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Thread: Basic Strategy Tips

  1. #1
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    Basic Strategy Tips

    Here is a write up to try and explain some of the thinking behind the strat I was trying to get ya'll on board with on Mt Lam Lam. I'm posting up Basic Strategy Tips at the halodiehards.net site as clarity comes to mind into text. Hope it helps.

    Basic Halo:REACH Team Strategy Tips: 1 – Why Offense Needs to Focus on Offense



    There are valid reasons why coaches in basketball and soccer make their kids control parts of the field. If both teams are clustered around the ball, you can never pass it to someone who is “out in the open”. Holding your territory forces discipline, and teaches the team to force themselves to listen to the coaches direction against what each teammate might feel is their better judgement. It allows the coach to direct the team in strategies that team members themselves may not yet be capable of comprehending.

    In Halo objectives, there are often two “balls” (multi-flag, multi-assault), one for each team. Even when there is only one objective, such as in one-flag, unlike soccer and basketball you cannot “pass” the ball. However, many aspects of those physical sports and our couch sport remain the same.

    In fact, you can think of each power weapon as a ball.

    This is why, unless you are making a team-wide, concerted offensive push, it is usually recommended not to take the ‘Hog or any other power weapon over into enemy territory: you have no teammates around to help control the enemy, and you can easily be surrounded and succumb to the enemy’s forces, whereas if you stay close to “home”, your team can help take down the enemy as they filter into your own territory – with team fire.

    Team fire is a major difference between the physical sport and the couch sport. With team fire, you can be many places on the field, almost as if you could teleport instantaneously – with weapons fire. This is one of the most important reasons why high ground is a position of power. The better your line of site, the more places you are able to “teleport to” and help protect your team.

    Because any good team player has that as part of their objective: Protect Your Team.

    When a part of the team is in offensive mode, there are several reasons why they need to stay focused on offense and let defense do their job.

    1. When defense is under fire is the best time to go for a flag grab. ESPECIALLY if you have a vehicle (which in essence teleports you to the flag, if not instantaneously at least much faster than you can run), that is precisely when the timing is right. In Big Team Battle, it is especially important to go for a flag grab at this time: you have six of your team engaging the enemy who is OUT OF THEIR BASE! If you go back to your base to “save” defense, by the time you’re ready to approach the flag the enemy will have all just respawned there.

    2. If the enemy grabs your flag as you grab theirs, there is a chance you will both cap. If you run to help defense and their team kills you all and grabs your flag, they score and you don’t.

    3. On your way back from grabbing their flag, if they have grabbed yours, you can engage the enemy on the way home, slowing them down for mid-team and defense to finish the job as you are capping their flag.

    ~
    ..............................

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    Basic Halo:REACH Team Strategy Tips: 2 – Roles



    First, a quick reminder that well established teams will have advanced beyond some of the tips stated here. Even so, there are some good nuggets of information that gamers might be able to use or concepts to explore that might tighten up your team play.


    Hog Team

    As promised, we’ll open today with why you should protect your vehicles at all costs. Using Hemorrhage as an example, picture how far the enemy will be able to advance onto your side of the field if you have possession of all your vehicles. Imagine each driver keeping at a safe distance, yet using suppressive fire at anyone he or she sees.

    As is well known in the world of physical fighting, when you attack, you create an opening, a weakness to be attacked. By “setting up” and in a sense waiting for the enemy to come to you, keeping your vehicles safe on your side, you create a scenario where they have to progress into a line of fire from every one of your teammates who have a line of site on them.

    Although it is well known that the ‘Hogs of REACH are made of cardboard, these vehicles, as well as the Revanant and Wraith, are powerful tools to control your opponent and keep them at bay. The longer your vehicles stay up and running, the longer your team has that control so ‘Hog teams are best as defense and mid-field. Although it doesn’t always reflect in the stats, a proficient ‘Hog team or other power vehicle driver can be invaluable to secure the win.

    For this reason, I cannot discuss roles, especially in Big Team Battle, without highlighting the roles of Gunner and Driver. These are the guys who, if they do it regularly for awhile, begin to develop an inner tuition that allows them to almost work as a single unit. The driver begins to “feel” where the enemy is by watching where the gunner is aiming on his third-person screen. The gunner instinctively knows where to look as the driver navigates the map. There is something almost graceful to this dance of avoiding damage while controlling enemy movement and taking them down, when gunner and driver are moving as one.


    Sniper

    The second role in our Hemorrhage example is our sniper. Sniper must be diligent about obtaining the weapon on respawns. Too often I am in a game where the sniper uses up all his rounds and moves into offense, leaving the snipe at home where it’s nabbed by a waiting infiltrator. This is a great way to make sucky games suckier. Yeah, you know what I mean.

