Battlefield 1942 Survival Guide

Battlefield 1942 Survival Guide


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Contents

Level 1 Misc. (done)
Section 1A Guide Purpose
Section 1B Legal Information
Section 1C Updates
Section 1D Contact the Writer
Level 2 Vehicles (done)
Section 2A American Vehicles 
Section 2B British Vehicles 
Section 2C Canadian Vehicles (with 1.6 patch)
Section 2D German Vehicles 
Section 2E Japanese Vehicles 
Section 2F Russian Vehicles 
Level 3 Classes (listed in order on spawn menu)(done)
Section 3A Scout
Section 3B Assult
Section 3C Anti-tank
Section 3D Medic
Section 3E Engineer
Level 4 Maps 
Section 4A Eastern Europe Maps ----- where the guide stops for now -----
Section 4B North Africa Maps
Section 4C Pacific Maps
Section 4D Western Europe Maps
Section 4E Histroical Campain Info
Level 5 Fun Suff 
Section 5A Cool Things :)
Section 5B Hero's Tails

LEVEL 1 Misc

Section 1A Guide Purpose

Hello there fellow BF1942 gamers. I made this guide because I saw that the 
BF1942 general FAQs havn't been updated in a while. Instead of bugging the 
writers of these I made up my mind to make my own FAQ. I hope this lives up to 
the current guides as I've done my best to overcome my being lazy all the time 
and give you a nearly complete guide. Hence The Battlefield Survival Guide was 
born. You can see me online as GEN^Orange=*****=2nd
-OrangeP47

Section 1B Legal Information

Copyright 2005 John Proffitt

See that? Thats the copyright. That means you have to ask me if you want to use 
my work. Got it? So if you would like to use some of my work see Section 1D and 
send me an e-mail. About 99 percent of the time I'll say yes so don't go do 
anything stupid.

Section 1C Updates

7.10.2005 -version .72 started (this version): Roughly 30k, 72 percent of 
sections done, 52 percent of content done

Heh well i put alot into this even if its only .72 so enjoy.

Section 1D Contact the Writer

If you want to E-mail me a suggestion for the guide, Hero's stories, or 
correction my e-mail is jack@wpfranklin.com Do not send me viruses or other 
"little goodies" you may think up.

Level 2 Vehicals

These are based on my experiance.

Section 2A American Vehicles

Ok here are the American Vehicals. They have a pretty decent group of vehicles.
 IMO there pacific fighter stinks while the European fighter is the best in the 
game. Other then that theres not realy anything for the general summery. 
Remember threw this level that vehicles are only as good as there user.

Land (names will be there if i can remember what they are, otherwise its they 
type of vehicle)

Preist (mobile artillery)
Armor 1/5
Acceleration 2/5
Speed 2/5
Firepower 4/5
Manuvering 1/5

The Preist is a mobile artillery unit. That means its lightly armored and has a 
huge gun on it. Needs two people to fire and move at same time. If a scout calls
 for artillery the gunner can alt fire to bring up a coordonate system to fire 
long distance accuately. Also it seems to have a bit more armor then the wespe 
but its not noticable.

M1A3(i think) (APC)
Armor 2.5/5
Acceleration 3/5
Speed 3/5
Firepower 1/5
Manuevering 1/5

APC is one of my favorites. Its usualy underestimated because it can't shoot 
except a MG in a turret. This is used by ALL of the allied nations so it won't 
be listed again. For more  see Cool Things 5A. I've descovered quite a number of
 "nice" things to do with them that are some what unconventional.

Sherman (Medium tank)
Armor 3/5
Acceleration 2/5
Speed 3/5
Firepower 3/5
Manuvering 3/5

The Sherman Tank is about middle of the road as medium tanks go. It does not 
have any pros and cons. Besides the main position it has a turret gun but that 
is rarly used.

Wolverene (heavy tank)
Armor 4/5
Acceleration 1/5
Speed 3/5
Firepower 4/5
Manuvering 2/5

The Wolverene is IMO the worst of the three heavy tanks. Its basicly a sherman 
with a bigger gun and more armor but with less manuvering power because of the 
size.

