

Attack Victric Forge
#1
Posted 25 February 2016 - 07:54 AM
I am reaching out to battle field drop commanders to see if I can get some creative input on how you guys effectively attack Victric forge. It is by far the toughest map IMO to coordinate and effective push on. Yes if the other team is bad or uncoordinated you can get wins. But when facing another 12 man with even average competency you can get your head kicked in. So what strategies do you employ for this map to do effective damage and Ogen pushing without losing say 50% of your force before you see an OGEN. I feel like every other map is easy to attack but this one.
Thoughts?
Just to be clear GBKP is 19-3 in its last 22 organized drops of 6 or more Unit members. I am more interested in what creative strategies you guys are using to overcome the obvious attacking disadvantages.
#2
Posted 25 February 2016 - 08:01 AM
With both gates down, slow attrition push up the right side of the map twice, clearing turrets, and if successful, take the near gen on that side.
Third wave, go hard right, get the final gen, omega opens, kill mechs, get paid.
4th wave is a blowthrough, commander's choice of gate. Get to Omega, blow it up, kill what gets in the way.Works pretty well for us.
#3
Posted 25 February 2016 - 08:13 AM
BaconCouch, on 25 February 2016 - 08:01 AM, said:
With both gates down, slow attrition push up the right side of the map twice, clearing turrets, and if successful, take the near gen on that side.
Third wave, go hard right, get the final gen, omega opens, kill mechs, get paid.
4th wave is a blowthrough, commander's choice of gate. Get to Omega, blow it up, kill what gets in the way.Works pretty well for us.
Yes to be clear we are Clan Loyalist.
#4
Posted 25 February 2016 - 08:29 AM
Right gate.
Push in shooting left, setting up a mobile firing line against anything up in the middle. A few will have to push further right and around the first pillar.
Proceed to directly their base as you are able and wipe out all the turrets and as many gens as possible while they attempt to recover.
After turrets are down, fight from the cannon/shoot objectives until the wave is wiped.
Rinse and repeat.
If they want to hide deep up top, just send a couple laser mechs ahead to clear out turrets at their leisure while slowly advancing. If you can get around that corner you can pretty effectively pin them into that position or force them to split very wide which leaves the base completely undefended.
It's really the only way in without giving them your back foolishly other than a flat out light rush with 12 Cheetahs. Which is not the worst idea either, since you can clear out the gens and half or more of the cannon before the turrets get you or anyone responds pretty consistently.
#5
Posted 25 February 2016 - 10:31 AM
If there are no gens, you can go either gate. On the left side you can poke from an extended firing line from F4 to G3 then head to F3/E3 for a brawl. Right side you can go to E4/E3; avoid the right path unless they are in the E4 crater, in which case you hold your balls & push towards D3/ramps. AVOID the wall near C5, that's a death trap.
#6
Posted 25 February 2016 - 10:48 AM
If you push the right gate, you can skirt all the way around the right side of the base and actually get behind Omega and set up some very good firing lines, especially if you have any lurm support. I think it's D2 (not positive without seeing the map) that you can set up in.
You can also break off at the big ramp on the right side and cut left into those buildings in front of Omega. If we're getting circled or hammered with lurms a lot of times that's where I call for us to head because the buildings provide decent cover.
You just have to be careful to spread out among the buildings a bit otherwise it's very easy to get clogged up and bogged down making that transition.
On the left it can be a little trickier, especially for a first wave push.
Most of it depends on where the enemy sets up as well. There are some really good ambush points for the defenders on that map and if you're not careful you can get an entire wave chewed up very quickly
#7
Posted 25 February 2016 - 12:52 PM
The biggest mistakes people make are going in the other gate (uphill fight with a lot of open ground to cover) and stopping at bottlenecks (guy up front stops when he gets shot). Go right, up the right. Most of you will cut left, have a couple/few go all the way around right. Push in past the choke points and clear turrets around the gun. Again, your goal is getting past the choke points into open space where you can spread out and get little firing lines going.
