Karkand - Suburb worth holding?

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  • Gav

    #16
    Re: Karkand - Suburb worth holding?

    As someone said - Suburb is the easiest flag for the US to capture. If they have no other flags within the city, then yes, defending Suburb in some way is a good move. I'm talking tactically now, btw, where the consideration is winning the round for your team rather than scoring points for yourself or getting kills etc - I totally agree that it won't get you anything like the score you would get by defending at Hotel and joining the carnage.

    I've had an AT guy defending it who wasted my Humvee as I approached it, and I've also been killed by mines laid just beyond the crest of the hill on the approach too. Nine times out of ten when I play Karkand, Suburb is the first MEC flag to fall. And once the US can spawn within the city, all that furious fighting around Hotel - which admittedly is good fun, but ultimately favours the MEC because the USMC have such a long run to get back there after dying - is gone and the Marines start running riot in the city.

    The key to Karkand (for the MEC) is to keep the USMC pinned back at the their uncap without any flags within the city for as long as possible. And since Suburb is usually the first one they capture, it's an important one to look out for.

    That said, once the US have secured a foothold within the city, the fighting tends to take place around the flags nearest the river and Suburb gets pretty much forgotten about. Suburb is the USMC "foothold" flag. If they've got no other flags, defend it. If they have, forget it until you take the rest of the city back.

    And incidentally, Kayback, you can get to Suburb as the USMC without going anywhere near the Hotel flag - totally avoiding all the defenders there and their AT rockets, mines, C4, and MEC armour. Meaning you can arrive at Suburb without having taken any damage from fighting your way past Hotel. There's a back way that requires a bit of off-roading.

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    • imported_Remmydox

      #17
      Re: Karkand - Suburb worth holding?

      I once was commander sitting in the ground defence about the suburb with C4 at the flag base. I saw like an APC and Humma come up. Like 3 infant XD Funny stuff, blew my C4 (5 down all around the flag) Took out the APC humma and got an infantry and then I shot the other 3 guys with the ground defence running up XD

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      • =IMO=THJones

        #18
        Re: Karkand - Suburb worth holding?

        Originally posted by Remmydox
        I believe that the Suburb is the easiest base to take as USMC. You will encounter a whole 1 guy max there. You never see a squad holding there. I always go Spec Op and run around near the backroad. (You know when they take the car around the back way?) I put 2 C4 so the car cant get around I then just sit up on the hill just before i go out of bounds, then when they come up on the hell you pick them off :p and when a Vodnik/APC comes around you blow. Pretty good strategie but is it worth it? Sometimes I sit there the whole round and only kill like 3 guys :cry:
        its sad on most servers you see it undefended as it is an easy point to defend and probalbe has the most diverse spawn points in all of bf2, however for a quick victory the MEC need to defen the choke points up by the hotel and let the USMC die trying to penatrate them...once you let them past there it's anyones game

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        • imported_Remmydox

          #19
          Re: Karkand - Suburb worth holding?

          If you lose the Suburb, I say let them have the Hotel, go get the suburb back. Atleast then they wont come from behind you. Then its a firefight.

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          • Legli

            #20
            Re: Karkand - Suburb worth holding?

            The suburd is worth holding and me and my cousin generally do so, however I dont mind people having a battle at the hotel - it is a lot of fun - however once we lose a flag please get moving, the hotel isn't the only flag.

            Almost always at the start you will get either a squad or a couple of folk trying to take it, and if the pressure is on 2 guys can't hold it and then the team loses everywhere. Sure, its nice to get kills and stuff, but you wont be getting anything if you can't spawn.

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            • Ognacy

              #21
              Re: Karkand - Suburb worth holding?

              As a certified Karkand-whore (no, not in that meaning ;-) I think Suburb is not worth holding. Ideal Karkand round by USMC goes like this: 1 jeep to Suburb using offroad path. One APC through hills and red-zone to Gatehouse. At least one will succeed. After taking Suburb, which is quick, USMC should spawn there and go to gatehouse directly and as quick as possible. Leave 1 jeep near tank spawn. Wait for it to be blown away. Kill tank driver as he spawns, steal tank, block counter attack from Train Accident. Round won by a huge margin (my record for Karkand 32 on FFA was sth like 195-0 - nobody went for Hotel, and all MECs spawned there :-).

