Rising Storm/Red Orchestra 2 Multiplayer

Rising Storm/Red Orchestra 2 Multiplayer

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Peleliu Flankstrat and Aggressive Squad-Leading
By Sandwich Poor Burger
An in-depth guide and post-mortem on my strategy as defenders on Peleliu to effectively 'spawncamp' attackers in front of B capzone.
   
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Introduction
The 'Peleliu Flankstrat' or 'Butts' ♥♥♥♥♥♥♥♥ Strategy' as I often like to call it, is a practically uncounterable strategy which requires defending SL1 on Peleliu to flank the front left side of the B capzone, whilst the remainder of the team resides inside the B capzone, with some snipers and MGs inside C.

When properly executed, this strategy results in a near-100% win rate for defenders, regardless of the skill disparity between the teams, as the only player whose skill level significantly alters team performace is SL1. (Similar, for example, to the way that the only critical players for attackers on Bridges of Druzhina are tank and TL).

Why such a specific guide? Simply put, nobody could write this guide better than I can about my own strategy. Even though much to my chagrin most of the Australian playerbase understands this strategy already (meaning attackers try desperately every round to stop it), it still is greatly successful due to the difficult nature of preventing a determined push. But since everybody playing against me already knows my ♥♥♥♥♥♥♥♥, there's no reason not to detail it significantly.
Execution
Executing the Peleliu Flankstrat is very easy so I will detail my own personal actions as SL1 when doing so.

-Immediately at the start of every game I tell all my teammates to stack B and totally ignore the A capzone because it's useless and too easy for attackers to capture.

-I tell all squad members of mine to then push up to the front left flank of the B capzone near the side of the map.

-I clear out any enemy flankers trying to hit the side of B quickly after first spawning.

-I turn to clear the road seperating the enemy spawn area from the front of capzone's A and B.

-I set myself up in what I consider to be the best cover in the area given the situation.

-I maintain that position for the entirety of the game, attempting to limit deaths as much as possible.

Typically, enemy forces run out of tickets given that this strategy revolves not around keeping strength on the capzone, but simply killing enemies before they can get to the capzone.

This strategy is a hallmark of aggressive squadleading, and my personal ideal as a defender that it is generally better to be in front of the cap zone than on it given the fact that it results in more net territory being defended. That is, to me, the idea behind the territory gamemode.
Illustration
So that's all well and good, but SHOW me what to do, you say.

Yes, yes. Here's what this section is for. A typical analysis of what I'd do as relating to positioning to properly recreate this strategy.

Firstly, you'll want to push up on the left side of B right next to the corrugated fence until you come to this low hill seperating B zone from the road. Here, any sneaky enemies trying to get the flank, or those who know about the strategy and are trying to counter it will be running up. Usually by the downed aircraft or on top of the bushy hill to the right. Hopefully your squadmates will be in front to clear them out and take the bullets for you.


Next you want to be going over that hill, doing a 90 degree turn to the right so you're parallel to the road, and gunning down any enemies pushing up to A/B capzones. There will usually be about five guys here. If you don't feel nice and comfy shooting them up then continue running on your merry way. I always go for the kills though.

Running? Where to? Those rocks in front of you. They're the best cover. Get down on your belly and gun the rest of the guys up who are bound to be lagging behind the initial enemy push. (Or shoot the ones you passed up first time round) Watch for enemies running up the passage between the hills behind the overturned green van. Hopefully your squaddies will have already sacrificed their fleshy bodies to enemy bullets. (Presuming Japanese are the defenders, banzaiing from the roadside the the rocks is a good idea to avoid death. Make use of the damage resist buff.)

Peer up over those rocks and use the skills you learned in primary school by flinging rubber bands at other students who looked at you funny. Gun enemies down as they run from spawn

Then tell the rest of the nimrods in your squad to help out by watching roadside towards A, and ahead towards enemy spawn. A good idea is to tell your MG to set up shop to the front left side of your position. Maybe tell a rifleman to support him, too. Tell the dummy to get over here on the downslope of the hill. Unfortunately the top of that hill is outside the combat zone, so enemies could run over or nade the poor meatshield. Your position on the rocks is best to watch him from.

All-in-all. You should have one MG and one rifleman in that position I just mentioned. Then two or three riflemen, along with yourself, on those rocks aiming forwards, and down the road. If you could grab another MG aiming down the road that would be helpful, too. Or you can chose to tell your MG to aim down the road, instead of pushing up. It's your prerogative as SL1 to make them not be retarded.

But for everybody else in your squad... They can be as silly as they want. Using them as meatshields repeatedly spawning and banziing the enemy is a reasonable strat to take some heat off of you.





Why does this work?
This strategy works primarily due to the fact that the Peleliu map can be exploited due to its unique terrain. Many people do not realize that the defender combat zone extends significantly ahead of the two initial objectives. Nor do they expect any defenders to be able to gain a foothold there. Much strength is lended by the fact that the only practicable position from which one could assault defenders in this position is by further flanking; and that area happens to be beyond the combat zone. Meaning the only ways of dealing with defenders here is simply charging straight at them and getting caught in the meat grinder of nades and MG rounds. Or potentially pushing off from the A-side spawn, smoking up the road and running around from A to B. But such a distance is ludicrous to cross given the fact that even incompetent MGs and snipers could manage to plink off these guys doing a full loop around the map.

I consider this strategy an exploit. Similar in nature to the exploits that both sides can do on Rakowice, and that attackers can do on Gumrakstation. Unlike those exploits, however, it does not pertain to abusing map boundaries. I believe the terrain of Peleliu was poorly designed, as it was never intended to be used this way. Much like the issues with the maps I mentioned arise from design oversights.

So if you're attackers, and defenders are doing this to you. Charge in there head on with lots of smoke, nades, and tell your flamer to bring on the pain. You might just survive.
Conclusion
I hope you all enjoyed this ridiculously specific ode to the virtues of aggressive squadleading that make Pele an even harder map for attackers. It's no overall guide. I could write one of those. But unique information like this is something that can be used and abused to an incredible extent. I hope by outlining this in great detail to popularize this strategy. I have used it for a long time and there's no benefit to keeping it to myself when everybody has seen it in action a few times.

Good luck.
2 Comments
Korthor 2 Jan, 2016 @ 6:08am 
even though i already know this and all your startegies butts. this is really well writtten nice work!
Midareru 14 Dec, 2015 @ 10:15am 
Very good. I like to have a MG set up just behind that downed plane to shoot across the road, but the most effective part by far i found was having riflemen up on the rocks shooting at them coming to that small hill.

Otherwise it's fairly simple to run up, and throw some cooked grenades over and flush them out.