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Re: Strategic Planning for Recruitment Center Defense V. 5.1 [NEW BONUS CHAPTER]

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Jumbalia is not online. Jumbalia
Joined: 21 Jun 2007
Total Posts: 4583
12 Sep 2010 09:47 PM
Section I: Repost with new material, expect to see more in the next edition.
V. 5.1

By: RAT Captain Edyey

Section I: Lolol hwo carez abot defnse ur a nob

Section II: Analyze your surroundings!

Section III: The Exterior of the base.

Section IV: The Interior of the base.

Section V: The fabled "Gun Room"! :O

Section VI: OMG DEY HAV PLANEZ

Section VII: Prisoner/Suspicious Persons Control

Bonus Chapter: Example of a bad raiding area (John's Cobras Rec. Center)

Bonus Chapter #2: How to properley defend Fort. Celeste
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Section I:

Alright fellow new-recruit cretant!
So you wanna know why clan defense matters?

I won't even go there because of how self-explannitory that question is, if you ask that then you should slap yourself.

Infrastructure defense is self-explanitory, and very easy if you have the right stuff, although conscripts have a habit of messing up and employing the Leroy Jenkins hero moment manuever and jumping off of the high ground...

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Section II:

Analyzing your surroundings is extremely important and decide what tactic your going to instill.

You should take into mind if the infrastructure is located on the high ground or is no elevated at all, you should also check for choke points (If any) and watch to see if any outgoing armed enemies utilize that, so you can guard it.

Checking for cover is also a good thing, because that will tell you whether the defending enemies will strike back a you and retreat to a safe place only to lure you back.

Keep a two-man team to keep check on these positions and keep them well armed incase the "insurgency" you guys is dangerous. If they fail to come back then you know that something foul is about.

Always remember even after you have taken control, the defenders have the ability to stock up on weapons and keep them in a secluded area, this was a tactic enforced well during the time I spent with the UF raiding x-101st structures.

If there are plenty of windows and the building is 2+ stories, use the higher areas as a vantage point/sentry point. HIGH GROUND IS SACRED GROUND, remember that.

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Section III:

The base's exterior is vulnerable for obvious reasons, anyone can go in (unless it's a coded door). A three to four man team should keep guard of this area and question anyone attempting to get in.

NO SPAWN KILLING
That's the utmost dissapointing action anyone can take, and it's not something RAT would ever endorse.

One person should also walk around the perimeter to see if anyone is trying to take advantage of open spots or unguarded areas.

If you're the kind of person who enjoys ambushing raiders with mines, use the invisible ones (Or if new ones come out) place them in some blind spot that won't be noticed by the raiders. (Try not to kill your allies/soldiers).

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Section IV:

This area should also be patrolled by a small team to insure that any unwanted intruders haven't made it in. Learn all the flanking areas, choke points and any areas that can be utilized to hide weapons in the case of an emergency. You'll need them incase the armory/gun room is breached by the raiders.

If you see anyone suspicious, shoot first, say sorry to them afterwards.
You can't risk putting the integrity of the recruitment center in jepordy.

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Section V:

This area is pretty much the bread and butter of any kind of recruitment center. It should be guarded with the most stringint behavior. Guard it with your lives.

One man should set himself up inside the room with another guy standing in the pathway that leads up to it. Both should be on very high guard and should also be making contact with the base defender leader.

If there is a breach an emergency back up plan should be carried out and a strike force armed with the cached weapons should take it back.

(Using Fort. Celeste in this example)
Now, if there is a room that controls the opening and closing of the Armory door, have a well armed man in that room along with another well armed man in the inside of the room, if there is a special VIP you should also have another person guard it in case spies with the suit and VIP try to start a security breach.

Always remember that if you're defense party isn't up to standards you could be spending some time trying to regain the armory/gun room again and again.

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Section VI:

If it should come to the unfortunant conclusion that the attackers are making use of your planes and or tanks to destroy your defensive groups, keep in mind that someone in your party should have anti-tank weaponry (The firecracker in my inventory for instance.)

