what do you think is good strategy for all the maps?


(Sphinx) #1

say like 5v5 or 10v10 what would u all say are good strats for each of the maps?


(DrGratis) #2

Kill the other guys…

:blah: Hiya Sphinx, welcome to Splashdamage

I think that on these large maps with smaller teams a single eng (or eng + one other) can do a lot of damage by being stealthy and getting to his objectives… (oasis, even tank repair on goldrush). It is hard to cover all the defensive routes with a small team and the tempation is to advance untill you find someone, but if the attacking team is smart they will slip someone arround the side way and blow the objectives…

I think for defensive teams you need to be close to the objectives…
avoid the tempation to go find the enemy…


(Shaftoe) #3

My brother and I started working on a strategy guide for all maps, but it’s quite an undertaking. (6 maps, 5 classes, 2 sides = alot of writing!) Here’s our Allied Battery strategy, if there’s any interest:

General tips

Once the west bunker has been captured, don’t forget to use the limbo menu to change your spawn point. Doing so will save you time from having to run up the beach. Also, should the Axis team blow the assault ramp, you won’t be stranded below the cliff.

You can also set your spawn point to the Allied command post. Consider respawning there if the generator is off-line or if your team has a good chance of stealing a uniform from a foolish Axis player.

Along the lines of waiting for a hapless Axis player to open the back door, you should consider if the time spent waiting will help your team. A little (covert) pressure on the back door area is fine, but the majority of your team effort should be concentrated on building the assault ramp and capturing the west bunker.

Covert Ops

Primary objective: Steal a uniform

Stealing a uniform grants access to the (often under-defended) back door and thus provides an auxiliary route into the Axis base. There are a few ways to go about pilfering enemy clothes, but some rely on Axis foolhardiness:

[ul]Hide near the back door area and wait for an enemy to wander outside. Depending on how quickly you can get there at the start of the round, you might run into an Axis engineer attempting to lay mines or build the command post.

Hide on the beach and wait for an Axis soldier to drop down from the cliff.

Help your team secure the assault ramp and steal a uniform during the ensuing battle for the west bunker. [/ul]
The third option is perhaps the most satisfying as it often confuses Axis players who tend to forget that once the Allies have stormed the cliff, the chances of a covert ops stealing a uniform have increased dramatically. Most Axis players tend to focus on re-capturing the west bunker or defending the main entrance, without much thought for the back door.

If you opt to camp the back area, try to conceal yourself. Alerting the enemy to your presence will only give them cause to watch the back door more closely, removing the element of surprise. Some allied players feel that they can goad the Axis out of the back door with a large force, however a smart Axis team will simply airstrike the Allies through the back window.

Secondary objective: Snipe enemy machine gun positions.

The Axis team has two machine guns aimed at the assault ramp construction area. This can make for a very bad day for your engineers!

Assuming that your team isn’t overloaded on snipers, a few minutes spent trying to cover your engineers could be worth it. With luck you might be able to pick off enemy field ops as well.

Once your team has disabled the MG42’s, you should consider moving on to another objective.

Secondary objective: Spot mines on the back trail

Wily Axis engineers will try to plant mines along the back path before the Allies have a chance to reach the command post. Spend a few moments while in the area to check for mines.

Secondary objective: Destroy the Axis command post

There is no excuse for allowing the Axis to maintain a command post on this map. If the game announces that Axis has built the CP, head on over and destroy it.

Naturally, if the Axis engineers devote any energy towards maintaining their command post, that means you have the opportunity to steal a uniform for your primary objective. Set your spawn point on the east beach and speed up the cliff side to lay in wait for their engineers.

Secondary objective: Destroy the generator

This is a secondary objective simply because it is not strictly necessary to destroy the generator to win the map. Your first consideration, once you have stolen a uniform, should be escorting an engineer through the back door. If you and the engineer are alone, you should stay with the him to cover his dynamite plant at the gun controls instead of breaking off to destroy the generator.

Nothing sets off the Axis alarms quite like “Generator destroyed!” They’ll come to the back door and gun control area in droves, ruining any chance for your engineers to sneak inside. Still, destroying the generator makes sense depending on the circumstances, such as if you have a strong team presence inside the back area, if the back area is over-defended, or if you are short on time.