Jeep
Armor 1/5
Acceleration 5/5
Speed 5/5
Firepower N/A
Manuvering 3/5

Ahhh my favorite vehicle the jeep :). The jeep is a car basicly with room for 
two people. Its mainly used for transport or kamaking into tanks. If you want a 
bit of firepower have someone jump on the back or from of teh jeep and prone 
with a gun. Drive carefuly :)

Sea

America is one of the two sides with ships.

Aircraft Carrer
Armor 5/5
Acceleration 1/5
Speed 3/5
Firepower N/A (though it does have AA capablities)
Manuvering 1/5

Those stats may look whimpy but belive me its not. It may be considered the 
single most important ship there is because it spawns a figher and a dive 
bomber. Its heavily armored and has four anti aircraft guns. It may take a while
 to get up to speed but once it is well... lets just say you can ram stuff 
before they even know what you were doing. Good luck turning if they try to move
 though. (Note: Only use it to ram things as a last resort)

Battleship
Armor 5/5
Acceleration 1/5
Speed 3/5
Firepower 5/5
Manuering 1/5

Think aircraft carrier but with massive guns instead of planes. Watch out for
 subs and destroyers that get close. Both main guns can be used as artillery and
 it has two flak cannons on the side.

Destroyer
Armor 3/5
Acceleration 3/5
Speed 4/5
Firepower 2/5
Manuvering 3/5

The destroyer is best used to guard the carrier or battleship. Its faster and 
more manuverable then the battleship but has less firepower. It has depthcharges
 to kill enemy subs by way of sonar. Its rear guns can be used as artillery. It
 has two machine guns on a tower to use aginst planes but you can't switch to 
them with the number keys.

Sub
Armor 2/5
Acceleration (varries)
Speed (varries)
Firepower 2/5
Manuvering 2/5

The subs has two torpedos and can submearge if you hold down the up arrow. It 
surfaces by the down arrow. If you submerge far enough you see a map as you 
parascope is underwater. Submerged you accelerate slower and can't go as fast. 
Its main job is to kill ships though watch out for destoyers and planes.


LCVP
Armor 1/5
Acceleration 5/5
Speed 5/5
Firepower 1/5
Manuvering 5/5

This is the transport that spawns at the back of any surface ship.

Patrol boat
Armor 2/5
Acceleration 2/5 (rated because slowing down is almost impossible)
Speed 4/5
Firepower 3.8/5
Manuvering 1.5/5

This is on the special Invasion of the Philipens map. It has torpedos and mines
 for use aginst the destoryer (or other patrol craft if your lucky). All of them
 have a MG that is more like the turrets on a Bomber. Some have sheilds for the
 gunner. If the Japaneese capture one of the harbors they can get patrol boats 
too witch are basicly the same. If destroyed in water (meaning your not beached)
 a life raft appers with room for 2 but its helth deteriorates at about 1 bar 
per 2.5 sec.

Air

Note Air units have extra stats. Also if you plan to fly alot I'd recomend you 
get yourself a joystick.

Mustang (European fighter)
Armor 1/5
Accleration 5/5
Speed 5/5
Firepower 4/5
Turning 3/5
Climbing 4/5
Loops 4/5
Rolls 5/5

This is the ultimate fighter. Speed is its main advantage. Its matched aginst 
BF109s so unless you stink at dogfighting all you need to worry about from them 
is hight advantage.

Corsair(Pacific fighter)
Armor 1/5
Acceleration 3/5
Speed 3/5
Firepower 3/5
Turning 2/5
Climbing 4/5
Loops 5/5
Rolls 1/5

Personaly I hate this plane. Its hard to keep it level and the zeros just eat it
 for breakfast. Its speed is average but the zeros are fast so you get the idea.
 However it can do some nice loops. I wonder why the mustangs arn't in the 
Pacific.

SBD (dive bomber)
Armor 2/5
Acceleration 2/5
Speed 2/5
Firepower 4/5
Turning 1/5
Climbing 2/5
Loops 1/5
Rolls 1/5

This is a decent dive bomber but still not as good as the japanese counter. The
 stats may look bad but thats pretty much how all of the dive bombers are.

SBD-T (torpedo bomber)

This is the same as the SBD exept instead of two bombs it has a torpedo.