Try and flank the tank's blindspot, and if the tank should see you immediatly vacate the position. I've seen places where the creator puts an RPG in just in case the tanks are used against them. It's a good idea, but try not to let the raiders obtain the weaponry...

Now for planes, in the case that the recruitment center has a plane you should always take the guns and aim at the co/ckpit. If you're lucky and the plane is a tool operated one, then it will disintigrate and the raiders will have to regen another, we used this same tactic in our GD vs. X-101st wars whenever they tried breaking into the gun room by flying planes into the windows and glitching their way in.

Keep guards at the plane spawns (Two well armed soldiers should do the trick) this will prevent the raiders from obtaining their needed air superiority. If the raiders managed to take down the guards using gear weaponry then simply repeat the steps of shooting down their co/ckpit.

If the situation is really dire, your best bet is to sabatoge your vehicles, try to glitch the respawn for them (i.e. X-101st recruitment center albeit that you probably can't do it anymore). If vehicles are being used against you there is a chance that you probably won't be able to regain control of the gun room/armory.

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Section VII:

So you got lucky and managed to kill one of your raiders enough to make him surrender? Nice! (lol kidding demoshun for u)

Anyways, now that you have him weakened, you should throw him into a jail cell (If the recruitment center comes with one) or keep a well armed man guarding him just incase he decides to start his own insurgency among the chaos going on. Always remember that if you have a prisoner with you, that he doesn't make contact with any kind of weapon, gear or otherwise. A jail center like the one at Fort. Celeste makes the issue with prisoners very easy to deal with.

Now if someone who looks suspicious comes onto the recruitment center (A person who says they are affiliated with RAT, but don't have a uniform on) should also be put in the prison and then questioned later on about their clan affiliation. Remember, better safe than sorry!

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Bonus Chapter: Example of a Bad Raiding Area

I'm going to give you guys a great example of an area that's a death trap to raid (Even if exhorbantly easy), the John's Cobras Recruitment Center. Now you'd probably think why it's a bad area to raid if people take over the servers all the time.

Well...

For one, there are so many entrances into the darned place, that it's all to possible that anyone can camp at any of these entrances and eliminate you on site. Along with that, there is that annoying code door choke point that's murder unless your strike team manages to wipe out the guards (Don't forget the ones utilizing the high ground that looks like a castle wall).

In fact, there is so much high ground there that you'll only require two people at the most to patrol the top, it's all too dangerous because you never know when some x-101st combat trained JC is going to pop over and blow his carbine at you...

PRO-TIP: If you don't like the idea of being bait for the carbine mongers up on the walls, then try using ninja stars (If you have them) to form a make-shift ladder and climb up the wall, but it's your choice.

Once you manage to get into the main pathway/chokepoint of death, you encounter more buildings that could hide ambush parties, and that one armored impale-mobile, oh and the helicopter (If you manage to utilize this then you have complete air superiority unless a carbine junkee or shotgun shogun manages to blow you out of your co/c/kpit. BE CAREFUL ABOUT THE ARMORED CAR WITH SPIKES!!! Try your best to avoid it, and if you can, disable them with any munitions or rockets that you're carrying.

Many times have I seen some poor rebel get KO'ed by that car, and they were very close to the gun vending machine. Remember also that even though there may be many "entrances" into the place, that there is only one, linear, widley used one, the others are either admin doors or rooms.

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Bonus Chapter #2: How to properley defend Fort. Celeste

Fort. Celeste is the apex of RAT infrastructure, it's constantly raided and defended. I'll give you my rundown of how I defend the area.

1. Organize the troops once you get into the server, if you have the admin shirt consider yourself lucky.

2. Assign each troop to guard the gun room, control room, prison control room, outside door and conference room, you could also have one act as your body guard when walking around the area.

3. In case of any security breach you might not be able to store a cache of weapons because of how small the area is but you could try and have the VIP head store some away.

