Playbook, v6.0

This is the sixth draft of our "playbook". It will be updated and expanded as more things are brought to light. It will also be copied and pasted periodically to Map Strategies, but this is where we debate and hammer it out.


**** 1. RULES OF ENGAGEMENT ****


  1. Dying doesn't matter

    Since our plans rely upon speed and coordination to succeed, it's important that time is not wasted "recovering". If you're outgunned or out of ammo, don't retreat and wait to recover energy, simply try to accomplish whatever it is you're trying to do in the plan. Death is just another way to get to the Dropship without wasting energy. Since you can only carry 2 energizers, don't plan on living beyond each "play" of the playbook. Do your job, die, and get ready for the next "play" with 2 more energizers. Just make sure you macro once that you're about to rush, and go on ahead with it, with your teammates behind you. Charging as a group is one of the most effective tactics in this game.


  2. Money doesn't matter

    The CTFPL zone does not save your characters. Everytime you log in, you get $500,000 and your record is wiped. You must buy your class and equipment all over again. This is the reason our squad macros include ?buy macros for all equipment, not just ammunition. If it takes 23 Energizers, 11 Stim Packs, and 4,561 grenades to win, all the power to us, the money is not wasted as it wouldn't have been saved anyways. Do not be afraid to spend lots of money fighting.


  3. Funky flags

    The CTFPL league maps are different. While it is the familiar Twin Peaks map, they have seven flags instead of the usual four. These flags are:

    1. Hill86
    2. Hill201
    3. Bridge1
    4. Bridge2
    5. Bridge3
    6. Underground1
    7. Underground2


    Obviously, a quick victory is all but impossible without losing a base. Therefore, victory must always include a battle with flag stealing.


  4. Using bong sounds in macros

    These sounds are useful, but if everyone has a sound for each macro, it only gets lost in a cacophony of mangled spam. To ensure that this does not happen, the macros were deliberately set to that only a few have sounds. The ones that do have sounds are when you are asking your teammates for information, or you need to convey something important to the rest of the team. If you hear the sound "acknowledge!", it is damn important you read that macro right away, and respond appropriately with "Affirmative/Roger That!" or "Negative/Disregard!".


  5. Summoning rules

    Your medic is a skilled and trained professional. However, medics are second rate summoners, as their medic summoner can only summon so many before it requires a very lengthy reload. Because of this, you need to know that he will only summon in certain situations. If he sees you with a flag, he will summon you in three seconds unless you tell him not too with a macro. If you cannot macro this information, then it is all the more likely you should be summoned.

    The medic will not summon to heal you for any reason, because that summoner must always be on ready to summon additional defenders home in an emergency. The reason the medic is on defense instead of the squad leader is that the medic can heal defending troops, which is a must. The only reasons a medic will summon you are because:

    1. You have flags
    2. Home base is being overrun


    Note that both of these will mean you are going to be summoned without your permission. In the CTFPL league, we don't have time to ask permission. You will be summoned if needed, hit the dirt running and do what's needed.


  6. Summary of the plan

    The plan is divided up into several parts, each representing a set of goals we need to accomplish towards the ultimate goal of winning. Roughly, the plan is as follows (they are fully detailed below under "The Plan")

    1. Opening Moves
    2. Assault
    3. ... if first assault fails, repeat these two until it succeeds:
    4. Turtle
    5. Assault
    6. ... when all flags are captured:
    7. Turtle


    Essentially we will do a one time scramble for as many flags as possible, and setup our bases. Once that is done, we immediately attempt a quick flagging raid hoping the enemy Engineer has not setup too many defenses. If that fails, we turtle until an enemy assault has failed. When it has failed, the enemy is a bit weak, many of their team are waiting for their death times to expire, and those who are summoned are all in one spot, prime targets for heavy weapons and explosives. Each assault if one of the four plays outlined under part 5.


