Map Tactics...Attacking Fuel Dump...


(bluechibi) #21

This The Wanderer is very right, the engineer is expected to do the work alone. Running across the bridge while all your teammates are trying to take out a lucky shot from far behind. It’s so easy for the axis to take you out, even if you’re good you’ll still get taken out. More allies to shoot at the more likely the engineer is going to survive and do the job.

That has also happened to me several times before, fixing the tank or blowing the defenses but your teammates have gone deaf and don’t budge even if they are right outside. All they have to do is run in and do it even if they die atleast it’s change the situation of the game.

To be able to blow the fuel dump you need the tank to blow the gate atleast right? One time when I was an engineer I ran through the tunnel and hid in the side box by the depo gate and just ran right after an axis (he didnt even notice) then hid inside the building by the telephone. Of course despite my many requests a covert op never appeared to let me in the roof. Sometimes I wish I had another computer just so i can do it all on my own.


(Atlas) #22

Getting the tank across the bridge is the most important factor in winning Fueldump. A CO getting a uniform and an engineer going with him are only realistic to those who know what they are going. And most of you know what I’m talking about. As said before, the main focus is getting the tank across. The best ways I’ve found this to happen only happen with good teamwork. Here’s my little input with some screens.

FUELDUMP

There are different ways for Allies to win this map. The hardest one is for an Ally CO to get a uniform and he and an Ally engineer to get the the fuel depot un-noticed. Another way is to get the tank there and blow the main gate and the wall. The latter is what I am basing this lesson on.

A couple of major factor that helps to determine whether or not Allies will win this map is: whether or not the Allies can get the tank across the bridge and how fast this can be accomplished. This is what this part of the strategy guide is about. Getting the tank across the bridge. Actually blowing up the Fuel Depot depends on how well you and your teammates work together.

Step one. Move the tank. Get the tank to the bridge. While the tank is in motion, a few Allies (1 has to be an engineer) will take the foot path to the foot bridge. But before building the bridge, peer around and see if you’ve been noticed. No? Good. Hurry up and build the bridge. If there is a good firefight going on, hopefully the Axis won’t hear the contructing.

By the time it’s built, some reinforcements should have arrived and now you can cross the foot bridge and flank the enemy. During which time the engineers by the tank can start constructing the bridge for the tank. Now… How many of you try to be CO’s sniping at the Axis but can’t find a good spot? Quite a few of you. Does this boulder look familiar?

I should hope so. Did you know that you can jump onto that boulder and snipe from there? Axis won’t even be able to find you! Look at this next screen.

I’m on the boulder - crouching. See the red arrow? It’s pointing to where the Axis come running of of their spawn. Sometimes you’ll see a FO (field ops) or a CO sniping at the Allies. You can see them but they can’t see you. In this next screen, I’m not scoped so you can see your range of vision. Just move left or right to change your field of vision. From this boulder you can provide really good covering fire for the engineers trying to build the bridge. Field Ops just need to keep calling in ‘Arty’.

But now the tanks across but both bridges are out! What do I do!? In the next screen the area that is colored in… you can climb up and jump over the barbed wired fence and fix the tank.

Using the above strategies with good teamwork, you’ll be on your way to the Axis side of the mountain and hopefully win Fueldump.

AXIS

Best defense is to make sure 1 engineer goes and builds the barriers as soon as the map starts, keep the tank damaged and prevent the bridges from being built. Best classes to use are Soldiers (with Panzerfausts), Field Ops and Medic. A good Axis defense can assure the Axis team wins.


(SylverDragon) #23

Have to agree with just about everything posted, except this bit for the axis. The West barrier should be completed entirely, but the East barrier should have the inner portion left un-built. The reason being that, if the allies manage to get an engy/CO pair back there, unnoticed, and plant, the axis engy(s) who respawn to defuse can get to the dynamite faster, if they don’t have to climb through the building. Also, a good allied CO is waiting at the top of the ladder with a satchel set, to take out the first axis to poke his head out.
Sure, if the defenses aren’t built entierly, the engy doesn’t need the CO to get through the top door of the depot, but if he’s inside the depot already, chances are, he has a CO in uniform with him already, so the point is moot.


(bluechibi) #24

Some excellent points raised there :slight_smile: thanks

I guess if you left one side of the defence open you could always plant mines infront of the gate (the one before the fences you put up) and the areas where people jumping from the roof will land


(Lekdevil.NL) #25

Well, my main gripe about Axis methods of defense lies in those overzealous engineers coughBrevikcough :smiley: who start building the Fuel Dump defenses and laying mines there from the first moment on.

The problem with that strategy, IMHO, is that that’s one engineer (and sometimes even two, the horror!) who’s not helping to prevent the Allies from building the bridge and getting the tank across. Also, all those mines that are planted inside the Fuel Dump will sit there uselessly for the next 15 minutes or so, decreasing the available mine count. Planting them in the bridge area in that stage of the game is much more productive.

The whole “build the defenses early to protect against any CO/engi teams to sneak through” is senseless anyway. The very reason that a CO is required to make this tactic work also means that he’ll be able to scan for mines and satchel those flimsy defenses with ease! Or, they can ignore the defenses completely and go via the roof. At that moment, the east side defense thing is one bloody annoying barrier for any Axis engineer who tries to defuse the dynamite.

