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nwstar2

Town capture and CPs explained

9 posts in this topic

TOPIC:

This thread deals with how to identify the key CPs in a town (spawnable/linking) and understanding why they are important.

WHY READ THIS:

You are attacking a town, your mission leader asks everyone to pile into the spawnable CP and cap it.

You are defending a town, and your mission leader asks you to guard the link CP so that HC can bring in supply.

Not sure what these requests mean, why they are important, or how to find the relevant CPs? Then read on.

This post has been broken into multiple parts, as follows:

1. Town capture basics.

2. The basics of identifying CPs and who owns them.

3. Spawnable CPs.

4. Link CPs.

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PART 1, TOWN CAPTURE BASICS:

Each town consists of one or more ABs (Army Bases) and multiple CPs (choke points or capture points). Towns may also have Docks and Air Force bases (for naval and air force/paratrooper units, respectively).

In order to capture a simple town with a single AB, the following must happen:

1. An AO (attack objective) must be issued on the town. This is done by HC (High Command) officers. There is a limit on the number of AOs that can be placed at any one time. This limit is dynamic and based on population. (To find out who from HC is online, type .hc into the chat line. To find out how many AOs are available to HC to place, type .obj n into the chat line.)

Once an AO has been placed on a town by your HC, a red box will flash around the town’s name on the theatre map.

If an AO has been placed on one of your towns by the enemy HC, a green box will flash around the town’s name on the theatre map. If an AO has been placed on one of your towns by the enemy, then it becomes a DO (defence objective) for your side.

2. Once an AO is placed on a town, a timer counts down (currently 10 minutes). Once this timer has counted down to zero, the CPs in the town (but not the AB) can be captured by you. You can see if the timers are still going by running into a CP in the AO’d town. If they are still running, it will say so on your HUD while you are in the CP.

Once the timers have counted down to zero, you are able to start capturing the CP by remaining in the CP building until the capture bar is completed.

If you hear/see references to “the town being hot” or “CPs being hot” or “radios up” or the like, this is usually an indication that the timers in the CPs have counted down to zero and the CPs are now capturable. (The reference to radios is a legacy reference to a previous capture mechanism where a CP was captured by remaining in physical contact with a table with a radio on it.)

3. Once the timers have counted down, the attacking side may capture CPs – but cannot yet capture the AB. In order to capture the AB, the town must become and remain “contested”. A town becomes contested by the attacker capturing at least one CP. If all CPs are recaptured by the defender, then a town ceases to be contested.

4. Once a town is contested, a further timer will count down for the AB (again, currently 10 minutes). Once that timer has counted down to zero, the AB bunker may be captured – provided that the town remains contested. If a town loses its contested status (i.e. if the defender recaptures all CPs) then the AB bunker will cease to be able to be captured, until the town becomes contested again.

5. If the AB bunker is captured then (using our example of a simple town with a single AB) the defending army units (commonly referred to as “flags”) in that town will be “bounced”. That means that the defending army units in the town will automatically move out of town to their fallback positions (fallbacks are a whole different topic).

Importantly, it is not necessary to capture all CPs prior to capturing an AB bunker and bouncing the defending flags. It is possible for the attacker to capture the AB bunker while holding only a single CP.

However, in order to capture a town, the attacker must capture ALL facilities in the town and not just the AB.

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PART 2, THE BASICS OF IDENTIFYING CPS AND WHO OWNS THEM:

Identifying CPs

To identify CPs select the theatre map and zoom in on a town. Click on the town name. This will bring up a visual list of the various CPs in the town, identified by flags.

If you hover your mouse over the CP flag, it will tell you the name of the CP. It is useful to be able to identify the name of a CP - as MLs (mission leaders), HC and other players will often communicate by reference to CP names – when asking for guards or captures, or when identifying where the enemy has been spotted.

If you are in a CP, you will see the name of the CP on your HUD. You can identify the name of the CP to yourself and others, together with its capture status, by typing $here into the chat line.

The CP building is usually located close to the representation of the CP flag on the theatre map. However, this is not always the case.

Identifying who owns CPs

Identifying who owns a CP in a town is easy. Just zoom in on the town on the theatre map, and then click on the town name. The flags on the map within the town identify CP ownership. This is self-explanatory – i.e. - a German flag means that the Axis side owns the CP, an Allied (French, British etc) flag means that the Allied side owns the CP.

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PART 3, SPAWNABLE CPS:

You will, whether on attack or defence, commonly hear/see references to a spawnable CP or “the spawnable”. It is important to be able to identify these CPs, as they can be crucial to the flow of a battle.

What is a spawnable CP and why is it important?

