Strategy tip

Fearless888

Active Member
Joined
Dec 19, 2008
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So the insurgency forums have been dead and I got bored and decided to give strategy tips for the map almaden. Anyone who has played marines on that map probably has felt the frustration of not even capturing the first point on that map, but it is not impossible. However, it is very intense. When the round first starts the marine team must make a fast break for alpha (clearing out the house by A along the way. Someone should cover the mosque so the insurgents don't have time to get backup on A). This may prove difficult and sometimes well orchestrated smoke grenades are needed in the street and in front of A.

Then comes the most difficult part. Capture point Bravo is located in a way that forces the marines into a bottleneck. The easiest and safest way to proceed with taking B is to smoke the street and cross into the pharmacy building. There will probably be insurgents camping in the building at the top of the stairs so smoke grenades would be prudent in the crack in the building. Once you have successfully made it into the pharmacy restock your ammo/grenades and proceed to the top room with the balcony. Having restocked your grenades you can smoke the balcony and make a desperate leap off the balcony and head directly into the room to the right of the balcony. (be careful because there may be enemies in that room). Proceed up the stairs and await reinforcements because there are bound to be casualties. Next comes the most technical part because there are a few different ways to proceed from here. As this is close to B there are bound to be enemies on all routes so it is good to camp the top of the stairs until you have enough backup to make the next sprint down the hallway. Someone should camp in the room to the left and give cover fire out the windows so that the team can sprint all the way down the hallway. After making it down the hallway there is one room left before B. There is no easy way to capture B but if you can make it past the capture point and camp the balcony you can cover your teammates while they capture.

Once B is captured it is now safe to use the mosque route from A to B and this leads to a good camping spot for the next capture. There is a doorway facing capture point C that is great for giving cover fire as the team pushes from B towards C. As the team pushes down the right side of the street it is good to lay cover fire on the doorway at C because this is a good camp spot for insurgents. Someone should throw smoke grenades into the street so that the team can run across the street and not be picked off from the insurgents who spawn in D. This shouldn't be too difficult if the team is working together and then comes the final capture.

Delta is a fairly difficult point to capture as the insurgents spawn so close to it. There is a room directly to the left when you exit C that is a very good spot for insurgents to camp. There will also be crossfire coming from D itself so throw some grenades into that room and smoke checkpoint D. If you can push into that room you can push through the building and can flank the insurgents and allow your team to make a break for D. This method is not foolproof, but it has worked for me in the few times I have ever seen the marines win this map. Sorry this explanation is so lengthy, but I think it might help.
 
The kid to this map is getting everyone involved if you have a team of mariens that want to do what ever they want to do then Insurgents will have a hay day with them case in point day befor yesterday i had the marriens pined down almost all the way at thier spawn becuase they where not working as a team and where getting picked off, so first thing you need is a team of willing mates.
 
The question I have is how do you get this organized as a team? For example, I know the general strategy of getting to the various points without getting killed, but I have never seen us get more organized than just giving updates on enemy locations, a general strategy of which route we're taking, where we are, when we need more people to capture a point, but not like: you cover area X, and another group checking to see if they have enough people and waiting for reinforcements and so on. Also, it's hard to count on being able to do that since even if I am barely visible, if I can see an enemy AT ALL even if he's 100 yards away and running across a street looking the other way I will probably be dead unless I kill him first within 0.25 seconds. :) Usually the way to get B is if we actually manage to get A and the INS side isn't paying attention and is too busy camping out that they forget about their left flank for a minute or so.
 
well we cant stack teams by putting all ego members on one team so we will always have a couple of pubs in the room with us if you have a core group of 4 people you can always win a map!!!

Number 1 the core group always ALWAYS sticks together if one dies the wait for the other member to come back befor they move ahead to the next objective

Number 2 only one person in the core group should call the game plan!!

Number 3 you should always be activly talking to the rest of the team other then the core group to let them know what your plans are.

