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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.
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.
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.
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.
Blinky
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....
Cpt.Canuck
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.






Maj. H8Red
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
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.
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?
realdeal
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.
Cpt.Canuck
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.
Maj. H8Red
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.
Hellfighter
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.




Maj. H8Red
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.
ScrapyardBob
Let's see if pictures work... Click to view attachment

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

Agreed. If the enemy doesn't know you're there, you have surprise on your side. I've seen cases where a pair of hidden russian infantry destroyed multiple tanks as they rolled through a particular blind spot.

My defense against stealthy infiltrators is to stay alert and pass the information along to teammates. I'm sure the russians who play on my team when I'm babysitting #3 get tired of me saying "german in attic", "german in L side houses", "german sneaking around attic house". OTOH, I get a kick out of watching 2-3 russian infantry seek out and kill the intruder.

One other hint for smoke and stealth. If the enemy doesn't know you're there, you may be better off *not* using smoke. If I'm defending and I see smoke, I instantly go on alert and start looking for the source of the smoke. I'll probably even call my teammates and get them to start looking for the source. One enemy had even escaped me (I lost him, gave up) but as soon as he popped smoke I knew where he had gotten to and mowed him down.

QUOTE(Hellfighter @ 01/12/06 5:46pm) *
Another way is to have someone club the artillery man's brains out with binoculars.

Nothing makes my skin crawl more then a stealthy opponent when I'm manning a stationary artillery piece. Almost all of the static guns have rather large blind spots and when you're aiming long-range you hate to move around because you'll spoil your aim. Snipers don't bother me as much. Of course, just be sure that you connect with that first swing of those binoculars.

If you setup camp next to a static artillery piece and defend them you'll usually end up with a grateful teammate.

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

And a hint to all of the newbie snipers / infantry out there. Don't attempt to snipe or shoot at a tank with non-explosive rounds. The tank driver will merely thank you for pointing out a juicy target and will proceed to rain hellfire down on your position. I see this at least once per week where an enemy that I didn't know was there will start taking pot shots at my tank.

I've mostly given up on trying to explain why you shouldn't attack German #1 or Russian #2 first.


Next pictures... where to aim to attack German #3 from the rear-middle 45mm cannon on the Russian side of the map. The first image shows the treetop that you aim at to destroy the base. You do have some leeway. If you aim a bit down and to the left you can also destroy / kill the german pak at German #3. Useful when trying to soften up the area for a russian assault.

Click to view attachment

The second image shows where I was planting shells the other night to destroy bomb defusing crews at German #3. You'll see that it's just down and right of the treetop tip from the first image. (Apologies to my victim.)

Click to view attachment


And now the magic spot for the Russian #3 45mm. This spot allows you to kill whoever is on the middle german pak (which is often used to shell Russian #3). You can also aim left/right of this spot to hit the egress from the german back road as well as some of the ridge near the pak.

Click to view attachment

Shelling this point is a key tactic when the russians are attempting to plant German #1. First off, you take the pak out of commission so that it can't be used to devestate a left flank advance. Secondly, if you aim to the left a bit, you can hit germans as they stream out of the spawn on their way to reinforce German #1.

Anyone know how many hits it takes to destroy the german pak from full health? (I wish the stationary guns would stay dead for 3-5 minutes, making it more worthwhile to destroy them completely instead of just making them unattractive.)

Last image. This one is taken from the T34 that spawns at the back of the russian spawn area (behind Russian #3). This shows the approximate spot needed to shell German #2 (as long as you don't move the T34 from the starting position). On my resolution (1600x1200) there's a light-colored set of leaves that I aim just below with the crosshairs.

Click to view attachment
Cpt.Canuck
Slyk, new map looks great! Can't wait! dribble.gif
Thanks for the hard work.


Hellfighter
QUOTE(ScrapyardBob @ 01/12/06 6:51pm) *

Anyone know how many hits it takes to destroy the german pak from full health? (I wish the stationary guns would stay dead for 3-5 minutes, making it more worthwhile to destroy them completely instead of just making them unattractive.)




I'm not sure if it's dependant on the calibre of gun pounding the pak or a Rusky 45mm, but i believe a medium tank gun does it in about 10 shots.

Nice arty targeting pics btw,. This is one skill I've completely failed to acquire on the map.





QUOTE(Slyk @ 01/12/06 5:30pm) *
First off let me thank you guys for enjoying and playing the crap out of 'Barbarossa'. I've stopped by the servers a few times and I know quite a few of our After-Hourz regulars slut their way over here now and then. One comment I have though is on the tanks. Running them at stock reload times really really diminishes the effectiveness of the BT7 and overpowers the KV1. We run slightly modded times at AHz that gives the BT a faster reload rate of about 35% or so over the Panzers. Slowing down the KV makes it more important to have some support infantry or BTs with it. And overall it adds a new angle on gameplay.



I'm a migrant, not a slut. So in other words this place is turning into a brothel due to a large number of After Hourz tarts finding there way here tongue.gif

I like the KV mod sincce it somewhat reflects its mechanical 'deficiencies' in the campaign.

btw, I'm curious, are the German paks, 50mm or 75mm?

ps.Great posted map layout shots!!
realdeal
Thanks for all the info guys. Nince work Bob!

Slyk - Great work as usual! Thanks for stopping by!
Slyk
German pak gun is 75mm. Russian is 45mm. Their damage factors are scaled accordingly. The BT7 and Russian AT share the same cannon. The KV is a 75mm but shorter, lower velocity than the German pak40/75mm so the German AT gun gets higher velocity and range. The short barrel 75 on the PzIV is slightly less velocity than the KVs 75. The PzIII 50mm gun is just better than the Russian 45/BT7 guns.

Using the guns/tanks stock really alters the play, and as I noted before, reload times all being equal really takes away the only and best aspects of the BT7.

ScrapyardBob
So... experimentation time. Playing around with tanks in their starting positions.

1) As noted before the T34 in the back of the russian spawn can shell German #2 and provide shelling in support of a planting crew at German #2. I've also found that it can shell German #3 and silence the german stationary gun at German #3.

