MP TE Frostbite





Defense


Stage 1

Med: 2-3
Lt: 2-3
Soldier: 1

Stage 1 has a Med/LT combo head towards the Gate, jump over and attempt to flank the Allies as they try to get into the complex from the front. The rest of the group is stationed in the upper complex. There should be a Med and an Lt sitting at the flag and then the the other LT/Med in the office. The panzer could be located at the bottom door ready to shoot thru the window at an Engineer planting or he could be in the upper complex with the others. All Axis in the upper complex must use their nades and airstrikes to keep the Allies from gettin up the ladder. Throw most nades on the upper platform itself to get the Allies, because chances are they are already up the ladder. Once the doors have blown or the Allies have secured a good foothold on the flag the Axis should go to stage 2.


Stage 2


Med: 3
LT: 2
Soldier: 1

Stage 2 is located directly on the Docs. One LT will be stationed at the Stairs to the right of the docs looking down the spawn corridor. He is to shoot down any Allies coming up that way from long range. There will be a Med located to his left giving him health and assisting in taking down Allies with Nades or shooting them once they reach the stairs. This med can be put on top of a bulletin board in the doc room which can give him a good view. On the left side there will be a LT stationed in the box area of the left corridor, his job is to shoot at Allies coming in the central area and warning Axis guarding the right side of incoming Allies. A med will be located closer to the docs on the left corridor, making sure the lt's flank is covered and assisting that Lt with med packs and revives. It is important that he keep his distance however to avoid dying with the LT. The third Medic will function as a limited floater in the doc area, he must assist whichever side needs it the most. The soldier is a floating panzer, killing Allies and taking back flag. When the docs are taken, Stage Three is needed.


Stage 3


Med: 2
LT: 3
Soldier: 1

When the Allies get the docs, there is not much time before they can reach the transmitter. It is probably best to start heading to cover positions whenever it seems that the Allies getting the docs is a certainty. Awareness of where the Allied doc carrier is in general is very important. As you spawn, if you know he has has just grabbed them it would be a good idea to set up in the upper complex, so you can shoot the Allie as he comes out. If that is not a possibility you must run to the transmitter to head them off. If the gate is not blown, the best way over it is to hug the left ridgeline and use sprint to reach the boxes on the left of the gate. Any Lt's should call an artillery strike on the top of the transmitter. Axis can set themselves inside the transmitter or outside. Key spots are on the roof, behind the building, and inside hiding behind the stairs.


Analysis


I believe that this defense can work well against the normal compositions of teams. But our practices so far have proved that a heavy panzer attack can shake it up to the breaking point. Since the defense relies on a lot of camping in a somewhat close proximity several panzer shots can take out one side of the defense. I have little doubts that the defense can hold back any normal setup and therefore should need no major changes to it at all. However with a panzer attack, I believe that setting up the defense at opposite ends of the corridor should force the panzers to kill only one Axis at a time and quite possibly take themselves out as well. Also I believe that once the initial shots have been taken, attacking the panzers with maybe just one of the doc defenders can stop their offense assault for that round by killing them before they can recharge. Though this attack should not go beyond the corridors, and once taken care of the Axis attacking should return to position.


Strategy 2


Defense


Only difference is in Stage 2, guarding docs. Panzer will not be by door, but be back by docs. One of the 2 meds by docs will be by door. They will alert the team to movement and be ready to help head off an attack down the spawn hallway (be warry of nades flying at you out of no where). Either Strat1 or Strat2 we need to make sure we don't throw nades unless the point man tells us to start. We continue to do so until he is back in position.


Offense


Only difference is don't blow the back door.

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