Alternate History: Siege at Cairn Hill


(Ghetalion) #1

Yes, it looks blocky and kinda lame right now, but when the time comes to shape the terrain into something more realistic, this map will be very cool.

  • The approach that the Allies will take will not be the open field this map suggests. It will be hilly with trees and foilage to help cover and conceal approaching Allies.

  • The Allies will have to dynamite their way into the rampart or construct an assault ramp and go over it. Dynamiting the rampart will give the allies a permanent spawn point inside of it. Constructing an assault ramp will not do this.

  • The cave structure will be short but sweet. One the bunker in the structure is taken, allies may spawn there for as long as they hold the bunker, forcing the Axis to spawn only in the tower, creating a very close combat situtation where airstrikes and artillery will be pointless as both forces fight floor by floor up and down the tower.

If anyone wants to help me finish this or is inspired by it, be my guest and e-mail me at ghetalion@ghetalion.com


(redfella) #2

Some interesting alter-history ideas there… otherwise its a typical siege and assualt type map (i.e. another beach map). -Which may not be a bad thing… if you can do it right.

Just my opinion. :slight_smile:

gl


(Ghetalion) #3

What makes this different is that there isn’t a back entrance and a thousand feet of downtime to walk to get to your objective. This is continual in-your-face group battle and not scattered one-on-one dog fights.


(redfella) #4

Looking at it that way, it doesnt sound half bad. I have often wanted to do a map where the action has a more “frontlines” feeling instead of randomly being able to hop, skip and jump to any location in the map.

Looking forward to hearing more.

gl :chef:


(Ghetalion) #5

In addition to a trench, two floors of ramparts, the tower in the back also has windows on three floors as well as top floor access, adding more fire power to reign down on the enemy.

Basically, planless frontline plans will ALWAYS fail on this map unless the defense is full of unnaturally stupid people.

The trees will over minimal cover, but the brush will over maximum concealment, allowing the allies to get close to the trench undetected, but the moment someone stands up, the shots go off and that’s the end of that guy. As I look at it, it will require smoke grenades, artillery, and one fire team to draw fire and confuse the enemy, while an assault team with an engineer, a medic, and a few others to push up to the wall to just break through.

Once the Allies spawn in the rampart, the allies will have a generally easier time since the closest spawn point of the Axis is at the base of the tower, allowing the allies to fill the tunnels to drop the bunker defensive. The time it takes to accomplish this will typically fill the tower full of Axis which is the intention of the Allies having an easy time capturing the bunker. The tower fight will involve lots of flamethrowers and noob cannons (panzerfausts). There are 5-6 floors to fight for that will be full of tower crap like tables, chairs, barrels, and boxes to add some flavor to the environment.

But the initial assult should be the most difficult, followed with the tower fight, and the least difficult should be the tunnel fight.

Of course, this is all theoretical and the way I am designing the map from a tactical approach. It SHOULD turn out this way if I balance it correctly.

Knocking