2) Both Russian heavy tanks (KV1s) can shell German #2 from their starting position. Which is good to know because the Russian T34 in the back of the spawn does not respawn. The T34 that spawns by the russian rear-middle 45mm can also shell German #2. All of these tanks can also shell German #3.

3) The Russian light tank (BT7) by Russian #1 can be used to shell German #2. Even better, with the high rate of fire it can deny access to a german defusing team. With a bit of finesse you can plant shells into the stairwell.

Needless to say... this could lead to some fast victories for the russians. We played with this last night on the russian team (SgtClark was helping?). I'd stay back and shell constantly from various positions. The germans would become desensitized to it and stop paying attention. But once we slipped a bomb planting team into their bunker they found it difficult to defuse.

4) German pak by German #3... no targets of interest that it can hit. If you could give it 1-2 more degrees of elevation, it could hit all sorts of interesting spots (Russian #1, Russian #3, Russian #2).

5) German middle pak can hit Russian #3 and the 45mm by Russian #3. Aim all the way up to the top and fire in the general direction of Russian #3. Aim a bit to the left of that to kill the 45mm gunner.

6) The german tank that spawns at the house near German #3 (left side tank) can hit Russian #3 from its starting position. In addition, it can shell Russian #2 from the starting position. Both spots were easy to find and the shelling of Russian #3 could possibly provide fire support for a bomb team. The right-hand tank at that spot doesn't seem to do much to Russian #3 (hits the houses).

7) The german PzIV that faces east in the german tank spawn can hit Russian #3. It's a moderately tricky shot due to the russian houses in front of 3. However it can land shells at the front door to Russian #3, which could provide cover for a bomb team.

Russian #3 is very tricky to hit from the german side of the map due to those houses in front of it.


ScrapyardBob
Russian #3 45mm stationary gun targeting chart

Click to view attachment

This image is taken from the Russian 45mm near the Russian #3 base. It shows the key spots where you can aim the pak to raise mayhem on the german side of the map. Most of these spots are hit by raising the 45mm to its maximum elevation (or possibly 1 notch down from maximum elevation).

A - S road at G2
These shells will land at the bend in the south road (but not beyond). If you aim down a notch you can pick off anyone waiting in the lower half of the south road. Possibly useful as a diversion (make the germans investigate the south road). Could also be used to desensitize the germans to noises on the south road.

B - exit area by middle pak
Shells aimed here can catch germans as they leave the back road and head down the road towards German #1. If you're planting German #1, you'll probably want fire support into this area to make it more difficult for germans to get to German #1. At other times, planting shells in this sector results in random death and mayhem on the german side of the map. Good for lowering german morale.

C - middle pak gun
This is the spot that you need to aim at in order to keep the middle german pak gun silenced. If you're on the Russian #3 45mm, you should probably plant shells at this location every 20-40 seconds. That will frustrate any would-be pak gunners and dissaude them from tossing shells into the area around Russian #3.

D - ridge / valley north of pak
Mostly useful for pyschological reasons but you may catch a german who has decided to park a tank on the hilltop. This fire sector runs from the middle german pak over to the large rock that marks the infantry-only passage through the trees (to the north of the pak). If you lower a notch, you can also plant random shells into the western hillside of the river area.
ScrapyardBob
Russian #3 KV1 (heavy) tank targeting chart

Click to view attachment

This is the KV1 that is parked on the south side of the Russian #3 base. Targeting is based on the KV1's starting position and uses the intersection of the "T" crosshair. Due to the extreme range vertical elevation is extremely sensitive (one notch up or down can cause you to miss your target).

A1 - south road
Shells here will land on the upper part of the south road (but not the lower portion). Useful for shelling out german defensive positions that may be setup at the upper portion of the south road. Can also be used as distraction or as desensitization fire.

A2 - German #2 bunker
A moderately difficult shot due to the narrow aspect of the german bunker. The shell arc is also very flat at that range requiring high accuracy in turret elevation. If you want to support a planting team, aim at the lower middle of the box (marked in yellow). This spot should land shells either inside the open bunker or at the doorway to the open bunker.

A3 - German #2 spawn house
None of the shells will enter the house, but you can pepper the area around the spawn house. It's not entirely sporting to shell this target sector, but you may wish to plant a shell here every so often to keep the germans off-balance. (This position can also shell the main german spawn, but I've chosen not to include that information. I'm sure you can guess where to aim using the other targeting spots.)

B1 - egress by middle pak
This is the road that exits the german area and leads down to German #1. Same tactics as the Russian #3 45mm apply here.

B2 - middle pak
Darn tough shot. No margin of error but provides an alternative to shutting down the middle pak if it's shelling the Russian #3 45mm gun position.

C1 - north pak
Also a darn tough shot. I'm not even sure this spot actually results in damage to the german pak gunner. But, if nothing else, it's going to be distracting for a few seconds.

C2 - German #3 bunker
German bunker #3 fire sector. Notice the yellow spot in the lower-left that marks the sweet spot for planting rounds into the bunker. The width of this target is wider because the german bunker is at an angle (compared to German #2).

C3 - road by German #3
You can cause a little havoc in this fire sector, but not much. Targeting isn't all that great due to the hillside (and other obstacles).

ScrapyardBob
Russian middle KV1 (heavy) tank targeting chart

Click to view attachment

This is the russian's heavy tank (KV1) that is parked between Russian #3 and Russian #1. Targeting is based on the KV1's starting position and uses the intersection of the "T" crosshair. This tank can hit all 3 german bases and provide good planting cover for German #2 and German #3.

A1 - area around German #2
This fire sector is the area around the German #2 base. The left side of the sector is the top of the south road (the back way to German #2). The right side is just shy of the german's spawn house by German #2. Aim low and you'll hit any german tanks that are setup near the German #2 pak gun. (Look for the purple dot on the image.) Hitting the german pak gun is difficult.

