Aztec Tactics

Started by TeaLeaf, November 23, 2002, 05:01:08 PM

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TeaLeaf

I've been thinking further about Aztec and our tactics.  Oldie put an excellent set of tactics together many moons ago, but our 6 v 6 tactics and to some extent our 5 v 5 tactics have changed a bit since then.  (Gandalf - feel free to cut and paste any of this to the taccie site if needed).  Where we have done well recently on aztec we have changed where people go and the numbers of people at each point, indeed we have even encountered a totally different aztec tactic recently, so I thought it was worth putting it all down in writing for peeps to see.  Apologies if I have missed anything out.

As CTs:

Spawned Closest rule in effect
Go to the defensive point nearest your spawn point.  i.e. if you spawn 4th closest to the double doors leading to the top site and we only need 3 at the top site, then go the other way!  We must be able to count quickly and figure it out for ourselves on the fly.  On this map being late out of spawn WILL really hurt you, in fact it will probably kill you, particularly if you were due to be at top site.  So when you spawn, first of all look at where you will be going, then press your buy script and collect the appropriate equipment.  Don't do it the other way around or e.g. you will end up with a nice deagle but no money for grenades when you have spawned with a top site role.  

(1) Top Site (Double Doors)
When in a 5 v 5 match send 2 people to this site.  When in a 6 v 6 match then send a 3rd person as well. This may seem like overkill but this has worked.  

First 2 through the doors MUST throw HEs into the double doors area. If you are one of the first two then identify this at spawn and buy the HE! This is essential during the first couple of rounds when kevlar armour is less likely to have been bought by the Ts.  
If possible the first 2 CTs should advance such that one of them covers the firing line through the opening in the double doors, the other less far advanced but still beyond the bomb site.
If a double doors rush is on then you have the numbers there to repel.  
When it becomes apparent that a doors rush is NOT on then the third person at top site (last through the doors) should drop down into water and advance to a position where they can cover both water and bridge (that will mean being in line with the bottom of the ramp and the stairs somewhere).

(2) Middle
2 people should go to this area, however, note their positioning carefully as it makes a critical difference to reponse times and backup.
They should position themselves so that they can do BOTH of the following things:
(a) Have a clear line of fire down towards the double doors: one from the lefthand side to the centre line of the balcony; one from the righthand side to the centre line of balcony, AND,
(B) Turn 90 degress to their left and find themselves in a position to fire into the CT Bridge Room. Again, ideally they should stagger themselves so that their firing lines are clear.

If you are far enough back to achieve these things then even if a T comes up the stairs from the water, he will run straight into the middle of your gun sights.

In the event it is a 5 v 5 match then when it is apparent that a doors rush is NOT on then one of the two can advance down towards the water area to keep an eye on things.  When you do, just look, don't try to fight solo against their squad.  If you see them in the water then get out of their firing line and tell us they are there.  It is their job to try to get out of the water and back up to the bomb planting level - height is a wonderful advantage for us to keep, your cold dead body is not  :wink:

(3) Bridge:  
Only have one person there, preferrably someone who has saved the money to buy an AWM  :D
Never poke your head out to look across to the T bridge room from the righthand side of the CT bridge room (you'll get picked off through the crack between the blocks).
Never get too close to the bridge itself as you'll get picked off from the water or injured by grenades.
An occassional look is all that is needed (preferrably accompanied by that thumping great AWM shot sound).

CT Tips:
i)  Use the standard USP pistol issued to you as a CT unless you are a real expert with a DEAGLE.  I rarely buy a DEAGLE because I can't ever seem to be as effective with it as someone like Sadako or G-man.  They run up huge numbers of DEAGLE frags, I run out of bullets and get shot  :cry:   If you're like me and a Deagle doesn't work for you then save the money and use the free USP given to you at spawn.
ii)  If it's near the end of a round and you see an AWM on the ground that you could pass on to a sniper on your team at respawn then pick it up when the objective has been accomplished - a lot of team money can be saved that way (as long as you voicecom the info straight away!).


Summary:
Point (2)(B) is critical.  If you can't see into the bridge room to provide firing support for a bridge rush then you're in the wrong position.  Get the position correct and it can mean that:

(i) You the firing power of 3 people at the bridge whilst only actually having to have one person there.
(ii) If they rush double doors then you have 5 or 6 guns trained on them.
(iii) If they bridge rush then you have 3 guns trained on them and others closing in.
(iv) If they attack via the water then you have 4 or 5 guns trained on them.