B-17
Armor 4/5
Acceleration 1/5
Speed 1/5
Firepower 5/5
Turning .5/5
Climbing .5/5
Loops .1/5
Rolls .1/5

Thats right those are decimal points. The B-17 is a (insert cuss word here) to 
fly. But its worth it because it can drop up to 8 bombs at a time. You can bomb
 the living daylights out of the enemy with it. Be careful as if you get in.... 
your a prime target for AA. Britsh have this too.

Section 2B British Vehicles 

The British basicaly have the same vehicles as the Americans with a few minor 
changes. Only changes from American vehicles are noted here.

Land 

Jeep

Same jeep as America exept with a horn on the Battle of Britain level.

Sea 

Britain has no sea vehicles.

Air

Spitfire
Armor 1/5
Acceleration 1/5
Speed 2/5
Firepower 3/5
Turning 5/5
Climbing 3/5
Loops 2/5
Rolls 3/5

Instead of the Mustang or Corsair the British have the Spitfire. It is the best
 in turning but it slows at the slightest of moves and its stats are shown 
accordingly.

Section 2C Canadian Vehicles

Canada is only in one map... Liberation of Caen. Its vehicles are the same as 
America/Britain exept for the following changes.

Land

Armored Car

Same as jeep exept with a horn.

Sexton (artillery)
Armor 1/5
Acceleration 2.5/5
Speed 3/5
Firepower 4/5
Manivering 1/5

this is basicly a Preist execpt only one seat.

Sea 

The only sea vehicle Canada has is a commando raft. Its like a escape boat from
 the patrol boat. Too bad theres only a river to use.

Air

Canada has no planes.

Section 2D German Vehicles

German vehicles are overal above average in my opinion. The have nice tanks but
 not as nice as the Russians. There planes are pretty good too.

Weisp (Moblie artillery)
Armor 1/5
Acceleration 2/5
Speed 2/5
Firepower 4/5
Manuvering 1/5

The Weisp is basicly the Axis version of the Preist. It is used by both Japan 
and Germany.

Hanomeg (APC)
Armor 4/5
Acceleration 1.5/5
Speed 2/5
Firepower 1/5
Manuvering 3/5

The German APC. Its like the M1A3 exept it is a bit slower and has more armor 
(witch is basicly how all German Vehicles are).

PanzerIV (medium tank)
Armor 3/5
Acceleration 3/5
Speed 4/5
Firepower 3/5
Manuvering 3/5

This is my favorite medium tank. Its faster then a sherman and a bit bigger. Its
 size doesn't hamper manuvering.

Tiger (heavy tank)
Armor 5/5
Acceleration 2/5
Speed 3/5
Firepower 5/5
Manuvering 2/5

The tiger is hard to drive. Its speed isn't that great either. However it has 
nice armor and firepower so if you can get to the American wolvereens then their
 in for a tough fight. The Russian Tanks can contend with the tiger just fine 
though.

Kubelwagon
Armor 1/5
Acceleration 4/5
Speed 5/5
Firepower N/A
Manuvering 3/5

Kubelwagon translates to bucket car. Its alot like the jeep except it isn't as 
good at offroading so you should use the roads with this. If ya want go 
offroading go steal a jeep.

Motercycle 
Armor 1/5
Acceleration 3/5
Speed 4/5
Firepower 1/5
Manuvering 2/5

Instead of kubelwagons in the map "caen" the Germans have a motercycle. It isn't
 as easy to handle as a jeep or kubelwagon but it has a MG42 on the back so at 
least you can fire out of it.

Sea

There are no German ships in this game.

Air

BF109 (fighter)
Armor 1/5
Accleration 5/5
Speed 3/5
Firepower 2/5
Turning 3/5
Climbing 5/5
Loops 4/5
Rolls 3/5

The BF109 is the German fighter. Its a favorite plane of many players (including
 myself as its the only fighter I'll fly) of varing skill levels. It can 
outclime all the other fighters witch is good as its the only way you can kill a
 Mustang in bocage. The bombing is a little off on it as it seems it harder to 
hit things with the bombs if you bomb like you do in other fighters. (could 
someone send me some info on this problem?) Also you have a great advantage over
 the British spitfires in North Africa. You can do several stunts in the air and
 hardly lose any speed. The Spitfires on the other hand will run out of speed 
and crash if they try to follow you move for move.