A2 - German #2 bunker
A fairly easy shot due to the tree line that you can use to sight in on. The shell arc is also very flat at that range requiring high accuracy in turret elevation. If you want to support a planting team, aim at the right side of the box (marked in yellow). This spot should land shells against the angled wall by the doorway into the open base.

A2 - German #1 bunker
You can only hit the very top of the German #1 bunker. Too low and you'll hit the hillside near the russian town, too high and you'll be landing shells around German #2.

A3 - German #2 spawn house
None of the shells will enter the house, but you can pepper the area around the spawn house.

B1 - egress by middle pak
This is the road that exits the german area and leads down to German #1. Same tactics as the Russian #3 45mm apply here.

B2 - middle pak
Darn tough shot. No margin of error but provides an alternative to shutting down the middle pak if it's shelling the Russian #3 45mm gun position.

C1 - north pak
Tough shot, but you can land shells directly on the german pak gun by German #3.

C2 - German #3 bunker
German bunker #3 fire sector. Notice the yellow spot in the lower-right that marks the sweet spot for planting rounds into the bunker.

C3 - road by German #3
You can cause a little havoc in this fire sector, but not much. Targeting isn't all that great due to the hillside (and other obstacles).

ScrapyardBob
German #3 left-side PzIII shelling targets

Click to view attachment

This is the left-side PzIII that spawns at the house near the German #3 base. This tank can do a good job of supporting a bomb team at Russian #3. Note that if these tanks are not there, you may need to move the jeep that blocks them from spawning.

A1 - Russian #3 45mm gun
Use this point to take out the 45mm gun behind Russian #3.

A2 - Russian #3 bunker
Tricky shot, but the shells land at a good spot to support a bomb team.

A3 - Russian foward middle 45mm gun
This is a medium-difficult target to take out. Just aim a little bit above where the shells would hit the ground in front of you. (This actually applies to most of the targets that this tank can hit.)

B1 - Russian #2 bunker
The PzIII has a very clean shot at Russian #2. Vertical elevation is still tricky but a good gunner can plant shells right into the front side of Russian #2.
ScrapyardBob
German left-size PzIV (facing east in tank spawn)

Click to view attachment

This is probably the most useful tank that I've found so far on the german side of the map. It can hit all of the major targets on the russian side of the map. It spawns in the main german tank park on the left side and faces east. This target points are all based on the starting position of that PzIV.

The big advantage of manning this tank at this location is you'll know if any russians are trying to sneak into your tank park. So you can do double duty at defending the german spawn area.

A1 - russian north flank 45mm gun
If you can hit this, the germans who are advancing on the left flank will probably sing your praises.

A2 - Russian #1 bunker
Somewhat tricky, but you get a very good shell placement.

B1 - egress from right side spawn
As the russians leave their right side spawn from behind Russian #3, you can attack them at this location to cause havoc. The left side of the green box allows you to shell the T34 and the KV1 that are parked at that egress point.

B2 - rear-middle 45mm gun
This is the 45mm that is between Russian #1 and Russian #3 near the main russian spawn area. There's also a jeep and a truck just to the right that you may be able to hit.

B3 - Russian foward-middle 45mm gun
This is useful for taking out that 45mm gun that can hit multiple targets on the german side of the map.

B4 - Russian #3 45mm gun
This is the 45mm cannon behind the Russian #3 base. Fairly easy shot to line up due to the opening in the trees.

B5 - Russian #3 base
Very small target window, but the shells will land in almost the perfect spot to deny entry into the Russian #3 base entrance. Very good for supporting a bomb team.

C1 - Russian #2 base
Decent sized target window. Excellent shell placement for bomb team support.
Silver
alot of what you say is awesome, but....

sniping is not an effective assault in the game. just clearing paks 88's etc...

tanks suck... really only effective in defense. skipping scross the map in a jeep is more effective.

Jeep awareness...
have a rocket in hand and get into jeep...

FWD scroll movements- put you in the shotgun seat enabling you to RPG the tanks... when approaching a live tank cut as close as possible to the sides of the tank, thier turrents cant turn fast enought to track you and you can bail and hit them in the rear when you pass by.

RWD scroll movements- put you on the gun... remember to aim higher then the flash on their MG to kill the gunner, aim for the driver window slot on HT to kill them. dont stay for more then a second

on foot...
use natural surroundings to hide you and stay still alot.... people see movement thats our natural sight... everytime I spawnkill at least 2 people walk right by me and dont see me... and I a in the wide open.. (dont look around at all just stright ahead)
use the lean buttons when shooting around doors etc...
shot and move....
for cover get to a place that others dont know or dont use... i have my own nests that I use to kill russians after they spawn.

Tanks....
KV1 is fast so get behind the other heavy tanks and hit them in their ass...
Rock back and forth in sync with the shells of the tank you are trying to kill.... so when they shoot they miss your tank and your shell hits them...
bail as soon as you tank is low on health and BLOW IT UP!!!

Stug is a good gun base destroying and spawnkilling...
heavytanks suck for spawnkilling...

base's
use longrange pak/88 shots to take them out
find a spot you can hit all three from one spot on the opposite side you play on... I have a spot in the german area I can hit all three w/o leaving their spawn... same as german...

Rockets- useless unless you know the map and how to kill tanks. Jeeps hate them!

PPSH- the noob gun, good short range weapon, sux for LD.
SVT- sux
Mosin_ fav gun... can spawnkill by lining up in their spawn and killing 2/3 at a time

98K- same as mosin
MP40- Better of the SMG
MP44- ok gun, too much recoil

static guns suck,
scoped guns suck, if you can hit LD with our a scope keep trying!