4. Use the plane and boat to keep guard around the perimeter, but don't abuse the plane's weapons.

That's about all I can think of at the moment :P
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kieblue is not online. kieblue
Joined: 21 Jan 2010
Total Posts: 467
12 Sep 2010 09:58 PM
0.o

-blueknight02
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thok1599 is not online. thok1599
Joined: 29 Jun 2008
Total Posts: 22519
12 Sep 2010 09:59 PM
too long to read.
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Yojoemamamoe is not online. Yojoemamamoe
Joined: 03 Apr 2009
Total Posts: 5536
12 Sep 2010 10:10 PM
"Once you manage to get into the main pathway/chokepoint of death, you encounter more buildings that could hide ambush parties"

JC aint that smart, yo
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DestinySword is not online. DestinySword
Joined: 23 Jan 2010
Total Posts: 3236
12 Sep 2010 10:12 PM
Great job on the forum post! Really, at the JC Recruitment Center, people usually take the main entrance. But some people like to sneak around the back and climb in. Anyways, there might not be enough for the requirements at Celeste, though you could try. Only smart people guard the JC Recruitment Center, the others just stay inside and practically let the enemies in.
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Bombmaster2001 is not online. Bombmaster2001
Joined: 28 Feb 2010
Total Posts: 1509
12 Sep 2010 10:13 PM
.................... ok i guess
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Niko1013 is not online. Niko1013
Joined: 30 Mar 2010
Total Posts: 2485
12 Sep 2010 11:15 PM
I read
This is quite planned out!
With JC though, you can get the spark staff or the handcannon, to jump right inside
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Neo1035 is not online. Neo1035
Joined: 25 Jun 2008
Total Posts: 13076
12 Sep 2010 11:17 PM
This is pathetic. You're thinking of forts, not Rec Centers. A rec center isn't for battles or defense or prisoners. It's for recruiting people. A civilian zone. Not a warzone. Derpzorz.


I winned you all.
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Exyroin is not online. Exyroin
Joined: 10 Jun 2008
Total Posts: 132
13 Sep 2010 12:12 AM
I can go and update thie vonus for fort celeste way more throurougly.
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Niko1013 is not online. Niko1013
Joined: 30 Mar 2010
Total Posts: 2485
13 Sep 2010 06:21 AM
Neo, your clans bases, forts, etc. is barely visited at all
I don't think we need a guide from you
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Jumbalia is not online. Jumbalia
Joined: 21 Jun 2007
Total Posts: 4583
13 Sep 2010 07:38 AM
"This is pathetic. You're thinking of forts, not Rec Centers. A rec center isn't for battles or defense or prisoners. It's for recruiting people. A civilian zone. Not a warzone. Derpzorz."


Guess what?
Raids occur most commonly at recruitment centers than forts.

Please take your self-righsiousness out the door.
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Jumbalia is not online. Jumbalia
Joined: 21 Jun 2007
Total Posts: 4583
13 Sep 2010 06:30 PM
Bump.
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DestinySword is not online. DestinySword
Joined: 23 Jan 2010
Total Posts: 3236
13 Sep 2010 07:55 PM
Except in RAT, the most raided place in RAT is Celeste because it's such a good fort. And Neo, you can shut up.
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Jumbalia is not online. Jumbalia
Joined: 21 Jun 2007
Total Posts: 4583
13 Sep 2010 10:27 PM
:P
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Jumbalia is not online. Jumbalia
Joined: 21 Jun 2007
Total Posts: 4583
14 Sep 2010 07:18 AM
The early morning people bump.
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LinuxMint is not online. LinuxMint
Joined: 19 Jan 2009
Total Posts: 6222
21 Sep 2010 12:45 PM
Epic.
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93599 is not online. 93599
Joined: 20 Mar 2010
Total Posts: 13057
21 Sep 2010 01:07 PM
Ok...

I once took control of the JC Recruitment Centre. And i'm not telling you how i did it. While i had control of the JC Rec. Centre, RangeMeludE came into the server.
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