Carrier Tactics



Fellow Pilots,
Many of you can skip to your next blog, like the one about cats that weave, because you already know how to play Carrier.  It works like a narrower Yamantau!

Here's the deal - in an even match, both teams are going to be able to hold the two closest beacons to their spawn point.  CHARLIE (center) is the contest.  So get there, grab it, and hold on for seven minutes.  Seven, not ten?  That's correct - remember, ten minutes is the time limit, but most battles end in seven or less.  Check out one of our first posts for more.

Easier said than done?  Of course.  Carrier provides a very helpful area, however, on the deck below.  Here, you have cover.

The U's Carrier recommendations are as follows:

  • If you possess center, protect it by attacking and encircling the enemy in their territory.  
  • If the enemy has center, attack the sides.  This forces your opponent to come down and deal with you; it creates space for your teammates to move forward in the center.
  • Suppression should be used to prevent enemy flanking maneuvers.  Simply put, keep your enemy in the center.  
In the video below, my team did such an amazing job of working the sides that I barely had to move.  When it was my turn for suppression, I used a Dragoon Fury to make our left flank no-man's-land for the enemy.


For more information, the article on Pixonic's page with the designer, Mikhail Vovk, is definitely worth checking out.

Happy Friday!
Doc Yat


Faculty Notes
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Comments

  1. If you can loop on the side to pressure the enemy, it can spell an early end for them.

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