**** 2. BASIC TRAINING ****


  1. Dodging and shooting

    I will say this up front, you must use the mouse + keyboard to win. For long range fighting, it is much easier to put the mouse cursor over a stationary target or to lead. For close range fighting, it is again incredibly easy to put a mouse cursor over your target and lead. This is much better than trying to extrapolate the dotted line from your character to the crosshairs and then see if it can be lead to hit the enemy. The mouse arrow is a powerful aiming tool, use it. If you are a keyboard only user, you must get used to using the mouse + keyboard as soon as possible.

    Aiming is more important that dodging. All the dodging in the world won't kill anything unless you can shoot at someone and hit. However, doing both is arguably the most effective way to kill someone. Anyone's free to discuss this, but I think there are 4 key things to fighting in Infantry:

    1. Hand eye coordination
    2. Incoming vector assessment
    3. Outgoing vector assessment (aka "leading")
    4. Adaptability/Variation


    First of all, you need to be able to control your hands to do what the brain tells them. If you need to dodge "left" on the screen, but you are facing "down", your brain needs to quickly translate and instinctively translate that to a "right" strafe. Practice is the only way I can think of to get better.

    Second of all, you need to quickly determine incoming projectiles are misses and what are hits. I don't know about anyone else, but I simply do a quick mental projection of the projectile's current vector and see if it intersects my current position. Most people do this instinctively, and that's important. It needs to be done instinctively and quickly. Practice is the only way I can really think of to get better at this.

    Lastly, you also need to quickly determine the vector of your target, and assuming he/she doesn't change it, "lead" properly. Firing so that your projectile's interesect with the moving target (i.e. the vectors cross). Again, like point #2, practice. You need to get a "feel" for the speed of your weapons, and the speeds of the targets, and adjust your aim with every miss.

    Most importantly (and this is what I don't see with very many ppl), I feel adaptability is key. I'm not talking about quick reflexes, if you never change your routine, the enemy can simply lead you the same way every time and you will be hit every time. It applies to both offense and defense. On offense you need to learn your opponent's dodging atterns and adjust your aim accordingly. If the enemy shifts directions exactly every 1.5 seconds, wait, and shoot for when he shifts, he'll be stuck changing vectors (i.e. decelerating), and will be hit. The second is you need to always change your dodging habits. Never strafe regularely, always change the interval at which you change directions often.

    Key things to try is to shift directions right before your opponent's weapon is about to fire. If they are leading you, they will miss. If they figure this out, and begin to adjust, shift your dodging pattern again. Hopefully, you can adapt and adjust faster than your opponent, which means you win.


  2. Macros

    As almost everyone knows, you can type in a message in the chat box (// or ' being the first characters to make it a team message). To store it as a macro instead of saying it, hit SHIFT + F1 (or F2, etc.) instead of ENTER. This stores the macro. Hit SHIFT + F1 again to say the macro. You are given the ability to store up to 24 macros. You can also reconfigure your keyboard so that different keys will say/store the macros.

    While this is useful to saying things, it can also be used to "say" prompt commands. Almost all players use this to buy ammunition with the "?buy" command. As an example, I buy all my ammunition with the command:

    ?buy Ammo Rifle:#260, Ammo Shotgun:#85, Repulsor Coil:#3

    The command "?buy Ammo Rifle:#300" means buy up to 300 units of Ammo Rifle. The commas seperate the purchasing of multiple items. You can buy indefinite amounts of stuff with this. I use it to buy up to 8 different items. It greatly speeds up the resupply process when you die and go to the DropShip. In our league matches, its use is vital, the less time in the DropShip, the less time wasted.


  3. Energizers and StimPacks

    These are also vital, remember, money doesn't mean anything, the CTFPL zone does not save up money and sets your money to $500,000 everytime you log in.