Stuka (Dive Bomber)
Armor 1.5/5
Accelration 3/5
Speed 2.5/5
Firepower 3/5
Turning 3/5
Climbing 3/5
Loops 1/5
Rolls 1/5

The stuka is a decent dive bomber... untill you try to do any fancy manuvers in
 it. It is basicly middle of the road but your in serious trouble if an enemy 
fighter is on your tail. I have never lost an enemy once he got on my tail in 
this. I highly suggest that you have a tail gunner to keep fighters off your 
tail.

JU88
Armor 3/5
Acceleration 2/5
Speed 3/5
Firepower 4/5
Turning 3/5
Climbing 3/5
Loops 2/5
Rolls 2/5 

This is only in one map, Battle of Britain, but its way better then the B-17. It
 has three gunner instead of two. Its like 10 times more manuverable and can 
even do loops and roll if you try hard enough. Only down side is it drops six 
bombs instead of eight.

Section 2E Japaneese Vehicles

The Japaneese excel at sea and air vehicles. There ships tend to have a few 
extra cannons then the Americans and there Zeros can eat up opposing Corsairs.
 However there tanks leave somthign to be desired. In the first release alot of
 there land vehicles were borrowed from the Germans and even now there artillery
 still is.

Scout Car
Armor 1/5
Acceleration 4/5
Speed 5/5
Firepower N/A
Manuvering 2/5

This is simmaler to the Canadian Armored Car but it has no roof. It comes with a
 horn :D Other then that its basicly just a normal car.

APC
Armor 2.2/5
Acceleration 2.5
Speed 3/5
Firepower 1.5/5
Manuvering 3/5

My Favorite APC. This is the second vehicle patches have changed from borrowed 
German vehicles (origionaly the Japaneese had kubelwagons). It has an open roof
 at the back but instead of a turret it has 2 MGs, each facing out the sides of
 the APC. This is the best APC for the roadblock stratagy in Cool Things 5A.

Chi Ha (Medium Tank)
Armor 2/5
Acceleration 2/5
Speed 3.5/5
Firepower 2/5
Manuvering 3/5

This is a sad excuse for a tank. Low armor, small gun, and kinda lurchy when 
moving. Good thing there are no Heavy tanks in the Pacific maps or you'd would
 be totaly beat. When playing as Japaneese steal a sherman if you can, it will 
save your life and you will be better able to protect your team.

Sea

Japaneese ships are the same as the Americans basicly with extra cannons.

Air

Zero (fighter)
Armor 1.5/5
Acceleration 4/5
Speed 3/5
Firepower 2/5
Turning 3/5
Climbing 3.5/5
Loops 3/5
Rolls 4/5

The zero is an excelant plane that compleatly tears up Corsairs. Its probaly the
 2nd best plane only toped byt the Mustang. If American try to steal one.

Ahci-val (Dive bomber)
Armor 2.75/5
Acceleration 3/5
Speed 2.5/5
Firepower 3.5/5
Turning 3/5
Climbing 3/5
Loops 1.75/5
Rolls 2/5

For a dive bomber this is extreamly manuverable. This is my al time favorite 
plane. I can out dog fight most anything unless the other player is more 
experianced. It can come with a Torpedo just like the SBD.


Section 2F Russian Vehicles

Well the Russians have few vehicles but they have cool artillery and powerful 
tanks. 

Jeep
The Russians use the same jeep as Britain and the US.

Stalin Organ/Katshin... somthing like that (mobile artilery)
Armor .8/5
Acceleration 3/5
Speed 3/5
Firepower 5.5/5 (lol realy it is 5.5/5)
Manuvering 2/5

MAN THIS THING ROCKS! Its basicly a pickup truck with a rocket lancher on the 
back. It has huge firepower as it fires a rocket that is like 1.5x the normal 
artillery strength and it fires 6 at a time. Plus its quicker as its on a truck
 not a tank bottom. However it is slightly easier to destroy.

