Fun long game.

Tactical advice, How-to, Post-mortem, etc.
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Your_Persona
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Post by Your_Persona »




I really liked how we would camp their bases and bring a bomber in. Never done that with sup before.


I think its really nice to have some fresh air breathed into the Sup path. Dreg doesn't have the strongest int's and thats probly why it worked, but it was still so much fun.

Great game everyone. Sorry it ended in a resign for the other team. Their com was to tired to finish.
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Darkcomet
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Post by Darkcomet »

Why is everyone a newbie?
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spideycw
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Post by spideycw »

I recognize one name on blue besides Ducky...and I know all of yellow. That may account for your ease in camping. Either that or they were tac
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Bathawk
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Post by Bathawk »

spideycw wrote:QUOTE (spideycw @ Jun 15 2008, 07:15 PM) I recognize one name on blue besides Ducky...and I know all of yellow. That may account for your ease in camping. Either that or they were tac
We went Exp, but yellow really had a large helo advantage (40-45%).

Does anyone remember what happened to the bomber that was destroying the last tac rock?
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cashto
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Post by cashto »

That was a ridiculous resign. We had heavy ints, adv cons, the map, and 20K (!) in the bank. #draw, maybe. Pass it to another comm, maybe. But resign a perfectly salvagable game ... why, for the love of God, why!?

On the other hand, TF adv sup is a hard nut to crack. It wasn't clear what we could have done to win. The sup sector was probed to hell and back, so no luck with sbs or htts. SY was off so XRM was out of the question. Any cons we pushed would die quickly to galv or sbs within minutes (unless we pushed a garr con, perhaps). We didnt have the coordination for camp and bomb (if such a thing is even possible with dreg ints against tf figs).
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Gandalf2
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Post by Gandalf2 »

TF sup sure is tough to crack. There was a game a couple of weeks back in which TF just had an adv sup in one sector, and a pali got pushed there, but we won anyhow. Your best bet is to let them have two sectors and fake on the other one. A shame really that SY was off especially on such a big game.
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blackrob
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Post by blackrob »

Dreg had two garrs, an exp and a sup. Dreg not having tele by the sup (TF had galvs) allowed me and Paps to SB that sup when most of Dreg team were on a HTT run.

I think the main reason we succeeded was that we defended against your bbr/HTT runs so effectively. You left our tele alone so we can camp all we want and rip back to D when you run on our sup. Also those low sig beacons were awesome for camping. Also YP's pushing of teles.

Our team's lag-inducing hemorrhage of probes was nice too.
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