IPB

Welcome Guest ( Log In | Register )

7 Pages V  1 2 3 > »   
Reply to this topicStart new topic
> Barbarossa tactics and strategy
ScrapyardBob
post 01/06/06 1:25am
Post #1


Major
Group Icon

Group: {MOB}
Posts: 814
Joined: January 6th 2006
Member No.: 1519
Xfire: scrapyardbob



(because I can't sleep at the moment)

So let's talk about the odd, the crafty, the nifty, and the common sense of the Barbarossa map. Focusing primarily on "base assault" mode, although the map is also well suited for CTF. (Definitely a favorite map of a lot of folks.) Apologies in advance if I get long-winded and please try to keep it civil. There's a lot of opinion when folks talk about tactics and just about any idea works at least part of the time. If you don't like a tactic, please explain how you would beat that tactic rather then deriding the poster.

First off, my impressions of the bases.

Russian #1 (N flank)
- Moderately difficult to defend. German attack is usually through the W pass, but sometimes they come up the river valley to the south. Or, if Russian #3 has already fallen, germans can swipe tanks and attack along the back road. Germans also tend to slip into the house on the SW side where the anti-tank weapons are stored. The tank parked near #1 is a prime theft target.
- This base tends to be ignored by most allied players, making it more difficult to defend, but easier to attack.

Russian #2 (S flank, forward position)
- Moderately to extremely difficult to defend. The germans can attack this base from the S riverbed, through the town that is downslope, from the hilltop pass to the NW, or from the N flank. Tanks have to be rushed forward (on a constant basis) from the rear to protect this base.
- Strategically, only worth defending if you are behind on points. Same problems as German #1. Only inexperienced players attack this base first (or plant bombs here first). Smart players leave this base alone, forcing the enemy to spawn at a base without any nearby tanks.

Russian #3 (SE flank, rear position)
- Easiest to defend, unless everyone is playing offense and nobody is minding the store. Germans can sneak in through the houses or sneak in via the right flank into the russian spawn area.
- If the germans fail to destroy this base before the other 2 bases, the round typically ends up as a stalemate (or loss).

German #1 (S flank, forward position)
- Difficult to defend. The russians have multiple approaches to the base (south riverbed, the town bridge, down the hill from the hilltop pass, or up the valley from the N bridge).
- Strategically, only worth defending if you are behind on points. Same problems as Russian #2. Only inexperienced players attack this base first (or plant bombs here first). Smart players leave this base alone, forcing the enemy to spawn at a base without any nearby tanks.

German #2 (S flank, rear position)
- Moderately easy to defend, but only if actively guarded. Russians either sneak through the tank park, attack via the N road, or sneak up the S road.
- A lot of players ignore this base until it's too late. They won't start defending it until it's open and has been planted once. An early russian offensive on this base typically results in a win for the allies. Leaving this base for last usually results in a stalemate or loss.

German #3 (N flank)
- Moderately easy to defend. Attacks are typically from the N bridge, the hilltop pass to the SE, or russians sneaking up the back road or past the bush at the german anti-tank gun.
- This is a strategically important base for the germans. Guarding #3 also allows them to guard their N flank. Losing #3 typically results in germans forgetting to watch the N flank, allowing the russians to attack the german spawn.


--------------------
IPB Image
IPB Image
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
ScrapyardBob
post 01/06/06 1:50am
Post #2


Major
Group Icon

Group: {MOB}
Posts: 814
Joined: January 6th 2006
Member No.: 1519
Xfire: scrapyardbob



The anti-tank weapons and their uses during a base-assault game:

The germans have (3) "paks" and the russians have (5) 45mm weapons in stationary positions. I think I know all of the spots that can be hit with these, but I'd appreciate corrections and additional information. Especially tips on how to aim these weapons to hit specific spots on the map.

German 3: (near German #3 base)
- Guards the N bridge crossing (devestating to a russian advance)
- Guards the hilltop pass to the SE
- Can lob shells towards Russian #3 and #2 (yes/no?)
- Powerful location, but gunner is vulnerable to sniper fire from the opposing ridge.

German Middle: (between German #3 and German #2 bases)
- Overlooks German #1 and can hit targets in both passes near German #1.
- Can destroy the Russian 3 cannon.
- Can shell the Russian #3 base.
- Powerful location for stopping russian advances along the S side of the map, but gunner is vulnerable to snipers (and return fire from Russian 3 gun).

