1 (edited by Safe-Keeper 2007-10-13 23:39:47)

Topic: Thoughts on defending Mos Espa [picture-heavy]

This started as just an example of squad coordination in the Everyone Squad Up! thread. I plan to upload this to the Wiki once it's gotten some feedback.

The initial stage of Mos Espa (the day-time desert map) is interesting in that it gives the Imperial players an 'Omaha Beach'-style open field they have to cross using mostly infantry. The difference between the Germans at Omaha and the Rebels at Mos Espa, however, is the Germans had this bright idea that the whole beach, not just a small section, should be defended. The rebels, doing things their own way, had the western edge of town protected by infantry spawning at Watto's Junk Yard, while the eastern edge of town is totally unprotected.

    In effect:
http://i147.photobucket.com/albums/r292/safe-keeper/MosEspa-1.jpg
It's worth noting that even though the Junk Yard infantry can see pretty far to the east from behind their wall, the 'wide open area' extends farther to the west than indicated. Also worth noting is that you don't have to follow the southern road, as there are plenty of alleys between the buildings following the road on its north side. As a result, there should be not just one squad at the Junk Yard, but also at least two squads dispersed along the whole southern edge. If Imperials slip through the first line of buildings, all they have to do is sneak through one of these alleys, and they're far behind Rebel lines, free to sneak all the way to the Slave Quarters.

Going all the way east is particularly nasty of the Imperials as it totally bypassed the Alliance defenders at Watto's junk yard. If I, as an Imperial squad leader, choose to do so, scaling this hill...
http://i147.photobucket.com/albums/r292/safe-keeper/Flanking1.png

...I will find that the Rebels, at the Junk Yard, will be totally unable to stop me. Not from all the way over here:
http://i147.photobucket.com/albums/r292/safe-keeper/Flanking4.png

Thus, I will be free to proceed to cross the open field and find a nice little alleyway here...
http://i147.photobucket.com/albums/r292/safe-keeper/Flanking2.png

...from which I'll be flank around the eastern edge of the map to the Slave Quarters.
http://i147.photobucket.com/albums/r292/safe-keeper/Flanking3.png

Now, if the mapper declines to provide you with cover for half of your front, I think it's either because he wants the Imperials to have a way to break through so that the battle moves into the town instead of being bogged down, or because he wants you to take the initiative yourself - provide a challenge and a bit of Strongly Encouraged Teamwork by Mapper, so to speak. It's probably a bit of both, and either way, initiative is precisely what is needed from the Alliance here if they don't want the Imperials to walk right in to your city.

Setting up shop in or near the alleyway is strongly recommended, as is covering at least one of the other two suggested points on the map above. Try to spread squads out as far as possible so that you can cover a wider area. Also remember to use the speeder - you can either use it as a rapid response vehicle to catch up with and engage enemies that managed to sneak past your lines, or use it as a defense turret by turning it around so that its gun faces the enemy landing zone.

Shields, deployable turrets and mines, not to mention spawn beacons, are your friends when defending the city outskirts. Set them up and defend them, and place them where you plan to set up your defense, which in turn should be where you can do the most damage. Do not deploy shields so that you have your back against the wall (a mistake I often see), as you need to be able to retreat to safety if overrun. When placing shields so that they cover turret gunners, be careful to not place them so that the turret can't fire at all. Only the tip of the turret should be obstructed by the shield. Lastly, remember to place spawn beacons where they won't easily be spotted. The more creative you can get here, the better.

I know I'm in Project Reality mode and that most games will not get sufficiently organized for me to set this up, especially with no commander present, but I suppose that clan players will may have use for this when playing clan matches.

"One of the bitches actually gave birth while she was attacking, and her puppies joined in on the carnage."
--the awesomeness that is Boatmurdered.

Re: Thoughts on defending Mos Espa [picture-heavy]

dude...there's somthing up with yo' graphix

http://www.fsmod.com/img/fs_ubarsig.gif
Why so serious?
I recently had a tragedy in my life...Alicia....threw herself out the window...

3 (edited by TY2D2 2007-10-14 01:07:31)

Re: Thoughts on defending Mos Espa [picture-heavy]

Safe would you mind if I added in a special map of hard to get to locations?

http://i12.photobucket.com/albums/a202/ty2d2/fsprsig2.gif
"Munchkin: One who, on being told that this is a game about politics and intrigue in 17th century Italy, asks to play a ninja."
Andrew Rilstone

Re: Thoughts on defending Mos Espa [picture-heavy]

Slyrunner wrote:

dude...there's somthing up with yo' graphix

Its called low graphics tongue

I would suggest setting your terrain to high or at least medium SF, there is minimal if any performance hit and it will improve the look of ME significantly.


On the topic at hand:
I'm starting to think the above tactic that Safe keeper pointed out on ME is detrimental to the map. In the early stages of ME I used to find that the imps would have to fight tooth and nail to get into the city. However it now apears that an imp or two run up through the "Wide open for attack" area and cap that flag. I can't remember whether when I first made it if I had the slave quateres flag at the lover set of slave quarters or whether the push map made wattos junkyard the only flag the imps could catch, (or both) but the seige was far more intens and the defense more well organised.

General Un-Co,
                         Signing off
http://www.fsmod.com/img/unco_sig.jpg

Re: Thoughts on defending Mos Espa [picture-heavy]

Slyrunner wrote:

dude...there's somthing up with yo' graphix

I have all my graphics options on max.

First strike, playing from day one: SirKillsalot30

Resident Metal Gear Solid fan

Re: Thoughts on defending Mos Espa [picture-heavy]

To be honest, I don't know if you can capture Slave Quarters right away. If you can't, the tactic's suddenly far less useful.

"One of the bitches actually gave birth while she was attacking, and her puppies joined in on the carnage."
--the awesomeness that is Boatmurdered.