Teamwork for Dummies

by Black Lightning and Samhain

From: fprefect@ambrosiasw.spamproof.com (Matt Slot)
Subject: Teamwork for Dummies
Date: 26 Sep 1997 00:59:03 GMT

Hey you... DUMMY... yeah you!

Remember that game where your ally quit in a huff after messaging some obscenities about you, your mother, and a description of what your LGM was doing the night before? Maybe it's a hint that you NEED TO WORK ON YOUR TEAMWORK?!?!?!?!

*deep breath*

OK, I'm better now.

Here is a short list of commonly agreed upon tactics and strategies from the dawn of bolo time. Read them, print them, post them on the wall next to your computer. The next time you get allied with a much better player -- use them or make sure you have some asbestos camoflage.

Start Squares:
The "random" start algorithm avoids corners that have pills (esp. enemy pills) when possible. The reason you start on the far side of the map from the pillwar is that its usually the only "unspiked" corner. While its good to keep a pill in your corner to defend it -- it may be worthwhile to leave one unspiked so that you (or your enemies) come up there.

Decoying:
After the box is dead, the shooter holds the shot and the decoy picks up the box. The decoy does not drive in front of the shooter.

Disruption:
Don't drive into the middle of your ally's take. Hide behind a wall and decoy, wait, or go around -- but don't run in too close or you'll disrupt him. This is especially important when your ally is attempting a double-take, because killing one box too quickly may leave another damaged but pissed.

Pill Wars:
Don't kill your pillbox if you can't build it (no trees, no builder). Don't run in too close while someone's shooting it, don't use a pill to block while you shoot another -- or its just a gift.

Go Away:
On a conventional map divided into quarters, you should each maintain your own corner. First, you may disrupt your ally, and second you are leaving a whole corner open for spiking or capture. Sometimes you end up swapping corners for a while -- just make sure that someone is always watching the "back" side.

Carrying:
If you are carrying pills -- plant them. A good player can kill another tank quickly (vulturing, spikes, mines, etc). A planted pillbox is much better than one carried.

Can't Plant:
If you are carrying 2 or more pills, with no builder, then don't risk them. Stay on your bases, near some boxes. Keep fueled (with a few mines), and if you *have* to do something, then poke at a few enemy boxes on the line or kill a base. Run away at the first sign of trouble.

No LGM:
Do something useful. Rape bases, kill tanks, take a few potshots at nearby pills, decoy (but be ready to defend your own corner). You can even shoot an enemy who's setting up or performing a take, just enough to discourage him or ruin his angle. Even better, draw attention away from your ally (lots of shots and mines on the far side of the map) so he can work.

Rushing In:
You've gotten a lucky break and started to rush the enemy side -- don't go too fast. Make sure that you capture the bases and clean up along the way. Hard and fast is good while enemy is off balance, but a good player can make a rapid turnaround from a weakly spiked base.

Falling Back:
When the tide turns and you are down to 3-5 pills, its time to pull back. Find a corner (and some buffer space), and pull your pills back into defensive position. Its time to stop base raping, and to start patrolling your corner. Don't make risky builds, keep enough ammo and armor handy to quickly defuse a spike.

Enemy Spikes:
When you are down to a single corner, be ready for the enemy to spike you hard and fast. When they pick up 2-3 pills, they're likely to come in from 2 directions -- fuel up and start patrolling. Now is not the time to die or get distracted.

Pill View:
Pill View is your friend. Check it quickly whenever you fuel. Watch the indicators for a batch of pills dying, and then find them. Watch for your ally to drive by with pursuit so that you can protect him.

Spinning Tanks:
Don't say kill me... sit next to your ally and spin a few times. If he can kill you, he will -- if he doesn't kill you after about 2 or 3 rotations, then he doesn't have his LGM or can't commit to them. There are times when its best to NOT trade up. Be wary of vultures.

3-5 Seconds:
If you are waiting for your ally to join in on a decoy or other tactic, only wait for a short bit. Often, your ally may not have enough ammo or is on the way to another crisis. Trying to generate some teamwork shouldn't take more than 3-5 secs -- if it doesnt happen, go on your way.