    They cost $500 each, are expendable, and weigh 0.25 kg. The Energizer has a reload time of 1.5 seconds, and gives 200 energy back. You can carry up to two at once. The StimPack has a reload time of 1.5 seconds, and gives 10 hit points back. You can carry only one at a time. These are vital to prolonging and speeding up assaults. When you don't have the time to die and come back, or you only have one chance, these are key. Everyone, regardless of class or role, should carry 2 Energizers and 1 StimPack. When you die, simply buy more using your squad macros (how this works is outlined in part 2 above).


  4. How to attach

    There are two types of attaching, hot and cold. Hot is when the target being attached to is under fire, and projectiles are deliberately being fired at him. Cold is when the target is relatively safe to attach too. Depending on the type of drop, different actions need to be taken.

    Hot drops: Repulsor, energizer, [energizer]
    Cold drops: energizer, [energizer]

    If someone fast (JT or Infiltrator) is flagging, then the hot drop changes. Repulse still, but instead of recharging, lay down cover fire. Do your best to threaten and stall the enemy threatening the flag bearer. If the flag bearer is not immediately in danger, go ahead and energize so you will be better prepared to stall. Do not bother trying to preserve yourself, just stall for time.


  5. Communications

    Using the chat system (properly) can often make our lives much easier. There are two main parts of this chat sytem: bong sounds, and chat channels.

    1. Channels:

      1. Main: do not prefix with anything. What you type will be sent to the whole arena.

      2. Team: prefix with // or ' to send the remainder of the line to the team in your arena of the zone.

      3. Chat: prefix with a ; to send to the first chat channel. If you have multiple chat channels (i.e. ?chat boof, 42ndMobile, fubar), then typing in ;3; will send the rest of the line to the third chat channel (fubar in this case). NOTE: This will cross zones and arenas.

      4. Squad: prefix with a # (this should turn into :#: automatically, otherwise you need to leave and rejoin the game for it to take effect) to send the remainder of the line to your squad. NOTE: This will cross zones and arenas.

      5. Enemy(?): prefix with a " to send a message to the entire enemy team (not quite sure, either that or an alternate way to send to the entire arena).

      An additional benefit: When players log into a chat channel, a message is sent to all others on the chat channel. This is the exact reason we have the "42ndMobile" chat, so when you log in, you automatically log onto the chat channel and tell everyone you have logged on. It saves time doing may ?find commands. The same happens when someone logs off. If you don't know how to do this, goto the Options menu before you log into a zone in Infantry.


    2. Bong sounds:

      As for bongs, a % followed by a number (i.e. %20 or %2 or %23) are not printed in messages. Rather, they are taken out of the text, and instead, a sound is played. %22-%28 are listed in the CTF zone. However, %1-%21 contain several hidden sounds, including the game sounds you hear for certain events. However, these hidden sounds cannot be heard by others unless you include them in a private message.

      The bongs are as follows (hidden ones marked with a *):

      • %1 - *beep*
      • %2 - *ding ding ding*
      • %3 - *error*
      • %4 - *tinkle*
      • %10 - *"Prepare for battle men! It's time to goto war."
      • %20 - *"Attention! All objectives have been captured."
      • %21 - *"Objective captured!"
      • %22 - "Acknowledged!"
      • %23 - "Affirmative!"
      • %24 - "Attacking Enemy!"
      • %25 - "Defending Position!"
      • %26 - "Enemy Sighted!"
      • %27 - "Requesting Summon!"
      • %28 - "I am under attack!"
      • %29 - *"Congratulations! You've been promoted!"



  6. Advanced Macro commands

    Your profiles apparently only store key configurations, and a variety of other data related to controlling your character (maybe the graphics options as well). However, they do not appear to store macros, hence you must use the ?loadmacro command. Syntax:

    ?loadmacro (filename)

    Where (filename) is the name of a file in the Infantry directory. The default files used for profiles are lastused.mc0, lastused.mc1, etc., where mc0 is the file for profile #1, and so on.

