[VRGD] Varangian Guard [Варяжская Гвардия Расальхага]


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Grim Portico attack

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I'm the new guy here and I don't want to teach my father how to fuck, but it seems that Varagians have also same problem as we in ASE had when attacking in that map.
Specially in attack defenders ahave pretty much all advantages, closed gates, narrow passageways, turrets etc so it's rather problematic map to handle with efficiency.

Old fact in CW is, that if you need to stop you'll lose momentum and enemies have time to arrange themselves, you don't wanna do that. In Grim Portico that multiplies because of gates and shitty passageways. Speed getting in is everything.

Which we did was that a ferw, if not all, took jumping SRM-mediums and jumped straight to rightside generator blasting it to pieces in seconds before enemies had even arrived to area.
Mech that can jump 40+m can do it.

In clan arsenal there ain't many SRM-carrycapable mech that can be used in this kinda manner, Huchback IIC-B:
http://mwo.smurfy-net.de/mechlab#i=369& … 9e1b674465

And SHC-B:
http://mwo.smurfy-net.de/mechlab#i=298& … b0e365e755

After opening gate, jumpers group up and attack enemies before they have time to regroup themselves. Clan XL gives advantage in brawling and with SRMs these mechs have such punch/tonnage, that their usage can't be overlooked at. Besides that, LRM-using 'Muricans will shit themselves immediatelly if enemy mech appears closer than 300m  :canthearyou:

With IS we used massive amounts of Griffins using Spiders/ACH to adjust tonnage in PUG-drops:
http://mwo.smurfy-net.de/mechlab#i=300& … c376fa8020

http://mwo.smurfy-net.de/mechlab#i=128& … f990f637a2

Twist, turn and burn is the name of the game. And it's pretty glorious sight to see 12 mechs spending most of their time in air during brawling  :cool:



Good way to solve a problem that doesn't exist. 3 guys with hands instead of claws on laser womit boats can clear everething around generators staying outside and then just go in and kill others.