German 2: (guards the N road near German #2)
- Limited to shelling anything along the back road between German #2 and German #3 bases.
- Fairly safe location, small danger of snipers. Can be a nasty surprise for russians advancing along the back road to the north.

Russian S front: (W end of russian town)
- Limited range of motion.
- Can only hit tanks on the east side of the hill (basically worthless). The enemy can sit on the very top of the hill and kill you with impunity.

Russian W: (forward middle)
- Can shell German #2 (yes/no?)
- Can shell the town bridge to the SE and the hilltop pass to the E
- Can shell German #3 (yes/no?)
- Good location if you can keep from being flanked. It can completely shutdown any german advances through the middle of the map.
- Gunner is vulnerable to sniper fire but can shoot back at sniper locations. Gunners are usually killed by germans attacking from the S side along the trench.

Russian N: (north flank)
- Can shell German #1 base (yes/no?)
- Can shell German #2 base
- Can control the N bridge. This is a very powerful location for controlling the N flank against german advances. Some danger of sniper fire from the bridge area, but you can shell any sniper locations.
- Weak against anything that breaks to the N side of the field, or being flanked from the road/field to the south.

Russian 3N: (rear middle)
- Can shell German #3 base (put the crosshair on the top of the tallest tree in the treeline in the direction of German #3)
- Limited ability to control the middle pass at the E end of town
- Limited ability to control the N pass by Russian #1
- Severe sniper issues (mostly the middle pass where you can't return fire).

Russian 3: (behind Russian #3 base)
- Can shell the german middle pak (tilt all the way up, position over the bush at the end of the fence along the town road). If the germans are shelling #3 with their pak, this is the weapon to use to stop them.
- Can drop shells along the ridgeline between German #2 and German #3 bases.
- Limited ability to control the outside of the left side houses.
- Strong ability to shell tanks coming down the hill from Russian #2
- Strong ability to shell anything on the road running through the town
- Weak ability to lob shells at the N pass near Russian #1
- Rare sniper issues, biggest problem is germans breaking or sneaking into the spawn area to the north. Germans can also sneak into Russian #3 without being seen if they stick to the outside of the left side houses.


--------------------
IPB Image
IPB Image
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
ScrapyardBob
post 01/06/06 2:34am
Post #3


Major
Group Icon

Group: {MOB}
Posts: 814
Joined: January 6th 2006
Member No.: 1519
Xfire: scrapyardbob



Defense (general): Not a complete list, but some of the common things I see on the pub servers.

1) If you're outbound, look around: The biggest issue that defenders have to deal with is unannounced visitors behind their lines. On a large map like Barbarossa, information is power (and often spells the difference between victory and defeat).

2) Notify: If you see an enemy on home turf, warn your teammates unless you're assured of a kill. This can be as easy as the voice commands (V21 for infantry, V55 for jeeps, V56 for tanks, V57 for heavy tanks) or by hiding for a second and typing out more detail. Be brief but specific ("2 tanks at our 1" or "2 inside our 2" or "heavy on S road"). If you're about to die, let your teammates know what is about to kill you. But if you get taken by surprise, keep quiet until you can run back and verify (don't "ghost"). Voice chat makes this easier in a lot of ways.

3) Guard your spawn: If nobody is guarding your spawn area, you have nobody to blame when the enemy sets up camp and proceeds to slaughter you in your spawn. When you spawn, always look around rather then assuming that it's safe. Take a few seconds and check the usual hiding places for sneaky enemies who may be laying in wait. Spawn killing is fair game on MOB servers. Whining about it is pointless, spend that energy fixing the cause (and guard your spawn!).

4) Control your flanks: If you don't control your flanks, your enemy will gladly do so for you. Look at your compass when you spawn. If there's nobody on a particular flank, make a point to check that area as you head out to attack the enemy positions. (This includes things like sweeping the S road near German #2, or making sure to check the N road between German #3 and Russian #1.)

5) Spread Out: If there are multiple teammates guarding a particular spot, don't sit next to anyone else. A single artillery strike will ruin everyone's day if you clump together. Multiple defenders in the basement of a bunker is usually nothing more then extra points for an attacker who tosses a satchel down the stairs.

6) Buddy Up: If your buddy is watching the right flank, you should watch the left flank. Stay within sight of your buddy. If you really spot something, notify your buddy so that they know to pay attention to your direction of fire.