    What I reccomend doing is first backing up your macros. Most of you use profile #1, so copy lastused.mc0 into a backup file, like backup.mc0. Then store the squad macros in a file, say squad.txt, and when you go into a match or practice, simply type in ?loadmacro squad.txt to get the right macros in. When you're done, just ?loadmacro backup.mc0 to get the old macros back.


  7. ?mark and ?marksave

    Mark inserts a red arrow to point at any text that is caused by the person marked. It not only changes the way the player list is displayed up at the upper right side of the screen, but also for the chat window. It will also seperate the player list into two: marked and unmarked.

    The usefullness is in seperating offense from defense. I highly reccomend that everyone right click on fellow "teammmates" (fellow offense or defensive squadmates), and mark their names. When you're done, type in ?marksave to permanently save it.

    That way, easy summoning or attaching, no need to think or search for a name, just look for the red triangles.


  8. Grenade rushing (colloquially referred to as 'nade rushing)

    A lot of ppl talk about it, but few ppl do it properly. Worst case: tight doorway, heavies waiting to unleash RPG's, and there are PC and K111r shots bouncing all over the area by the door. To nade rush, do the following:

    1. Macro the squad with your "I'm going to rush soon" macro.
    2. Approach doorway carefully. Repulse if you have to get rid of those PC and k111r bouncing shots.
    3. Repulse while going through the doorway, use this time to get into an open area where you can dodge.
    4. Begin to lob grenades at doorways and clusters of enemy, charging forward.
    5. When grenades break up clusters of enemy, begin using incinerators, shotguns, and GL to finish them off.



  9. Turning off the enemy Teleport Disruptor

    The enemy Teleport Disruptor is the only thing standing between you the Infiltrator, and a free ticket home courtesy the team's medic. There is an easy way to turn it off.

    1. Use the ERFG as close as you can to the enemy medic, preferably twice. If you are out of Repulsor Coils, use a Repulsor Charge grenade instead. All of these items drain considerable energy in a large radius. The ERFG drains up to 400, and the charge drains up to 200.

    2. However, these will not turn off fields and the Teleport Disruptor. Instead, you must hit the enemy medic with an Electron Beamer. If this reduces him to zero energy, his Teleport Disruptor will turn off




  10. Turret Busting 101

    Killing turrets is not obvious. We can all do it, but doing it right and quick is not so easy. The enemy team will want to hang on to their turrets far more than the average public team, and some differences will be encountered.

    1. The enemy team is willing to repulse away firepower to save their turrets
    2. The enemy engineer is willing to risk death to repair his turrets. After all, he is guarenteed a summon or attach back into the base
    3. The enemy team is willing to counter-rush any attack upon their turrets, and will not hide in the flag room


    With this in mind, several tactics need to be adopted to counter these new tactics.

    1. The Offensive Heavy Weapons must ignore everything else except for the turrets. If any defender attacks you, either DetPack them away, repulsor coil the firepower away, or even if need be, die getting those last shots to take out the turret. This is very important, the enemy team cannot build turrets faster than you can destroy them. An enemy turret destroyed, not put into the red, is a turret that will not be rebuilt!

    2. The Offensive Squad Leader while waiting for the summon out of the enemy base (if he has dropped a teleport beacon, see Part 5, play 4 for details) should repulse away turret fire to protect the turret busting Heavy Weapons. If they are using the PC or the AC, they don't have time to pop in and out, speed is of the essence. They should brave fire and trust the Squad Leader to keep them alive.

    3. There are two primary turret killing weapons: The Kuchler PC v2, and the Maklov AC. Each has its advantages. The Kuchler PC v2 will disable a MG turret in one hit, and almost destroy it in two. It will disable a Rocket turret in 2, and destroy it in 3. The primary advantage is that it will destroy turrets if both heavies hit a turret at the same time. The Maklov AC however, fires a steady stream of damaging projectiles. This is useful because the enemy engineer cannot repair the turret without taking major damage (repairing takes 200 energy). More than likely, the engineer may die. Tests are under way to see which is more useful, as the PC can be used for defense quite well, but the AC has more useful suppressive fire. Current theory points to the Maklov AC as being the better tool.




