Beacon capping and advantage on Canyon
Feb 1, 2017 11:00:22 GMT -5
via mobile
Conflict's Student likes this
Post by ernstuebermuth on Feb 1, 2017 11:00:22 GMT -5
As every map has 5 beacons and each team is spawned close to 2 beacons, in an even match control of the third beacon in the center is is the key to win the match.
So far, so simple. The small size of the map makes it possible to reach the center beacon within around 20 seconds with a fast bot. Under the bridge of the center beacon you are relatively safe from enemy artillery fire and have the advantage of the first shot if someone comes around the edge of the bridge, your gratest threat are enemy midrangers with splash damage from the enemy's far side of the map.
So the goal of the lucky team which has captured the center beacon first is just to defend it and let the enemy come. The goal of the opposing side is to deploy their trident / crv plattform to the optimal firing position, bomb out the defending brawlers under the bridge and storm the bridge with own brawlers.
In my opinion, the trident fury is most fearsome in this scenario, because the small map size allows them to cover almost all three own beacons. But counter has also good chances for success, if coordinated and concentrated.
Next to said strategy of storming the center beacon with massive force is the threatening of the home beacons of the opponent. This can be achieve just by breakthrough when your team has captured the center and move, while the slow midrangers provide support fire. Other option is to hold the center beacon and let the enemy run through crossfire, while a fast runner, optimally supported by a fast midranger like carnage or griffin threatens one of the home beacons of the opponent to lighten the pressure on the center. This light flanking unit does not need to nessecarily to sacrifice itself to capture the beacon, but constantly keep pressure on the home beacon defenders with midrange weapons or indirect fire (hydras or aphids).
The same goes for the team which has to capture the center beacon. Either to storm the center beacon with a concentrated attack or to distract the defenders by threatenibg their home with a fast attack group and than take the center beacon when the enemy is distracted.
Of corse, right now most of the matches arent such coordinated. The most mistakes I see is that the team with the advantage of the third beacon gets too overconfident and pushes too far into enemy territory in the hope of getting the forth beacon, thus unnessecarily giving them the advantage of concentrated fire and a fast counter.
Again, because of the small map size and open space, the tide of the battle can turn very fast.
About a possible counter to the fearsome trident furies in this map:
During a teammatch with my clan we encountered Iron smile and got smashed. They acted strategically the same as I described. They covered the center beacon with massive forces of trident furies, whose were even able to damage every bot at our second home beacon, after their brawler took the central beacon and pulverized any hasty incoming force, they quickly advanced to said second home beacon of ours, under cover fire of their 4 furies (which means that there were only 2 brawlers to take the beacon).
I was able to take out one fury with my rdb griffin and observe the whole scene from the upper sniper position. Most of my teammates were just pulverized or demoralized and quitedt the match. But actually that wasnt fearsome, of corse they have maxed hangars and all that, but we let them get an easy win by just running uncoordinated into their fire. The first counter against such overwhelming fury force is keep calm, avoid hasty solo actions, regroup, hold the 2 home beacons, break their attacking spear, flanking them or/and let them run through the crossfire of your molots or snipers. Important for such strategy is teamwork.
Hold your 2 beacons, let them come into your territory where you can them out with concentrated fire, break their attack, counter. If they are too smart to go into the trap, let them eat treb plasma or molot bullet while stretching their lines by threatening their home beacons. Furies are slow, they might even eject to a brawler when suffering your longrange punishment, and then match becomes fast again.
3 beacons advantage takes quite a while to win the game, take your time to prepare the counter!
So far, so simple. The small size of the map makes it possible to reach the center beacon within around 20 seconds with a fast bot. Under the bridge of the center beacon you are relatively safe from enemy artillery fire and have the advantage of the first shot if someone comes around the edge of the bridge, your gratest threat are enemy midrangers with splash damage from the enemy's far side of the map.
So the goal of the lucky team which has captured the center beacon first is just to defend it and let the enemy come. The goal of the opposing side is to deploy their trident / crv plattform to the optimal firing position, bomb out the defending brawlers under the bridge and storm the bridge with own brawlers.
In my opinion, the trident fury is most fearsome in this scenario, because the small map size allows them to cover almost all three own beacons. But counter has also good chances for success, if coordinated and concentrated.
Next to said strategy of storming the center beacon with massive force is the threatening of the home beacons of the opponent. This can be achieve just by breakthrough when your team has captured the center and move, while the slow midrangers provide support fire. Other option is to hold the center beacon and let the enemy run through crossfire, while a fast runner, optimally supported by a fast midranger like carnage or griffin threatens one of the home beacons of the opponent to lighten the pressure on the center. This light flanking unit does not need to nessecarily to sacrifice itself to capture the beacon, but constantly keep pressure on the home beacon defenders with midrange weapons or indirect fire (hydras or aphids).
The same goes for the team which has to capture the center beacon. Either to storm the center beacon with a concentrated attack or to distract the defenders by threatenibg their home with a fast attack group and than take the center beacon when the enemy is distracted.
Of corse, right now most of the matches arent such coordinated. The most mistakes I see is that the team with the advantage of the third beacon gets too overconfident and pushes too far into enemy territory in the hope of getting the forth beacon, thus unnessecarily giving them the advantage of concentrated fire and a fast counter.
Again, because of the small map size and open space, the tide of the battle can turn very fast.
About a possible counter to the fearsome trident furies in this map:
During a teammatch with my clan we encountered Iron smile and got smashed. They acted strategically the same as I described. They covered the center beacon with massive forces of trident furies, whose were even able to damage every bot at our second home beacon, after their brawler took the central beacon and pulverized any hasty incoming force, they quickly advanced to said second home beacon of ours, under cover fire of their 4 furies (which means that there were only 2 brawlers to take the beacon).
I was able to take out one fury with my rdb griffin and observe the whole scene from the upper sniper position. Most of my teammates were just pulverized or demoralized and quitedt the match. But actually that wasnt fearsome, of corse they have maxed hangars and all that, but we let them get an easy win by just running uncoordinated into their fire. The first counter against such overwhelming fury force is keep calm, avoid hasty solo actions, regroup, hold the 2 home beacons, break their attacking spear, flanking them or/and let them run through the crossfire of your molots or snipers. Important for such strategy is teamwork.
Hold your 2 beacons, let them come into your territory where you can them out with concentrated fire, break their attack, counter. If they are too smart to go into the trap, let them eat treb plasma or molot bullet while stretching their lines by threatening their home beacons. Furies are slow, they might even eject to a brawler when suffering your longrange punishment, and then match becomes fast again.
3 beacons advantage takes quite a while to win the game, take your time to prepare the counter!