7) Stay Quiet: Don't fire unless you have a target. Try not to move the turret on a tank or gun unless you have to. A defender's biggest advantage is that of surprise. Keep the attackers guessing as to whether there are defenders at a particular spot. Most players will get over-confident and walk right into your kill zone before spotting you. This usually allows you to annihilate incoming attackers, often without taking any damage at all.

German Defense:

Base priority: #2 & #3 > #1

The germans have one very weak base (#1) and a pair of moderately strong bases (#2 and #3). Unless you need every last point, it's an easy decision to abandon German #1. Spawning at German #1 results in teammates with no easy access to tanks or jeeps. German #2 and German #3 are far easier to defend.

Russians should try to plant German #2 as soon as the base is opened up. The germans often don't defend or re-inforce defenses at #2 until the russians have attempted a plant at least once. So if your bomb team gets there as soon as it opens up, you can surprise the germans and destroy the base. Showing up with 2-3 russian tanks via the south road often works well as the germans frequently fail to guard the south road.

A good team of russians sometimes plant #3 as a diversion before planting #2. So if half of your team is already chasing a bomb team in German #3, look at your compass and see if German #2 is undefended.

Russian Defense:

Base priority: #3 > #1 > #2

The russians have one very weak base (#2), one moderately weak base (#1) and one strong base (#3). Similar to the german side, unless you need every last point in the round, sacrificing Russian #2 is almost always a good decision. The #1 base is a secondary sacrificial lamb as it's a somewhat difficult spawn point.

A smart german team will attack Russian #3 first and foremost. A lightning attack at the start of the round has a high possibility of success. Most russians will have run off to attack the german bases, which means you can sweep in with jeeps / fast tanks and control the area around Russian #3.


This post has been edited by ScrapyardBob: 01/06/06 2:34am


--------------------
IPB Image
IPB Image
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
Bargod
post 01/06/06 4:04am
Post #4


The Bargod
Group Icon

Group: {MOB}
Posts: 5008
Joined: March 4th 2004
From: Dallas
Member No.: 641
Xfire: bargod



WOW! You've got a lot of time on your hands! LOL! I haven't read it all yet, but it looks like you've got it figured out. I, personally, believe I know this map inside out, but it's nice to see you make the effort to clear things up for those who haven't played it a million times, lol. Thanks, and I look forward to finishing this and seeing you in the server.


--------------------

IPB Image
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
Blinky
post 01/06/06 5:24am
Post #5


Major
Group Icon

Group: {MOB} Regs
Posts: 772
Joined: August 8th 2005
From: Tampere, Finland
Member No.: 1287
Xfire: blinkieb



Hi, ScrapyardBob! smile.gif

You surely have spent time doing your masterplan, lol biggrin.gif Have to say you got many good points on your strategy, problem is that people tend to forget the meaning of defence, specially when it comes to Axis 2 bunker. sad.gif Every1 is just thinking their own killing scores. Specially last night happened what you said, that axis side forget the secure spawnarea behind base 3 and result was that russians raped our troops there multiple times. flamethrowingsmiley.gif

Any recall, Maj Mac??? biggrin.gif Number 1 spawndestroyer, unofficially of course.

Anyway, waitin to see you on Barbarossa 2, ScrapyardBob.

Lets have a good fight....


--------------------
IPB Image


IPB Image
IPB Image
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
Cpt.Canuck
post 01/06/06 11:05am
Post #6


Second Lieutenant
Group Icon

Group: {MOB} Regs
Posts: 443
Joined: January 3rd 2006
Member No.: 1511



Post of the year, Bob! Well done. smile.gif


One thing to add: Jeeps. Completely under utilized by a lot of inexperienced players. I love hopping in a jeep at spawn and tearin' down to the opposition's last base, avoiding artillery, tanks, and gunfire, hopping out at the last moment and ducking into the base to plant the bomb and, of course, win the game tongue.gif . It's reckless, but probably has a higher success rate than trying to be stealthy and sneek into a bunker that is well guarded (eg: Russia 3 and that pesky 45mm that is always trained on the entrance).
On the other hand, Jeeps are great for defense as well. I've been all the way down at Russia #3, and making it back home to Axis #2 via a stolen Jeep to diffuse.

This map...er, battlefield, would be amazingly fun to play without the noobs. That's when strategy would actually mean something.