    Sniper is also integral to communicating enemy movement to the team, as he’s usually sitting back in a position with good sightlines. If a team is covering each other’s backs and using proficient comms, the sniper will always know when an enemy is compromising his position.

    If you are sniped by the enemy sniper, the best way to prevent it from happening again is to report you’ve been sniped and where you were sniped from so that your sniper can move into a position to take him out. If you didn’t see a contrail, your screen will point in the general direction if you don’t look around for a second after death.


    Offense

    A good balance of committed offense is three players. Committed means they rarely if ever play defense. Only if you’ve spawned at home base and your objective has been grabbed should you stop this role and switch to protecting your base. Otherwise, you protect your base by communicating enemies you see approaching your base and by grabbing said enemies objective so that their forces are now split, with many of them falling to defense.

    This is one of the most difficult concepts I’ve found to communicate to gamers new to team strategy. Instincts may tell you to win you have to stop the enemy from getting your flag, but if your entire team is so worried about defense you don’t pose a threat to the enemy, they can lock you down in your spawn because they are now lax on their own defense and pushing with the bulk of their team. Putting pressure on the enemy’s objective is one of the best things the offensive role players can do for the defense of their team.



    Heavy Vehicle Specialist

    Heavy Vehicle specialist is that gamer who amazes you when they go 20 and 3 in the Wraith. I’ve also seen gamers like Orcish completely control enemy movement with the Revanant, which amazes me because that thing is just… well, weird. Heavy Vehicle Specialists are usually defensive, as that is the best way to protect your vehicle, but learn when the timing is right to push forward and help procure the objective. Rarely is it advantageous to put these vehicles at risk, as usually this results in a loss of this power weapon. Upon respawn, after the vehicle is destroyed, this teammate can put themselves where they are most useful, whether loading up a ‘Hog with offense for a push, or hanging back on defense if we’re being dominated. But when the Wraith respawns, they are there to pick up where they left off.


    Defense

    Last but not least is a role I am perhaps most familiar with. Maybe it’s mothering instinct, maybe it’s the fact that when I first started gaming, pushing out of my spawn was so freaking overwhelming, but sometimes it’s fun to hole up like a badger and just mess up anything that tries to encroach on your space. The number one reason I will always recommend having someone at base is too often they sneak in and before we know it there goes our flag. The sooner we know we’re being infiltrated, the sooner we can focus out attention on getting ourselves in between our flag and their base in case defense doesn’t take them out, thereby lessening the chance they’ll actually score.



    So there’s just a little more on roles, for those who haven’t had the chance to feel that confidence and security you can get when you know your team has the bases covered and you can focus in on your piece of the win. In closing, I would just like to add that when your team communicates enemy position, activity, weapons, etc., really try to prioritize what’s going on. If someone is coming at our Wraith with a Mongoose, that trumps someone getting ready to kill you at midfield – - don’t stomp on priority callouts. Try to make your callouts short but sweet, and react to team callouts by prioritizing where you can be most useful to your role.




    If you're interested in trying these out, come sign up in the Halo:REACH BTB - Roles Nite, July 19th @ 6pm PT/9pm ET thread.
    ..............................

  3. #3
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    Thanks for taking the time to post these up. I love the ideas of roles and I think we as a community have problems sticking to one role throughout a game because we are all SO DAMN HELPFUL all the time. I've also learned a bunch from you on keeping vehicles alive and on our side of the map until offense calls for vehicle support.

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    Its the elusive Mooch! Quick throw Master Balls! Jus kidding but seriously ill post up my vehicle strategy and would like to do another more organized run thru if anyone is interested


    "Winning or losing its all my fault"


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    I think there is a Halo 3 night tonight so most of you will be doing that so I will take the opportunity to play ME3 but if anybody wants to play REACH let me know and I can pop in the disk.

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    Quote Originally Posted by Prego Magic View Post
    ill post up my vehicle strategy and would like to do another more organized run thru if anyone is interested
    I would be interested, I didn't get to try any of the strategies, I was up top watching.

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    Quote Originally Posted by TC Mooch View Post
    I think there is a Halo 3 night tonight so most of you will be doing that so I will take the opportunity to play ME3 but if anybody wants to play REACH let me know and I can pop in the disk.
    Hey mooch I'll play some ME3 with ya.. it'll be a little later tonight so if you can squeeze me in I'd appreciate it.. I'll send you an invite when I can get on.

    Quote Originally Posted by EdieKaye View Post
    I would be interested, I didn't get to try any of the strategies, I was up top watching.
    Alright Edie.. sorry you didn't get to try anything the other night.. We'll get some more people together and do it.. we need at least 3 more besides me and you.


    "Winning or losing its all my fault"


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    I meant the campaign Prego. I borrowed the game from a friend and I don't want to get an online pass to play multiplayer. I'm more interseted in the storyline than anything else

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    Lol alright then. Ill shoot you an invite in reach then sometime or another lol


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