Engineer

Primary objective: Build the assault ramp

Life as an allied engineer isn’t easy, especially on Battery. Your kills-to-death ratio will be deplorable as you make attempt after attempt at building the assault ramp. There are a few things you can do to improve your chances:

Use grenades to destroy enemy machine gun positions first. Well-aimed rifle grenade shots into the upper west bunker are great for clearing out gunners and field ops

Take cover behind rocks and try to time Axis airstrikes near the ramp construction area in order to increase your chances of completing the assault ramp. Don’t forget to sprint when such an opportunity arises.

There is a small nook at the base of the cliff that can conceal you from enemy view. Hide there to avoid airstrikes on the beach while waiting for your engineer power to recharge.

Primary objective: Build the command post

Your team needs all the help it can get while trying to storm the cliff, so build the command post for increased charge speed as soon as possible. The CP also provides an additional spawn point for your team, allowing you fast access into the enemy base if the generator has been destroyed.

Primary objective: Destroy the gun controls

There are several paths leading into the gun control room, however two choke points essentially dictate your choices: the main entrance and the back door.

If the Allies control the west bunker, you can expect a fierce firefight inside the main entrance. Your chances of slipping past the defenses aren’t great, but it is possible. Try to time a dash past the stairwell in between Axis spawn waves. From there you can head to the basement and eventually climb the stairs leading to the gun control room.

If a frontal assault on the gun control room seems unlikely, pay close attention to your team chat to see if any covert ops have stolen a uniform and are en-route to the back door. If so, try to sneak into the back area without attracting too much attention. Don’t bother destroying the Axis machine gun or generator – you’ll only alert the enemy to your presence.

Field Ops

With the exception of mortar soldiers, most of your team won’t be clamoring for ammunition on this map, so you can focus on airstrikes.

A good field ops must master the fine art of timely airstrikes. Knowing that enemy covert ops can easily destroy the assault ramp, try to toss the airstrike marker onto the cliff area just before the completion of the assault ramp. With luck and a bit of skill, you’ll take out any Axis covert ops laying in wait and allow your team the chance to capture the west bunker.

Medic

Your primary concern as a medic on Battery is to help your engineers construct the assault ramp. This is a thankless task but rewarding once your team captures the west bunker.

The action becomes more enjoyable as the Allies assault the main entrance. You will have ample opportunities to heal and revive your teammates as you try to reach the gun control room.

Like any class, pay attention to team chat and see if any covert ops have stolen a uniform. If your team can afford it, head to the back entrance to escort any engineers to the gun control room. A medic can make all the difference in the world as your team tries to defend planted a dynamite plant.

Soldier

As on any map, a soldier needs to adjust to changing map conditions.

Bazookas are excellent for taking out enemy machine gun positions and field ops inside the west bunker. You can also take out enemy positions on the west wall.

Avoid using the MG42 on the beach. There is precious little cover from airstrikes as you fire up the cliff, and few Axis players will spend significant time out in the open.

Mortars are great for taking out Axis soldiers on the cliff. Just be ready to change gears once your team has captured the west bunker.

The flame thrower is great for defense in tight quarters, but not for offense. Avoid the flame thrower if you are trying to help your team assault the main entrance. However, the flame thrower is a great defensive tool if you are covering an engineer’s dynamite plant in the gun control room.


(Sphinx) #4

thanks!!! any more?


(Ozzie) #5

shaftoe,
Great write up, but as an engi, I hate it when people capture the bunker, all those axis that were killed in the process, are now in front of me as I go for the generator or directly to the gun controls (yes allies can get there without blowing the gen). Although it is a pain to get up the beach and build the ramp, if a team just pretends to try to get the bunker, it is a lot of fun to see all the wtf’s when I blow the controls while axis is still fighting hard for the bunker.


(Shaftoe) #6

Ya that is a good strategy too, but it might be hard to implement in open games. Getting the cooperation of 8 or so other people to pretend to get the bunker can be difficult. :slight_smile:

I use the same strategy on oasis – once the team captures the inner city, I build the water pump and try to delay blowing the city wall so that I can sneak into the tunnel while Axis tries to reclaim the city.