--------------------

User is offlineProfile CardPM
Go to the top of the page
+Quote Post
Maj. H8Red
post 01/06/06 12:42pm
Post #7


Major General
**********

Group: Banned
Posts: 2922
Joined: July 13th 2005
From: Hockey Town
Member No.: 1247
Xfire: majorh8red



QUOTE(ScrapyardBob @ 01/06/06 1:50am) *


Russian W: (forward middle)
- Can shell German #2 (yes/no?)
- Can shell German #3 (yes/no?)
[c} Russian north raod
Can shell German #1 base (yes/no?)
- Can shell German #2 base



Actually the middle PAK on Russian side can attack all 3 German bases as well as other tactical positions. The most valuable piece of stationary equiptment in the Russian arsenal.
Russian PAK on North road can only attack German 1 base & bridge.
There are alot of advantages of the PAK's, but there are also alot of vulnerabilities (someone, please make me stop using big words) to them as well.
I think the more experienced players of this battlefield know what tactics work & which ones don't (e.g.) destroying G1 or R2 before the other 2 are destroyed (can be very frustratin when this happens)

Signed, Pak master
LOL


--------------------
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
ScrapyardBob
post 01/06/06 6:08pm
Post #8


Major
Group Icon

Group: {MOB}
Posts: 814
Joined: January 6th 2006
Member No.: 1519
Xfire: scrapyardbob



Hitting the entrance of Russian #3 with the Russian 3 45mm is tricky. I have to aim at the left door jam (from the 45mm's point of view) and the target is about 1 pixel wide. My success rate for stopping germans who get that close is only around 50%.

Other things I haven't written down yet.

1) The russian T34 that spawns at the back of the russian spawn area (behind Russian #3 base) can hit the German #2 base. Without moving the T34 from its starting position, aim between the two tall slender saplings in the direction of German #2. I believe the sweet spot is about 2/3's towards the right sapling if you put the crosshair on the diagonal branch that goes upward from the left sapling to the right sapling. One advantage to this location is that you can keep an eye on Russian #3 area and alert teammates if the germans show up.

2) It's also possible to hit German #2 by parking a tank on the south side of the Russian #3 base. Unfortunately, I have trouble finding the sweet spot for this shell arc.

3) Another spot to hit German #2 from is the N pass in front of Russian #1. This is an easier shelling spot and you double as a roadbump to any german advances along the N road. Not sure if you can tuck your tank down beside the house to avoid incoming fire from the N bridge.

4) I need to write up parts about tank stealing. I know of a few spots and some of them are extremely sneaky. Tank stealing is a key tactic early in the round, but finding good hiding spots for the tanks can be difficult. Your teammates are as big of a hinderance as the enemy.
- Riverbed SE of German #1
- Riverbed at N bridge
- Minefield by Russian #3
- Minefield by German #3 (or better, in the stand of trees just up the hill)
- Back of the russian spawn area
- Behind German #2

...

Thanks all. Like I said, I couldn't sleep last night, and I've been thinking about this post off and on for a few days. So by dumping it to text last night, I could force myself to stop thinking about it. I also ran out of steam towards the end when I was talking about specific bits of German/Russian defense. I have a better idea of how I want to talk about defending the different bases from personal experience.

Hmm... no edit button, guess I can't go back and fix the stationary gun post.


This post has been edited by ScrapyardBob: 01/06/06 6:13pm


--------------------
IPB Image
IPB Image
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
ScrapyardBob
post 01/11/06 11:30pm
Post #9


Major
Group Icon

Group: {MOB}
Posts: 814
Joined: January 6th 2006
Member No.: 1519
Xfire: scrapyardbob



It's amazing how much mayhem erupts behind russian lines when the germans control the area around russian #1. One or two tanks hiding in the treeline up at russian #1 can cause all sorts of havoc for the russians. I've gone up there solo (without any support) and shelled the rear middle pak area and the exit to the russian spawn. It typically takes at least a minute or two before the russians can manage to dislodge me from my perch up on the hill.

The russians spent at least 10 minutes tonight attempting to dislodge germans from the right flank between the russian spawn and russian #1. The germans simply kept bringing additional tanks into play on the right flank, reinforcing their position up on the hilltop. At the same time, germans were slipping in on the left flank and repeatedly planting russian #3. Those ten minutes were extremely hellish for the russians and very stressful (and morale-busting).

...

