Mobile Flag Room (MFR)

  1. The MFR is your home anchor
  2. At the start of a game the MFR will grab flags, green up and tick S1 for a safe attach. Avoid warping to center.
  3. The main duties at home, aside from staying alive, are to manage the numbers. For example, if home is 2v2 and you notice that the enemy has called an extra player to make it 2v3, it is your job to call an extra swing home to even the numbers. It is important to remember who your swings are. Also you must send players back to NME if you have extra players at home.
  4. Ball control is important for an MFR as that will be your primary defense from stray bombs.
  5. Call percents to let your team mates know how you’re doing. For example: “Home 40”, “Home 80”.
  6. Call as many swings as you need to hold home, you can even call your attackers if necessary.
  7. When you see a cloaking ship, let your team mates know by spamming “x”.
  8. If you die and cannot afford to ?buy xradar switch to a lancaster instead.

Swing 1 (S1)

  1. The S1 is the passive swing at home who will tend to sit in front of the MFR, holding and finishing.
  2. At the start of the game, the S1 will use a lancaster (for x-radar) and occupy the designated home base.
  3. The S1 must take a mental note of the other swings and call them immediately. You are essentially a temporary MFR.
  4. Once your MFR has finished greening and has taken position at front, you now become the S1 in a spider.
  5. Always attach to the MFR when you die, avoid making lag attaches and keep a very close eye on your radar for cloakers.
  6. If you are being pushed by cloakers you can opt to switch back into a lancaster for x-radar.
  7. During full attack, the S1 will be called to hold flanks.

Swing 2 (S2)

  1. The S2 is a passive/aggressive swing at home.
  2. At the start of the game, the S2 will fight to acquire at least one ball and bring it to home base. Once that objective is complete the S2 can either green up or help defend home. Never attack enemy unless requested by your captain. Do not give kills to the enemy flag carriers.
  3. The S2 should always attach off the S1. If the S1 is dead, attach off the MFR.
  4. During full attack, the S2 will be called to hold flanks.

Swing 3 (S3)

  1. The S3 is an aggressive defender.
  2. At the start of the game, the S3 will fight to acquire at least one ball and bring it to home base. Once that objective is complete the S3 can either green up or help defend home. Never attack enemy unless requested by your captain. Do not give kills to the enemy flag carriers.
  3. The S3 can make attaches to the S2 or the S1.
  4. If you manage to break through 1v1 with the opposing team’s NME anchor, do not chase him around the base. Instead, find a tight corner, mine up, and flank the attackers. You can attempt to kill the NME anchor, but don’t get lured for too long. Your primary objective is to hold home, not to clear home.
  5. If you, or your team, manages to kill the NME anchor early in the game, consider cloaking for a few deaths.
  6. During full attack, the S3 will be called to hold flanks.

Enemy Anchor (NME Anc)

  1. At the start of the game, the NME anc will green up, preferably acquiring 2 repels. X-radar is essential.
  2. Ideally the NME anc will wait until the opposing team has dropped all their flags before starting the attack.
  3. If home is under full attack the NME anc will be called upon to run the flanks. Attackers will be called to aid the flank when necessary.
  4. Like the MFR manages numbers at home, the NME must manage numbers at NME.
  5. Use repels at the opportune moment to try and choke out the opposing team’s MFR.
  6. The priority is to stay alive, kills are secondary.
  7. Call percents to let your team mates know how you’re doing. For example: “NME 40”, “NME 80”.
  8. If you’re on full defense and you have managed to push out, don’t go and green for x-radar, simply continue to defend until you spawn with x-radar, then start your attack.
  9. If your team manages to take NME base then it is your job to pick up the flags. Ask for home % before attaching home. If home is deep DO NOT attach home, instead fly out of the base (don’t warp the center) and fly home. At this point you can run a flank, but that is a tactical decision that should be taken by your captain as there are risks involved.

Attack 1 (A1)

  1. The A1 is the primary attacker at NME.
  2. At the start of the game, the A1 will fight to acquire at least one ball and bring it to home base. Once that objective is complete the A1 can either green up or help defend home. Never attack enemy unless requested by your captain. Do not give kills to the enemy flag carriers.
  3. The job of the A1 depends on how many players are involved in the attack. Generally your role is to stay alive as an attach point for the other attackers, joining in with the rushing at opportune moments. You must finish kills and play in a passive/aggressive manner.
  4. On full attacks the A1 can be called upon to use a terrier and hold bomb lines. The A1 should be on the next bombline along from where the NME anchor is.
  5. If your NME anc dies, or if the opposing team’s swings get behind you, it is your job to act as a temporary anchor. It is absolutely vital that you stay alive, else you will lose a lot of ground.
  6. If home is on full defense and your team is running a flank, you will be called first to help with the flank.

Attack 2 (A2)

  1. The A2 is an aggressive rusher
  2. At the start of the game, the A2 will fight to acquire at least one ball and bring it to home base. Once that objective is complete the A2 can either green up or help defend home. Never attack enemy unless requested by your captain. Do not give kills to the enemy flag carriers. Some captains may use A2 as an additional flag carrier.
  3. Like the A1, the job of the A3 can change depending on how many players are involved in the attack. A general rule is that the more players there are in the attack, the more aggressively you play.
  4. If home is on full defense and your team is running a flank, you will be called second to help with the flank.
  5. A2 should be skilled in spider and cloaking.

Attack 3 (A3/Flex)

  1. The A3 is an aggressive rusher
  2. At the start of the game, the A3 will be required to pick up flags and attach home to drop. It is important to have multiple flag carriers in case one of you are killed.
  3. While the primary role of the A3 is to rush aggressively at NME, you may also be called home to help push out as an aggressive defender. You must be alert to calls from home.
  4. If home is on full defense and your team is running a flank, you will be called third to help with the flank.
  5. A3 should be skilled in spider and cloaking.