rumsfald
07-13-2008, 11:04 AM
Dear diary,
BAL-SACK remains a team without a focus. Itâs like we are Batman with no Joker. Seinfeld with no Newman. Arthras with no King Terenas (I donât know what that is supposed to mean, Kor told me it would bring mega-lulz). I wish people would sign up for T-BAG already. http://www.brbuninstalling.com/forum/ind...opic=678.0
It was suggested that we follow the maps being used in leagues for the week, and practice up on that so that cerial clans could use us as punching bags as they train up for the match that week. So, map du jour is CP_Steel. On Wed night we rolled around ideas, assuming an 8v8 matchup.
Defense
1) Point E should always be guarded by 2 people to prevent ninja-caps. 1 is a demo, cause they can lock down the point. The other should probably be a scout, as a scout can patrol the whole back path to E and harass and, most importantly, inform the rest of the team of offensive movements.
2) Point A is not seen as the most viable defensive stand. That said, a token force (2-3, maybe heavy, solly, medic) can try to delay and stall while the engies and demos set up to defend B.
3) B and C were seen as the best points to make a stand. Discussed sentry placement, class positioning, likely offensive maneuvers, etc. I could draw and ascii map, but you donât want to see me do that.
Offense
Because you can rush E and ninja-win, this map really puts pressure on the Caller, or Team Lead. This would likely be Kor during a match with Caff as backup, but other folks are encouraged to think about working on their calling skills, as they both will not always be available. Particularly, we discussed the Caller switching between a 6/2 and 4/4 offensive set, with the smaller, lighter group pushing E.Â
We didnât get into specifics, but here is Rummyâs Approximation.
6/2
6-team, attacking A, B, C, D in order
Heavy
Medic
Soldier (optional 2nd)
Demo
Pyro (optional)
Spy (optional, highly situational)
Engie (optional, when rushing C and/or D)
2-team, forcing E
Scout (or 2)
Demo or Soldier
[b]4/4
A â forcing main[/b]
Heavy
Soldier
Pyro
Medic
B â Forcing E
Scout
Soldier
Demo
Medic
Spy (optional, highly situational)
We didn't discuss this, but I should add that if the E-team notices a substantial defense (3 defenders or more) on E, the Caller could call a full 8 rush on main (A,B,C,D) to cap points, open doors, and add time.
Because of the poor sightlines, this is not a sniper map.
Folks from the team are welcome to add or correct.
BAL-SACK remains a team without a focus. Itâs like we are Batman with no Joker. Seinfeld with no Newman. Arthras with no King Terenas (I donât know what that is supposed to mean, Kor told me it would bring mega-lulz). I wish people would sign up for T-BAG already. http://www.brbuninstalling.com/forum/ind...opic=678.0
It was suggested that we follow the maps being used in leagues for the week, and practice up on that so that cerial clans could use us as punching bags as they train up for the match that week. So, map du jour is CP_Steel. On Wed night we rolled around ideas, assuming an 8v8 matchup.
Defense
1) Point E should always be guarded by 2 people to prevent ninja-caps. 1 is a demo, cause they can lock down the point. The other should probably be a scout, as a scout can patrol the whole back path to E and harass and, most importantly, inform the rest of the team of offensive movements.
2) Point A is not seen as the most viable defensive stand. That said, a token force (2-3, maybe heavy, solly, medic) can try to delay and stall while the engies and demos set up to defend B.
3) B and C were seen as the best points to make a stand. Discussed sentry placement, class positioning, likely offensive maneuvers, etc. I could draw and ascii map, but you donât want to see me do that.
Offense
Because you can rush E and ninja-win, this map really puts pressure on the Caller, or Team Lead. This would likely be Kor during a match with Caff as backup, but other folks are encouraged to think about working on their calling skills, as they both will not always be available. Particularly, we discussed the Caller switching between a 6/2 and 4/4 offensive set, with the smaller, lighter group pushing E.Â
We didnât get into specifics, but here is Rummyâs Approximation.
6/2
6-team, attacking A, B, C, D in order
Heavy
Medic
Soldier (optional 2nd)
Demo
Pyro (optional)
Spy (optional, highly situational)
Engie (optional, when rushing C and/or D)
2-team, forcing E
Scout (or 2)
Demo or Soldier
[b]4/4
A â forcing main[/b]
Heavy
Soldier
Pyro
Medic
B â Forcing E
Scout
Soldier
Demo
Medic
Spy (optional, highly situational)
We didn't discuss this, but I should add that if the E-team notices a substantial defense (3 defenders or more) on E, the Caller could call a full 8 rush on main (A,B,C,D) to cap points, open doors, and add time.
Because of the poor sightlines, this is not a sniper map.
Folks from the team are welcome to add or correct.