if you nuke the base...then use the bio weapons?

BUGGER
2003-04-05, 08:19 PM
Why not both!:D

1024
2003-04-05, 10:00 PM
Bio and nukes aren't as funny as shoving a few bullets up their ass :D

Subliminal
2003-04-05, 10:10 PM
Blow up the respawn tubes, and they won't be able to reinforce with any reasonable speed.

Those cant be blown up but I think a good strategy would be to setup spitfire turrets right in front of them.

MorphiasAC
2003-04-06, 07:38 PM
You can't disable/blow up the respawn tubes? That sucks.

Spider
2003-04-06, 08:15 PM
Ok well iv'e been pondering the thing for some time... and well my way will work in a closed out by wall bases :D

althought this might bring some casualties to the big group.

a) get 15 to 20 infiltrators to work togheter and enter the center of activiti of the base. then make them place mines and all at once in the middle make thme place spitfire turrets at the same locations but scattered.

b) at the same time this is done make 4 sweeps of air vehicles (reavers and mosquitos)

1st sweep: take out turrets
2nd sweep: clear out main infantry
3rd: take out remaining turrets
4th: bomb the hell out of the base

c) Same time make tanks bombard the place as infantry advances with small vehicles (basilisk's)

d) before the small vehicle force as arrived to the damned place make 5 to 10 galaxies drop infantry and maxes over the base

e) stop bombing of the tanks and advance

f) take the respawn tubes and places MaX's in fron of them

g) clear the place up as the main assault on the command center is being executed and hacked

h) set up more and more mines and spitfire turrets around the place with the constant group of basilisk patroling and the tanks staying put while your squadron of air units patrol the air shooting any ennemy target in sight.


voila you have a base. Large deployement like 200 or 300 people but it's possible to do it with a leader strong enough for it and no morons *cough* I command *cough*

Irnbru
2003-04-06, 08:35 PM
best option is to try them all. There is not one strategy that will work in every situation. Commanders will have to adapt their plans on the fly and anticipate what the other Commander is planning.

EarlyDawn
2003-04-06, 11:01 PM
You don't lose the base to neutrality if the gen blows, the terminals all lose power.

You can blow up everything in a base save for the control console.

user46345
2003-04-08, 12:48 AM
Haha, though I can't say why