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*Scrim Strat Radar* More to come


shadow

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Ok i have done some serious scrimming in the past and i have heard you have tried to pull a scrim team together.

I will give the scrim strats for both allies and axis for the various popular scrim maps. Once an admin reads this please put it in a members only section of forum?

 

Radar (Allies)

 

ok since most scrim teams consist of 5 players with 1 alternate sitting in a locked down spec i will give that is how i will teach it.

 

4 Medics

1 Engineer

 

Ok the stratagey is for two medics to go and give the axis hell around there spawn. Just keep the pressure on them they will prolly rape you if your any good but thats ok. The other 2 medics and engineer need to go to side entrance and plant. /* Note keeping the engineer alive in this phase is extremely important until the command post is built */ So build the command post and right before the spawn (2-3 seconds before respawn the ENTIRE TEAM /kills and spawns at this command post). The Engineer is then escorted to the main entrance by the two medics where he plants the dyno on the BACKSIDE of the door xD. These 3 need to hold the dyno if possible which happens roughly 60% of the time. Now there are two extra medics i have left unaccounted for after there respawn in the side entrance spawn. Now your entire team has just dissapeared from the axis's main defesne in the front of the main door. You now have roughly a minute before a good scrim team gets there shit together and moves there defesne back (if you pull this right these guys should be flipping the f*** out to what just happened for you are behind there defenses) These medics need to get ther parts and do 1 of 2 things. Either go threw the blown door (main entrance) if your team is successful or you can go back through the side entrance (having your entire team /kill and meet you at side command post) and work your way to truck as a group of 5 medics (engineer goes back to medic here for there survivability is longer and thats all that is important in this phase) If all goes well you can have this map won in 3-4 minutes against a good team and there still wondering how you did it after it happens. :confused Yea....it works for those of you who may think that there is a small chance that this would happen perfectly because this technique has had easily over an 80% success rate without wiping in the past for me.

 

Ok Now

 

Radar (Axis)

 

3 Medics 2 Engineers (1 of them with rifle nade)

 

ok so this defesne is fairly simple. Rifle nade dude sits in spawn and makes the corner shots and shit that bounce the nades around the walls and get double kills / triple kills on the allied pricks who are trying to zerg your spawn. He is accompanied by a medic who keeps him up. By truck you keep an engineer and a medic (engineer here needs to build the mg up over by that shack with the health and ammo in it, then precede to the truck) these two keep them from going around the spawn and planting. If there is 3 or more of them attacking around the spawn engineer with rifle needs to move back to the truck and erradicate the threat. last medic thats not accounted for needs to sit on the engi made mg by all the medic and ammo crates and tear up some allied ass. He moves into the spawn if he gets overun by allies and either helps there or by truck. He should be able to hold out for a while till they decide a different approach to take him out (rifle nades / panzer) he should spam medic packs at his feet before he starts to shoot because he can take out there team whith them shooting at him that way. Defense after the main gate is pretty simple. Play to your teams strengths because there is no surefire way to keep the allies out because there are really no chokepoints to use on the allies. (you may have noticed i left out the side entrance, i have not) In the small chance that a scrim team uses a side entrance stratagey here is the best way to deal with it. Once dyno is planted its probably going to blow, trying the defuse is literally kami-kazi move your medic on the mg back to back spawn AS SOON AS dyno is planted. Along with a truck defending engineer ( he trades his tommy for a rifle nade ) and they RUNNNNNN to the f***ing hut with the mg / command post. Medic takes his spot on mg (they won't be expecting him there if there is resistance from your teamates up front) and it may buy you a minute or two so your engi can spam some mines in taht little spot in front of that small ass entrance. From there the medic on the mg and the rifle nade engineer should put up a hell of a fight on the side entrance without leaving your main gate exposed too much. If the fight for side does slacken from the allies (never has before once it is blown they always have a guy or two trying to make it through....dumbasses) leave your medic on mg and the engineer can return to foward spawn and return to his previous job which i belive was helping the medic on the truck by main entrance. Stratagey FTW FTW FTW FTW ! lol B)

 

ok i spent roughly 45 mintues typing all this shit out because i couldn't find where i had typed it all otu before on my old computer. Your welcome comment on it please. I would like this moved to a =F|A= members only restricted forum if you guys are serious about scrimming, if not just delete the topic. Give me access if you do move it. If you want more map strats joedirt, raneir, or daredevil please post giving me the go otherwhys ill stop posting this spam :thanks

 

More maps to come btw.

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Anything helping other's is always welcome. Feel free to help others and we appreciate for your time while making useful post for others. :thanks

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