Simply put, if the attacker captures a spawnable CP in a town which has been AO’d, the attacker will be able to spawn troops (being a limited percentage of the total number of troops available in the attacking brigade) directly into the depot associated with that spawnable CP. This can provide the attacker with a significant tactical advantage, as it means that the attacker can spawn directly into town, rather than having to run in from FRUs placed outside of town.

As a consequence, attackers will often target spawnable CPs for early capture when an AO has been placed on a town. Similarly, defenders will usually prioritise defence of spawnable CPs above other CPs which are not spawnable.

It is possible to have more than one spawnable CP in town. The more spawnable CPs there are in a town, the greater the perceived advantage for an attacker, as there is an increased chance that the attacker will be able to capture at least one of these CPs. Further, more spawnable CPs means that the defender has to stretch its defence over a greater number of CPs.

How do I find the spawnable?

In order to for a CP to be spawnable it must satisfy the following criteria:

1. The CP must link to a town owned by the attacker which has an offensive unit it in (the linking town).

2. The attacker must own the FB (forward base or fire base) between the linking town and the town which has been AO’d (this rule does not apply if there is no FB).

This is explained in further detail below.

To find a spawnable CP in a town (whether yours, or the enemy’s) centre on the town in the theatre map and zoom out until you can see the other side’s towns within the immediate vicinity. If there is a road between the target town and the other side’s town then the towns are likely linked.

Zoom back into the target town, click on the town name, and then hover your mouse over the CPs in the town to locate the CP which shares the name of the other side’s town which has a link to town and which has a unit stationed in it. The CP which shares the name with that linking town is a spawnable CP.

As noted above, there can be more than one spawnable CP in a town, if there is more than one enemy town that fulfils the criteria set out above.

The importance of FBs

A spawnable CP is only “spawnable” for so long as the attacker holds the FB between the target town and the linking town. If the defender holds the FB, then the attacker will not have the ability to spawn into the spawnable CP.

Accordingly, it is important (including for various other reasons no explained here) for an attacker to hold as many offensive FBs to a target town as possible, so as to preserve the ability to spawn into spawnable CPs which are captured.

To determine who owns an FB between two front line towns click on the two town names on the theatre map. If the Allied side owns the FB it will show up close to the Axis town when you click on the Allied town – and vice versa.

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PART 4, LINKING CPS:

One type of linking CP is dealt with in Part 3 above, being a spawnble CP that results from a link between a town that has been AO’d and an enemy town. A second type of linking CP is one that represents a link between friendly towns.

Why are friendly linking CPs important?

Link CPs are important, for two key reasons:

1. They allow HC to move fresh supply into a town which is under attack.

2. They allow a defender to continue to spawn into a town, even if the defending side has lost the AB – and, therefore, has no “flags” or supply in town.

This is explained further below.

Moving supply

Each “flag” or brigade has a limited spawn list of units. It takes time for the spawn list to replenish itself. Accordingly, during a battle, the defending HC may need to move new brigades into town to ensure that there is supply for the defenders to defend with.

In order to move a brigade into a town from a neighbouring friendly town, your side must:

1. Own the FB between Town A and Town B.

2. Own both “linking” CPs: Town A is next to (and links to) Town B. Therefore, in Town A there will be a CP named after Town B. In Town B there will be a CP named after Town A. These are the CPs that link the two towns; they are the link CPs.

If one of these conditions is not satisfied, then HC cannot move supply from Town A to Town B. Accordingly, by capturing the linking CPs in a town, the attacking side can isolate the town and prevent reinforcements from being moved in. This tactic is often used as part of an attrition battle, where the attacker seeks to isolate a town and then eliminate (or “attrit”) the defender’s remaining spawn list.

Spawning at a link CP

Link CPs also serve as spawn CPs for the defending side. For example, let’s assume Town A links to Town B, that the FB between Town A and Town B is in friendly hands, and that there are friendly brigades in both towns. If Town A is under attack, it is possible to create a mission out of the brigade in Town B with the spawn point for that mission being the Town B link CP in Town A.

This ability to spawn in Town A, using supply located in Town B can be useful in various circumstances. However, it can become crucial if the attack has been successful in capturing the AB in Town A. The capture of Town A’s AB (assuming it is a single AB town) will result in the brigades in Town A being “bounced” out of town and falling back. This leaves no friendly supply in Town A itself with which to attempt to defend the town and recapture the AB. But all is not lost. Provided that the defender holds the link CP in Town A and the FB, the defender can spawn at the link CP to continue the fight.

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Well done! Its obvious to me that you put a lot of time and effort into this topic. I salute you for your commitment to this game. :)

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