RM gun, easy to snipe (just ask h8)
Rm (rear) SAA
RRG(#3) Great placement!

only good gun for germans is the #2 gun... good gunner can stop a hord of russians w/o getting one hit on himself!

fastest way to Germany...
stright up the middle using sandbags and rocks for cover while in jeeper mode

fastest way to russia...
jeep it to the middle buildings and use cover to kill the pak

assaulting the middle pak...
Snipe from sandbags
snipe from door way of house closest to pak
snipe from side closest to #2 side of building closest to pak
snipe from fence line last building
jeep assault from left side
smoke the pak and nade it right away!

assaulting the russian middle pak...
shoot from between two big rocks (little rocks between them)
BASH the tard!!! sneak up middle!!!

killing spawnkillers...
russian in german... arty! thats it unless you overrun the spawnkiller...

german in russian... over run the bastard! or arty! no easy way out...

you can keep us out by staying in your spawn the whole game... but no one does it!

ScrapyardBob
Nah he can keep that position.

I spent way too much time mucking with that middle KV1 today. I'm gonna have to go back into my LAN server and re-check those targets. They were good for hitting the bases, but not so good for fire support.

The german side also needs some serious TLC. Right now, the russians can have German #2 and German #3 cracked wide open within the first 3 minutes of the match. Meanwhile, the germans are still milling around in spawn and trying to get tanks forward to shell any of the russian bases. I should be able to find a few more german tanks that have the ability to shell russian bases.

Although before the server hiccup'd in the late afternoon, the germans were actually holding their own for once. Most of the rounds this afternoon were either lightning fast or ended up as a stalemate.
Hellfighter
QUOTE(ScrapyardBob @ 01/12/06 6:51pm) *

My defense against stealthy infiltrators is to stay alert and pass the information along to teammates. I'm sure the russians who play on my team when I'm babysitting #3 get tired of me saying "german in attic", "german in L side houses", "german sneaking around attic house". OTOH, I get a kick out of watching 2-3 russian infantry seek out and kill the intruder.


Come get me intruder hunters! Personally, I find it gets very exciting when I'm stuck in the building nearest Rusky 3, usually [secret spot] I rack up a heavy number of kills there typically 3 or 4 against the same enraged dude that came after me the 'wrong' fatal way before [hehee]. If I'm not able exit due to a known Rusky defence around 3, I wait for backup [and hopefully if I stay alive long enough, my next arty call] - things get tense when arty is running low, and then when 3 or 4 guys you've ambushed in that house all come after you at once - and your ammo is low sad.gif .

I think we can refer to this as another strong strategy on the Barbarossa map. Leeching. Several spots offer a way to considerably draw in a significant number of enemy forces as a way to wait for back up or faciliate your team mates attack into that area. You need your wits to do it and it's a cat and mouse game.
Shoot tanks/jeeps in back point blank/toss satchels/dodge between rooms ceaselessly/stay in blind spots.
Don't use smoke; the idea is to let them come in to get you not knowing if you are alive. If you use smoke they'll simply just tank fire/nade or satchel the place until they know the tosser is dead.
The best areas where enemy will get clogged up in an attempt to clear out one mischievious holed up enemy are;
1] The house next to the bridge on the German left
2] The house by the hill above R1
3] The house closest to R3
4] The spawn house at G2


QUOTE
One other hint for smoke and stealth. If the enemy doesn't know you're there, you may be better off *not* using smoke. If I'm defending and I see smoke, I instantly go on alert and start looking for the source of the smoke. I'll probably even call my teammates and get them to start looking for the source. One enemy had even escaped me (I lost him, gave up) but as soon as he popped smoke I knew where he had gotten to and mowed him down.


That's what I often count on using smoke nades - particularly when it's man versus beast, ie- a tank defending a bunker or lurking about for your hidden presence. Want a way to swivel a tank's gun away from you as a distraction so that you have a very good chance of slipping by unnoticed, toss a smoke nade in the tank's view but 30 yds away from yourself [better at covering terrain to make it seem like you are there]. Don't throw it at the tank in such a situation he'll simply drive a bit out of it. Throw smoke nades at tanks when you want to get off a good snap-shot at it with a LATW [light anti tank weapon] or toss a satchel in its area - better to do this when tank is moving toward your hidden spot and you want it to hopefully stop onto the satchel.


QUOTE

And a hint to all of the newbie snipers / infantry out there. Don't attempt to snipe or shoot at a tank with non-explosive rounds.
.

Please nooby jeep MG riders pay attention to this advice!

Great sniper spots for Germans are at Rusky 2 hilltop overlooking the village in front of R3. And if R1 is last get a nice spot in the gully running across the map from which to shoot spawners exiting 1 - especially when they're on the roof. tongue.gif
Russian snipers inflict a good amount of casualties from the hill almost opposite the center German pak, but rather from behind the sandbags go to the right and more amidst the trees. Alternately set up close to the German pak's left and shoot krauts in the back.
Always shoot at long range, ignore sniping at targets close by.
ScrapyardBob
Satchels - always carry a satchel!

There are numerous spots around the Barbarossa map that contain satchels. The german side of the map is a bit spare on the satchel spawns. In no particular order:

- The house nearest to the Russian #3 base.
- The house near to the Russian #1 base.
- In the covered portion of the trench near the Russian #2 base.
- In the bunker by the north flank 45mm (near Russian #2 base along N road).
- At the cluster of houses by Russian #2, the building fartherest away (down by the river with 2 dead cows outside), it's on a stack of hay bales inside.
- At the cluster of houses by Russian #2, the SW corner house (in the room with the anti-tank weapons).
- The house by the north bridge (near German #3).
- The house by German #3.

There are a few popular satchel tactics:

1) Deadman switch. This can be used as a last ditch defensive tactic or as a way of buying time against the enemy defusing your bomb. It works best in enclosed areas like the bunker basements. When the odds are getting long, lay down on the floor of the bunker near the bomb, then prime the satchel by pressing and holding the left mouse. When you are killed, the satchel will be released and will go off after a few seconds. This will kill the intruders / defusing team and possibly make the critical difference if they can't get reinforcements there in time. If you survive, hit any of your other weapon keys (1, 2, 3) to switch away from the satchel.

Why lay down? I've had the enemy walk into a bunker where I'm laying stationary on the floor by the bomb. They assumed I was dead and began to plant. They were very surprised to find out that I wasn't dead but was merely resting. In a defusing situation, this would have bought me an additonal few seconds on the clock before I killed the defusing team.

