Posted: Tue May 31, 2011 9:25 pm Post subject: Re: clan tactics........
it appears that way, but there is a loophole, im not sure if THEY drew against their opponents, or if their OPPONENTS caused the draw, we can't know for sure unless they make it to the last battle and say "don't battle" for some reason... unfair no matter how you look at it though...
Posted: Sat Jul 16, 2011 3:36 am Post subject: Re: clan tactics........
Ok, im gonna revive this thread, but on a different direction, we're going to talk MAP TACTICS:
I'm going to get straight to one of my points, we can kiss all chances of landing in northern Europe goodbye, it's hopeless! we need to move to the Mediterranean/Africa. I've watched our continued efforts to conquer Iceland fail time and time again, and even worse, I've watched every team that beat us or beat the team that beat us go on to be beat by the current landowners. It's just not possible, they're too good.
SO! where does this leave us? we need to try a different tactic. Sand river? we are admittedly not the strongest on this map, but we need to develop our skills/tactics on that map so that we can land.
On a side note to Blue: attempting to land where the current owner is a clan that is large and owns 3+ territories is probably not the best option, we might win the landing, but can we beat the owner?
Back on track: I have thought of a few new strategies we can try, they involve 4-5 artilleries positioned in some different positions. AND we'll need our heavy team to COMPLETELY understand where arty can and can not hit, if it can hit you there, DO.NOT.BE.THERE. we also need to defend, if the artillery survives, then you're halfway to victory, the other half is that arty takes FOREVER to reload, so if you're ATTACKING(attackeh!!! ) we can support you with 1-3 shots depending on how long you survive. this is not optimal, we need to be given time to empty our payload on them, whittle them, THEN if we have a clear significant advantage, you move in. Sand River isn't like Cliff, there are no truly safe spots, we can ALWAYS whittle at them, we wont reach 4 minutes and say "oh no, we gotta move in and get them!" the battle can take all 15 minutes, but a rush is almost never necessary.
long story short: we need to try new landing zones that are more within our grasp. (BTW, abbey is another map we can attempt to land on)
Posted: Sat Jul 16, 2011 9:35 am Post subject: Re: clan tactics........
I have had a look at the "Med" regions...and imo there are "Better" pickings ( NOT easier ).
Places like Dagestan, Maysan and Matrouh look to have possibilities and then there are the "BENCH" clan held areas, ( I have had a lot of battles against some of their higher tiered players and they seem doable BUT, they have quite a bit of territory down there ).
In a nutshell, we need to look at the weaker clans with very few territories. This would seem the best solution IF, IF we are to do a 1 on 1 but every other clan is vying for these too.
Therefore in summing-up, It will be tough anywhere we try to go, we just need to be more "Selective" and less fussy about provinces.
I have had a look at the "Med" regions...and imo there are "Better" pickings ( NOT easier ).
Places like Dagestan, Maysan and Matrouh look to have possibilities and then there are the "BENCH" clan held areas, ( I have had a lot of battles against some of their higher tiered players and they seem doable BUT, they have quite a bit of territory down there ).
In a nutshell, we need to look at the weaker clans with very few territories. This would seem the best solution IF, IF we are to do a 1 on 1 but every other clan is vying for these too.
Therefore in summing-up, It will be tough anywhere we try to go, we just need to be more "Selective" and less fussy about provinces.
most of what you say here is true, but the CS Army(s), 1Pad(s), and other well known territory holders are not trying to take territories down there, because they're much less valuable. examining the general "small time" territory holders, they seemed to average having 20 T10s. hard? yes, but still MUCH more doable than facing CS Army with 40+T10s. so, we will be facing weaker clans, with some strong competitors, but LESS strong competitors. that's all we need, better chances (your sum up is pretty good )
Posted: Sat Jul 16, 2011 2:46 pm Post subject: Re: clan tactics........
to me its all the same...
i believe in the power of BHL, i believe we can beat anyone if we play as team, with ofc the right tanks.
We are stronger each weak, and we are now learning how to deal with the heavy teams.
its only matter of time, and im not afraid of cs army or who els....they should be scared of us..when they look good..they can see we are on the way.
people who have time todo analyses from where to land(wich i dont have) can send me each afternoon 15u CET a pm with the best territory to land.
Do your research in 2 time frames: 18.30 and 20.30 landings.
Posted: Tue Jul 19, 2011 10:26 am Post subject: Re: clan tactics........
I have no doubt that we will land, at some point. We get closer and closer and although we sometmes have bad days, our quality and power in tiers improves to the point where we need to work on tactics a little better.
The biggest issue is not the landing - that will happen - but retaining our province once we have one. The Alliances are now in the open and it shows how small clans are simply at a disadvantage regardless of the ability or spirit of the clan itself.
Confirmed also by Overlord in recent chat that 'Big Fish eat little Fish' and that the post CW tank freezes WILL happen our window for landing and holding a provice gets smaller as time goes on...
So what to do? I think we need to review how we do things. We must be flexible in our approach to react to the enemy team. It would be nice to play some of the top clans in training and not when it matters to see how they work.
Dig In. We tend to be a defensive clan generally, but that is no bad thing. what we need is to be able to exploit openings, perhaps with a 'hit squad' squad of IS-7 and T-54s to plug gaps or bolster a flank or maybe exploit a hole in defenses. Hold this squad back and use them when needed.
Attacking. Or we take a more aggressive approach. Choose an attack route, have 4-5 to defend other choke points but majority power through on one side.
Artillery. We now have some big guns but it is apparent arty is hugely important on alot of maps. We have lost many a battle because arty has killed us. Part of this is knowing where to hide from arty. It would be useful if we all had an arty piece to see from their perspective if what you think is a good hiding place actually is. Sun Tzu said that you must know your enemy in order to defeat him and thsi holds true today.
Map selection. Maybe we look at Africa continent, as has been suggested as there seems to be less Alliances there. Where we land probably won't affect the landiong so much, but I'd say Africa is easier to hold onto (the rewards are less so big allainces aren't inetretsed but even a small gold income is, frankly, better than what we have now) We certainly need to choose maps that are to our strengths and choose landings with maps that suit our makeup.
Just a thought. We still need as many tier 10s as possible to allow selection appropriate to the map. We need good arty numbers. Once you get to Tier 7, splash damage alone can kill damaged tanks.
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