The Reckoning
reckoning [ˈrɛkənɪŋ]
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1. retribution for one's actions (esp in the phrase day of reckoning)

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Tyrant
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The Reckoning
reckoning [ˈrɛkənɪŋ]
n
1. retribution for one's actions (esp in the phrase day of reckoning)

Doesn't matter what the forum rules say, by registering here you are claiming to be at least 18 years old. If you are offended by occasional cursing and adult themes you shouldn't register here either. If it is found that you're not 18 years old or older you will be IP banned. If you continue to try to participate in this site your provider will be contacted.

Thank you for your interest in The Reckoning clan.

Tyrant
Admin



 
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Domination Strategy Guide
 
 
 
Welcome to the general strategy guide for the Domination gametype. The purpose of this guide is to outline general tips, tactics, and overall strategy for the gametype. We'll start with a basic description of the gametype, move into common mistakes, then move into tactics and tips for a successful win. Keep in mind that these are not map specific, but will help no matter what map you're playing.


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I. What is Domination?


Domination is an objective based gametype that focuses on three control points spread around the map. The object of the game is to capture the control points, done by simply standing on/near the control point for several seconds. The more teammates stand at the control point (up to 3), the faster it is captured. The first team to 200 points wins, and 1 point is rewarded per flag, per five seconds. Obviously holding more than one control point is essential for victory. Winning in Domination requires a great deal of coordination between teammates, both to defend control points that have already been captured and to capture new control points when the enemy gains an advantage.


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II. Common Mistake


The biggest mistake many teams make is trying to take all control points at once. While it is satisfying to "dominate" the enemy on all fronts, it is tactically unsound and stretches the team out in a way that will make it too easy for the enemy to take back multiple control points and usually within a short amount of time. It also creates a lack of predictability in terms of where the enemy will spawn, so you can throw your defensive positions out the window. With the two control point strategy, you dictate the terms of engagement: where the enemy spawns and how you choose to handle their attacks.
 
Under very few circumstances should you ever try to control both C and A at the same time either. Generally they are too far apart for your team to effectively defend and you are wasting more time that can be spent achieving more strategically sound control points and defending them. Slow and steady wins the race.


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II. General Tactics


1. Like mentioned above, don't capture all the control points. Hold two at once and then split the team (if you are in the regular Domination playlist, each team will have six(6) players) between the two captured points and play defensively. A well coordinated team can hold two points the entire game and win handily. Also, the enemy has to come to you, so if you really want to get those K/D ratios right, why rush into unpredictable situations when the kills can come to you?


2. Only one person should stay and capture the control point the team spawns next to. The other five should be well on their way to control point B. On the other hand, don't rush in too quickly and at the most obvious route. Two of those five should be hanging back a little and lobbing grenades and popping smoke around B. The others should be setting up flanking positions (but not advancing too far forward) and eliminating the first wave of enemies, then covering the others for more enemies while B is being captured.


3.After the initial capture, you can either split the team evenly between the two control points, or just leave one or two back at the starting control point and advance the rest to defensive positions around B. From there, the enemy will either try to flank around to your starting control point and capture that to destabilize, or they will go hard to capture B. Either way, be watchful (having a good sniper watching B who can stay moving but survey the entire battlefield is huge: information can be more valuable than ammo).


4. Find the best defensive positions, but keep it moving. The more you move, the less predictable you are, the more you'll keep enemies guessing and grasping at straws for the best way to get control points back from you. Just because you aren't running like a banshee through the map shooting at whatever moves doesn't mean you can't be unpredictable. Just don't be stupid.


Really, Domination isn't rocket science. You capture control points, then defend them from being captured back. As long as your team communicates and uses common sense and planning, you can beat 90% of the random people out there in matchmaking land.


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V. General Tips



1. Perks - Marathon is almost essential for this gametype, especially the initial rush for B. Claymores and Frags/Specials are also very useful for defense, but I recommend highly the use of smoke grenades. The effects of smoke grenades always last longer than a flash or stun, and really work well for larger maps like that are sniper heaven. I also recommend that one or two of your players use cold blooded, especially the guys that are covering the starting control point. Flanking enemies will have a heck of a time trying to steal the ground from under you when they can't find the person defending their target. If your ghost man is good enough, he/she could cover that one point themselves, leaving the rest of the team free to keep up the front lines. Try to avoid using perks like Last Stand (it benefits the enemy to leave you laying there out of play for as long as possible). 


2. Airstrikes - I see a lot of players who aim airstrikes directly on top of a control point that they are trying to grab or defend. This works some of the time, depending on the enemy position, but you don't want to bomb where they are, you want to bomb where they are going to be. Therefore, try to bomb in the most commonly used paths between primary enemy spawns and their objective. This is another good reason to NOT have all three control points at once: it is much more difficult to predict enemy movement, and therefore harder to call an effective airstrike on an enemy location.


3.Use Cover - This is pretty basic for anything in MW, but it still astounds me how much I see players both new and old bolting around instead of moving between cover with patience and caution. How many times has rushing around the corner been a good idea?


4.Flanking - After capturing your two control points, establish a line of no crossing that your team is absolutely NOT to cross. This keeps everyone grouped closer together to better watch their backs. Flanking forward for the sake of flanking doesn't help if you just get yourself killed. Again, don't rush if it's not necessary. However, if you are trying to get that second control point, flanking is key. Avoid the road most travelled and try to use distraction and smoke cover as key tactics to avoid the enemy fire: again, you want to move the lines of engagement forward to their starting control point to keep them from being able to lob grenades and such at the control point you are trying to grab. No more than two should get on a control point at once, one grenade can take out multiple enemies too easily.


5.Sniping - Don't waste half the team on sniping. Have ONE, TWO players maximum sniping on a level. That one person should always be moving between good positions after every few kills or within a 30 second period, whichever comes first. More than two snipers at a time leaves too much ground uncovered and reduces your ability to effectively rush or defend control points in a rapidly changing environment, so don't do it. Let the best sniper on your team handle that role while everyone else deals in short/medium range engagements.