**** 3. TEAM ORGANIZATION ****


You will each be assigned a role to play. These may not always be static, they may be assigned to you depending on your class and where you spawn when leaving the Dropship. The roles are roughly divided into two categories: Offensive and Defensive. A few rare ones, such as the engineer, actually are both. The roles are as following: (Additional roles will be specified as we get more people.)

Team Roles:

  1. Offensive Infiltrator Responsible for getting flags and getting home. Is always responsible for re-establishing anchor if the entire flagging team is killed. Only makes a play call when he has gotten undetected into enemy base, otherwise that is up to the Offensive Squad Leader.

  2. Offensive Jump Trooper Reponsible for grenade launcher spam to help the flagging team. Can be called upon to be a supplementary flagger. Typically is the main anchor, and should always run safe and stay alive near enemy base if things fall apart. One JT on the team is also the miner, and is responsible for keeping the Tsolvy and Titanium Oxide counts high instead of defending between flagging assaults.

  3. Offensive Infantry Responsible for protecting the anti-turret heavies in case of certain plays, and is assigned to diversion #1 or #2 in case of others. Diversion #1 is responsible for distracting or killing elevator defenders so that the Offensive Infiltrator can get through. Diversion #2 is responsible for repulsing turret fire and/or killing the enemy medic so the Offensive Infiltrator can escape.

  4. Offensive Heavy Weapons (anti-personel) Responsible for killing enemy personel at long range with Infantry support. Assigned to diversion #1 or #2. Diversion #1 is responsible for distracting or killing elevator defenders so that the Offensive Infiltrator can get through. Diversion #2 is responsible for repulsing turret fire and/or killing the enemy medic so the Offensive Infiltrator can escape.

  5. Offensive Heavy Weapons (anti-turret) SOLELY responsible for destroying turrets to allow the flaggers access to flags.

  6. Offensive SL Responsible for making the calls as to which play is used on the attack. May replace the Offensive Jump Trooper as the anchor for enemy base in case of certain plays being used. Also responsible for getting his entire team back to home base for defensive duty between attacks.

  7. Defensive Medic Responsible entirely for base defense. If defenders appear to be overwhelmed, has the green light to auto-summon offensive personal to assist in the defense.

  8. Defensive Engineer Responsible for turrets to defend home base, as well as turrets to slow down enemy reinforcements arriving by foot. Also responsible for keeping base defenders supplied with ammunition and grenades, as well as placing the majority of lethal mines.

  9. Defensive Infantry Responsible for preventing the enemy from gaining a foothold in base. Should protect Heavy Weapons from enemy Jump Troopers. Infiltrators that make it through should be weakened by shotguns so the medic can finish them off.

  10. Defensive Heavy Weapons Responsible for preventing all other enemy from gaining a foothold in the base.



Each role has a set of specific macros designed solely for it to function. Once you know your role, you must copy those macros from our Loadouts and Macro page into a file named squad.txt. When you enter the match or practice, type in ?loadmacro squad.txt to load up your macros. This will not work if the macros are not kept one per line of text. You may reorganize the macros as you see fit, the first line of text corresponds to macro button #1, and so on.

Team Composition: If we are allowed more than 9 players in a match, the roles in parenthesis represent what classes the extras will be, in that order.