Furthermore, blowing the bridge after the tank has passed over it, but before the tunnel doors are blown, is crucial. In that configuration, the Axis can set up an excellent defense of the CP-tank-spawn triangle plus sewer entrance and hold off an Allied advance for a long time (even using the tank’s Browning if it’s not disabled). However, prompt engineer action is necessary to blow the bridge completely and to mine the bridge/tank areas. Again, that engineer is not available when he’s building those crappy FD defenses…

There! All my FD frustrations, worth 2 cents, in one post! I hope some people take notice. :slight_smile:

Edit: I now see that Sylver Dragon made some identical points, so at least one player out there agrees! :moo:


(bluechibi) #26

blowing/building anything at the first stage when everyone has moved on is a good way to build up xp if you need it as an engineer. The higher the class the faster you can plant/defuse dynamite right?


(Kendle) #27

ROFL :slight_smile:

Apologies for the previous sacastic response, it’s just that kill all the bad guys and camp their spawn to give you time to blow the objective constitutes what I call a NSE tactic (NSE = No Shit? Einstein!). I’ve got one of those for Oasis, it goes like this:- kill the axis and blow up the 2 guns. Works everytime! :wink:

The point is, if you can get your team into the Depot, and kill all the Axis in the process, of course you’re going to win. The question is, how do you do that in the first place?


(SylverDragon) #28

I’m afraid I don’t completely agree with you on this. If you have an Axis team that seems to be holding OK after the first couple of Allied rushes, if I am an engy, I will generally go back and build most of the defenses (see previous post). And then stay back there to defend against the inevitable Allied CO/Engy team trying to sneak in, while thier team is pinned at the bridge.
At the risk of sounding like I am bragging, I have stopped many an allied team, that would have otherwise planted without much resistance. Sure, its boring being the rear guard, but when I play, I play to win, so I am willing to put up with the boring jobs, just to see that they get done.


(lennyballa) #29

@ bluedude
but if you cant reach it it’s completley useless


(Lekdevil.NL) #30

Granted, that’s one way of doing it. But the only way that the Allies can sneak past at that point is via the sewer. Instead of posting someone in the fuel dump base, that same player could also set up a defense near the sewer/cave, which will also deny the Allies the possibility of building their command post and will put you in easy reach of FO or medic attention. If someone does get past, there’s plenty of time to switch spawnpoints to the FD base for some close-in defense… I think…


(bluechibi) #31

agrees with Lekdevil.NL, dont let them through in the first place.


(SylverDragon) #32

Granted, that’s one way of doing it. But the only way that the Allies can sneak past at that point is via the sewer. Instead of posting someone in the fuel dump base, that same player could also set up a defense near the sewer/cave, which will also deny the Allies the possibility of building their command post and will put you in easy reach of FO or medic attention. If someone does get past, there’s plenty of time to switch spawnpoints to the FD base for some close-in defense… I think…[/quote]

I agree, a good defense at the top of the ladder can make the defense at the depot rather pointless, I just find defending the depot itself to be eaiser.
Keep in mind for this explanation that I only play on pubs, I’m an amature that doesn’t even dream of being in a clan. Frankly, I suck.
If you set up an MG at the top of the ladder, you can hose anything that sticks its head up, without exposing yourself to too mush risk, but the likelyhood of getting ammo out of a FO back there is basically nil; so every 150 bullets you have to either go looking, or /kill. Either way, you leave the area undefended, and when you set back up, there is a pretty big question mark as to what’s behind you. For a clan match, I would expect that this is never an issue, as you’ll have FO’s announcing thier presence, comming up the ladder, and giving you ammo; ditto with medics and health.
On the other hand, if an engy sets up inside the depot, laying down on the walkway just above the door, you’ll hear the allies come in, and while the CO is spotting the mine(s) you put in front of him, you can prime a drop a gernade in his lap. Also, if you see a lone engy comming, you can jump out of the depot and engage him, without much risk. And if you die/run out of ammo, you can /kill, and re-spawn, and the area behind the defensive line is much eaiser to check.
I guess it comes down to how good your team is. If you have an FO who is willing to do something other than smoke, setting up inside the tunnel is the way to go, as it provides other advantages. But, if your FO’s are not willing to get thier feet dirty to bring you ammo, setting up at the depot seems more secure, at least to me.


(bluechibi) #33

I dont think I read it properly but guarding one entrance, the sewers seems like a far better idea than 3 entrances and run the risk of the enemy going through respawn and killing your teammates from behind, fixing the tank if it’s on the other side(which I have done countless of times).

I say this because when they do have people camping by the ladder I find it near impossible to get through. Especially if you have a field op running back and forward from doing airstrikes at the tank.

Beside, with an MG in place someone might be free to go and do the defenses anyway :slight_smile:


(SylverDragon) #34

As I said, covering the 1 spot is better, if and only if, you actually have an FO giving you ammo. Again, its probably just the servers I play on, but as an MG soldier, I never seem to be able to get an FO to give me ammo. Heck, I’ve had days where, being the MG in the bank on goldrush, I couldn’t get ammo, no matter how many times I did the “I need Ammo” v-sa. And that is a common tactic.
Also, Between that fact that I enjoy being an engy, and that there never seems to be enough (if any) of them, I tend to end up as an engineer most of the time. So camping with an MG is out, and I suck far too much at 1 on 1 firefights to hold that tunnel as an engy. Hence, I tend to set up in the depot and rely on suprise and position to defend it.
But then, we all use diffrent tactics, which is one of the things that keeps me comming back to this game, its never quite the same twice.