- The organized crossfire :-
This strat is usually used by the famous
"twin yellowboat hit team" squads for the most part, but damn near any combo of ships can execute it. The process itself is rather easy: One person takes one side of the opponent, with the teammate taking the other, and then they start the "Circle of Death". Here's a horrible Paint diagram:
As you can see, the Circle of Death relies on two major factors:
1. The survival of both teammates.
2. Positioning that ensures that the opponent cannot break out of it.
While these two things do come with practice, it is the initiation of this Circle that poses quite a few problems.
The main problem is, "
How do we get the opponent in such a position that we can maintain a circle of death on them?"
-->>The answer: Well,
you kite them, in such a way that they get into a position where they cannot be assisted by their respective teams. There's quite a few types of kites to choose from, from the low-HP kite, to the annoying-guy kite. Choose wisely!
The next one is, "
When do we disengage from it?"
-->> As I said before, since this is an organized kite,
you and your teammate get to decide that. How skilled are you? What is the state of the enemy team? Usually, even if you're a pro at this, it's time to break the circle if the following things occur:
- The enemy team gets into such a position that two or more of them (INCLUDING the guy you're wailing on) can shoot at at least one of the two fleetmates.
- The opponent lays an amount of mines that makes traversal in the circle impossible / infeasible.
The last question is, "
What variations can we use?"
-->>
The methods you can use are only limited by your skill (and your fleetmates'!), I've seen some crazy stuff. Like that time when a carro speeder fleeted up with a frost user to completely NUKE the enemy shooter. If the frost user would miss, the carro speeder would close in and eat the friendly torp.
2. The unorganized crossfire :-
While fleetmates are always good to have around, there's always time when you end up going solo. For these cases, you have to find a way to lure the enemy into a crossfire that they cannot POSSIBLY see coming. There's many ways to do so.
Tunnel plays are definitely the most reliable, however. Let's talk about those.
This is the generic setup for a "tunnel play". Your team is rolling into the tunnel, completely out of enemy vision for the most part. You're bringing an enemy with you as you move towards the side of the tunnel that your teammates are NOT on. This results in this:
Yeah,
that guy is gonna get completely COOKED before his team can come over and assist him. Mainly because of those arcs I've drawn. You see, anything that's white in the lower entrance? That's a position that your team CANNOT be targeted from.
So IF they decide to come in the STRAIGHT way,
the first guy in is going to be in a miserable 1 v 3 the moment he/she enters the tunnel. And if they decide to FLANK, well, it leaves your team with plenty of time to KILL their teammate AND change positions.
Note:- This is, of course, the most basic type of crossfire, and it's situational as well. I encourage any reader of this thread to devise their own. I think the basic idea was clear enough, right?
Now that I'm done talking about crossfires,