Hiding behind a smoke screen as you hear the jeeps pull up may also help. It will require the enemy to spend precious seconds finding you in the smoke while you dance around with a primed satchel.

2) Clearing a bunker. As you run up to the bunker, prime the satchel then start cooking it for a second or two. You'll want to master the art of cooking because if the enemy hears you prime a satchel, they may rush out and try to kill you. Toss it down the stairway (it must land on the floor below to have maximum effect). Best toss is either from over the right wall or the right-rear window. It will almost always kill anyone actively planting, but someone hiding against the wall fartherest away from the stairs will live. Satchels that go off in the basement will harm/kill people upstairs as well, make sure you're not inside the bunker walls when yours goes off.

Note: When clearing a bunker, you should generally assume that the enemy has rigged a deadman switch. That means that any defusing team should leave at least one member outside the bunker walls in case the enemy left a satchel behind.

My personal tactic when there are multiple of us storming a bunker is to be the satchel tosser. I then count to 5 after my satchel goes off before entering the bunker. But if there's not enough time left on the clock, I'll storm in right after my satchel goes off.

3) Other tactics include room clearing (using the satchel as a very powerful grenade), tank / jeep killing and bunker / stationary gun destruction.
Hellfighter
A while back I read a G.I's WW2 war story and how at one time while lying down a stick grenade landed inches from his face and went off. He got off very concussed only! Apparently he was in the one fluke position to get off that lightly. Which brings me to my point about surviving inside a bunker when satchels are tossed down bunker vents. There's one spot in the very opposite corner you can survive if you lay down .... but not all the time. Maybe it has to do on which way the satched is tossed down-perhaps bouncing a bit down the shaft to make all the difference in its blast area afterwards. Satchels landing on stairs can be survived by hiding in that opposite corner. The center shelves apparently absorb some nade blast if you can move accordingly in a way to use this to help you out down there.

When clearing a bunker and no nades/satchels on hand assume there is Bob's deadman switch down there. Go in and look for the dropped satchel if bomb protector dies. When you see it, run out of the base fast until it explodes then go down to defuse-lol providing a second unnoticed 'deadman has just dropped his/hers. Only teammates barrelling downstairs and running into you will ensure you die since you only have enough time to run out of the bunker unimpeded before it detonates killing everyone inside the bunker/stairs/roof[normally- I think there's a blind spot on the first flight of stairs down for people going in that won't die].

My biggest fun in the game [besides going on a run-over spree or squishing a trapped enemy over with a tank very sadistically slowly angry2.gif ] is having a satchel in hand and playing catch-me-if-you-can with defusers, sometimes 3 or 4 of them rush downstairs and are armed with pistols and rifles... if you are a good dodger you can last 4 or 5 hilarious seconds while they run around trying to kill you so you drop the freaking bomb in time for them to safely defuse.

Regarding that brilliant tactic of lying on stairs to defend entry down into a bunker there are a few ways to beat it, Particularly at R2 and G1. These have a slope adjacent to the bunkers rear jump entries. From here you can actually either jump on the edge of the wall and walk along it and drop directly into the bunker and avoid stair 'liers' or at R2 jump right into the bunker almost.

Running jeeps over the back wall at R2 is a great way to block entry downstairs into the bunker either to hold off enemy trying to enter to kill defusers or plant there. If you are on your way to defuse and have enough time toss satchel down vent or over stairs then nades 1] into bunker roof corner 2] at top of stairs 3] and into bunker in case some1 miraculously survives satchel blasts.

One truly irksome bad team habit is when both sides employ the rush tactic and race to blast and plant with no defence, YOU and ANYONE on your team not at that moment attacking a base SHOULD get hold of a jeep REGARDLESS where they are on the map wnenever they see the base icon flashing indicating a plant going on. A jeep will make it to the base threatened no matter where you are on the map if you leave early enough. This rush back should be used especially for G2, G3, R2, R3.

Be a team trooper and do defence! It makes all the difference. The team that loses fast will be entirely all numbskulls that ignore the flashing plant icon and react only when there's only 30 seconds left to defuse. Everyone has to share the blame in that situation.

Satchels seem to kill tanks best blowing up on their rear tracks.
Silver
dropping the satchel down the air tube also works for clearing bases and standing in the stairwell right before the 1st landing wont kill you... I crouch and get close to the inner wall....

as well as tossing nades from a distance to drop in the basement works well 2...

Also a satchel in the round building near R2 before the building... a very over looked building as well no one checks it and no one uses it... very good base to hide in to let the Russians pass by....

also suicide bombing tanks works well.... nothing better then seeing a tank try and escape you while you chase them down while cooking the charge.... kinda a weird gratification when they get scared and try and out run you in a tank.... try and detonate ur self on the gas tank... works great! also a good way to get rid of spawnkillers....

more hints on spawnkilling....

arty spawn in german area while stealing tank
smoke spawn ^^
toss satchel ^^
nades^^^
jeep across and MG spawn
get deployable MG from german noob and set up shop... did it yesterday and got 6 kills b4 I was over ran
put HT in covered house and mess mess them up...
put damaged HT on bolth side of lean2 and MG & shell away...
steal all tanks and move them to corner of lot so when you get damage run tank FWD into spawn to kill advancing germans while you escape to get another tank...

one hit and one close hit on gorund bring the camo tanks very close to blowing up... soon as a person gets in it shoot it and they explode... (damage b4 they get in ti)
shoot up jeeps so when germans get in they blow faster
Bash idle players
steal german guns so if you shoot on foot at a german jeep jockey they may stop to pick you up... hehehehehe
at all cost hunt H8 and samoan... EZ Kill
Imphotemp
it would be nice to know sweet spots to german AT_guns, that one between german bunker 2 and 3 and the one besides german 3..... dribble.gif if any1 knowns these spots it would be nice if you sheer your info with us.....
Silver
soon as i fix my vent i could ask someone to spot for me or w/e
ScrapyardBob
The pak gun by german #3 doesn't have any sweet spots, it would need another 2-3 degrees of positive elevation in order to hit anything. (Which is a pity, because it would become a very powerful weapon and help to even up the balance of power.)

