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Frailos18

Recon/Guerrilla Warfare Squad

8 posts in this topic

I would like to see a squad of 4, 8, or 12 players doing what is needed in Cyrodil.  If the guild is attacking say Chalman Keep to take it from the Pact, this group or squad would be making sure Arrius Keep ( next keep in transit line for Pact) is FLAGGED!  As in, dropping some siege and hitting the keep, making it impossible for Pact reinforcements to travel ANYWHERE close to Chalman Keep. 

 

Another option would be to scouting keeps further along our conquest line to see which ones are up for easy taking and where the main focus of the enemy is.  Need a group to sit back and off to the side a bit while your Zerg is starting to set up siege on a keep and you know the enemy is incoming?  This would be the one that lays down their lives if need be to make sure your Zerg has the time to assault that keep.   Want to distract the enemy into thinking your taking Fort Dragonclaw instead of Chalman?   This is the group to send up top of Cyrodil and attack that keep under the intention that they WILL most likely die, but if they can manage to get most of the opposing force to defend Fort Dragonlclaw, then objective achieved.

 

Just taken a Keep and want to take your Zerg Further along and conquer?  This is the group you want to stay back at the keep for a little bit to Repair/Secure the area around the keep while you move along.

 

Remember, this would be a Squad/Group that WILL NOT BE WITH THE ZERG!  Unless absolutely necessary.

 

Hit-n-Run Tactics is what this would be about.  Don't want to die, don't join this one. Want to farm up Alliance Points?  Go to the Zerg, not the focus of this group.  

 

I work nights, therefore I am mostly on when others like sleeping.  Unless I say Fuck sleep and stay up all day playing.  I prefer to play the Pact, but if others are interested in this type of grouping, then I will gladly main focus on AD.

 

In game name,

@Nickolos1818

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You should probably talk to Morwenna, one of our PvP Sergeants. She and a few others run a few different groups like this and are even used to do the very thing you are talking about even during AJ's PvP events. If you were not a part of Saturdays event, I would highly recommend checking out AJs video from the first one or an even better one is the one Grimno posted of the 4/19 event.

 

Papabears Cub Scouts, Ratuky's Rat Pack, and Morwenna's Queens Guard to name a few of these groups you are alluding to.

Morwenna likes this

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We already have this in place. We have 3 teams of 30+ level players that were 12-16 man groups last Saturday. You couldn't hear commander chat during the zerg to know that we were already doing that. The problem was that we needed just a few more players on each team because as the day went on we kept losing players out of teams. We were also having HUGE technical difficulties with the last raid. It's kind of hard to give orders when you keep getting knocked out of the zone ;) . Angry Joe kept getting knocked out, I kept getting knocked off. It is EXTREMELY hard to lead a group when you're not online/connected to Cyrodil ;) . This was only our second LARGE event. But every day I run daily PVP runs. The ones who follow orders and do best in the daily PVPs get scooped up for our special teams to go away from the zerg. I already am on making team leaders for the main zerg groups for next week and doing sign ups for the next raid so that we can be better planned ahead of time and aren't wasting so much time dealing with making groups. I've been hearing a LOT of feedback from the last raid. We learned a lot of important things from our last experience on top of those technical difficulties. You have to remember....our guild is HUGE. Organizing an event with that many people isn't easy. It was only our second time doing it and so going forward I know how to help Angry Joe better. But yes, I entirely agree with you and that's why we already had made the Rat pack, Cub scouts, and Queensguard. It is my ultimate goal to have 3 filled teams of 16-20 players, at least one back up full 4th team for emergencies. In the ideal situation when taking a keep, you would have 3 teams....one for each resource to cap it to take out transportation early before they have time to start reinforcing from inside their castle. You go in cap those resources with the 3 teams all at once and they won't have time to spawn there or react. The problem with ANY tactic though, is sooner or later the other team catches on to what you're doing so the goal is to be able to keep it fresh and be able to switch targets on a dime. You can't hide a huge zerg...but you CAN hide a group of 20 good players who know how to stealth ;) . The MAIN problem that we had was with people getting impatient and going off on their own/in other directions. Our force split up....we got weak. I had teams all over the place that were NOT one of our special teams that should have been with the zerg helping them. But they decided on their own to go defend another keep. Point is that if you are given orders, EVEN IF YOU DO NOT AGREE you NEED to follow them! You have NO idea what's going in commander chat during a raid. Odds are we already have a plan and have other teams out there on it. We need our force/zerg to stay strong and stay together. PVP is half strategy and half a numbers game. It doesn't matter how good your team is/how great your strategy is if the other zerg has ten times as many people. People need to learn to follow orders and be patient and things would go a heck of a lot smoother!

