Originally Posted by maradine
It's not necessarily about whether you can hold out against superior numbers - it's about how long you can hold, and how many they send to push you off. If you can take a squad of 12 and force twice that many root you out for 10 minutes, you've created a 12-man, 10-minute window somewhere else. If you have 4 squads doing that, you've created a full platoon-sized hole in an important fight.
Maybe you don't have the coordination into your faction's command structure to capitalize on that gap - we certainly don't. But we still work to make those opportunities for others. Reasonably certain you could call that strategy.
Punching above your squad's weight is one of PS2's great pleasures.
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THIS^ This is what ODAM is all about. Yes we recognize that one squad is not going to hold snake ravine against a dedicated zerg. BUT if we can set 1 squad there and delay the zerg for 10 minutes, while 3 squads cap the biolab Hydroponix (or whatever its called). Then we can all attack back downhill in force to push the zerg off.
You will never stop a force of superior numbers from taking a place if they are truly dedicated. You can delay them or if you are lucky, make them change their mind and waddle off in another direction.
I can't tell you how many alerts we have won by using this blocking strategy. But I can tell you to look up the stats for how long TR has owned Indar on Watterson.