(shimrod) #7

I think u are forgetting an important covops strat,

Smoke the footbridge construction area!!! Nothing helps an engy more than a little cloud cover when having his head down constructing.

Now that we are at it, for all ur future strategy guides u can add smoke objectives for covops strategy. :banghead: :banghead: :banghead:


(Pamper) #8

Have you written up the Axis strat for Battery?

That’s an easy one, actually. Here’s the ultimate winning strat:

  1. Don’t go out the back door. (Everyone knows this)
  2. Don’t go to the beach. (Everyone knows this too)
  3. Don’t go to the west bunker. If you spawn there, run away at once and reset to inside. (Many people don’t know this, or at least don’t care)
  4. Don’t even step in front of the inner MG.

If Axis obeys those 4 rules, then they can never, ever lose.

There’s only one entrance the Allies can use. It’s just as small as the vault door on Goldrush, and mobile MGs can protect it just as perfectly. But Axis spawns inside it. A team of 2 MG, 2 Panzer, 2 Field, 1 Eng, 1Med is the best. Put the MGs on the floor in opposite corners aiming at the entrace, and the Panzers on the staircase above them. Best the Allies can do is hit one of your soldiers with a rocket or grenade… they’ll never get all 4, and you respawn right there anyhow.

As long as Axis isn’t tempted to hold either of the exterior bunkers, they cannot be beaten.

PS. Waterhouse 0wnz j00.


(Steltek) #9

You need more engineers. Giving up 10 seconds or so until you respawn is way too long. You may need those 10 seconds just to clear the room of the engie and his guards. Switch those 2 panzerfaust’ers to rifle grenadier engie’s. They’re just as effective indoors and you get the bonus disarm ability. The inner MG gets knocked out quite quickly, if you shoot through there and use leaning to keep out of sight to discourage someone throwing a nade/panzer at you, and you should rack up kills.

It’s also boring as hell but a dedicated group to guard the back door AND the gun controls (when things start to go downhill that is) also helps.


As long as we’re talking about strategies and whatever. The panzerfaust and the sniper rifle are the best ways of saying “f*** you” to your teammates. You are absolutely useless to victory, congratulations. The sniper rifle can be good but not 5 snipers WHO NEVER SPOT MINES. When I snipe, it’s because I’ve already snuck inside, spotted the mines, blown their CP, and found a nice spot to hide. The panzerfaust has some specific uses on offense such as clearing bunkers and the bank and that’s about it. It is not an effective weapon for taking out the tank (airstrike), close quarters combat (SMG), defense of ANY kind (MG42), camping the objective (just don’t or switch to engie/rifle nade), or breaking up entrenched enemies (rifle nade). Do your team a favor and just forget the panzerfaust ever existed. Switch to fields ops or engineer and help your team win.


(weasel) #10

Axis should go out back. They should be able to go on to the beach. The back door is easily defended. At the beginning of the game, send a couple engineers back there. Build a command post, and plant mines along the path leading to the bunker. Leave one person there on the machinegun. There’s no way anyone can get through there with an MG and 10 mines. If you secure the back, you don’t have to worry about allies getting a uniform. They can get all the uniforms they like, and they won’t be able to get into the back. Plus you get the command post, so your field ops can call artillery faster. And you’re free to go down on the beach. Don’t isolate yourself on battery, allies will find some way to get a uniform eventually, and if they do, they’ll win, because the axis won’t realize it can still happen.


(Steltek) #11

There’s a problem with that reasoning. They’ll get one or two uniforms eventually, no doubt about that. The problem is when you give them all the uniforms they want. Then you’ve essentially created an entire other frontline to defend rather than a small door that more often than not just distracts the allies from their main objective (ever see 4 or 5 allies just milling about useless around the backdoor?). Chances are that the more they get to try, the higher the probability that they will get in and the more they get in, the more danger you put in the gun controls in.

I’ll agree that the east bunker can be held for a while but not long enough to make a difference (is 2 minutes worth of more arty really worth it?). It’s more of a threat than an advantage.