#8
Posted 25 February 2016 - 01:23 PM
-a lesser defender can win against a slightly superior attacker
-a clearly superior attacker should be able to overcome the map on attack
-one option to win for attackers up against way better players is to base rush, but that can be as much a crapshoot as trying to fight it out. Rushing works from time to time though, even with the reconfigured ogens.
#9
Posted 25 February 2016 - 01:42 PM
MischiefSC, on 25 February 2016 - 12:52 PM, said:
The biggest mistakes people make are going in the other gate (uphill fight with a lot of open ground to cover) and stopping at bottlenecks (guy up front stops when he gets shot). Go right, up the right. Most of you will cut left, have a couple/few go all the way around right. Push in past the choke points and clear turrets around the gun. Again, your goal is getting past the choke points into open space where you can spread out and get little firing lines going.
^^
On vitric this is one of the biggest things I see that causes even good plans, teams, and players to get chewed up quickly.
On the right side of the map especially, it's very easy to get flanked after entering the gate and stopping in the choke points will get you crushed very quickly.
If you've got harassment coming in from the flank (other than a sniper on the wall) on that side of the map, sometimes the best thing to do is turn around and mow them down if you can do so quickly. If not, keep twisting and moving forward to that first ramp area. That's a decent staging area and you can take a few different paths from there.
#10
Posted 25 February 2016 - 03:00 PM
#11
Posted 26 February 2016 - 05:41 AM
#12
Posted 26 February 2016 - 06:08 AM
For Blinding Moon -
Push right gate.
Around the right side of the first set of buildings - half go on the front and half go on the back side of the next building up so you can move quickly, crater is good cover.
Up the ramp - kill the turret.
Then usually push back in around through the buildings to their base, avoiding sending more than 1-2 to the wide right because they can spawn shoot that area.
Should be able to split up enough and keep them split up that there will be no good firing lines on either side so its mostly the skill of 2-3 vs 2-3 -- drop them get turrets down quickly.
If you have a good advantage or at least 3 mechs with decent alphas left after the first wave you can pretty well keep them pinned to their spawn areas or those stupid craters they have to drop down into to get back into defense.
The Other method is - Right gate and then straight through the buildings if they are camping the cannon area. Its pretty easy to get some good attacking lines set up if they want to passively defend this map.
#13
Posted 26 February 2016 - 12:14 PM
PerfectDuck, on 26 February 2016 - 05:41 AM, said:
Novas as well, PPC, LPL or even CERML. Also 2xERLL ACH. There's a few solid jumper builds that can be a stone cold PITA on Vitric. IS mechs rarely waste the tonnage to get the JJ umph to get up there.
#14
Posted 26 February 2016 - 07:53 PM
Maps provided by Smurfy
To start, I prefer a right side push. Should the defender be rather aggressive, you may need to to enter the gates under fire. If doing so pushing right side once through the gate gets you outta Line of fire from the E4 crater area. That right side is fairly roomy for manouvering and you can follow it down D4 from which to try an clear E4. Fights can be vicious here.
Alternatives to keep in mind. The enemy may have a mech or two waiting in the E5 left hand side. If so, those following the point mech'll need to push in on em to keep your teams backsides clear. Later in the game I've seen some pretty vicious multi mech ambushes left side, or right side from the gates, so know that you might be in for a quick an vicious fight.
Once D4 an E4 have been cleared congrats, you've won some breathing room. Now, don't get seduced into slowing down. It's time to poke an clear mechs an turrets 'round omega. At this point where the defenders are'll decide which approach you wanna take.
One thing to note at this point is the stupid E4 plateau firing spot. Mechs might need to be cleared, your own mechs may wanna get there. You can, from here, take a Daishi with one Jump Jump up there. Hop from the southern D4 ramp to the Northern E4 building, then across towards E3. Here you may take fire from defenders, but should you beable to do so safely, you can hop south onto the little open area between the two walls on the left middle E4 building an from there to the E4 plateau firing position.
Then you may cleanse.
From here though, it's a job of hunting down the smaller groups of defenders and clearing turrets when you can. Really, if you've taken the initiative your tactics from here out are based upon the enemy, an I can-nae help ya further.
~Leone
Edited by Leone, 26 February 2016 - 07:54 PM.
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