Also that picture is amazing Eleven! Something else...
Also that picture is amazing Eleven! Something else...
Dropping on the tower with that structure would work, i see the logic in that. But before long you'd just be cut off up there. You'd need MDK, ISK, VC, UBAD etc to all Galdrop on the surrounding buildings at the exact same time, with DIG armour coming from both bridges and skyguards at both Crossroads and TI Alloys. Then it could work...
Been continuing to think about this... the tower seems like the most defensible structure, plus that is where the cap point is, right? So it has to be there. Getting the sundy down in the garage seems like a potential issue, since any defenders that die in the initial onslaught can respawn down there and start a counter-attack. Might take the maxes a minute or more to make their way down there, by then the defenders could be organised.
How feasible would it be to fly a galaxy full of engineers into the garage, where they all bail at the last second and throw tank mines everywhere? Perhaps partially inspired by Cortosis (or whoever it was) showing me the proxy+tank mine trap - enough tank mines could potentially obliterate everything in there. Without a spawn down there the defence in the building would fold a lot faster, Gal full of mines would also add substantially to the general, helpful confusion. Of course that is another 12 or so people that you would have to find from somewhere... perhaps if a timed beacon went up they could spawn right back in?
[edit:] Shit, just realised the drawback... massive explosion taking out vehicle terminals would mean we wouldn't be able to get a sundy from there. :'(
Last edited by Rizlar; 12-03-2013 at 01:10 AM.
If you guys are up for this could try it a couple of times on Wednesday
A thought - the initial assault could be done with a whole platoon hot deploy rather than gals. Less warning of incoming attack for the defenders, removes the chance of whole squads not making it due to AA, some defenders get squished straight away.
It would have to be thoroughly coordinated to deal with the slight lag of drop timing, maybe 2 squads go first, aiming 5 troops at 2 specific pads each, then the next 2 squads after a 10 or 15 second delay for the pads to be cleared.
Whenever I approach the crown in a Gal there are only 2 viable options (given the AA fills the sky most of the time)
My preferred option is to keep very low and approach from the north / east. The very long bridge that side can be flown under, then a sharp bank and pull upwards flies you up the cliff and drops you over the eastern most cap point. You can normally fly it over the crown from here, regarldess of burster numbers because they won't have ahd a shot on you until you emerge over.
The alternative is to keep at ceiling and then drop at 90 degree to the ground. Possible, but you get a couple of seconds where you are under fire. Which is enough on the Crown.
Originally Posted by CROCONOUGHTKEY
Yeah. I think if you want a high altitude dive drop you should have an empty galaxy take point in the dive so it takes all the fire.
and this is where the plan will suffer most. The plan seems to be a good one for taking the tower, and holding it, but you'l struggle to take the two out buildings, especially with all the armour sitting around.
On the subject of anti air, i realised yesterday that the crown rear flack turret cannot shoot below about -5 degrees, so a low flying aircraft can just hover and blast it to pieces.
Do not forget that the Crown's spawn room is now to the East of the tower, not inside the tower like normally.
Originally Posted by CROCONOUGHTKEY