

Attack Strategy: The Veritae Maneuver
#1
Posted 12 December 2014 - 07:16 AM
Most CW attack strategies will naturally consist of four phases, loosely, 1 for each drop wave. The obvious but crucial point is that you're not trying to kill defenders.
Repeat: YOU ARE NOT TRYING TO KILL DEFENDERS!
You are trying to drop the generator that powers the base defense gauss. Always keep this in mind. An attacking force can go 48-0 and still lose, or go 0-47 and still win. This maneuver encourages the latter.
Phase 1: Open 1-2 gates, kill turrets on attack vector, designate priority enemy targets, (if any).
Depending on the map, you will focus on 1-2 gates. Boreal requires only 1, your tactical choice. Sulfur requires 2, left and right gates. DO NOT OPEN THE CENTRAL GATE ON SULFUR.
Depending on the map, coordinate your team to focus on a specific gate or split to assault the two side gates on sulfuric. For this wave, you want range damage, and minimal assault mechs. Get in position, take out turrets and open the gate(s) as quickly as possible. Scout/con enemy mechs and take note of type of defense chassis and their relative position.
Note: Assault mechs in this phase do not engage. Simply position near gates to push in Phase two.
Once gates are open, and mechs are scouted, begin taking out turrets on your way towards the gun. Charge them and fire at nothing but turrets. Die, respawn and meet at the open gate. Once all 12 are at the open gate(s), begin Phase 2.
Phase 2: Maim/cripple defending mechs, clear a turret-free path to the generator.
This one is pretty simple. Prioritize fire on any turrets and push towards them to get them to activate for easier kills. Target prioritized defenders from Phase 1. DO NOT TARGET CT! The goal is to remove limbs and side torsi. Slow them down, minimize their combat effectiveness and hence their ability to stop Phase 3.
Phase 3: Charge the generator.
By now, they probably know what you're up to. If not, they are all patting themselves on the back for surviving that rush by a bunch of idiots. If so, they should all be ejecting for fresh mechs.
Once your Phase 2 mech is dead, you should be in your fastest highest alpha mech. Jenner Fs or non Ember FS9s will work great. Streak to the generator. Ignore all enemies. Ignore turrets remaining. Kill the generator. You should win in Phase 3. If not, proceed to Phase 4.
Phase 4: Storm the generator with speed and armor.
If you failed in Phase 3, it's probably because the OpFor had too many healthy mechs focusing fire. The generator should be in rough shape. This time, bring a fast/tanky mech to finish it off. Cicadas or Centurions/Shawks would be great here. Finish off the Gauss. Do your victory dance.
Thoughts?
#2
Posted 12 December 2014 - 07:30 AM
you sacrifice a whole wave to open a gate and take out SOME turrets.
Then you cripple mechs that are between you and your objective, meaning they still can fire back. quite well. And no matter of they smell your tacics, they gonna anyways eject to get a mech in shape. your second wave is gone, while they have just entered their second wave.
You can entirely reduce your approach to phase one and phase 4:
split your team to 2 groups of lights with JJ's and 13o+ kph. rush the gates shoot the generators (which with long distance weapons is supereasy causing nearly no losses, if any at all)
Then you rush thx to high speed and hitreg to the generator and destroy it. if it fials, grab second wave lights and repeat.
the third
than fourth. No generator will survive this probably in the first wave. but four is more than enough than you need.
but I would rather more call this an exploit than a true tactic.
Lets call the tactic: "Hive attack" where a swarm just enters the hive kills the queen and done.
Edited by Lily from animove, 12 December 2014 - 07:31 AM.
#3
Posted 12 December 2014 - 07:35 AM
Edited by Veritae, 12 December 2014 - 07:37 AM.
#4
Posted 12 December 2014 - 07:40 AM
#5
Posted 12 December 2014 - 07:51 AM
Veritae, on 12 December 2014 - 07:40 AM, said:
12 lights in phase one will overhelm the opponent with speed and not let them time, becuse syou come from two directions anyways.
#6
Posted 12 December 2014 - 07:54 AM
Even if you dispute the "how" at least it is better than most pug attack groups!
Edited by Katotonic, 12 December 2014 - 07:57 AM.
#7
Posted 12 December 2014 - 07:56 AM

#8
Posted 12 December 2014 - 07:58 AM
Taking the base should be about defeating the defending force, not lol zerging with lights.
#9
Posted 12 December 2014 - 08:02 AM
With that said though, both of the times I have seen attackers win, it was by attrition. PUGs struggle to coordinate rushes.
#10
Posted 12 December 2014 - 08:06 AM
Widowmaker1981, on 12 December 2014 - 07:58 AM, said:
this is what popped in my head when I read this. Wonder if they oculd be vbreakable?

#11
Posted 12 December 2014 - 08:11 AM
I may or may not agree with you, but this is the way the game mode works today.
John, I agree that right now, attackers are mainly winning through attrition in a Skirmish mindset. I think that can/will change.
Just trying to start the discussion.
#12
Posted 12 December 2014 - 08:22 AM
Veritae, on 12 December 2014 - 07:16 AM, said:
Most CW attack strategies will naturally consist of four phases, loosely, 1 for each drop wave. The obvious but crucial point is that you're not trying to kill defenders.
Repeat: YOU ARE NOT TRYING TO KILL DEFENDERS!
The enemy's gate is "down".

#13
Posted 12 December 2014 - 08:25 AM
#14
Posted 12 December 2014 - 08:35 AM
- Early Snipe/LRM War until the gates go down. Some trades back and forth, 1 or two kills, several defenders damaged.
- Attackers hit one of the gates in a mass, usually catching defenders in a 8 v 12 type scenario. They steam-roll the defenders at that point and clear out most of the base defenses, before being forced back.
- Attackers regroup and attack the generator as a group. Unless the Defenders work fast the generator will go down and the attackers win.
If the Defenders manage to repulse the attacker's main push, the fight turns into a attrition battle which favors the defenders who can just sit in their own drop zone, protected by turrets and drop-ships, and snipe at any one who tries to push on the generator.
Edited by HlynkaCG, 12 December 2014 - 08:40 AM.
#15
Posted 12 December 2014 - 08:50 AM
#16
Posted 12 December 2014 - 08:56 AM
The point is: being better than the other guys is not Strategy.
Lily, we are planning to scout that tonight. I'd encourage you to do the same and report back either way. Again, the goal is to minimize liabilities and maximize advantages BEFORE the first shot is fired.
#17
Posted 12 December 2014 - 08:58 AM
#18
Posted 12 December 2014 - 09:00 AM
Edited by Veritae, 12 December 2014 - 09:02 AM.
#19
Posted 12 December 2014 - 09:13 AM
Veritae, on 12 December 2014 - 08:56 AM, said:
The point is: being better than the other guys is not Strategy.
Lily, we are planning to scout that tonight. I'd encourage you to do the same and report back either way. Again, the goal is to minimize liabilities and maximize advantages BEFORE the first shot is fired.
I don't have a unit with members at all, so I can not test this coordinated, since PGI doe snot allow me to prepare drops as a group made of other people. I need to go with whatever the MM gives me.
#20
Posted 12 December 2014 - 09:21 AM
the other map, not so sure this can work. the defenders can setup between the gates and long as isn't a light rush and we have all slow mechs, it could work out of the alpha gate by going behind the hill.
Edited by Bigbacon, 12 December 2014 - 09:22 AM.
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