Looks like the russian 45mm (Russian 3N: rear middle) plays a key role in planting german #3. There's a spot that allows you to plant shells onto german #3 that will kill off germans as they attempt to storm the bomb team. I got 6 kills in a row during one plant (which then succeeded). Lemme see if I can describe this spot without a picture.

Using the 45mm (rear middle), aim towards german #3. You will see a treeline when you tilt the gun almost all the way up. There are 3 "tall" treetops on the left side of this treeline. The 2nd treetop from the left side is the one you use to shell german #3 (put the crosshair T directly on the tip of the tree). If you lower the crosshair so that the horizontal bar is even with the top of next tree to the right and shift the crosshair a smidge to the right (about 45 degrees down and right from the treetop tip) you'll be in just about the right spot.

My guess is that I was either landing shells in the stairs, hitting the doorway, or landing shells just outside the front door to the bunker.

...

Anyone know the magic spots for the german paks?


--------------------
IPB Image
IPB Image
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
realdeal
post 01/12/06 9:22am
Post #10


Admin
**********

Group: Not The One & Only
Posts: 7517
Joined: July 26th 2002
From: New York
Member No.: 2



Good work Bob! Maybe you could post some screenshots of the several different pak shots you mentioned, particularly the one that shoots into the German 3.


--------------------
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
Cpt.Canuck
post 01/12/06 10:44am
Post #11


Second Lieutenant
Group Icon

Group: {MOB} Regs
Posts: 443
Joined: January 3rd 2006
Member No.: 1511



QUOTE(ScrapyardBob @ 01/11/06 11:30pm) *


Looks like the russian 45mm (Russian 3N: rear middle) plays a key role in planting german #3. There's a spot that allows you to plant shells onto german #3 that will kill off germans as they attempt to storm the bomb team. I got 6 kills in a row during one plant (which then succeeded).



This is the only one I know too...
Although you can launch shells from one of the Russian 45s onto German 2; and the Germans can hit R2 and R3 for the same purpose. Unfortunately I dont know the 'sweet spot' for any of the other big guns, as I dont use them that much. I just hate being German now because every time I go to defuse I get a Russian shell up my ass. cussing.gif

You should take some screenshots and post 'em - then get this strategy guide published.


--------------------

User is offlineProfile CardPM
Go to the top of the page
+Quote Post
Maj. H8Red
post 01/12/06 5:45pm
Post #12


Major General
**********

Group: Banned
Posts: 2922
Joined: July 13th 2005
From: Hockey Town
Member No.: 1247
Xfire: majorh8red



QUOTE(Slyk @ 01/12/06 5:30pm) *

far less effective pak guns for bombardment. I know that will annoy half the crowd, but...

That's it, I'm not playing that map with less effictive pak's......EVER j/k. Awesome job on BARB, totally sweet battlefield. I'm so addicted beer.gif I'm sure the next masterpiece will be just as cool. Thanks for creating Barb.


--------------------
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
Hellfighter
post 01/12/06 5:46pm
Post #13


Major General
Group Icon

Group: {MOB}
Posts: 2111
Joined: November 15th 2005
From: Quebec, Canada
Member No.: 1424
Xfire: hellfighter1x



I hate me sometimes.
I just spent over an hour on a long indepth dialogue for this thread. Then in my usual scatter-brained way, I decided at the same time to make a nice signature pic for my profile. So off I go to profile page to see how to upload the pic. Then I decide to edit the pic-making a copy paste edit- after forgetting I just copied my Barbarossa piece, but not saving it. Poof-All gone. Poetic justice since alot of what I wrote was about the dim mindedness noobs have in the game. So mercifully to readers now, I'll do a much abbreviated version.