Matt

   * * * * * * * * * * * * * * * * * * * * * * * * * *
   *  Reality: Matt Slot, Bitwise Operator           *
   *  E-Mail:  fprefect@ambrosiasw.com               *
   *  Web:     http://www.ambrosiasw.com/~fprefect/  *
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From: fprefect@ambrosiasw.spamproof.com (Matt Slot)
Subject: Teamwork and tactical expectations
Date: 14 Oct 1997 00:46:14 GMT

[Here are some excerpts from the old Bolo mailing list -- I only saved a few articles, but they had some good but arguable content.]

I'd like to suggest some teamwork groundrules at the tactical level, based on problems, gripes, or just observations. Granted, many are "patently obvious", and many people on this list regularly practice a few... this is an *explicit* guide to these common sense issues. These are the expectations I have in my ally, and he should expect the same of me.

Decoying

Running Interference

Supporting Pill War

Misc

I know there are exceptions to these rules, and that most tactics can be screwed up by bad timing, incidental fire, or a suicidal enemy. Use the 3-5 second rule... that period is enough lead time to recognize or initiate an action. If you or your ally can't setup or respond in that timeframe, regroup or focus elsewhere. If you can provide cover for your ally for that long, he can begin a maneuver or make an escape.

Matt
   * * * * * * * * * * * * * * * * * * * * * * * * * *
   *  Reality: Matt Slot, Bitwise Operator           *
   *  E-Mail:  fprefect@ambrosiasw.com               *
   *  Web:     http://www.ambrosiasw.com/~fprefect/  *
   * * * * * * * * * * * * * * * * * * * * * * * * * *


From: Samhain / Michael Masushige
Subject: Re: Teamwork and tactical expectations
Date: 14 Oct 1997 00:48:34 GMT

I'd like to expand on some of BL's points, which BTW were right on.

Decoying (defending against)

Most of the time, you will lose your pill because it's a double team. My main strength in 3x3 games is in drawing and beating them, though. But, how do I accomplish this? In a standard dec, one player hides behind blocks while the other shoots. The shooter is the only real threat at this point, so shooting him off-line will be your best bet. In doing that, the pill is no longer taking damage, the decoying blocks are destroyed (providing rubble to make a future dec harder to do), and can possibly kill the dec'ing tank and/or shooter. Whatever isn't killed, you can finish off.

If you come across a dec in progress from the opposite end of the red tanks, you can set up to swoop in and pick up the pill and drop it out of range, or watch the timing of the shooter and rebuild. This is less favorable as it invokes more risk, but, still better than losing the pill.

If you come across the dec'er first, and cannot get to the shooter quickly enough, kill the dec'ing tank. You can kill a tank pretty quickly, usually. Once the decoyer dies, the shooter takes damage. That damage gives you the advantage when you decide to kill the shooter (which allows you to rebuild the pill or pick it up).

If you don't have ammo, you're best bet is to try and pick up the pill and plant it safely. It's also possible to push the tank off-line physically and send a rebuild. While not likely to succeed, you can place your tank in front of the shooter, giving the pill extra time to shoot out the decoyer's blocks.

Other tactics involve pissing off pills in close range of the targetted pill. It's very important that you don't lose your man in these confrontations, though. Since, if you do, you'll probably lose that area. And once you lose that area, your man will be an easy target when he drops.

Running Interference

This is really really important. BL's points span beyond running interference as they also encompass the duties of a blocker/tackler. If someone is chasing your ally, go after that guy and kill him. Since he's not aiming at you, you'll have an easy time of killing him, and probably not suffer any damage.

My personal style is to go for the tank kill as much as possible. There are a number of techniques used to dogfight. If anyone has any interest in discussing them, start the thread.

Supporting Pill War

Keep the pills hot. If you get a chance, go for the tank kills and let your ally know when the line is undefended. Teamwork is essential to winning the pill war.

Misc

The tank who is carrying a pillbox has refueling priority -- let him some some shields/ammo first.

Also, if a tank is waiting on you to refuel, don't fuel up all the way. Fill up enough to kill a pillbox. If you plan on suiciding, just get enough to do what you need to do.

If you die and come back in your ally's area, assess the situation. If he's working off one or two really low bases, just make it back to your area. I can't count the number of times I was harvesting a couple bases in a remote area so I could kill a pill or base when an ally appeared, sucked up all my resources and closed my window of opportunity.

Samhain


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