  1. Defensive Medic
  2. Defensive Engineer
  3. Defensive Infantry
  4. Defensive Heavy Weapons
  5. Offensive SL
  6. Offensive Infiltrator
  7. Offensive JT (diversion #1 & miner)
  8. Offensive Infantry (diversion #2)
  9. Offensive Heavy Weapons (diversion #1, anti-turret)
  10. (Defensive JT)
  11. (Offensive Heavy Weapons (diversion #2, anti-turret))
  12. (Defensive Heavy Weapons)
  13. (Offensive JT (diversion #1))
  14. (Defensive Heavy Weapons)



**** 4. The Plan, part I: "Opening Moves" ****


Phase 1: Opening moves

  1. Offensive Infil: Grab friendly Hill as fast as possible. Fast foot speed allows for easy maneauvering in twisty turns of hill. As soon as flag is captured and dropped, needs to go attach to the Offensive Infil Anchor to begin the flagging in phase 2.

  2. Offensive JT: Attempt to grab enemy hill as fast as possible. Vehicle allows for quick traversal of intervening terrain. In case of failure, attempt to either get away clean (i.e. full health), or die and prepare for phase #2.

  3. Any Infantry/Infantry or Any Infantry/Heavy pairs: Attempt to grab one of the Bridge Flags as soon as possible. Move off in pairs according to whoever is closer. One of the two should grab the flag, while the other attempts to cover until evacuation by the Medic. If TD'd by enemy medics/SL, attempt to assassinate the TD or run away with cover fire.

  4. Extra JT's: Attempt to grab as many of the Underground flags as possible. Signal for summon or run away if TD'd. Prepare for phase 2, as assigned role, Offense or Defense.

  5. Offensive SL: Cover Infil flagger. TD should ensure that enemy flaggers attempting to capture friendly hill cannot blink/teleport/summon out, and will be killed for flag.

  6. Defensive Medic: Immediately choose nearest base, and anchor in flag room for flag summoning. As soon as all 7 flags are possessed by either of the two teams, summon the defensive team home, ASAP.

  7. Defensive Engineer: Starts with 100 Titanium Oxide. Follow medic and begin to setup defenses. When finished, leave to mine TitOx, medic can summon when needed for Defense, and SL can summon when needed for Offense.


**** 5. The Plan, part II: "Assault" ****


By now, a base has been setup, and at least one of the seven flags have been captured by our team. Depending on circumstances, more or less others may have been captured by either side. So long as all flags are in possessed by either side, phase 2 can begin. During this time, the enemy will be constantly attacking our base. Because of the prevalence of JT sieging (just lobbing GL spam through doorways, then rushing, and doing it over and over), there may be no lulls in the fighting.

To begin part II: Assault, the following preperations need to be done:

  1. Defensive Engineer has sufficient Titox to reinforce the base if needed, as has a Sentry.
  2. All Offensive Infantry/Heavy Weapons and SL's need 2 energizers for their assault.
  3. The Offensive Infiltrator has found the enemy base, and is safe outside by the elevator


Summary of the strategy: The assault can take place using any one of the four different plays we outline below. Each one is a seperate coordinated plan for getting all enemy flags. If done correctly and quickly, it will greatly increase our chances of a successful capture. The player in charge of the whole offensive team is the Squad Leader. He lone makes the calls (indicated by the dual bars == in his macros) as to what play is used each time the offensive team tries to steal the flags. The only exception to this is if the Offensive Infiltrator manages to get undetected into the enemy base and macros for a play #3: Sneak Attack.

  1. Play 1: Siege By far the simplest plan. The attackers enter and immediately attempt to destroy turrets in an effort to lay siege to the flag room. Push the defenders as much as they can into bottling the flag room, where the Offensive Infiltrator runs in, repulses to drain as much energy as possible, while the offensive team pours grenades and area effect weapons into the room. The Infiltrator (if he survives) should attempt to run out with flags. If he does not, the remaining offensive team attempts to flag by force.

    Key points:

    1. The entire Offensive Team attaches to the Offensive Infiltrator and recharges their batteries for 15 seconds before entering the elevator en masse

    2. The Offensive Heavy Weapons should be using the RPG + PC equipment combination, and must solely concentrate on destroying turrets completely as quickly as possible. The remaining Offensive Infantry must concentrate on shielding and protecting the turret destroyers, while the Offensive Jump Trooper should concentrate on holding back the defending engineers and medics.