1.Use stealth
This great map has a trove of hideaways and ambush spots - Hide in cover when impossible odds approach, but then have patience to stay hidden until support arrives. Let the enemy move past you if they are unaware of you in their base. It's one less in defence you have to face when you are ready to move in.... not to mention that the SOB you kill in the back will be hunting you in your revealed location once respawned.
2.Think Alamo on Defence of last base
Regarding all German bases and Russian 3 in particular, using non-jeep friendly vehicles to block exits is great but, double up the solidity even more by placing similar vehicles right behind the blocking ones. Not only does it increase the time for attackers to get all the junk out of the way but it denies the smart-ass who figures out how to jump in a blocking friendly vehicle[as if to capture it to move it] from outside then exiting it into the base!
Beat the talented long-range artillery scuzbags who own base exits when their opponents attempt to defuse. One way is if you have time, drive a non-jeep vehicle into the line of artillery fire so that it takes the blasts and covers you/team rushing into defuse bomb. Methos 2 requires careful timing and moving in during the reload of artillery shots... maybe 2 seconds. Another way is to have someone club the artillery man's brains out with binoculars.
3.Team effort
Regarding Noobs; Explain nicely [as is possible under stressful combat situations]to noobs the full logic behind ....greatly increasing odds of victory going after enemy bases in the smart logical order/what bases not to plant at [for chrissakes!]/no-no-noooo don't drive that hidden captured enemy tank back to the enemy/ mofo-why did you shoot that enemy tank we pt in the minefield/why why oh why did you drive past our base when it needed defusing/wtf are you sitting in the tank for outside the base they just broke into and are planting at?!! /// OMG I hate this game!!!!!
Everyone on team needs to take turns on defence for a few minutes when things get hot.
Unless you are in the enemy area, a jeep can fly back to neutralise enemies planting bombs. The 'let someone else do it' syndrome is pathetic if you are in a jeep or on foot and otherwise unpreoccupied with self-preservation, and are in range to help defend -turn AROUND to defend is fair play.
4.Smoke Nades!!!! ...passing~~~~~
Smoke nades are great for distracting and getting you out of tough spots as you know. But as a strategic weapon these are greatly underused. In the fury of a final base assault. Everyone on attack should unload their smokenades as a barrage as soon as is possible to destabilise an effective enemy defence. If you are unnoticed, toss smoke nade in front of camping tanks, snipers, bunkers, machine gunners, and artillery- help out your team moving up behind you. When going insane under a spawnrape situation, toss smoke nades as soon as you respawn. Barbarossa is good spawn ownage territory.
5.Rain down the arty/ bad Camping Kraut tankers
Particularly at the start of round 2 of a battle, the Germans screw up by not having everyone with their artillery and tanks rush on masse to the Rusky base 2, and from that hilltop pummel away at Rusky 3 for one minute to blow it up almost that fast! Similarly, the Germans bust through on the left flank to reach the Rusky base 1 with a large armoured force - here, the noob tankers screw up bigtime. Instead of flying towards the Russian spawn and capturing tanks or even blasting base 3, they sit back pounding Rusky base 1- Respawning Soviets get in their tanks safely and effectively counter attack the once superior krauts at base 1.
6.Sniper roles Rules and ruling
A great map for sniper country, but the sniper has to be creative since the obvious spots are soon known by an enraged and vengeful enemy. Upgrading pistol skills prolongs your life. When you see trouble coming, don't hide- run fast and far away as possible. Barby map has great leap forward/back positions.
7.General Strategies
Fast insertion

Noobs need to pay attention to vets in game on this. Yesterday a new guy on the Russian team shrilled out "I thought base 3 was the hardest to take!" in a game where they lost in 8 minutes. Of course the vets know the only way possible to win this fast. 2 or 3 full jeeps slip by rusky capture any spawn tanks at their base 3 area, then split up after rusky 3 is down to finish off 1 and 2; all this providing any bolshevik defence there is quickly overcome.
Methodical Advance
The slower more tactical game requires heavy armour building up in a series of launch points gained in leapfrog style, each move ahead needs to be sure of neutralising enemy defences with long range tank/cannon fire, arty, snipers and if possible, a flood of smoke nades.
Banzai
Daring and craftiness are required for final base attacks versus German 2 or Russian 1 if they are well defended and the last to be attacked. Often success will rely on 1 or 2 teammates being the sacrificial rabbits to distract the main wrath of enemy fire while the mainforce of attackers makes a lightning attack in a big mass. The 'rabbits' should 1] use themselves in jeeps driven by enemy positions to swing away enemy attention very fast, 2] Throw smoke nades or satchels at camper tank positions/bases 3] Bring an accurate arty just before getting blown away [particularly at German 2.
Napoleon
Go after the enemies soul and not the soldiers... ie, spawn rampage- no, not spawn rape-there's a difference. Requires boldness and then smarts not to just stay there and camp rape, but to progress fast to the rear of the enemy bases for full exploitation, capture tanks and turn around any fixed enemy defence so that team mates in front can move forward lightly opposed at most.

