Lost Society vs Aoi

Note: This match was reported by both Sapien as well as Arcades. Both reports are present on this site.

Source: IFL Wire – March 16th 2001 – by Arcades

http://www.specfreq.com/ifl/#newsitem984810978,30585,

Lost Society vs. Aoi

March, 16 [Arcades]

Contest: Best of Three, Capture the Flag

Map: Twin Peaks

Ref: Dank

Game 1: The first match featured Aoi as the Titan Militia and Lost

Society as the Collective Military. LS got out to an early lead by

snagging three of the initial four flags and taking them to A7, while

Aoi was forced to setup an empty base at D7. However, Aoi launched

a full offensive at LS, since it didn’t have any flags to defend and did

significant damage but were eventually repelled. Lost Society

capitalized by completing their turret setup at A7 and launching their

own attack against the empty Aoi base. Even though there were no

flags to be gained, LS punished the Aoi turrets, which would pay

dividens later on in the match. Aoi finds the last roamer and

successfully returns it to D7. From here on out both teams put

together some impressive offenses. The only problem was that LS’

defense was holding against Aoi’s 5 man attack, whereas Aoi’s

defense continued to struggle against the LS counter. After about ten

minutes of minor skirmishes back and forth, LS finally breaks through

and grabs the last flag, getting it home to A7. Surprisingly, this is the

only game where the team with four flags was able to stave off the

desparation rush. Regardless, LS did hold Aoi off for 90 seconds and

with that took the victory. 1-0 Lost Society.


Game 2: The teams switch sides and bases for the second contest.

Unlike the first game, both teams grab a share of the initial flags and

setup a base with little or no trouble. Aoi has 3 flags and Lost Society

1 flag. Switching tactics, Aoi gets very defensive, leaving six or seven

defenders home at all times. Lost Society counters by sending a full

offensive, leaving their base relatively undefended. Aoi’s defense

holds, but their offense consisted of two jumppack rushing JTs.

Normally, this wouldn’t seem to be a very threating offense, but Aoi

made the most of its two men. After numerous rushes, Ooi-Shin finally

grabs the last flag and almost gets out, but dies to a turret. With the

new flag settings, a turret death causes an unowned flag, much to

the chagrin of LS because Haou was hot on Ooi’s heels and right

there to finish what Ooi started. He scoops up the unowned 4th flag

and gets back to A7. Now the fun begins… Aoi tries its best to turtle

up and defend the four flags, but LS breaks through and takes two of

them. However Aoi’s defense kills that man and reacquires the two

flags. Now LS takes the other two flags, and coincidentally the same

Aoi defender kills that LS offender as well. All four flags were in

possession of the same Aoi defender, and as LS rushed Adri managed

to get into the flag room and kill the Aoi defender, but not before

dying himself. This resulted in a death flag situation and under the

new rules all 4 flags were respanwed as unowned. This sent both

teams into a cave searching frenzy to find the unowned flags. Kabuki

(Aoi) recovered 3, while LS took 1. LS’ base at D7 was still untouched

so they were able to settle back down. Aoi’s base at A7, on the other

hand, was decimated in the previous attack and they were forced to

hide in J4. The rest of this game was more of the same. Aoi’s heavy

defense + vehicle rushes vs. LS’s heavy attack and sufficient

defense. A fast, exciting game ends on rather a boring note as both

teams retain their flags for the remainder of the 30 minutes. 1-0-1

Lost Society.

Game 3: Once again the teams switch sides and bases. Aoi takes 3 of

the initial flags to D7, and Lost Society takes 1 flag to A7. Not to be

outdone by Game 2, this game featured some crazy action as well.

The game played out much the same way, except this time Aoi’s

vehicle rushes had little effect. On the other hand, LS’ offense was

steadily building steam and managed to break through the Aoi

defenses and capture the three remaining flags. Back at A7, Aoi

launches its full scale attack to save the day, and they do just that.

They capture all 4 flags, but lose them to LS defenders. LS tries to

move their base to C7, but in the chaos only move 3 flags. Aoi takes

this opportunity to finish off the A7 base and take the last flag back

to D7. They also manage to sneak through the minefield at C7 and

take the other 3 flags. So, their roles reversed, LS launches a suicide

raid on D7 and manages to halt the victory timer. Once again the

death flagging comes into play. Two flags get death flagged and

respawned, and LS steals away 1 of the other two flags. LS also

recovers the two unowned flags and sets back up at A7. More

fighting back and forth eventually results in LS killing off Aoi at D7 and

taking the last flag. Mimicking their game one performance, LS once

again holds onto the four flags at A7. 2-0-1 Lost Society.

Comments: This was certainly a crazy game. Those in spec had the

pleasure of a fast paced, frantic, CTF match. Also, we got to see just

how important the new flagging rules can be. Aoi had a very nice

balanced attack in game one, unfortunately their defense couldn’t

hold with only 4 defenders. This resulted in them “turtling” for the last

two games. I think Aoi has some promise, but they need to shore up

their defense so that they don’t have to rely on vehicle rushing as

their offense. Lost Society showed a lot of power on offense tonight.

Their defense wasn’t really put to the test, but that’s the mark of an

effective attack. Both teams struggled against the final rush, but its

not easy to hold off a 10 man suicide rush. All in all a great game by

both squads.

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