    3. The offensive team must work quickly to reach the flag room, using the GL (and to a lesser extent) the PC to bottle the defenders into the flag room. Once this is achieved, the Offensive Infiltrator needs to give a warning when he's about to rush the flags. At his discretion, a Blink Beacon may be dropped.

    4. If at any moment, it looks like the offensive team will be pushed back by an influx of defenders, the Offensive Squad Leader should drop a Teleport Beacon as close to the flag room as possible (near cover preferably), and immediately request an evacuation! The Defensive Medic must respond to this quickly, as the death of the squad leader renders it useless. This sets up the team for a possible play #4: Backstab should the current play fail.

    5. Upon the Offensive Infiltrator's mark, he will rush in, acting as a suicide bomber using his one Repulsor Charge, and his Enhanced Repulsor Field Generator, which drains up to 400 energy in a 9.89 m ratius (that is over 10 player image lengths in radius). The offensive team must have been ready, as soon as their comrade begins his rush, they must immediately begin lobbing grenades, RPG, and other area effect weapons into the flag room to take advantage of the defenders' loss of energy.

    6. The Offensive Infiltrator has the option of using an Electron Beamer on the enemy medic after the ERFG blasts. If the ERFG and Electron Beamer reduces the enemy medic to zero energy, the Teleport Disruptor will turn off, allowing for a summon or blink out.

    7. If the Offensive Infiltrator dies in the flagging attempt, the remaining offense team must rush behind him and attempt to finish off the weakened defenders, and flag by force. Once the flags are secured, move away or disable the enemy Sentry for the flag bearer to be immediately summoned by the Defensive Medic. The remaining team should recharge, and attach to the Defensive Medic as soon as the flag bearer is confirmed home.

  2. Play 2: Snatch and Grab Instead of attempting to wrest control of the base section by section, the team attempts to distract the defenders enough to allow a quick in and out flagging. The offense team is there to give the enemy a hard choice: Fight back, but let the Infiltrator get away with flags, or chase the Infiltrator and be killed from behind.

    Key points:

    1. The entire Offensive Team attaches to the Offensive Infiltrator and recharges their batteries for 15 seconds before entering the elevator en masse. The Offensive Infiltrator should have dropped a Blink Beacon.

    2. Diversion team #1 begins to attack base, attempting to either distract the defenders enough for the Offensive Infiltrator to slip by, or kill them as they chase the Offensive Infiltrator.

    3. The Offensive Infiltrator then macros for a hot attachment, and have diversion #2 help him kill the medic, and repulse turret fire. The call for help should as close to the turrets/flags as possible. The Offensive Squad Leader and diversion #2 must immediately attach and begin repulsing turret fire and assassinating the medic. The goal is to buy the flagger time.

    4. If at any moment, it looks like the offensive team will be pushed back by an influx of defenders, or is denied by turrets, the Offensive Squad Leader should drop a Teleport Beacon as close to the flag room as possible (near cover preferably), and immediately request an evacuation! The Defensive Medic must respond to this quickly, as the death of the squad leader renders it useless. This sets up the team for a possible play #4: Backstab should the current play fail.

    5. The Offensive Infiltrator has the option of using an Electron Beamer on the enemy medic after the ERFG blasts. If the ERFG and Electron Beamer reduces the enemy medic to zero energy, the Teleport Disruptor will turn off, allowing for a summon or blink out.

  3. Play 3: Sneak Attack If the Infiltrator is able to get into the enemy base undetected, then the possibility for this special play is possible. This can be either a result of a play #2: Snatch and Grab that went especially well, or the Infiltrator simply can be the remains of any other failed play. Once the Infiltrator is able to hide in the gaps between base defenders, the entire offensive team attaches, energizes, and does a blitz for the flag room.