The middle pak gun is pretty easy to use, aim all the way up and walk left/right as you aim at the Russian #3 icon. But I'll try to get a target chart this week.

When dealing with long-range fire, you'll notice that the game does not have a continous movement. Instead, if you watch carefully (especially on higher resolutions) you can see that the crosshairs on tanks/guns moves at small increments (notches). A lot of the targeting spots are only 1-3 notches tall and 2-5 notches wide. OTOH, this stepped movement of the targeting crosshair allows extremely accurate and repeatably accurate long-range cover fire.

I've taken another look at the Russian #3 KV1 shelling chart. The original one had a few missing targets and some misalignments. The KV1 by Russian #3 is especially useful at protecting a bomb team at German #1, the shell lands inside the walls right by the entrance door. Not everything on this is labeled, but if you know the map you'll know where these extra spots are.

Click to view attachment

Note: All of my targeting charts are based on not zooming in with the gun. This is because I get tired of holding down the right-mouse (even though I have a toggle key setup for it). So unless noted on the chart, you'll only hit these spots without being zoomed in.

Note #2: If you're doing a lot of long-range fire support, I'd recommend mapping a keyboard key as an alternate attack button. That way you can line up the shot with the mouse but use the keyboard for continous bombardment (without twitching and spoiling your shot).

The germans put up a very strong fight on Sunday night. Normally, when the Russians open up the round with indirect fire support on German #2 and German #3 (opening the bases within 3-4 minutes, planting immediately) the round ends up extremely short (10-15 minute wins). However last night, the german team was defending G2 and G3 so that even if we opened them up within the first few minutes, it took us a lot longer to successfully plant. A lot of the rounds either ended up as a 2-2 tie or it took one team or the other 25-30 minutes to succeed.
ScrapyardBob
The goals of defense

See also: FM 17-15 chapter 4

Defense is the art of holding a section of territory and denying the enemy to do as they please. The primary goals are:

1) Stop the assault. This is not always possible, especially if you are outnumbered. In general, the farther away you can start engaging the enemy with your tank, the greater chance that you'll win the engagement. Be sure to place your tank in a hull-down position (Wikipedia entry - a.k.a. defilade position).

2) Slow / weaken the assault force. If you can't stop them, slow them down or weaken them by sacrificing yourself. Be crafty and make them work to kill you. You'll either take a few of them out before they put you down or you'll manage to slow them down and throw off their timing. Possibly allowing reinforcements from your own team time to reposition to defend against this new assault.

A key part of this tactic is communication, let your teammates know that you have infantry/tanks that are about to overrun your position. Use the voice-keys if you're already exposed and the enemy knows your location (v21 for infantry, v55 for jeeps, v56 for tanks, v57 for heavy tanks). If you're still hidden, use the 'Y' key and tell your team how many and the approximate location before engaging. For example: "2 tanks at N bridge", "3 tanks S road", "2 jeeps L flank", "tank at middle", "tanks on R2 hill", "2 in our 3 base".

3) Cry for help. If you're about to die, let your teammates know. Use the voice keys (v42 for need reinforcements). Sometimes it's better to not go out in a blaze of glory. Instead, hole up for a few seconds and type out a frenzied communique to your teammates describing the situation.

Remember, if you die silently, nobody is going to know that there's anything going on in your part of the map. Instead, the rest of the team will be blissfully ignorant and wondering where all of the enemy forces have gone.
Imphotemp
jeezz....BOB you must have used many many hours to find these spot to this map..... wub.gif but you are my hero
, cos now i can just spam with AT_guns and get easy kills instead of furious and furstration fights agains PPSH with my KAR and LUGER..... i just could allmost bj.gif or mayby not...... and this is for all you PPSH dudes action-smiley-055.gif , nothing personal.......

-|RPOF|-30.-30.
Hellfighter
QUOTE(ScrapyardBob @ 01/16/06 10:26am) *


3) Cry for help. If you're about to die, let your teammates know. Use the voice keys (v42 for need reinforcements). Sometimes it's better to not go out in a blaze of glory. Instead, hole up for a few seconds and type out a frenzied communique to your teammates describing the situation.

Remember, if you die silently, nobody is going to know that there's anything going on in your part of the map. Instead, the rest of the team will be blissfully ignorant and wondering where all of the enemy forces have gone.


I harp on this too much but nothing worse than seeing most team mates willfully ignorant that reacting swiftly to seeing flashing base planting icons are one of the most crucial aspects of Bases mission.

If team mates aren't planting a bomb or defusing one elsewhere, or aiding teammates who are, then they must RUSH to the closest jeep and head over to the plant to kill planter or aid a friendly planter.
Too often I see when both sides doing the total attack rush, team mates not directly active in destroying a base won't heed a warning that an important team base is potentially about to be planted at [even before the plant occurs]. And lo and behold the plant starts with idle team mates uselessly staying forward. In such instances it'd be nice if the game had one of those MSN chat 'Wink' poppers.
You can CAN CAN make it from one side's base to the other to potentially defuse a bomb if you head there in a jeep in the first seconds of the flashing base icon. Try it- be a team trooper> don't ignore those 'Cries for help' or alerts>especially the map vets; the noobs can be forgiven to a point for sitting idly in a tank or AT gun or driving by bases that need defusing.
ScrapyardBob
Takes about 1 hour to setup each targeting chart and requires at least 2 copies of CoD:UO running (one in non-dedicated server mode). So I setup 2 machines on my LAN, one to test out target points and the 2nd PC to watch where the rounds are landing. I then markup my screenshots in Paintshop Pro. It's a less frustrating method of finding target coordinates then trying to do it in the middle of a battle. During a real battle, I refer to a printed out copy of the graphic to remind me where the spots are (although I know most of them by heart).