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Me personally,  I HATE zergs, i get bored easy in a zerg.  Feels as if I contribute to nothing while doing them.  Small groups though keep my attention, can move with the flow of things, or cross it and do the unexpected.  In combat, the worst kind of enemy is the one you CAN'T predict.  You say some groups of 20 or so were going, hey that's great I salute you.  But my idea entails that the type of Hit-n-run tactics wont need nor require more then 12 people, a small but strong force.

Taking 30+ levels is a sound idea, due to the range of skills one of them can bring.  But I would prefer a level 10 player that can listen, aware of their surroundings, knows when to stfu, not afraid to give sound advice, over one who say is veteran rank but like to do things their way.  One thing people don't seem to realize is that when defending a keep, the LAST RESORT is to fall back into your keep.  They are attacking from the west?  Send a force further west, slow or stop reinforcements.  Another force should use the terrain BEHIND or to the Sides of the attacking force to set up long range siege, or hell lead in a force in to disorganize them, don't have to kill all of them.  Just get their attention off the keep for a moment for those inside the keep to take advantage of.

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Well if you wanna be in a smaller group that's fine, but we already have that covered. But the officers run the groups in commander chat that everyone else can NOT hear. We do this on purpose because the other side has people that come in our TS and what not and can hear what the zerg is doing. We are entirely aware. What we need is once again for people to follow our orders and not go off on their own unless they are directed to do so. We have too many groups like this going off on their own and weakening our force because they split off thinking they know better and weaken our force. We NEED a main zerg. If everyone's breaking off then it defeats the purpose. Too many chiefs not enough Indians...

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So basically the point is if you are not in one of the predesignated main groups, then you need to be helping the main zerg. Period. We already have the multiple group/targets strategy covered. Just because you can't hear it/don't know about it doesn't mean it isn't happening in the background. We just don't like to elude to it and let on to the other forces ;) . If Joe broadcasts hey we have a team at such and such point, well that totally defeats the purpose of having that team stealth in there now doesn't it ;) . If you want to be on one of those 3 teams, you have to participate in the daily pvp groups. That's the only way we know you know what you're doing ;) . We set a limit requirement on those groups on purpose. It's just a lot easier to keep higher levels alive in a smaller group. Plus we have to draw lines somewhere. We can't fit the whole zerg in those 3 groups ;) . There would be nothing left for the main zerg. They need strong players with them too. I will be having set training days for people new to PVP to train up to be in our higher up teams. Once we have enough trained up players filling out those 3 teams, we will add more teams. We already added more sargeants so that hopefully we will have more team leaders for more teams. But we need regular players filling out those other groups first. If you want to be on one of the regular PVP teams then show up to the dailies and get over level 30. My daily members gets passed into the other set teams. But if you show up to the dailies on time on at least a somewhat regular basis and are over level 30 you are almost guaranteed a spot for the next event. If you message me with your class and your specialty - healer/DPS/tank etc. and any special abilities you have stacked like silver shards for vamps or debuffs/crowd control it would greatly help me find you a spot.

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Give me a shout in game Frail I'll run a small group with ya.

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Small groups are fun, and with 12 extremly well trained people. But there is a downside for such a group. One mistake (Or few disconnects) and you are just a distraction. It helps, but not much. You certainly will have fun during back stabs and some siege destruction. But it will not help much in general.
 

Morwenna works differently. She builds her teams around +- 20 people for reason. You need about 15 people who knows how things works to be able to capture military targets (Lumbermils, farms, mines and even lightly defended keeps behind enemy lines), they are also capable of restoring routes during siege and if nesecery hold keep as long as reinforcements arrives. I realy like how the group works. When I was lucky to have a time and was in one of those groups. There was no need for standart comunication. So Morwenna had time and channel for comunicating with other leaders... and unit was still able to forfill all goals (Everyone has nesecery knowledge which NPC first, how to keep squad up and together). I must say that feeling of well working team was more importatnt to me than any combat succes we made in campaign. Team spirit is key to everything. And I thank all my friends in arms for that. /salute

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