Seeing how we have next to no strategy when it comes to organised clans in team based matches like CTF, I thought I'd give this a try.
I've noticed that during CTF matches when people say they're on defence, they camp near the flag... curse you all, more people camping at the flag means less people in the air taking spawn points and stuff. >_<
So we're going to try the football method.
Flagkeeper - ONE (as in uno, singular, on your todd, lonesome etc) person has the job of sitting on the flag, and must communicate to the clan if shit goes wrong.
Defenders - Are to defend the flag when it's taken, when it's not taken your job is to take the and keep an eye on the 2 nearest zones to the base (I Hate it when the enemy has the spawn point RIGHT OUTSIDE OUR BASE).
Midfielders - This is where we need to get territorial, we need to try and secure as many bases in the middle of the map as possible, or at the very least create a spawn point path, for the flag carrier to go through, also to support defence and attack when neccesary.
Attacker - Kamakazee people who will eat mines time and time again trying to get the flag, that way the
whole other team won't be attacking and pinning us in our own base (remember that? REMEMBER THAT HUH!? >:| )
Another important thing is that we need Defenders and Midfielders to do all this by air, too many on the ground means we'll be too slow if we let the other team take control of the air we'll regret it, so if your not really confident in the air, plant air mines all over the place be cheap, at least that way we can limit
where the opposition can fly.
I suggest that for 6v6 we have
1 Flagkeeper
2 Defenders
2 Midfielders
1 Attacker
For 8v8
1 Flagkeeper
2 Defenders
3 Midfielders
2 Attackers
For 10v10
1 Flagkeeper
2 Defenders
5 Midfielders
2 Attackers
I coloured in each areas that should be priorities.
Defence - Blue
Midfield - Green
Attack - Red
Badlands
There's nothing more to say other than defenders defend the zone just outside the base till the flagkeeper cries for halp.
Archipelago is the same.
Destroyed capital is the same as well, taking out the far out middle bases is more important than the central middle bases IMO, because there's no Warhawk spawn points there it's almost a uselss place to fight over.
Ecudia, pissed me off, not only is it a big map, but there really isn't anywhere to take advantage of especially in this configuration, defence would have to take out Zone 2 because there's a spawn point there that is very near the bridge towards Zone 7 which we wouldn't want the enemy to take advantage of, that said spawn point 6 would be of great advantage against the enemy.
This map was interesting because you don't neccesarily HAVE to dominate the map to steer a safe-ish path for the flag carrier.
What I coloured in were just priorities you don't HAVE to stay in the designated areas just prioitise them over everything else.