Indirect fire-support is proving to be extremely popular and devastating. It's not perfect but works well against inexperienced players. It also provides a way to do counter-battery fire against the stationary pak/45mm positions. (For instance, suppressing the german middle pak or the pak near german #3.)

It also really ticks off the opposition. One of the big reasons I learned targeting on the Russian #3 45mm gun is because I got tired of dying from incoming rounds from the german's middle pak. So now I make it a point to plant a round onto that middle pak gun every time I walk past the Russian #3 45mm.
Hellfighter
QUOTE(Imphotemp @ 01/16/06 11:04am) *
jeezz....BOB you must have used many many hours to find these spot to this map..... wub.gif but you are my hero
, cos now i can just spam with AT_guns and get easy kills instead of furious and furstration fights agains PPSH with my KAR and LUGER..... i just could allmost bj.gif or mayby not...... and this is for all you PPSH dudes action-smiley-055.gif , nothing personal.......

-|RPOF|-30.-30.


Don't worry chum if I don't come up behind you to spray you sadistically just in your head with PPSH, I will get you dedicated arty experts in various equally cruel ways angry2.gif
ScrapyardBob
Russian defense. Talking specifics about defense on Barbarossa is somewhat an pointless exercise, partly because of the public nature of the server but mostly because no plan survives contact with the enemy. Things also change when you're talking 5v5 compared to 12v12 games.

1) Minimal defense / early game. One to two players should hang back in the area between Russian #3 and Russian #1. The primary goal is to keep control of the spawn area at #3, staying on the lookout for germans in jeeps. This may involve patrolling the area in a light tank or more static positioning (one at #3 and one along the road between #1 and #3 near the KV1 spawn). Germans will frequently attempt to drive jeeps into the area behind Russian #3 in order to steal tanks, use the 45mm to shell Russian #3, or to harrass any long-distance fire-support guns/tanks.

Losing control of the area around Russian #3 is very bad for the russian team. All but one of their tank spawns are within spitting distance of Russian #3. Think about how difficult it is for germans to attack the area around Russian #3 when it's being defended. Now imagine trying to do that as a russian, when you've spawed at Russian #2 without tanks or jeeps and you're trying to retake the area around #3.

2) The north road (a.k.a. the right flank). The area around Russian #1 is probably the second most important piece of real estate on the russian side of the map. If the germans are able to hold this territory they can rain fire and destruction down on the russian spawn egress and the area around Russian #3. They'll also be able to bring constant reinforcements up the north road to reinforce their assault.

Defending the north road is moderately easy. One method is a single infantry stationed at the north flank 45mm cannon. Unfortunately, that player is going to be vulnerable to sniper fire from the north bridge area, or a flanking attack that is outside where the 45mm gun can hit. Your average life expectancy at this position is going to be short.

Alternately, a single tank in hull-down or turret-down position in the north pass by Russian #1 can really slow down a german advance up the north road. Due to the open terrain, you can start firing when they are still on the far side of the bridge. With accurate shots you can often destroy at least 1 tank before they get across the bridge. Make sure you rock forward to fire and immediately retreat a few meters to go turret down (to duck any return fire). In addition, notice that you get an extra few degrees of depressed elevation as you move from forward to back. This can allow you to hit targets that are below your normal depressed elevation.

Either way, you have 15 seconds to get backup if you call for it while the germans are still down by the north bridge. A good gunner can rack up multiple kills before being overrun (and you'll have severely weakend the assault force).

3) The middle pass. An often overlooked ingress into the russian side of the map. Failure to protect this pass allows german infantry to slip into town, often unnoticed. German snipers also like to use this perch to snipe at russians as they exit the right side spawn (or anyone who is trying to use the 45mm gun). We've seen a bomb plant at German #3 that failed due to a single german sniper taking out the 45mm gunner.

Guarding this is somewhat difficult. You may wish to hide in the hayfield, or on the slopes of the riverbed, or in the town near that pass, or even setup shop near the 45mm gun itself. Placing a light tank up there can work moderately well but there are multiple approaches that sneaky german infantry can use to hit you from the flanks with anti-tank weaponry.

4) The R2 hill (around the Russian #2 base). This area is useful to hold because you can watch 3 out of the 4 egress points from the german side of the map (south river, the bridge by German #1, and the hill top pass to the north). Teammates performing recon duty here can provide a lot of warning about german assaults along the left flank.

Tanks will generally have limited luck attempting to hold the R2 hill. German tanks can shell you from all 3 approaches and it's not easy to find a concealing position that still allows you to watch all 3 approaches. However, you do have a lot of room to move around so you may be able to dodge most incoming fire. Infantry may be better suited for watching this sector.

Holding the R2 hill is still important even if both Russian #2 and Russian #3 are lost. At that point, your goal is to keep them from slipping in behind Russian #3 and stealing tanks or spawn killing.
realdeal
Excellent, as usual. And remember Russians... Only NOOBS plant the German 1 before 2 and 3!
ScrapyardBob
The germans are getting a lot smarter. First round went 3-2 russians, second round went 2-1 germans. Why did the russians lose the 2nd round so soundly? (At least, my recall of a hectic and chaotic battle...)

- German infantry got in behind russian 3 early in the round. A small amount of disruption required to root him out.

- Germans controlled the right flank by russian #1 for the last 10-12 minutes of the round. Once the right flank collapsed, the russians lost their #1 base pretty quick and things slid downhill from there. The germans stole at least 1-2 tanks from the right flank spawn and used them against the russians.

- Russians didn't crack German #3 open until mid-round instead of at the start. That meant the germans could leave their #3 almost defenseless (and not spend their time chasing bomb plants at their #3).

- Germans made off with the Russian heavy by the #3 base. Someone bailed out of it before it was destroyed on the north flank and an opportunistic german drove away with it (and hid it).

- I also suspect that the germans have learned to protect bases early in the round, rather then leaving it till later. Early-plant bomb teams have been repeatedly repulsed by german defenders.
Hellfighter
QUOTE(ScrapyardBob @ 01/16/06 11:57pm) *
The germans are getting a lot smarter. First round went 3-2 russians, second round went 2-1 germans. Why did the russians lose the 2nd round so soundly?.......I also suspect that the germans have learned to protect bases early in the round, rather then leaving it till later. Early-plant bomb teams have been repeatedly repulsed by german defenders.