              Do not hold Suburb, or hold it just long enough for more people to spawn there. Holding forces by Suburb leads to MEC spawning at train accident - which makes capturing gatehouse a real problem. Taking train accident is a very bad idea for USMC, since Train Accident-Gatehouse fights last long, are difficult and generally lead to ticket bleed for the attacking force. Especially if Suburb is MEC and they can attack from behind. So take Gatehouse and hold it at any cost. I myself NEVER, EVER go near Hotel, that flag has completely no meaning at all.

              Ognacy

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              • Leeus

                #22
                Re: Karkand - Suburb worth holding?

                It's a step 1 take on a 64 player map. Take it and run to the warehouse. There you can spawn without arty hitting you. Then off to their base. Do this fast, you win.

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                • Zxmbie

                  #23
                  Re: Karkand - Suburb worth holding?

                  It's worth holding, I think it's the best place to mass assault the last lines of defense before the island.

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                  • The_Misfit

                    #24
                    Re: Karkand - Suburb worth holding?

                    As MEC, dont loose the island, that's the #1 thing.

                    However, I'd put some emphasis on the Train Accident, and the Suburb, TA cause of its close proximity to the Island, and the Suburb 'cause of it being on much higher ground. Both are gateways to the island, and then the factory. Loose the factory, loose your armor, loose the match.

                    Funny watching all the lemmings line up like fools to defend the hotel to the death, while one APC and one HUMVEE can go take the back 1/2 of the map without any problems.....

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                    • <}US{>BlackHawkPilot73

                      #25
                      Re: Karkand - Suburb worth holding?

                      Originally posted by [AE]LoneWolf
                      well what i do is claymore the flag, and run off to snipe, i usually get 3 or 4 kills w/in the first 10 min of the round
                      yep, easy kills there.

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                      • tdpatriots12

                        #26
                        Re: Karkand - Suburb worth holding?

                        Last time I was ranked high enough to be a commander (literally last year...took a long vacation from the game) I had my undermanned (literally 2-1) Karkand team retreat across the river, blow the bridge, and hold the last 3 flags.

                        We won, especially because the USMC all spawn at the Railroad crossing, making an obvious arty spot.

                        So unless something has changed...you dont really NEED anything but those last 3 - especially if you have two good squads who follow orders - one to make sure no one goes across the shallow part of the river and another to send back incase anyone sneaks by and takes a flag. It's also fun to send 1 2 man squad (Spec Ops, Support) into USMC territory to occasionally take flags, blow up stuff - generally wreak havoc.

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                        • imported_CannonFodder

                          #27
                          Re: Karkand - Suburb worth holding?

                          If I have a good squad we will have boobie-trapped Subarb so bad you wouldn't be able to get in.

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                          • {USI}_DirTyDeeDs
                            Member
                            • Jun 2005
                            • 334

                            #28
                            Re: Karkand - Suburb worth holding?

                            Yes Suburb is worth taking. AND HOLDING. 2 people can hold that base from all but a multi-armor attack!

                            I wish more people would take the time to defend flags. Too often I play the merry-go-rounf flag capping.

                            Too bad most people play for points, and there isnt alot of points to be had for defense

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                            • Ognacy

                              #29
                              Re: Karkand - Suburb worth holding?

                              The point of this game is to win the round. You will not get this with 2 out of 16 people defending Suburb. If you cant get Gatehouse quickly, better pull MEC into downtown.

                              Ognacy

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                              • Digital-Boy

                                #30
                                Re: Karkand - Suburb worth holding?

                                Suburb is definitely worth defending...until your team captures a tenable CP on the other side of the river (Gatehouse, Factory). The Cement Factory and Warehouse CPs are easily overrun though, so it's nice to have the suburbs to fall back on if things go wrong.

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