(Pamper) #12

No, a panzer is much stronger than a rifle grenade indoors. The panzer is actually an indirect fire weapon. It’s lethal radius is 3 times a grenade’s. You don’t even need to see the target, you can hit him from around a corner.

As long as we’re talking about strategies and whatever. The panzerfaust and the sniper rifle are the best ways of saying “f*** you” to your teammates.

Yes, sniper rifle is 99% of the time useless. There are a few situations where it helps, but they’re very rare. Sniping can mostly only kill newbies who stand still. So if there are newbies who are hurting you (such as calling lots of artillery on your guys), then sniping can help with them. But against a good team, sniping is useless. Players won’t stand still for the headshots.

Panzerfaust, however, can be useful in many more situations. As long as the teams are large (10v10 or more), Panzer can be a good choice. A panzerer on defense can move around a little and isn’t as vulnerable as an MG42.


(Steltek) #13

I very rarely see a panzer kill more than 2 people in one shot unless the player was waiting outside a spawn point. Typically, I see a panzer player run around with it ready to shoot and fire it at the first person who comes around the corner. If the shooter is lucky, he may even avoid killing himself! Completely stupid and a waste of resources. The better players wait until there’s a large group that stays still for a few seconds. He kills 2 or 3 and waits for the next large group to come by. Too much waiting, too little fighting (unless you count pistols, which I don’t; pistol vs. SMG is just a joke), and just too specific a target to dedicate your time to.

Any class aside from soldier provides some direct benefit to his teammates. That means when you switch to soldier, you had better do A LOT of killing to make up for it. A panzerfaust won’t make the cut except in the circumstance I described in my last post which are very specific and it doesn’t do that great job there either. Think about the main soldier weapons. A good mortar solider can wipe out half the enemy team in 2 or 3 shots. A good MG42 can hold off an entire wave if occasionally fed with ammo and health. A panzerfaust? A panzerfaust can kill a couple (if that) people every so often. Sorry, no sale. If you intend to play as a team, you’ll just forget about ever using it.

About using a panzer indoors, I don’t think you know what indirect fire means but let me try to explain what I meant. In that particular quote, I was talking about using rifle grenades instead of panzers in defending the front hall in battery. The splash damage on a rifle grenade is enough to take out 3 or 4 closely grouped people which is the typical situation of a large rush in the front hall area. The hallway is very narrow and people tend to follow attackers like sheep sometimes or simply mill about by the door. There will be very very little benefit to using a panzerfaust here. Certainly nothing that overrides the benefit of being able to disarm the dynamite. You do rush to the gun room when you’ve been told an allied engineer is there, right?


(Pamper) #14

If you don’t know how the panzer can be awesome, you haven’t played enough. It is the very best soldier weapon.

Now, soldiers in general are not important unless you’ve got a huge number of enemies to kill. Med, field, or engie is normally more valuable. However, if you do need to kill 4-5 people, then panzer is the best. Mortar is rarely useful. MG42 is decent, but panzer can often do its same job better, and with less risk to the operator. (For example, the tunnel on oasis. I can defend it better with a panzer than an MG42, although both work)

It’s important to remember that panzer sucks until you level up your heavy weapons. It’s the weapon that improves most for soldiers as they advance. Here’s a list of how much each soldier skill improves each weapon:

Level1: Does nothing for MG42 or flamerthrower. Helps mortar a little, and panzer enormously (you actually get double the firing rate)
Level2: Does a tiny improvement for MG42, but hardly matters.
Level3: Does nothing for MG42 or mortar (since you don’t walk around with them out). Helps flamer a tiny bit, but is a huge benefit for panzer.
Level4: The SMG you get is primarily useful when waiting to recharge the panzer. It doesn’t help MG42 or mortar at all (they don’t charge). It’s a small help for flamer, but really helps a panzerist be lethal.

So clearly, all soldier skills are biased towards improving the panzer.

In addition to TREs (target rich environments), there’s another place that panzer can be incredibly important: HVTs (high value targets). Sometimes you get one enemy who’s so awesome with SMGs that he can shutdown your entire team, unless you’ve got an unstoppable weapon to kill him with. The panzer is the best way to defeat someone of vastly greater combat skill.