Number 4 dont rub it in to the other team how bad you are betting them lol
 
Ah, so you can talk and say, I'm making a group of people, who's with me... That's probably what the built in squad leader and the commands and waypoints etc were supposed to be for in the game, but I hardly see them being used at all for what they're meant for.
 
Exacly!!! if they used it right THEN WOW that team that used it right would rule
 
There isn't a map in Insurgency that can't be won by the Marines. You just need a team that is willing to work together, the might not even be great team players, but if they work together even a little can make a huge difference. And a microphone really comes in handy to get a team together and moving.\

And that is a pretty well written strategy on Almaden, Fearless. Good for some new players unfamiliar with the map.
 
So last night at about 3 am pst we had a team of cooperative marines on and we actually did the strategy. Took A fast, crossed the street to the pharmacy, jump the balcony, etc., but we were still unable to capture B. We were in it and capturing it and a grenade took out 4 or so people. I know it can happen though lol.
 
sorry about that grenade, Fearless. j/k :)

i can throw a little advice. As an insurgent, I get to alpha asap. I head past the humvee, to the end of the street, where the barriers are, and wait for the marines to show up. So if you keep dying as you crawl to the humvee, you know 1 reason why.

I see a lot of Marines playing on the right side of the map, when they should be getting their butt to alpha. Also, if you can pin down the insurgents in the mosque, it buys your buddies at alpha time.

Smoke buys time, allows you to get set up, it's a wonderful thing. Use it.

It'd be nice to have jpg maps of all ins maps, so we could draw ideas/strategies on them. Are they out there?
 
The tools are there, it's a matter of using them :) There's nothing wrong with everyone spawing and deciding who is going to do what. That's the way it is in real life and that's what this game was designed to simulate. Everyone loves the rush of getting a kill, myself included but it's even more of a rush when your team wins the round. Just my two cents!

6.
 
Almaaden and Sinjar are (in my opinion) the two hardest maps for the marines in the game. I however find, the trek to A very easy. Deploy smoke in the street, grab a quick refill at the ammo box right out of spawn, and rush through the side building. Since you will always have people shooting down range at the street, I say leave them there as distractions. The more INS they hold up in the street, the better. If you are sergeant, get your aimpoint m4, and run to the hole in the wall right beside A. Shoot any and all people in that exposed hallway. Let the people who ran through the back way take A. Stay at the hole in the wall until A is taken. There is a chance someone will realize where you are and come the back way, but if they do manage to kill you, A will be at 90% and they will not be able to stop it.

After A is taken, leave 5-6 people to camp the mosque. The more INS you hold up there, the better. Get snipers on the street. Send in no less than 4 guys into the broken building on the right, the one with the ammo box by the exit. Here is the hard part. If the mosque decoy is doing their job, the INS will be stuck to where they cant see you. You have to smoke the street and run out of cover into the pharmacy. Have one guy throw a blind grenade up there. Even if you dont kill anyone they will be shellshocked and there will be a smoke effect for a fraction of a second. Have two guys stay at the top of the stairs shooting down the hallway at all the insurgents coming up, while slowly advancing. Send in the other 2 to the right at the first intersection. Go downstairs staying to the right as much as possible. When you get to the staircase leading to b. The other 2 guys should be close to you now. They must take the semi exposed outside area, while you go in through the side door. Have 3 guy on the point, capping, with 1 off to the right and back almost into that dark room. Have him watch the ladder and door way leading to the ladder.

Once B has been taken, simply use smokes and impressive amounts of supressing fire to get into the C building. Once inside watch all entrances, and you should be good.

D is harder than most people think. The best way to get to D, is to smoke the street, and run back towards B, and take the building on the left that has 2 exits close to D. Have a few guarding the street, and a few guarding building right beside C building. Get enough people on the cap spot and watch the building Right on D. Note, do not actually go into that building. If they spawn at the back, they will have spawn protection when you see them. At full sprint, it wears off in the middle of the hallway. So the best thing to do is cover the door leading out.