The Enigma Variation:
The one variation we came up against recently was that one of the clans placed two people at the spawn bomb site, staggered so that they both had a clear shot onto the exit from the bridge room and the archway through to middle.  They then had 2 people at middle (in EXACTLY the same place as described above) and then 2 at top site (as above).  I am not quite sure that we are accurate enough yet to employ that tactic, as it relies upon you getting headshots with pretty much every shot.  When we played that Clan they were and we weren't.  What it did though was make the bridge room very empty, tempting and extremely frustrating, as there was NEVER anyone there to shoot at.  When you did cross to the CT side of the bridge you ended up getting shot by the 2 folks at (2).  If you made it through that and came out onto the spawn bombsite then they 2 chaps there finished you off!  Maybe we'll try that when we're a bit better, eh?

Hopefully the above notes have helped set out where our current tactics have evolved to so far for aztec.  Try them out in praccie if you haven't before and please feedback any other developments or thoughts.

I'm not going to bother going through T stuff because I don't have time right now and I can feel my RSI creeping on  :D   But if someone wants to get that started and post a summary of our current Aztec T theories then it would be greatly appreciated.

TL.  8)
TL.
Wisdom doesn\'t necessarily come with age. Sometimes age just shows up all by itself.  (Tom Wilson)
Talent wins games, but teamwork and intelligence wins championships. (Michael Jordan)

Dr Sadako

Quote
CT Tips:
i) Use the standard USP pistol issued to you as a CT unless you are a real expert with a DEAGLE. I rarely buy a DEAGLE because I can't ever seem to be as effective with it as someone like Sadako or G-man. They run up huge numbers of DEAGLE frags, I run out of bullets and get shot :cry:  If you're like me and a Deagle doesn't work for you then save the money and use the free USP given to you at spawn.

I would recommend that the extra guy at top site i.e. third guy (6 vs. 6) and one at bridge buy Deagle the first round. As TL says above if you aren't comfortable with it go with the USP and HE+FLASH+KIT+ammo or just go ECO.

The good thing with DEAGLE on the bridge is if the Ts rush, you can damage more than one T with one shot as they run lined up. Deagle against no armour is very effective.

At the topsite you can use the DEAGLE as a sniping weapon as you are no. 3 out to that site. If T rush here the two first Ts engage with HE then USP. You with the DEAGLE crouch a bit further back and pick them off one at the time. Deagle is VERY accurate even at longer distances if you don't shoot too fast.
If they don't rush topsite/double doors then you go in the water. Same as before, crouch and snipe with the DEAGLE. The most important thing when you use this gun is to stay calm, don't fire too fast, and stay crouched even under fire.

Regarding bridge rushes in general use FLASH at our side and throw it just before the foot of the bridge. Ts rushing will get blinded. You can calmly go out and kill many of them. I have done this on MH a few times with great success.

Quote
ii) If it's near the end of a round and you see an AWM on the ground that you could pass on to a sniper on your team at respawn then pick it up when the objective has been accomplished - a lot of team money can be saved that way (as long as you voicecom the info straight away!).

Yes, very important. This should also be applied if you know that you can't complete the objective. Save your money and pick up the best gun you can find and then hide. As TL says above pick up the AWM for someone else in the team. You might not be the sniper ace but it is good for the team. This gun could win us the next round. Remember that if you do this you keep your equipment. Helmet+kevlar+kit is $1200 and if you start the next round with $2000 you can afford MP5 and a grenade.
-=[dMw]=-Dr "Doc" Sadako

"Gravitation is not responsible for people falling in love." Albert Einstein

Dr Sadako

Quote
I'm not going to bother going through T stuff because I don't have time right now and I can feel my RSI creeping on :D  But if someone wants to get that started and post a summary of our current Aztec T theories then it would be greatly appreciated.

First round tactics

[size=18]Bridge rush


One Terrorist [T1] (not Bomb) buy 2 FLASH and 1 HE

Alt 1 Rest of the Ts go ECO
Alt 2 Ts buy HE and what they want

[T1] goes to double doors and throws the FLASHES. The first one long (CTs at bombsite) and the second one short (CTs at right corridor). After that he goes out and attacks followed by retreating behind DD. Then go over bridge.
Meanwhile Ts w8 for the first flash and then rush bridge in two rows with crossing fire. If they have bought HE then the second T in each row throw the HE over the heads of the first Ts. These HEs should also be thrown crossed i.e. guy on the right throws left and vice versa.