(BlackDeath) #15

I hate people like you, i really do :smiley:


(rgoer) #16

I’m surprised nobody has mentioned the most important strategy of all: don’t step on mines that were laid by your fucking teammates!

Oh, and what’s this about “standing still for headshots?” You guys, apparently, haven’t gone up against a really good sniper ;^)


(Steltek) #17

Okay, rather than arguing my points, you proceed to tell how much you can kill people (and you forgot to add, “every 20 seconds or so”) with the panzer.

You clearly have no idea what the hell you are doing and adding in that little bit about (paraphrased) “killing the really good players using n00b guns”, aside from being already covered, just pisses me the hell off.

Can’t compete? How about we just make yourself even more useless and switch to the panzerfaust! Pathetic.


(Hellpig) #18

A strategy I would like to try out on Siwa Oasis, but never have been able to do is this …
When the allies have captured the Old City - axis allways seems to go nuts. Allmost like death seeking kamikazes they launch into the caves or the passage through the house. What I’d like to see is 2 - 4 FieldOps covering those two “entrances” with massive fire. The rest of the team should keep away - just picking the allies that make it through the barricade of fire and of course a couple of guards at the canons.


(Ranstaton) #19

Sniper is very useful in some situations. And as mentioned before, the enemy doesn’t need to be standing still for a good sniper to make his head shots, or two body shots. Although what most people don’t realize is that the sniper could be doing much more useful things most of the time, rather then just sitting on his ass missing people…

Panzer is mostly worthless except as allies on beach and for spawn camping. Although it will let you kill a few people, without them having much of a chance, it leaves the user too helpless the rest of the time, until level four. It is next to worthless for killing the tank. It takes about three shots to kill it, and once you finally finish it off, the enemy team can have it repaired before you’re ready to fire again.

Rifle grenades are very useful, but rarely used as they should be. Assholes go around with the grenade loaded and just hit you with it at close range so it falls to your feet and explodes. Engineer’s energy can be used in much more productive ways then killing a single enemy, that could just as easily be killed with an SMG or the actual rifle part of the gun…

And some other stuff, but I forgot what it was.


(Pamper) #20

There was no point, so I had nothing to argue.

The splash damage on a rifle grenade is enough to take out 3 or 4 closely grouped people which is the typical situation of a large rush in the front hall area.

I’ve never seen a rifle grenade kill more than 2 people. OTOH, I’ve killed 8 with a single panzer (and 3 with a hand grenade). Also, when you panzer someone, he’s really dead. Grenade victims can usually be revived. And, a level4 medic or eng can withstand a grenade to the face, but a panzer will still kill him.

Any class aside from soldier provides some direct benefit to his teammates. That means when you switch to soldier, you had better do A LOT of killing to make up for it

Doing “A LOT of killing” is exactly the job of a decent PanzerSoldier. That’s all they do. They can accomplish this in any situation with a large number of players per side. I’m talking 10v10 to 32v32.

You mentioned some “special cases” where you need a panzerfaust. Well guess what? If you wait to switch to panzer until you run into the situation, then it’s too late. If a Nazi mobileMG is blocking the way, your team would like to be able to panzer him immediately, rather than waiting to respawn with the rocket launcher.

What if you have a squad of 4 pushing into the Axis base? You need 1 eng to complete the objective, 1 medic to keep everyone alive, probably 1 covert to clear the path. Who for the 4th guy? Fieldops won’t help much (if you took ammo before you left). The choice is ether a 2nd medic, or a soldier. And if its a soldier, you need someone who can keep up with the team, and yet unlease major damage when things look rough. You need a panzerfaust.

Any class aside from soldier provides some direct benefit to his teammates.

The Covert Ops helps his teammates by giving them vision. However this is a small benefit, and a CovertOps in disguise can actualyl hurt his teammates by making it harder for them to recognize real enemies.

If you want to be maximally useless, a mediorce Covert Ops beats a mediorce Panzersoldier any day. (A BAD player will be more harmful to his team as a panzer, fieldops, or eng though, for obvious reasons)