As for Sinjar...If you dont take A within 1 minute, the chances of you winning the map on marines is very low. After you get A, smoke the open spots of the street. Have guys shoot at the bridge, and window facing A. Watch the ridge on the right. Once you get in B, Stay on the A side of the building. Watch for people coming down the ladder, and coming through the door.

C is a very short, but treacherous trek from B. It is best to go on the A side of the bridge up the ridge as it will mostly be free of enemies. Most of the time, you can come in through the back of C, but you will more than likely be nothing more than a distraction for the people who do make it to C. The best plan I have found is to run up the back side of the ridge, and rush into the broken building. Keep fire on the broken building with 3 windows. The hard part is taking C without a rocket flying in and killing all of you. Alot of luck is involved at this point. Stay low and cover the balconies and windows.

D is probably the hardest one to take if you actually get to it. Running back towards A and running from the back side is a good strategy. Running all the way back around and going up the building with ladders is the most protected and the longest way. It can really be frustrating to make it all the way there and get killed by some INS who was just lucky enough to see you. For D move carefully but swiftly from all available sides and you should be able to take it with a little luck.

On both maps if you get bad teams that dont move, or just simply hide behind a rock...well get as many kills as you can and try your best. GL with those teams.
 
Another advice,lols,if you are rushing B from A,don't go through the mosque,cause when i play insurgent,i always chose rpg and bombard the mosque from the window at the house near B and got like 5 kills in one shot.
 
The inherent problem with most strategies, is not necessarily getting ppl to work together, but getting them to know what they are doing and for what purpose. If you have a 15 person team, it's pretty easy to get 5 ppl to work together and if the remainder wish to run rampant and distract that's fine.....the problem with those 5, usually pubbers in the mix, is.....

....what kind of FPS were they born an bred on? Run -n- Gun!!! That's the problem, no one's fault, just the way this type of game has evolved. People understand camping, people understand rushing, but a lot of people don't or can't figure out how to do either tactically, they just do it, end result they are either in some obscure spot not really helping, or just rushing to their death around the same corner.

So.....get people to understand Situational Awareness (SA), learn to move with a purpose and not for sake and set your goals no farther out than 25m or 45s at a time. Do that and firefights will be intense, do it not....well you know already.
 
As for Sinjar...If you dont take A within 1 minute, the chances of you winning the map on marines is very low.

Ah! But how to take A?

Machine gunners need to get out of spawn fast and put suppressing fire on the ridge. First MG on the low wall just outside of spawn on the right. Second MG just up the road from the humvees. Light it up...

For the main rush up the road on the left, the sargents and engineers gotta get smoke up by the buildings fast. Grunts should be putting suppressing fire up the street while moving - don't wait for a target to pop up - keep their heads down. Three or four to the bldg on the right - grenade to clear the room then take it.

If the insurgents took the bldg on the left a grenader can clear that from the bldg on the right.

Snipers - one up on the road and one outside of spawn covering the ridge.

If you can get a good 3-4 guys out of spawn to clear the road to the right of A that's often helpful - but they need to work together.

Just my .02 cents.
 
Ah! But how to take A?

Machine gunners need to get out of spawn fast and put suppressing fire on the ridge. First MG on the low wall just outside of spawn on the right. Second MG just up the road from the humvees. Light it up...

For the main rush up the road on the left, the sargents and engineers gotta get smoke up by the buildings fast. Grunts should be putting suppressing fire up the street while moving - don't wait for a target to pop up - keep their heads down. Three or four to the bldg on the right - grenade to clear the room then take it.

If the insurgents took the bldg on the left a grenader can clear that from the bldg on the right.

Snipers - one up on the road and one outside of spawn covering the ridge.

If you can get a good 3-4 guys out of spawn to clear the road to the right of A that's often helpful - but they need to work together.

Just my .02 cents.


I think that's about the only default method that's effective.....i'm wondering what wall "low wall just outside of spawn on the right" or do you mean the low wall on your right on teh way to the road...?
 

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