Strategy Basics
So far we've talked about a lot of "low-level"
tactics. In this section we'll take a step back and look at the game at a larger
scale.
Introduction
Strategy is all about what roles everyone on the team does, and how they
interact to win against the enemy. When you play you should try to understand
your role at a high level, and how it helps your team. Try to think about what
your "mission" is. For example, don't just focus on all the little things you do
like "kill this guy", "blow up that objective", etc. You should know exactly
what kind of help you are providing to your team- are you fragging, are you
distracting the enemy, etc? You should also be aware of what other people are
doing and whether what you're doing is really of any benefit. For example, if
your team is getting severely outgunned, maybe you could better serve your team
by choosing an aggressive role.
So, here's a list I made of some of the main "roles"
people fall into:
- Mass Fragging
If your role is "mass fragger", remember: all that matters is getting lots
of kills. It doesn't matter if they're cheap. Some people run around trying to
be "sneaky", and getting knife kills or something like that. You might feel very
proud that you were sneaky, but in the end sneaky doesn't pay off much. You have
to be aggressive and put yourself out at the front lines to really be effective.
This is one of the most important roles in the game. A lot of people look down
on rambo medics, panzers, or arty spammers, but often they're the reason you win
the game. This isn't hide and seek with guns, this is war. You can have the best
strategy in the world, but if the other team is pwning you in frags, you're
going to lose.
If you're on a pub where skill levels vary a lot, there might just be 2-3 guys
on your team getting most of the frags. This can work well, and often the team
that has more of these good players will be the one who wins. In a clan,
fragging is usually more distributed among the players and everyone is expected
to help.
- Assassination
Instead of running around and fragging everyone, you focus on taking out
specific enemies. This is one of the valid uses for sniping. In particular, if
you can take out a pesky field ops or engy, you can save your team some grief.
Another good idea is to get a uni, then sneak behind enemy lines and then
knife the enemy's mortar to death.
Note you don't necessarily have to be a covert ops to do this. One thing I
love to do is go rambo medic with adrenaline, when I'm playing defense. Then I
run around killing enemy engineers and gibbing them. I don't care if I get
into a fight with 3 guys at the same time and die, as long as I kill the engy
I'm happy because now the enemy's entire rush has lost its purpose.
- Support
This means running with teammates and supporting them in firefights.
Medics are probably the best support class, since they can watch your back,
AND heal you or revive you as necessary.
- Resupplying
Keep your team stocked on ammo/medpacks. This is something that's nearly
always in demand. If you're a medic, make sure to keep giving out health
packs, and try to travel with other people as much as possible- especially
engineers who need support. If you're a field ops, pay attention to "need
ammo!" requests, and make sure to resupply people on the way out of the spawn
point, and any MGs on your team. If people run out of ammo during fights,
that's going to seriously screw your team's effectiveness, especially if
you're playing in a competitive setting.
- Defense
In this role, you aren't too aggressive, you just stay back and kill
enemies who come near the objective, or through a choke point. You might also be the one who watches
your team's back. If you suspect a covert ops has gotten in your base for
example, you can do a sweep to check for him.
Defense often has the advantage. You have many defensive measures you can set
up, such as MG's, landmines, small sub-teams devoted to holding a choke point,
etc. You may also be able to get on high ground before your enemy comes, so
that way you have a height advantage. Defense also has the element of
surprise- you know exactly where your enemies will be attacking from, so you
can set up ambushes and use stealth tactics like corner whoring very
effectively. Holding an objective for an entire game isn't easy, so use
what you have to your advantage.
Meanwhile, offense is going to look for any predictability they can exploit,
and ways to neutralize your defense, or get you to thin your defense out. For
example, one tactic I have seen in clans is that everybody attacks through one
route, then the next time, everyone attacks through another route, etc. They
may also gather at some point, and then storm the objective together. This is
why you should not confine yourselves to your base- some players can play pure
defense, but other players should be going out and weakening the enemy's
offense and containing them within choke points so that they never have the
opportunity to gang up on you like this. Also, by having some people go out
and fight, they will also be able to detect problems ahead of time. For
example, "Oh no! I just saw 5 Allies all coming over the footbridge route!"
