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Ok - so there's been a heated debate over Kashan, and it's been agreed upon that it's a good map IF played well by both sides (ie. it's a team thing).

 

So what are your good Kashan tactics? Granted I've only played the map 2 or 3 times, but I'll try and get the ball rolling.

 

1) have at least one squad spawn at the other teams first cap point as a delaying tactic.

 

2) (correct me if I'm wrong with the number of tanks) There are 4 (?) tanks available off the bat. Have 2 help attack/defend your first cap.

Have 1 safeguard the central bunker area. Have 1 make it's way over to haress the enemy over at their first cap.

Improvise to try and catch the enemy by surpise (ie. send all 4 to the enemies first cap)

 

3) Transport choppers. Use them. Use them a lot. From the outset, fly one squad to the bunker area, while the other(s) drive to the first cap.

 

4) ALWAYS set a rally before assaulting a flag. It's a long, long walk otherwise.

 

5) Loiter around to get that attack heli/jet and I'll bitch slap you. You're better off capping flags. You can spawn back later and get it.

 

I'm probably listing more things to do then their are members on the team. Thats were tactics and combinations of play come into the game though.

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Best rules I can think of revolve around tanks since they are the key to victory.

 

1. Have at least 2 tanks working together, preferably in the same squad for easy communication of targets and rapid take down.

 

2. If you dont have any tanks overlooking a flag you want to assault then you should wait unless there is intel confirming that the area is clear of hostile APCs, AAA and especially tanks. Jeeps, APCs and transport choppers ferrying infantry are easy targets for armour.

 

3. The attack chopper's camera missle is a tank's worst enemy but is extremely difficult to use without getting blown out of the sky. Don't hover while your gunner lines up the target. Try to stay in motion at all times and stay low. Come in behind the tank as steady as you can to allow your gunner to accurately target it and move off in a zig zag pattern until you have reached the cover of mountains.

 

 

Pet3r and I used the first and second rules quite effectively last night while supporting an infantry squad as they assaulted and captured the US north village flag. The American armour came at us one at a time and was destroyed each time. 2 jeeps, 2 apcs, numerous infantry, a blackhawk, a cobra and a littlebird all tried to recapture the now MEC held village and were quickly taken out by our sabot rounds.

 

 

As a side note, dont drive AA vehicles or any armour near barrels as they have a tendancy to blow up your vehicle. The MEC base has a few so watch out. Also, the MEC transport chopper stubbornly refuses to grant me the pilot kit for some reason and is prone to tipping forwards or backwards when landing.

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3. The attack chopper's camera missle is a tank's worst enemy but is extremely difficult to use without getting blown out of the sky. Don't hover while your gunner lines up the target. Try to stay in motion at all times and stay low. Come in behind the tank as steady as you can to allow your gunner to accurately target it and move off in a zig zag pattern until you have reached the cover of mountains.

Worst thing you could do. It's like asking to be tank sniped. You should fly high. Real high. High enough so that a tank on level ground can't look up to shoot you. Then, when a tank has been spotted, get around behind it, drop your altitude, fire off a missile and bug out.

 

 

The best thing you can do is if people are asking for enemy armour targets, call them out via the grid and num ref system.

 

5) Loiter around to get that attack heli/jet and I'll bitch slap you. You're better off capping flags. You can spawn back later and get it.

Current cap logic states that the max cap speed is no faster than when you have 400% more friendlies on the flag than enemies.

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5) Loiter around to get that attack heli/jet and I'll bitch slap you. You're better off capping flags. You can spawn back later and get it.

Current cap logic states that the max cap speed is no faster than when you have 400% more friendlies on the flag than enemies.

 

True

 

But if they're there they can help defend against a pre-emptive attack at least - especially since there's an enemy spawn initially on the first flag. They're doing more good there then scratching their arse back at homebase until a heli spawns.

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3) Transport choppers. Use them. Use them a lot. From the outset, fly one squad to the bunker area, while the other(s) drive to the first cap.

 

I just want to re-emphasize this point. Helicopters ferrying an assault squad around from point to point is the way to go. You can have all the tanks and attack helis in the world but you still need a squad to get in there and cap those points. This applies even more so to the bunker complex points.

RE: chopper flying.

 

I'm just speaking from experience. I have flown the cobra and the US and MEC transports at low level without incident. With the MEC transport I had the benefit of armour superiority on my side but with the cobra and blackhawk i was flying over territory with hostile armour. Using the hills as cover and flying in a zig zag pattern makes it very difficult for armour to hit you.

 

Flying high will give you the benefit of being above weapons range but it has its drawbacks. Once up there you will have to rely on your team to identify targets for you while low flying gives you the ability to aquire targets yourself.

 

One could argue that staying low at the edges of the map or behind hills is just as safe as high altitude flying. Either way you need to come in behind the target and cross your fingers that your gunner is good with the camera guided missle system.

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Beware suspicious men hanging around the toilets in the bunkers, I heard unsavoury things go on in there :shock:
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best thing to do in the attack heli is have some half decent comms with your gunner, line up the tank for half a second so the gunner doesnt have to move the missile and bam

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RE: RE: Chopper flying

 

If you're flying high, your gunner can spot the targets. It works best when a chopper crew is in their own squad and the gunner is s/l. That way he can set markers to help the pilot line up and to help guide his missiles.

 

With the increased draw distances on vehicles and buildings, you can see tanks from much further away.

 

What you gain in safety vs tanks from flying high, you lose in respect to AA.

However, given a choice, I would much rather get shot at by AA than tanks.

At least when AA is shooting you, you have some warning, unlike the instant, horrible, explodey death that tanks inflict upon you.

 

Flying low is a good way to kill AA vehicles though. Pop up from cover, fire off a tv missile, release flares, descend. Wait till the flares reload then repeat.

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