T34-?? (medium tank)
Armor 4/5
Acceleration 4/5
Speed 4/5
Firepower 4/5
Manuvering 2/5

This was the most advanced tank of WWII and its stats show. Its the fastest tank
 (well T98 is tied i guess)and has the best acceleration. Its got nice firepower
 too. Good thing half the maps its on are open enough to take advantage of the 
speed. It does seem a bit hard to stear though.

T34-?? (heavy tank)
Armor 5/5
Acceleration 3.5/5
Speed 4/5
Firepower 4/5
Manuvering 2/5

Personaly i don't notice much of a difference between this and the other tank. I
 prefer the other one for the MG to shoot at planes. However if you like armor 
over speed you may wanna pick this.

Sea

The Russians have no ships.

Air

Yak (fighter)
Armor 1.5/5
Acceleration 3/5
Speed 4/5
Firepower 2/5
Turning 2/5
Climbing 3/5
Loops 2/5
Rolls 2/4

The Yak is a decent fighter. Its got some speed but every thing else is medocre.
 On the 2 maps its on it outnumbers the BF109s 3 to 1.

Level 3 Classes

Section 3A Scout

Equipment
Sniper rifle, Knife, Pistol, Granades, Binocluers

The scout is basicly someone who goes solo and snipes/spots for artillery. It is
 the best for long range combat. The sniper rifle is bolt action and has a 
scope. You need to lead your targets if moving and aim farther up if the target
 is far away. The knife is used by all classes. It is a last resort weapon used 
at point blank range. Only use it if your out of ammo or in the case of the 
scout if your snuck up on when sniping. The pistol is a short range weapon all 
classes use but is important to the scout because he can be snuck up on. It 
holds around 8 shots and isn't too accurate. Granades are used by all but one
 class and are a 'anywhere near' weapon. This means throw it near an enemy and 
unless he gets far away it will kill him. Also this is effective aginst tanks 
and other vehicles. Alt fire for a power meter on your throw. The binoculers are
 used to spot for artillery. Alt fire to zoom in and click to call for 
artillery. A scot is useless without this.

Section 3B Assult

Equipment
Assult rifle, Knife, Pistol, Granades

The assult is the class to use if you need to charge all out and gun down some 
heavy opponates. The assult rifle is fully automatic and has alot of recoil but
 if you prone you can be accurate (if you care about accuracy, I don't). The 
assuly rifle can damage lightly armored vehicles like jeeps, artillery, and can 
even take out a plane with a full clip to the propellers. The assult doesn't 
realy need a pistol or knife unless theres no ammo crates about but granades can
 be valuble for softing up the enemy before a charge.

Section 3C Anti-tank

Equipment
Anti-tank rocket, Knife, Pistol, Granades

The anti-tank is made to destroy armored vehicles. Other than that he can't do 
much else though see sabatoging ships in the Cool Things section. The anti-tank 
rocket does most dammage to the back or the treads of a tank. You need to aim up
 the farther the tank is away. Also you better hide as once you fire all the 
enemy most likely knows where you are. That means the Knife and Pistol are 
important to the anti-tank. Granades can kill tankers seeking revenge but I 
usualy use them to finish a tank if I run out of rockets.

Section 3D Medic

Equipment
SMG, Knife, Pistol, Granades, Medic kit

The medic's main job is to heal but he has a nice SMG to defend himself with.
 Its not as powerful as the assult rifle but it'll usualy get the job done. If
 you need more ammo quickly switch to your pistol or if your desperate your
 knife. The Granades are helpful too. The medic kit is waht makes a medic. You 
can heal yourself and others (if others in radius they get healed first). This 
almost makes the medic more deadly then the assult because he can heal himself 
after each encounter but the assult is still better for run and gun action 
because hes more likely to survive to find somthing to heal him.

Section 3E Engineer

Equipment
Bolt Action Rifle/Simi Auto Rifle, Kinfe, Pistol, Mines, TNT, Wrench

The Engineer has so many uses I can't possibly descrive them all so I will list
 uses by weapons.

Rifles

In the Pacific Engineers get a simi auto rifle. They are acuurate and powerfull.
 You can simi auto snipe if you zoome in. Everywhere else engineers get bolt
 action rifles. They are exactly like sniper rifles execpt no scope.