- Going for the objective
This includes engineers planting dyno, or people stealing radar parts,
etc. You always need a good number of people doing this. However on the other
hand, when you're in this role you tend to be cannon fodder and die a lot. So
to complement the people going for the objective, you need a lot of help from
the team: mainly support and mass fraggers. If everyone goes for the
objective, you'll have a lot of people just running around with pliers while
the enemy pwns you in fights.
- Gathering info
This is a much-neglected aspect but can be very useful. The
idea is basically to gather as much information as possible on your enemies
and give that info to the rest of your team. The most basic way to do this is
with team chat- tell your teammates if you lost your uni, tell them where
enemies are coming from, etc.
If you're a covert, make sure to spot landmines and enemy
locations. Spotting enemy locations is pretty useful, which is why I think
it's often good to have at least 1 cvops on a team especially if you're on a
pub with a large team where you can afford to have covert ops.
- Blocking the enemy
Here, the goal isn't to frag, but to simply block off some area. Landmines
are great. Also, artillery strikes are good for this purpose- it keeps the
enemies from going somewhere. Even if you don't even frag a single person, it
will still make the other team have to pause for a while. Another great way to
slow down the enemy is to use a flamethrower. Probably the best
example of this is on Seawall Battery- after the allies plant dynamite at gun
controls, have a flamethrower right outside of the axis spawn to block
everyone from rushing to the dyno.
- Cover
Basically, this means keeping the enemies off your teammate's back.
Especially important for engineers trying to get a job done. This is why I
think teams need to be aggressive. When I'm on a team full of wusses it's very
frustrating because if I'm trying to complete an objective, I'm always the
first one the enemy sees because I'm the only one willing to put my neck on
the line.
One strategy which works very well here is "creating chaos". Basically, the
entire offensive team runs in guns blazing and turns the enemy base into
havoc. This atmosphere makes it much easier for engies to run in unnoticed and
complete a job, whereas if they run in alone they'll get mowed down instantly.
- Misdirection
This involves things like throwing a smoke grenade in the wrong place just to
divert your enemy's attention, blowing up one objective while an engy plants
at another objective (just to distract the enemy), etc.
Keep in mind that while you're running around distracting the enemy, there's
lots of other things you could be doing like fragging or being an engy. So,
only do this if your team is large enough that you can afford to lose an engy
or a fragger, etc.
Class
selection
Here are some general guidelines on what classes teams should be made of. Keep
in mind this is very general, and certain situations or strategies may call for
something completely different.
- Engineers
The number of engineers on your team can vary based on what's going on. If
there's nothing the engies really have to be doing at the time, you can get
away with just 1 engy or even no engies on the team. For example, on Railgun,
for the majority of the time, engies aren't that crucial.
As you get to the point where you need to plant dyno, repair tanks, defuse
dyno, etc, then I would say 1/4 of your team should be engies. So if you have
7 people on a team, then 1-2 engies. If you have 12 people on a team, then 3-4
engies is good.
- Medics
I would probably have at least 2 medics at any given time, firstly so they can
be available to revive, but also so that your team gets a nice +20 HP bonus.
Medics are also sturdy fighters and can be quite deadly if you're a good
gunner. For this reason, you often see lots of medics in clan matches.
There are some times when you may be able to get by with just 1 medic. For
example, on Battery when the Allies are constructing the assault ramp, often
it's better to have 1 extra engy than having 2 medics.
- Soldiers
Skilled soldiers can really help your team. I'm not talking about a
panzernoob, but people who really understand how to use heavy weapons. The
number of soldiers you have may vary especially with heavy weapon
restrictions, but in general it's a good idea to have at least 1 soldier-
perhaps an MG if you're on defense or a panzer if you're on offense. With a
larger team like 12 people, 2-3 soldiers is good.
- Field ops
It's always good to have some field ops for calling airstrikes and passing
out ammo. Especially if you're playing on a campaign, it's so useful since
they can get level 3 signals skills. I'd recommend always having at least 2
field ops. Probably in general 1/4 of your team should be field ops.