I'm not sure if it'll ever be a case of one team getting smarter than the other sad.gif
I think it's only luck of the draw regarding if vets[or noobs who learn fast biggrin.gif ] are on a team to either 1] as the Germs pile in jeeps to rush the Rusky 3 fast with dash and bravado or likewise 2] as the Bolsheviks fly off to the Germ.2...... or vets set up deployed and setup at Rusky 3 or Kraut 2 to ambush those jeepsters along the way. Again, unfortunately it'll be luck of the draw if a team has noobs who go against all pleas and rants action-smiley-055.gif and plant Germ 1 first or Rusky 1+2 first.
ScrapyardBob
True, luck-o-the-draw does apply.

It's a toss-up whether to shell from the Russian home area or drive tanks to take German #2 out up close and personal like.

A) Shelling from the starting points

If you can get both KV1s and the T34 to start shelling German #2 within the first minute, you can take the base down almost as fast as you can get a jeep there with a plant team. If only the T34 is shelling, you're looking at 5+ minutes before German #2 is open for plant. A single KV1 by itself can cut that time in half. Either way, you're pretty much guaranteed to crack open all 3 bases within the first 10 minutes of the round. Which gives the germans more things to worry about.

The tanks that shell from the starting positions have a chance to defend the area around Russian #3.

The downside is that the plant team is somewhat undefended at German #2. They'll either need to steal german tanks or be very crafty at defending against german defusers. A good long-distance fire-support gunner can provide cover fire, but the bomb team needs to communicate back whether aim needs to be adjusted. (And fire-support is not a 100% guarantee, it's easy enough for vets to dodge the shells.)

B) Up close and personal

Longer timeframe before the germans have to worry about suicide jeeps with bomb teams. That gives the germans time to mount at least 1-2 assaults against russian lines before they have to start guarding their bases.

But if you can get 3-4 tanks plus some infantry all pointed in the same direction, you can take down a german base very quick and be able to kill any german defusers. Plus, this option allows you to overrun any german defenders who might have stayed behind to guard German #2.

The downside is that you may run headlong into the german advance and any germans that you kill will know where you're heading.

...

Option A (sneaky) works well on the first round. Especially against teams that don't guard bases until they've been planted once or twice. Basically, you're betting that you can get a bomb team there, plant, and defend the plant before the enemy realizes their mistake. When it works, it works extremely well. The round typically lasts about 8 minutes and all 3 bases get planted in domino fashion while the enemy runs around in a crazed manner chasing the latest emergency.

Option B (mass assault) is extremely effective for the germans. Especially when they race up the north road, sweep in past Russian #1 and immediately assault Russian #3. Basically, you're relying on the majority of the enemy to be away from their home area and not watching the flanks.
Slyk
Concept for debate:
You are Russian. You man the North Road 45mm. Multiple Panzers are crossing the bridge. I would argue that it is more beneficial to hit as many of the panzers as many times as possible before you are overwhelmed. The theory being that if you knock some health off of each tank, any support troops to your rear now have a higher chance of taking out tanks with either satchels or one rocket to the front/side of each tank. Opposing view of trying to eliminate one tank at a time would often mean one or more full-health tanks pass you on their way to Russian base 1 and 3, making it harder on your team to eliminate them quickly.

Thoughts?
Silver
you would be correct since soon as the tanks pass the bridge they can go left and avoid the gun... try and shell the shit out of the first tank so its stuck on the bridge and can destroy the rest, because they can pass.... if the first tanks goes by shell the rest and get out
Hellfighter
QUOTE(Silver @ 01/18/06 10:46am) *
you would be correct since soon as the tanks pass the bridge they can go left and avoid the gun... try and shell the shit out of the first tank so its stuck on the bridge and can destroy the rest, because they can pass.... if the first tanks goes by shell the rest and get out


Now assuming the Germ team have decided on the left flank panzer column assault Rommel would be proud of, it'd be a good idea for one German to elect themselves as a sniper and fly off at the round start in a jeep/halftrack to the bridge-stream bank and pick off the 45mm gunner AND toss smoke ahead of the bridge to also confound russian armour that make it to the hilltop behind the 45mm about the same time the panzer column arrives at the bridge. What I like doing is drawing russian tankfire with the halftracks which maybe the 3rd mission for that Germ sniper/smoker, which is to rush flank wide left to make any rusky tanks swivel their guns away from thr bridge crossers. Most essential is that no panzers engage in a firefight behind the bridge but push ahead regardless of damage to flank left if alive so that other armour behind can cross and deploy in a line for maximum firepower.
Maj. H8Red
QUOTE(Slyk @ 01/18/06 10:18am) *

You are Russian. You man the North Road 45mm. Multiple Panzers are crossing the bridge. I would argue that it is more beneficial to hit as many of the panzers as many times as possible before you are overwhelmed.

I agree, it is better to inflict at least a little damage rather than none at all. Ya gotta put as many shells on the bridge as possible while there's traffic on it & hopefully kill some Krauts in the process....
Slyk
As we designed the map and vehicles, we readily understood the value and tactical implications of combined arms. I think that North road offers a text book lesson as to armor movement, infantry support/vehicles, arty support via #3 pak and the value of a sniper to clear the Russian 45. A proper tank column headed by a Stug or PzIV followed up by 1 or more tanks and then halftracks can make a real mess for the Russians. Another angle is the jeep rush to neutralize the north side pak, and then stiffle any Russian armor pouring over the ridge. Of course, this tactic depends greatly on the number of Russians spawning at #1 and being in position to counter.

To me, the key for the Russians is to hold that north ridge/pass. The longer they can and the more Germans they kill/vehicles they manage to destroy, the better. Once you get the German mind set to "we can't go left", then YOU can use that route to their #3 or to rout them exiting their spawn and press on #2.
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