Spawn and Drop?

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    UnderADyingSun

    Posts : 141
    Join date : 2011-04-30
    Age : 31
    Location : California

    Spawn and Drop?

    Post by UnderADyingSun on Sun May 08, 2011 3:25 am

    This is just a recurring thought, so I felt I would post.

    This proposed tactic will apply to maps where atv's can in effect circle both A and B in rush, but not necessarily have to make a full circle.

    Let me illustrate for instance, Port Valdez, attackers. 2 of the 4 in the initial squad spawn, one drives, one passengers, the other two remain in inventory management. Approaching hard west, following the roadside, the current passenger desembarks from the vehicle adjacent to B, then, immediately another squad member spawns on the vehicle. The driver makes a pass behind the three story building north of B, disengaging yet another squad member to possibly secure the building, provide cover on B, or serve as a distraction. The final squad member secures the two story housing behind A attempting to secure the objective or serve as a spawn point for the fallen distraction squad.



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    riafomh
    The Chain Smoker
    The Chain Smoker

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    Re: Spawn and Drop?

    Post by riafomh on Sun May 08, 2011 6:06 am

    Yeah, we pull moves like this all the time. Check out the post on the clown car.


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    Dolo

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    Re: Spawn and Drop?

    Post by Dolo on Sun May 08, 2011 2:28 pm

    A good variation though!!!
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    DentedBullet

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    Re: Spawn and Drop?

    Post by DentedBullet on Sun May 08, 2011 3:33 pm

    Yeah this is different, I like it.
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    riafomh
    The Chain Smoker
    The Chain Smoker

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    Re: Spawn and Drop?

    Post by riafomh on Sun May 08, 2011 4:35 pm

    Yeah, it's like my Oasis QRF tactic here (look at the 4th Set of M-Comms, located on The Streets), where you take the Humvee and drop guys off behind each of the Alleys to run between the buildings and secure that whole Alpha side and rear-flank Bravo...

    This is good though. Same thing, near enough, but maybe less predictable.


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