- Covert ops
The covert ops is mainly useful on pubs where you have lots of players. In
a clan match where you only have 7 players, you simply can't afford to have a
covert ops because you need more of the other classes. This isn't always true-
there are some instances where a covert ops is handy, but for the most part
they are nonexistent in clan matches.
If you are on a pub though, it's good to have 1 or 2 covert ops around, if
you're trying to infiltrate. The other main place where a covert ops comes in
useful is if you're playing Radar as Allies, you need a covert ops to satchel
the command post so that you can construct it for yourselves and gain the side
entrance as a spawn point.
So in general, you should have from 0-2 covert ops, depending on the
situation. More than 2 covert ops is probably too much.
Offensive strategies
- Infiltration
This generally involves covert+engy, basically you just get a covert ops
to open a door for the rest of the team. I've already talked about
infiltration in other places, so all I'll say here is, try to take a medic
along with you, and try to make the first infiltration attempt count because
if you screw up once, it gets much harder since the enemy is prepared next
time.
- Neutralize their defense
Spot mines. Rifle nade or panzer their MG's. Disable their crew-served MG's.
Spawncamp them to prevent them from reinforcing their defense, or just call
artillery to trap them, while you go steal an objective. Use smoke grenades if
you are a covert ops. Be unpredictable, so that you don't give the benefit of
the element of surprise.
- Timed assaults
A well-planned assault can accomplish much more than individuals charging in, but the reason it involves a lot of teamwork. As always, here is my usual
suggestion for dealing with uncooperative teammates: if they don't want to
rush with you, then find someone to follow, and go with them. At least then
you'll have 2 people!
The best example of a timed assault I've seen is on Seawall battery, when
allies are trying to build the assault ramp. First, two field ops run up the
beach and throw two airstrikes up on the ledge (one on each side). This causes
the axis to run away, buying your team a few moments of peace. At the same
instant, two engineers build the assault ramp. (It could even be 1 engy, but
with 2 it's faster). Meanwhile, the rest of the team is getting ready to run
up the ramp the second it's built.
Another good example on Battery is, once allies get a uni, tell people to
spawn in the alternate location near the backdoor. Once you have 5-6 people
gathered up, have everyone EXCEPT the cvops rush to the backdoor and take out
the axis who's on the MG if there is any. When it seems safe, have the cvops
quickly run to the backdoor and then flee for cover, while everyone else rushes
in
If you are having trouble coordinating your team, you could set a gathering
point, like "Everyone meet by the bridge. We will attack at 15:30". However,
don't spend too much time waiting around for teammates. Defense tends to get
thicker and thicker if you give it time- mines get planted, dead enemies get
reinforced, panzers recharge their bars, etc. So be aggressive and don't let up
on the enemy. Get in their base and hurt them, don't just stand around right
outside their base waiting for something to happen.
The above "strategies" aren't rocket science, but so many teams fail
(especially when playing allies) because they can't work together properly. On
pubs, you will have to really pull teeth to get this level of coordination.
You can try talking to the better players on your team and get a fireteam
going. Or just join a clan ;)
- Taking control of an area
The most typical type of offense you see with less experienced players
looks something like this: Allies run one by one into the Axis defense and are
slaughtered like monkeys. You have to remember that going for the objective
(like stealing parts for example) is very risky, you're instantly everyone's
target if you do that.
So, sometimes it is good if not everyone goes straight for the objective.
Instead, some people can just stay in the enemy area and camp them. One good
example of this is if you're on Oasis, while your engy is going to plant at
the anti-tank gun, one guy can get up on the Axis' crew-served MG and mow down
anyone coming to defuse.
The best example of this is spawncamping. This is when your team has
completely taken control of the spawn area. In this case, you aren't even
going for the objective any more, you're just focused on making this area
impossible for the enemy to go out of... Meanwhile, your teammates can go for
the objective without much interference.