    Key points:

    1. The Offensive Infiltrator finds a spot that has cover, is near the flags, and is not immediately within Sentry range. He must be undetected when he macros for the play to begin.

    2. The entire offensive team attaches on his mark, this must be as synched as possible. They all immediately energize twice to gain full energy, and charge the turrets, respulsing as they go. Speed is of the utmost importance. Heavies should take out turrets, while Infantry hug the turrets to not only ruin their aim, but to also shoot at the enemy medic and engineer.

    3. If at any moment, it looks like the offensive team will be pushed back by an influx of defenders, or is denied by turrets, the Offensive Squad Leader should drop a Teleport Beacon as close to the flag room as possible (near cover preferably), and immediately request an evacuation! The Defensive Medic must respond to this quickly, as the death of the squad leader renders it useless. This sets up the team for a possible play #4: Backstab should the current play fail.

    4. The Offensive Infiltrator has the option of using an Electron Beamer on the enemy medic after the ERFG blasts. If the ERFG and Electron Beamer reduces the enemy medic to zero energy, the Teleport Disruptor will turn off, allowing for a summon or blink out.

  4. Play 4: Back Stab This play is very similar to play 3: Sneak attack. However, the Squad Leader's dropped beacon becomes the focal point, as he teleports into the enemy base, followed by his offensive team quickly attaching and energizing for a lightning fast raid on the flag room.

    Key points:

    1. The Offensive Squad Leader macros he is getting ready for this play. Upon his teleport in, the entire offense team must attach at once, and energize twice. Speed is of the utmost importance. Heavies should take out turrets, while Infantry hug the turrets to not only ruin their aim, but to also shoot at the enemy medic and engineer.

    2. If at any moment, it looks like the offensive team will be pushed back by an influx of defenders, or is denied by turrets, the Offensive Squad Leader should drop a Teleport Beacon as close to the flag room as possible (near cover preferably), and immediately request an evacuation! The Defensive Medic must respond to this quickly, as the death of the squad leader renders it useless. This sets up the team for a possible play #4: Backstab should the current play fail.

    3. The Offensive Infiltrator has the option of using an Electron Beamer on the enemy medic after the ERFG blasts. If the ERFG and Electron Beamer reduces the enemy medic to zero energy, the Teleport Disruptor will turn off, allowing for a summon or blink out.


**** 6. The Plan, part III: "Turtle" ****


In order to keep the Defensive Medic and Defensive Engineer well supplied with Titanium Oxide and Tsolvy Crystals, one Offensive Jump Trooper must mine instead of defend between flagging runs. This is the only exception to our "everyone defend if not going on offense" policy. The Offensive Jump Trooper should macro he is mining to alert the Defensive Medic he may need a summon when he is done. The macros for the Offensive Jump Trooper include ?drop macros for quick and easy dropping of Titanium Oxide and Tsolvy Crystals, as well as the heavy 5.0kg DeathBoard kit.

Likewise, the Defensive Medic and Defensive Engineer should constantly keep the team updated on their Tsolvy and Titanium Oxide counts with macros.

The perfect time to launch an assault is immediately after an enemy attack fails. To ensure the enemy assault fails (and quickly, it is better for the enemy to all die at once, ensuring they do not continually reinforce), all offensive players must stay at home. Only once the enemy assault fails will the flagging raid go on.

A key point to put is that our opponents will almost entirely use Jump Troopers for offense, relying upon Grenade Launchers for their firepower around corners. Our defense must counter this. Do not try to hold corners or doorways, instead stick to wide open areas where Heavy Weapons with RPG's and LMG's can easily avoid the Grenade Launchers. Rush the enemy Jump Troopers do not fall back.

Only defensive players should use grenades and such. Offensive players need to save their items (except for mines, use those first to save for the Defensive teams) for the flagging raid, unless it is an emergency. I leave that as a judgement call, except for the motto: Better safe than sorry.