Positions

# CTF Positions

This section by: Ender

> Now that you've got the basics under your belt, it's time to start looking at some slightly more advanced techniques. In this section I'll describe a number of common Capture the Flag positions. In an organized team situation, your commander will assign you a position; in freestyle Flag you'll probably assign yourself a position. Always remember that your teammates are depending on you to fulfill the duties of your position; if at any time you are forced to leave your post, you should let them know.

> The positions are divided into defensive, offensive, and support sections. Some position descriptions include a number of important tips for playing that position. Each position also has an acronym for quick typing in combat situations -- but don't expect everyone you meet to know the acronyms. Be prepared to play any one of these positions as the situation demands.

> ## Defensive Positions

> Base Guard (BGD)

> The base guard remains in the base and guards it from all attackers. I cannot emphasize enough that this is the most important position. THE BASE MUST BE SECURE! The work of the runners is pointless if the base is not secure; you can't capture without your own flag at home. Even the smallest teams need at least one player dedicated to defense; as the teams grow, so should the number of guards.

> Don't Cluster: You may *feel* safer standing back-to-back with your buddy, but trust me, you aren't. One well-placed rocket can ruin both of your days. Stay spread out -- you want to be far enough apart that the splash damage from a rocket won't get both of you.

> Perimeter Guard (PGD)

> This is another defense position. The PGD is similar to the base guard except that he is on perimeter defense. Perimeter guards should cover entrances to the base and make sure that no enemy gets in without taking some serious damage. This has the added benefit of giving the base guards a little early warning of the presence of the enemy. If an enemy penetrates the perimeter, the PGD should abandon his post for a moment and give the base guards a hand. In the case that the enemy runner manages to escape with the flag, the perimeter guard should make pursuit and recovery his prime objective. Another important function of the PGD is as escort for a successful returning flag-carrier. When your offense has successfully nabbed the enemy flag and is returning home, the PGDs should temporarily extend their line of defense to make the trip home as smooth as possible for their teammate (and as bumpy as possible for any pursuit). Finally, perimeter guards can also pick up nearby weapons and ammunition and give it to the base guards as needed.

> Crossroads Guard (CGD)

> The crossroads guard covers some path on the level that must be traveled to get from one base to the other. The CGD has two major functions. The first is as a last line of defense, taking out any enemy flag runners who have managed to make it that far with the flag. The second is as support for his own team's runners, acting to confound pursuit if he sees a friendly flag-carrier going home. Many dimensions do not require CGDs for effective play, and on those levels a team is often better off devoting more soldiers to base defense or offense. However, on one- or few-route levels with effective bottlenecks, a CGD or two can swing the balance decisively in your favor.

> ## Offensive Positions

> It is important to note that when you are on offense, your position may change in the blink of an eye. This is due to the unpredictable nature of an assault upon the enemy base. If you entered the enemy base acting as Heavy Assault but suddenly find yourself clutching the flag, you've become a Runner and should act accordingly. Reacting well to constantly changing roles is an essential skill on offense.

> Runner (RO)

> These players concentrate on capturing the flag. A runner's goal is simple: get into the enemy base, get the flag, and make it back home alive. Often, a strike team entering the enemy base will not yet have designated a runner -- whoever successfully grabs the flag becomes the runner.

> Travel light: If you're planning on acting as runner, your chances of survival in the enemy base are naturally somewhat slim. Once you have that flag, you are their primary target. Traveling light won't speed you up any, but it will certainly prevent the enemy guards from stocking up on ammunition if your mission fails. If you're loaded with rockets, give most of them to a teammate before making your run. It's acceptable to take a few rockets, though... especially if you plan on "rolling out the red carpet" (see that strategy below).

> Move fast: Once you've got the flag, your only goal is to get home as fast as you can. You should avoid direct confrontation with enemy forces if at all possible. Remember, every second you spend dueling that boomstick-toting enemy lets the real pursuit close the gap. Let your escorts take care of pursuers... that's their job.

> Roll out the red carpet: Once you've got the enemy flag, you can make things interesting for any pursuers by leaving a trail of grenades for them to avoid. This technique works best in narrow escape routes where the grenades are hard to dodge. Running backwards works well if you know the path extremely well or are on a straight-away, but even firing grenades ahead of you works as long as they end up in your path. If you're in a tight corridor, try looking up and firing grenades at the ceiling -- they'll bounce down right in front of your foe.

> Call for the cavalry: Nothing is more frustrating than getting blown away when you're on the home stretch. Prevent that heartbreak by letting the base defenders know you're homeward bound as soon as you're near base, so they can extend the defense perimeter and escort you home. Be sure to bind this message to a key, because you sure won't have time to type it in on the run!

> Know where to hide: If you make it home but your flag has been inconveniently snatched, it might be time to go into hiding. The best hiding places are those where the enemy either cannot see you or is unlikely to look, but where you have ample warning of enemy presence, a quick escape route, and close proximity to base. If there are no hiding places that fit this bill and your base is still relatively secure, you are often better off staying there and letting the guards protect you.

> Scout/Light Assault (LAO)

> Light assaults are players carrying non-explosive weapons. They have a number of goals. First of all, like all assaults, they are meant to attack the enemy base defenses in preparation for a flag run. During the attack, their main purpose is to draw enemy fire, both to protect the heavy assaults and to reveal the locations of any hidden enemy defenders. Second, once the enemy flag has successfully been taken, an LAO should act as escort for the runner and interference for enemy pursuit. Third, an LAO is the most likely candidate to 'become' a runner by grabbing the enemy flag. Finally, an LAO can act as scout, entering the enemy base, locating enemy sniper positions, and reporting to the rest of the offensive team. A scout can even remain 'dead' in the enemy base and signal for an attack when the defenders seem to be unprepared. Like runners, LAOs should not carry rocket ammunition.

> Heavy Assault (HAO)

> Heavy assaults are players carrying explosive weapons, and especially rocket launchers. They work in concert with light assaults in attacking enemy bases and protecting runners. In a standard base assault, the LAOs should enter the base first, and the HAOs should hang back providing cover and doing as much damage as possible. This helps HAOs avoid killing themselves with splash damage, and reduces the chances of their rockets falling into enemy hands. If a runner successfully takes the flag, the HAOs should join the LAOs in escorting the runner home.

> ## Support Positions

> There are a variety of support positions, all of which are optional. As a general rule, you're better off having more offense or defense rather than dedicating players to support. However, it is often beneficial to have one or two players split their time between one of the more vital positions and a support role. For example, an extra guard might collect ammo for the team, focusing on defense only when things get hot.

> Munitions (MS)

> Also known as 'The Ammo Guy'. This is perhaps the most useful of the support positions. Thanks to Michael Full aka Simpleton for the details. The concept is simple: have one member of your team whose job is to keep everyone else stocked with ammunition. This 'ammo guy' should use a distinctive shirt color and make sure that all his teammates (but none of the enemies) are aware of his job. The ammo guy circles the level picking up rocket ammunition and then returning to the base to give it to defenders. When someone who wants rockets spots the ammo guy, they get close to him and jump up and down. If he has any, he hands some over. If not, he jumps up and down to indicate that he's out. Teammates who are overstocked on rocket ammunition can give it to the ammo guy to redistribute.

> Item Guard (IGS)

> In some dimensions, it is worth the manpower to keep a strategic item out of enemy hands. Perhaps the most often guarded item is the rocket launcher. If one team can monopolize the launchers, they can usually dominate the dimension. However, it is difficult to spare enough players to keep such an item well covered while maintaining an airtight base defense. Therefore, the Item Guard is a position rarely played.

David "Ender-Xeno" Brewer