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www.gcvets.net - View topic - Team Cray vs Team OND!


Team Cray vs Team OND!

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Team Cray vs Team OND!

Postby stAtrill » 12 May 2013 15:54

I have to say! I had quite a lot of fun for the last two matches yesterday evening. I also seriously learned something about Cray in the CC v OND matchup - cray attacks make up all the slack in the Cray faction.

Okay, so the first match was a no air on Warmonger. We didn't get totally creamed (70 point difference maybe), but uhhhh, we didn't do so hot. Crusaders wrecked rockets and heavies, beams wrecked shit that anyone left lined up in the open, and arties ate the jeagers and marines that were left laying about, forgotten. And the few squads of cray meds somebody brought had no chance as soon as they touched ground.

And then, we decide to replay the match with air.....

And the first thing we notice is an air of fear. Only 20 minutes ago, a team which had rushed out of the dead-end DZ 4 for total positional control, now refused to send a single unit out of dropzone. 4 Minutes in and the only unit which had left were Joxer's lights, and those returned shortly after. As we are holding all our air back, and watching the enemy cautiously drop dropships over 5 mins into the game, it suddenly occurs to us the enormous tactical advantage we have, not so much that our enemy has no air, but that our enemy is afraid. Ohhhh, this was going to be fun.

So we talk shit. And we talk better shit cause we are cooler than them.

Then, after all derogatory/defamatory things have been said, we re-converge on the mouth of the southwest DZ, our prey trapped between us and the edges of the map. We had points lead (due to joxer's delicious lights that ghats rockets ate), but we didn't care. Does a man with a flyswatter care for the maggot which is to be his prey? :twisted:

And we start to probe their defenses. A teammate sends in a squad of fighters, which after reaching the rear of the DZ, get beam-spec'd into oblivion. It was too late - they had already revealed all. The enemy brought no AA, they were going to be relying entirely on beam specials for air kills, and the reason for the turtling, it seems, was because they plunged first radar down in the DZ, and slowly walked the radars out, with multiple defenderguns per radar.

The name of the game was simple - the beams must die, which means care has to be taken to ensure resources wasted on defenseless meds or inf are saved for beams. This wasn't quite vocalized quickly enough, as a few crucial attacks and bombers were quickly obliterated for no real team gain early in the match.

My game was simple - drop the radars so we can close in. It wouldn't be easy, as the radars had two defenderguns a pop. The closest radar (Nox) fell first and fastest, as an invading squad of jeags ran in and simply demoed the whole thing, taking a few meds with them. The rockets covering the jeags spotted the next radar and associated defenderguns (red), but poor launch angle caused trees to interdict the hellfire attempt. This failure on my part probably cost NEST and Darix units, as they continued to fight forward in enemy radar range. A second squad of rockets later dropped that radar, and we inched ever closer.

We nearly had them up against the map edges when the infantry finally comes out. For a moment we instinctively call all the tanks back (pain from the previous match fresh in our minds), then we remembered we have aeros. All infantry died quick deaths. Rockets and jeagers were now advancing on this infantry-less enemy, which was too leery to waste precious beam specs on the rockets, and the meds/heavies which they opted to use instead quickly became rocket food. Then, out of nowhere, a wild squad of bombers appear, dropping fragmentation charges that mop the last radar, in addition to costing beam casualties. The enemy retreats to the very corner of the map for the last stand.

And suddenly we realize how many tanks they have left, tons of meds, quite a few beams, and all APCs. As we glance at our minimaps and compare forces, we realize that they have WAAAAY too many tanks left, and, if it wasn't for this air of fear, could probably mop all of our remaining ground forces.

As we pull back to regroup and figure out how best to attack, ghat gets an AMAZING hellfire special off that costs APCs, fucktons of meds, and a beam or two. Too bad that they all clumped around the APCs - it was simple to mop up after that.


Awesome games guys! I think that night should be named 'the Air of Fear'. :D

See you soon!
-Stat

PS: My single thug-ass squad of attacks on SPEED survived the whole match, having been hit by 5 separate beam spec attempts, flying around with one pixel of health left per plane. The CC attack hitboxes are so fricking tiny that you can literally just fly tight circles and take only occasional glancing blows from a beam spec that might hit.


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Re: Team Cray vs Team OND!

Postby N3ST » 13 May 2013 08:04

I totally agree, the game was exellent, I loved the fact that they feared us, they were waitng for us to attack.
We won but I got totally wiped out because of those beams. :twisted:

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Re: Team Cray vs Team OND!

Postby Satch » 13 May 2013 11:40

The second game with air on should have been over in under 5 minutes. If all Cray players take speed attack aerodynes with AMS on a flat map like Warmonger, Order AA cannot destroy the air units until you run out of AMS charges, which takes way too long. Cray can also get away with speed bombers, but it's much riskier than speed attack aeros..

Since OND AA isn't effectively while AMS charges are active, this leaves beams as your only defence against the speed attack aeros, and since warmonger doesn't have any large hills to close the vertical distance between the beam and the air units, you cannot reliably bring them down (even with focus prisms), especially when air is set to speed. You have a small window of opportunity to focus a speed aero when it slows down to turn (assuming no movement order has been made), but you have to waste so many specials that you won't be able to defend against any ground units properly.

The only good air games consist of mixed OND/Cray teams, Cray vs OND is not balanced enough to get a proper game.

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Re: Team Cray vs Team OND!

Postby stAtrill » 14 May 2013 21:38



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Re: Team Cray vs Team OND!

Postby Satch » 15 May 2013 01:25

The issue is that most games I have played recently on GC are 3v4's due to balancing problems, or simply involve so much point camping that I'd rather do something more challenging. This has always been the case of course, it just seems to bother me more now than it used to for some reason.

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