Knife

The knife is a bit imporatnt for engineers because they have rifles and pistols
 can run out of ammo quite qucikly.

Pistol 

The engineer's pistol is important to his/her survival. Unless your in the 
Pacific it takes awhile to empty a clip on your main weapon so many people fire
 once then switch to the pistol and fire. 

Mines

I love mines. They are a insta-kill for any vehicle unlucky (or stupid) enough 
to hit one. Place them on bridges, hide them on well travled routes, or place 
them in obvious places to block traffic and hope the drive isn't another 
engineer. Do not just place them randomly and hope someone hits something.
 Anoter nice (for your team) thing to do is place one on top of a tank or on the
 tread. As soon as the person moves *BOOM*. Also there is a way to place mines
 UNDER the tread so the second someone enters they blow up. This is usefull if 
someone just hops into the tank to use the secondary gun to shoot at one of your
 planes. One of my favorite (and hardest to get away with) things to do is place
 one in a landing craft then hide. The second it lowers down the mine will fall
 with it and *BOOM*. Speaking of boats if you find yourself on a hostile 
carrier, place a mine under the wheel of a plane. They will catch on eventualy 
but when the do you can place some on the deck farther down. Many times the 
enemy doesn't check the whole carrier before take off. This is EXTREAMLY useful
 on Coral Sea. Note: Mines don't hurt infantry.
 
TNT

These are like mines but remote detonated. They unlike mines hurt infantry as 
well as vehicles. Once placed right click to bring out the detonater. You can do
 many fun things with these. First on maps with landing craft place a few under 
the water on beaches where landing craft are likly to uhhh... land. Then hide. 
Once one pulls up press the button and you just got youself up to 6 kills. 
Another nice trick is to place TNT in teh grate of a repair pad. The tank thinks
 its safe but no and long as you survie to press the button. Other then than 
that you can place some in a vehicle and drive carfuly and park next to some 
tanks and get out run and blow er up.

Level 4 Maps

Note: I'd like to say here most of my stratagies take the level of teamwork you
 pretty much only find in a clan that has a voice chat server. Stratagies given 
will include how to capture each base, Stratagy for each team, an atleast two 
backup plans.

Section 4A Eastern Europe Maps

KURSK 

Kursk is a pretty much liniar map on a Russian plane. Two outpost are in the 
center and at each end is a main base. I don't play this one much so this 
stratagy may be bad.

Control points

Bases (non captureable) - Each side has a base with planes and a few tanks and a
 jeep. The are pretty much identical but the russians have more planes.

Sawmill - This is in my opinion the better of the two outposts. It spawns two 
artillery (I love Russian arty :D) that come in very handy. Offence: Rush a jeep
 to the back and capture it right off the bat. Defence: Park a tank nearby and 
blast any jeeps that come your way. Mine the two sandbag enterances to the back 
keeping one of the arty there to blast any stray enemies won't hurt. Also you 
will find many more people spawn here to play with the arty. Keep a few infanty
 IN the building for cover.

Work Camp (I call it Tank Outpost so thats what I mean) - This has a heavy tank
 in a camo net. Hard to defend as there is little cover. Offence: Come from many
 directions as there is even less cover that protects form 2 ways. Defence: Keep
 some tanks nearby and have one arty cover it.

German Stratagy - Rush the Sawmill with a jeep and a tank. Have everyone else go
 for the other outpost. If you were fast enough you should have them captured 
just as the first Russians arive. Have the majority of your forces at the tank 
outpost and have a tank, arty, and a few infantry at the sawmill. Even though 
the sawmill is more important it is easier to defend.

Russian Stratagy - As this map is way ballanced just use the German Stratagy but
 you should take adavantage of your planes.

Backup Plan #1 (they got the out posts before we did) - OK so you let them beat
 ya to the outposts. Shame on you. Well if you havn't sat here wondering what to
 do too long there is still hope. Preform a tank rush with some medics and maybe
 a anti-tank if your tanks are mainly destroyed. Have your remaining people 
create a screen to block off any enemy from the sawmill who will try to flank 
your atackin party. After you are able to capture the tank outpost have the 
forces who atacked it attack the sawmill whilet the screen defends the tank 
outpost. The force attacking the sawmill should atack for behind them for maxium
 effect. If you acomplish this you can switch back to then main stratagy.