So lets be patient with the noobs, not scolding them too abrasively, sometimes they just won't listen and will play the game as they desire anyway in spite of all pleas to follow a smarter course of action. Often a few noobs play in a way that slows the vets.who want a 7 minute victory and desperately want to avoid needless 35 minute stalemates. 2 other ways to not go nuts by seeing most of the team not appreciate the nice-ties of the Barbarossa map for smart play;
1] Switch sides action-smiley-055.gif -my fave lately [and blow up the winning base - heheee- woot woot!].
2] angry2.gif Ignore this fantasy- coerce the teammates you consider unworthy to get in your halftrack / truck [tell them nudie pics are inside the vehicles] then drive the whole lot into a minefield.... JUST JOKING!!!

ps.Can some1 tell me how to upload signature images? all I see is a browser dialogue box and not an option to upload from a home computer.






This post has been edited by Hellfighter: 01/12/06 6:41pm


--------------------



User is offlineProfile CardPM
Go to the top of the page
+Quote Post
Maj. H8Red
post 01/12/06 5:59pm
Post #14


Major General
**********

Group: Banned
Posts: 2922
Joined: July 13th 2005
From: Hockey Town
Member No.: 1247
Xfire: majorh8red



QUOTE(Hellfighter @ 01/12/06 5:46pm) *

I hate me sometimes.



So do I......lol especially when ya own me all the time
*edit*

Damn, you know how long that took me to read? yeah yeah less than it took to write....but damn. My eyes hurt now, so I'm gonna hafta to go *puff -n- pass* now just to get right again. Nice post though, very good points as well.

This post has been edited by Maj. H8Red: 01/12/06 6:02pm


--------------------
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
ScrapyardBob
post 01/12/06 6:25pm
Post #15


Major
Group Icon

Group: {MOB}
Posts: 814
Joined: January 6th 2006
Member No.: 1519
Xfire: scrapyardbob



Let's see if pictures work... Attached Image

I had talked briefly about hiding tanks earlier and this is the sneakiest spot that I know of on the map. As you exit the german spawn on the left side (at German #3) there is a hilltop on the left side of the map. Most germans will hide their tanks in the open area next to the house (with the satchel inside and 2 tanks outside). However, if you drive the tanks over the minefield line farther up the hill, they go into these trees and pretty much vanish from sight.

Other tank hiding spots (or the ones I can think of off-hand):

Russians

1)
In the spawn behind Russian #3 on the right side. If you put the tanks at the very back of the spawn, your teammates will (usually) leave them alone. However, if the russians don't watch the right flank, germans can slip in back there and swipe the tanks back.

2) In the spawn behind Russian #3 on the left side. Bigger problem with teammates who insist on touching the shiny german tanks. Less chance of germans getting to them without being noticed however.

3) In the minefield by Russian #3. Moderate problem that teammates will blow them up. They're also susceptible to german tank shells. OTOH, it's always fun to watch newbies run into the minefield as they attempt to get into those vehicles. So, if you're playing defense at 3, this might be prime choice so you have some comedy to alleviate the tedium.

4) River bed on the left flank between Russian #3 and Russian #2, near the forward left flank russian 45mm gun. Even odds that the germans will forget to look there.

5) Hidden on the right flank near Russian #1. Not great hiding places and the germans often control this territory (making it easy for them to recover).

German

1) In the river on the right flank near German #1. If you're careful you can almost get the tank around the bend in the river. This hides it rather well, but works best with the all-green russian tanks.

2) Behind German #2. So-so hiding spot. Your teammates will probably attempt to drive away with it.

3) In the river near the north bridge (between German #3 and Russian #1). A so-so spot as well, but works well enough if you control that area.

4) In the minefield near German #3. See the picture above. Tanks hidden in those trees are very tough to spot and only the veterans will remember to look there. Also a good spot to hide tanks where your teammates won't blow them up.

P.S. I'm looking forward to another map like Barbarossa. I love the fact that Barbarossa is a somewhat open map, multiple approaches, but with enough bottlenecks to be somewhat strategic. The size and terrain is also great. I hate small maps like Hurtgen where all you do is end up getting sniped. Defending a base is a bit like playing continuous Search & Destroy.


--------------------
IPB Image
IPB Image
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

7 Pages V  1 2 3 > » 
Reply to this topicStart new topic
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

 



- Lo-Fi Version Time is now: 02/23/26 8:05am
Skin Designed by Canucks Fan Zone