worst/best case scenario strategies


(Zan) #1

Do you think it’s correct to have:

  • An axis engineer setting mines around fuel dump from start.

  • An axis engineer to build first tank barrier from start.

  • An ally engineer to destroy first tank barrier before tank is actually repaired.

  • An ally engineer planting mines in front of second axis spawn in gold rush, to kill some after tank is taken.

  • Someone to block entry through axis spawn in gold rush, as soon as doors are open.

    I mean, do you think it’s good to send a small part of your team to “next” objective weakening a little “current” objective. It helps recovering from a first objective loss, but could also be the reason of it.


(Dawnrazor) #2

As long as its 1 (in words ONE), that is not too bad, perhaps some covered ops that makes it way through may step on those landmines.
I usually do it as soon as they blow the tunne grate…

Yes, but again only ONE, the rest should be busy guarding the tank!

Not really in my opinion, you get way better chances do do it, if you stole that goddamn tank!
But in rare cases it can be a surprising thing to do…(but I wouldn’t recommend it)

Can be quite effective, but may be interpreted as spwankilling…

What you mean by block?

As longs as it’s only one person, it should not hurt the completion of the current objective too much and it can be a very effective method.
Especially on maps where you have the chance to win the map without finishing all objectives (like on fueldump).


(Zan) #3

And we don’t want to kill spwans. :smiley:

Kill any ally who tries the technique of entering through the axis spawn zone and go to the bank (usually backstabbing someone in the process).

[quote=“Dawnrazor”]

As longs as it’s only one person, it should not hurt the completion of the current objective too much and it can be a very effective method.
Especially on maps where you have the chance to win the map without finishing all objectives (like on fueldump).[/quote]

I agree, however in pub servers the “only ONE” part is quite hard. Sometimes it’s no one, sometimes six in a 8vs8 server. As in every single ally engineer going to destroy first tank barrier while the rest of the team keep entering through the big door, trying to immagine how can all the engineers be killed without even getting close to the tank. :banghead:


(Dawnrazor) #4

LMAO, no one wants to kill these cute little animals :smiley:

You mean the spawnpoint at the bank, right?
As long as you don’t kill any spwans this might be alright :banana:

Yep, this is a problem, but it might avoided by talking to your team (OK, on pubs most ppl give a shit 'bout what you talk…).

But that is the situation where the dynamiting the barrier might come in handy. If axis are stupid enough (given they are also all engineers :D), they all rush from the big door to the first tank barrier and one lonely eng can sneak in and steal that damn tank…


(BlackDeath) #5

1.) A very effective combo i found is an MG-42 + Fld Ops right on/behind the 1st truck barrier on Goldrush as allies. The MG can mow down any axis that come out of the front passage, and the Fld-ops, if lvl 3, can continue arty the second, larger exit. This allows everyone else to do whatever they want without any resistance. The axis are required, if they dont wanna die, to walk all the way around to the back exit, which can be guarded by another MG-42.

2.) I always construct the 1st tank barrier before we (axis) lose our initial spawn. I’ve seen scenarios when allies repair tank, and then lockdown the 1st tank barrier, not allowing the axis to even get close. Then they have totally bypassed the 1st major obstacle without any resistance.

3.) Instead of mining fuel dump, I usually mine the allied command post. Most allies stop over here. I usually put one mine after the team door in the fuel dump, and two over in the entrance to the tower, mostly because all good covert ops will go up through the roof. However, downside is that covert ops who know what they are doing will run around with their binoculars are up, searching for mines while they run. Unless it is a 6 or 10 map campaign, and not the 6th or 10th map ill usually ask a lesser XP player to guard fuel dump, becuase im best used on the front lines, in the middle of the action, because ill have a ton of stuff maxed out. Then if the guard dies and reports that he did so, ill /kill and spawn at the fuel dump, preparing to disarm some dynamite.

B_D


(SylverDragon) #6
  • An axis engineer setting mines around fuel dump from start.

I think this depends on the ally team you are facing. If they have a Covert Ops who is worth their salt, then yes, get the fuel depot mined,
especially the front door and the door to the top. Its far too easy for a CovOp to get a uniform and slip into the fuel depot and once the CovOp is in, it only takes one slippery engineer to make a good bridge defense moot. Usually, I will try and spawn back at the Fuel Depot spawn point as an engieer early on, if my team looks like it will hold the bridge for a bit without me, and set up mines and the gates. I’m not that important that my team can’t get along without me for a while.

  • An axis engineer to build first tank barrier from start.

This is something I would always suggest. That first tank barrier can be a killing ground if the axis are halfway competent. With it being so close to the axis spawn, and with the barrier as exposed as it is, it can be a real pain for an allied engineers to plant on it, and defend the dynamyte long enough for it to blow. Though as Dawnrazor pointed out, it needs to be only one engineer doing this, everyone else should protect the tank. That is the first choke point, and a damn good one.

  • An ally engineer to destroy first tank barrier before tank is actually repaired.

Hadn’t considered this one before, I guess it would be ok if it is only one engineer again. But, considering the difficulty that can be had in getting the tank repaired, the allies probably need all the help they can get in getting the tank up and running. Plus, this might just create another tug of war, blowing up the barrier, axis rebuilding it, which would chew up resources and time that the allies don’t have. On the other hand, that barrier can be a real pain to get past once the tank is moving, so maybe one engineer to keep it down would be well spent.

  • An ally engineer planting mines in front of second axis spawn in gold rush, to kill some after tank is taken.

This is just good clean fun. :smiley:

  • Someone to block entry through axis spawn in gold rush, as soon as doors are open.

This is almost a requirement for the allies. With the axis spawn so close to the bank, the allies need to do something to stem the flow of axis soldiers into the vault. Mind you, I would at least say stay outside of the actual spawn area, but once they get to the tank/first archway, I say the axis soldiers are fair game.

I mean, do you think it’s good to send a small part of your team to “next” objective weakening a little “current” objective. It helps recovering from a first objective loss, but could also be the reason of it.

This is probably going to be a judgement call each game. If you have a team that can probably do without you for a little while, then sure hit the next objective, just keep in mind that means that your team is down a man, and the other team may well be able to just rebuild/recover from your getting ahead while your team is still stuck at the previous objective. For example, my personal pet peeve are the engineers who are blowing truck barriers and/or repairing the truck before the bank doors are even blown. The truck and associated barrier can wait until the gold is in the truck, until then, get down to the courtyard and help your team.