Xlayer Legion def. Jugganaut Gaming 13-5 on mp_karachi
Defending
1st for
Jugganaut Gaming was:
sistem
Nutshot
Kenshi
mat!C
nfire
Xlayer Legion challenging from
3rd had:
genX
drache
feraL (Carnage)
Jarek
dippa
Recap
Coming into the match,
Jugganaut Gaming had the advantage: they'd already pulled off an upset thumping of Proven. Xlayer Legion weren't helped either with the week-long absence of genx, who spent his time occupying his girlfriend; mia's a babe, fyi.
With the geeky nade nature of the map, whoever was most prepared had the upper hand. The trick would be who could find ways to get around it the best.
Xlayer Legion started as defence (SEALs) as is standard for the CG challenge procedure. That put
Jugganaut Gaming on attack, giving them the first chance to abuse the one-way B nades.
It didn't go to plan for
Jugganaut. Despite a volley of nades over the B house, Feral was able to sneak into the cafe at the back of B.
Xlayer Legion supplemented that with some pre-nades on the bombsite, getting critical entry kills.
Jugganaut got the plant on the first couple of rounds, but they were never in a position to hold the bomb, and
Xlayer Legion went 4-0 up.
The second rotation played out how
Jugganaught would have wanted; except
Xlayer Legion were the beneficiaries of the nade abuse.
For those who aren't sure what I mean by abuse, let me explain.
There's pretty much three ways you can get to B on Karachi as a defender. The first is via the ground, running along the car and then either pushing up through the archways (so rushing as a defender) or playing back around the cafe. You can push to the bomb site directly, but that's not as good as the other options.
The second is climbing up what XL call "minaret" - the roof that overlooks A where the domes are, and has a small connecting balcony that you can jump into to climb into the top of "pond room" (the room that has that little fountain next to the stairs that connects A to B/rubble). Anyway, you cross from "minaret" onto the roof that overlooks B. You can also jump off the roof into the house that overlooks B and mid.
The third is running through A to this "pond room" and going along the ground that way. You don't get naded that way, but you also lose the advantage of getting to the site first.
As attack, you can lob nades over the B roof and stop anyone getting close to the site. That's what
Jugganaught attempted.
And when
Xlayer Legion tried it, they had a lot more success. Two players from Juggs died instantly to geek nades, and that instantly made it 5-0.
The next round followed the same pattern, and while Juggs managed to rebound from the being 6-0 down, being 4 rounds behind going into attack isn't the position you want to be in.
Jugganaught's game plan was pretty simple: if they were rushing B, fourty thousand nades would fly over the roof. If they weren't rushing, the nades weren't coming. But the choice to slow the game down was the correct one, and it brought
Jugganaught's right back into the match.
Unlike the nade rush at B, picking slowly suited
Jugganaught rather well. They equipped more rifles than XL did and started to grind the entry kills out. But they couldn't let B go, and the decision to continue to hit the site caused a host of problems.
Two particular rounds stood out, both for more or less the same reason:
Jugganaught would get into B, take the site, but the bomb planter would die. Juggs would maintain the advantage, but with the bomb being down in such a tight location,
Xlayer Legion were able to easily win the round despite being down on numbers.
Jarek and
genX won a 2v4, with
Jarek using the desk in the cafe to an extreme advantage.
Jarek and
Dippa won another round the same way.
Jugganaught took B, and
Dippa pushed around the back and killed the bomb planter and his cover. The bomb was dropped again in another horribly exposed location, and
Dippa was content to just watch the back of the cafe while
Jarek swindled around on the spawn roof as cover.
Jugganaught didn't have an answer to it: trying to pick from soda to the cafe is an awful shot to make and it's completely imbalanced in favour of the defender. If you have to plant, then you HAVE to get the bomb down.
Jugganaught didn't, and with it went their chance at the match.
FeraL could have made the game even more one-sided, but a sharp shot from
sistem with one second left - with the bomb down again, at B - pulled the scores back to 9-3. From then on it was a pretty simple task:
Xlayer Legion picked up a couple of rounds on attack, and
Jugganaught struggled to regain any momentum at all.
A miracle comeback was possible, but when the bomb went down again at B in the penultimate round, there was only going to be one winner. The match was decided well before then though in the first rotation:
Xlayer Legion found a way of dealing with the nade abuse and still holding B, while
Jugganaught never really managed to maintain strong positions across the map.
It seems weird to characterise an entire match based off a few geek nades, but that's literally how it played out. Unable to hold B with the players assigned to the site,
Jugganaught were forced to rotate so heavily that it opened up the rest of the map and gave
Xlayer Legion several rounds just by letting them plant at A.
Without a doubt, Karachi is the one map where failing to account for geek nades, and failing to prenade to cover for defensive positions, will cost you the game. It embodies Call of Duty 4 geek nades more than anything in the entire roster, and right now is probably the most technical and teamwork-oriented map available.
- dippa
Edited once, 2/7/10 - 12:51am.
Posted on Friday, 2nd July 2010