Defensive strategies
- Outer defense ("outer D")
Basically, this is like an "offensive defense". You rush out and take out
your enemy as soon as possible. This buys you extra time. The idea is to thin
out your enemy so by the time they reach your base, the people staying back to
defend don't get overwhelmed. A good analogy is how
meteors headed for earth burn up when they hit the atmosphere, so by the time
they strike, they're just the size of a pebble.
A good outer D should include fdops (airstrikes/ammo), soldiers, and medics.
If you are an engineer, you should hang back because you may have to rush to
defuse dynamite on very short notice. Although, if you have lots of engineers,
then it's okay if 1 or 2 goes offensive since rifle nades are so useful.
One Really common mistake I see is when teams ONLY have a forward defense.
Everyone rushes out of the base to go make some frags. Eventually someone gets
past your defense, and then you're screwed.
The best way to set up your outer D is to camp choke points. Don't just
individually go running out into the onslaught of attackers. Remember:
defenders have the advantage because they know where the enemy will be coming
from and can set up MG's, etc.
A good example of a point you can camp is the bridge on Goldrush. You can have
a field ops and panzer stand up there and blast incoming Allies, supported by
a medic. If you are successful and you manage to stop the incoming rush, then
you can move your outer D further forward, until it's all the way forward
(spawncamping).
Another good example is the water cave on Oasis- you can set up an MG
supported by a field ops and a medic. If you do it right, it will be extremely
difficult for enemies to get through.
Be careful not to concentrate all your forces in one area. For example,
sometimes you see 7 people camping one single choke point. In this case, some
people should go see how the other choke points are doing, or just fall back
to inner defense.
- Inner defense ("inner D")
This is defense which is close to your base (or whatever you're
guarding). It's important to have at least a couple of people who stay back
and defend instead of running out to greet the enemy. The problem with this is
you don't get much action, but hopefully if the rest of your team is doing a
good job fragging the enemy, then they'll do okay without your help. All that
will happen is occasionally 1 or 2 Allies will make it to the objective, but
you'll be ready for them.
A good home defense often involves heavy weapons such as flamethrower or
panzerfaust. Having a medic is also a wise choice, because if you don't have
one, then what may happen is that the person(s) defending will get weakened
after 1 rush, and by the time the 2nd rush occurs, he is already low on health
and dies quickly. Even if the medic doesn't devote himself to staying back and
healing the guys playing inner D, he should occasionally check on them and
heal them as necessary.
Sometimes the enemy may break past your outer D and then suddenly your inner D
is getting swarmed. In this case obviously you should fall back and basically
90% of your team should switch to playing inner D. This is a really bad
position to be in, because now you will all basically be trapped in your base.
The only thing you can really do is fight like crazy on inner D, and slowly
try to push the enemies back until you can clear your base and regain control
over the choke points. This is very hard to do, and once the outer D starts
"leaking" like this, it's very rare that a team will recover. Another thing
you should do if this happens is beef up on your engies and medics. Engies,
because you might have to defuse dyno, and medics, becaus things are about to
get very bloody.
Because maintaining outer D is so important, this is why I think the best
players on the team should generally play outer D. (i.e. people who know how
to run in and frag like crazy).
- Planting mines
Mines are uber-important to a good defense. You can choose to place your
mines in a more forward position, or plant them all close to the objective.
It's usually good to have a mix of both. Also, instead of placing a huge clump
of mines in one spot, spread them out liberally. This way, essentially you
cover more ground and you won't have one covert spotting all your mines within
2 seconds. Also, if you clump 5 mines in the same spot, then one guy can
explode them all if he runs through that area. There are exceptions though,
like mining up the tank when the allies are trying to steal it on Goldrush.
Keep in mind though that mines are not a substitute for a good defense. You
can't just mine up the area near the objective and then skimp on inner D. ET
has been out for a while, most people are smart enough now to know how to
avoid the common mining spots, especially if you're playing one of the 6 stock
maps. So, try to plant mines in slightly different spots than where the enemy
may expect them. Also, try to avoid planting mines in some spot where a covert
ops can easily spot them. So for example instead of planting it right in an
entrance, you might plant it slightly to the side of the entrance, so that a
covert standing on the outside can't spot it.