DD rush
First two Ts through the DD throws HE towards bombsite/rocks and then goes into right corridor. (One of the two Ts could go down in water and then up stairs or ramp.) A long flash down the corridor is helpful to stop CTs regrouping. Use the rocks and pillars for cover.

The following 3 Ts throw HE and then goes to bombsite (bomb included). If 6 vs 6 the last T (depending on the success of the attack) goes immediately to the right after DD and stays there. Note not into the right corridor. Perfect ambush and side attack position as CTs move towards the bomb and are focused on the bomb site. Preferrably one with DEAGLE for sniping.
-=[dMw]=-Dr "Doc" Sadako

"Gravitation is not responsible for people falling in love." Albert Einstein

Dr Sadako

QuoteThanks Sadako

Can you edit the 'our current tactics' one to show the CT bridge room man being behind the boxes to the left (looking towards the T bridge room along the bridge) otherwise he'll get got shot in the TANGO by Stryker who is playing right behind him :lol:

On the Enigma Variation map the placement of the CTs at the spawn bomb site is incorrect.

For the CT closest to the site, draw a line from the bulls eye marking the bomb site at 7.00pm towards teh boxes. Stop when you are just abotu to lose line of sight into the middle area.

For the CT in the archway, move him so that he is on a dotted line extrapolated from the line of the bridge (that should give you the north-south axis) and then move him down on that axis so that he is level with the first CT you just moved. He should now have a box just to his right protecting him from anyone shooting from middle through the archway towards him in spawn bomb site area, and his fellow CT to his left. He should also be able to look directly at the exit and his line of sight would be exactly in line with the bridge (if he could see through stone blocks that is!).

Hope that helps.

TL. 8)

PS When you have posted the correct ones I'll edit the old posts out so that only the correct ones show.

Our  tactics



Enigma
-=[dMw]=-Dr "Doc" Sadako

"Gravitation is not responsible for people falling in love." Albert Einstein

TeaLeaf

By jove, I think he's got it!

TL.  8)
TL.
Wisdom doesn\'t necessarily come with age. Sometimes age just shows up all by itself.  (Tom Wilson)
Talent wins games, but teamwork and intelligence wins championships. (Michael Jordan)

JonnyAppleSeed

the flash through the doors on a bridge rush is a MUST .....it slows down a charging team just enough to make the end of the bridge
It is by caffeine alone I set my mind in motion. It is by the beans of Java that thoughts acquire speed, the hands acquire shakes, the shakes become a warning. It is by caffeine alone I set my mind in motion


FBG

Heres some pointers ive noticed from the last 2 matches. FIrstly the bridge rush needs precision organisation. Most of the rushes are quite haphazard and no-one really knows where there going once they get to the bridge room(CTside).

heres some ideas.
A) KEEP TO ONE SIDE ONLY. I know i do this occasionally, but people must not strafe across the bridge, consequently blocking backup fire. Ideally i recon we should have 2 on each side. close together towards the end of the bridge. The first left and right players should jump through the entrance and both take out the respective side of door corners. The rear two should quickly come through and also take these corners out for good measure.

B) There last 2 or 1 (depending on tema size) should hangback and stay in the middle of the bridge. THey can cover the CT bridge room box. Maybe fire off the odd shot to keep CTs from coming back. If theres two of you then stager your positions, Middle left should cover right hand CT box and the rear right hand middle should cover the right of the entrance. At least one of you should be pretty much in the entrance as the first 2 guys go through the doors.

C) When your through into the bombsite, The whole team should hang back and cover the entrances, one guy should whatch CT spawn and call for backup if needed.

D) bomb plant. Plant Quickly and in plain view if you have a full team. Several rounds where lost even though we had 2 team members covering the bomb because 1) they could see the bomb was being defused 2) they didn't hear it being defused. 3) The last guy had has to run a TANGOing mile to take out the ct defusing because they were behind the box.

So plant in the middle if you have cover, actually even if you dont :-p.

Even though my ideas may not work %100 the generall jyst is that we need a little more organisation on the rushs, This will mean despite the fact we aint the best of shots, the shear amount of cover firepower will take them out.
-=[dMw]=- Flibber Meister

Dr Sadako

Quote ... we need a little more organisation on the rushs, This will mean despite the fact we aint the best of shots, the shear amount of cover firepower will take them out.

I agree with you to 100%. I have suggested that we should have some more practices, especially on Aztec. Too bad only 6 showed up this Saturday.

Could our teamleaders agree on a time and date and post it on the availability page?
-=[dMw]=-Dr "Doc" Sadako

"Gravitation is not responsible for people falling in love." Albert Einstein