Backup Plan #2 (German only: They have our planes outnumbered, what do we do?) -
 Yes having your planes outnumbered is an annoyance isn't it. Well there are two
 ways you can fix this. A) You can put gunners on your meduim tanks to shoot at
 planes with the secondary machine gun or B) Sneek by in a jeep and steal one of
 theres before a piolet respawns and grabs it.

STALINGRAD

Stalingrad is one of the few head on maps that have majorly different starting
 locations (more on this later)and also one of the two urban warfare maps. Bfs
 Stalingrad reminds me of Call of Duty's SP map. The major action here will
 occur around the center flag in the railroad tracks. All of the vehicles spawn
 at the non-capturable bases so if you spawn at an outpost don't expect much 
tank support unless you call for it on the radio. Also there will be alot of 
n00bs trying to be an urban sniper.

Control Points

Western Railroad Station - (German non-capturable base) -  2 Panzer IVs and a 
Kubelwagon spawn here. It has a mg for defence if you somehow get held up back
 here. I personaly like this location better becuase its closer to the outposts
 and you have a relitivly clear path there

German City HQ - Its a tall building with a main enterance and a ladder going
 down from the back top floor. It has a health locker. Offence: Have a few guys
 run in the main enterance and up the stairs while a few people go up the back
 ladder. Defence: Have two people guard the ladder and 3-4 people in the windows
 in the front plus a sniper if ya want.

Raliroads - The main focus of the map. Has nice cover and you can't drive a tank
 right up to it. One of my favorite things to do here is spam granades at the 
enemy city HQ. Hold this and you basicly won if the enemy doesn't try anything.
 Offence: Throw a few granades over the rail cars then have 3-4 people attack 
from each end. Defence: Put those 5 MGs to good use and mow some enemys down. 
Don't forget to granade spam.

Russian City HQ - The exact same as the German City HQ but facing the other way.
 Stratagies are the same.

Bombed Out Port - (Russian non-capturable base) - Spawns 2 heavy tanks and a 
jeep. Has more ammo, health, and MGs but is farther away and you hafta go uphill
 and make several turns due to buildings to get to the outposts.

German Stratagy - You have it slightly easier then the Russians as you are 
closer. Send 2-3 ppl to your HQ and the rest to the railroads. Have the 2 tanks
 cover you as you capture the railroad. Don't bother with their HQ just spam it
 :D with granades.

Russian Statagy - Basicly same as German stratagy but you have to work faster.
 Also Your tanks can stop at your HQ and still cover the rail road. Again just
 spam there HQ.

Backup Plan #1 (You didn't get there fast enough) Ok so you wern't able to 
capture the railroad and you don't know what to do. Don't worry lots of time 
they won't guard their HQ so there is a opening you can take. Take 5-6 Infantry 
and sneek around the outside of the city and assult the enemy HQ from behind... 
up the ladder. Once you have it captured all the capturers should take up 
positions in the forward windows of the enemy HQ and start blasting the living 
potatos out of the railroads while someother teammates take up positions in the
 front windows of your HQ and do the same thing. Here you have two options. 1.
 You can just continue to smash them into oblivion and make there tickets drain 
or 2. After about 30-45 seconds of the above stratagy have 3-4 people assult the
 railraod from each side.

Backup Plan #2 (ARG! They pulled Backup Plan #1 on us) Ok heres one of the few 
spots where I will tell you how to defeat one of my own stratagies. If the enemy
 team does get you in the afore mentioned situation there is a risky way to 
defeat it. You'll only get one shot at it and it will only work maybe half the 
time. First off have two people go back and get your tanks and have them atack 
your captured HQ. Keep in the railroad untill you hear your friendly tanks 
rolling along to atack then have EVERYONE atack your HQ. Hopefuly the 2 tanks 
and almost your entire team will be enough to run out the isolated 6-7 people 
who may be at your HQ. If you do manage to pull this off leave 1-2 people there
 to find any enemys who may still be there and have the rest of your team return
 to the railroads before they manage to take it over.

Karkov

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