Author Topic: FH2: survival for idiots  (Read 6461 times)

Offline djinn

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FH2: survival for idiots
« on: 29-09-2009, 23:09:32 »
FH2 plays very much like FH1 as far as command and control IF you aren't in a squad, BUT no matter how fun you think you're having lone-wolfing it, you'd find ALOT more if you joined a squad and played your role

Infantry for idiots

Try to have a balanced team
  Don't form squads just so you can determine the tactics for the day. Try and fill the ranks of incomplete squads to give each a fighting chance and aid the general strategy

have a sense of the kits being used and try to keep the squad balanced... Not all squads will get an AT person, so deal with it, select something else if you can't be 'the man'. Riflemen are pretty solid for most situations. 2 machine gunners are quite plenty for a single squad, sometimes, too much. It helps to have a
'radio man' i.e a scout to aid an advance with smoke cover and call in arty where needed - your squad can be pinned down by a good sniper, a tank or enemy troops and smoke or arty will be the right move. One or

two smgs will aid a regualr terrain map i.e one with both close quaters and open terrain. One is enuff in open terrain, and perhaps three can exist for close quarters... but again, a riflemen will probably be found useful even then. And one of those smgs can be a squad leader. The suqad leader with the NCO kit generally commands a tad more respect than an NCO without, but it might not be the right kit, sometimes, a scout kit can be just as useful


Move like you have a purpose
Don't just run and gun, you'd die quickly and stupidly. Most people who rake frags will have people like you to thank for their score. More from cover to cover, considering at each point possibler sniper locations, hidden mg nests, possible cover from tanks, possible ambushes etc... Try not move into open streets unless you have good reason to believe an enemy isn't right down the street waiting for you to pop out. Use smoke where this is doubtful. Note that the British smoke grenade requires a few seconds for the smoke to build but last a bit longer than the German one. Know the difference! You aren't concealed simply because you threw one

In hedgerow country, use hedges, built earthen walls and high grass for concealment. And move along the edges cautiously noting the amount of shade, the change in cover and how noticeable you might be from various angles. Use your ears as much as you eyes, use the map to quickly determine whether a movement is from an enemy or friend. Get into the habit of toggling the zoom of the minimap so you don't have to stop to read it in expanded view.

Use grenades sparingly as they have a large blast radius. Be aware of your teammates movements and be sure they wont accidentally move into the effective blast radius. Grenades are best used for clearing buidlings in which you are sure of no TKs, over walls and round corners... If you can see him, try to use a gun or knife. You'd still be killed if you expect the grenade to get an enemy that's in clear view (Especially when he's seen you too). Learn to switch between main weapon and pistol if you have it. Learn to use the knife... Anyone within 10feet can be killed easily with a knife if startled.

KNOW YOUR CONTROLS and make their use as easy-ready as real life movement. If shot at, duck, dash or take cover - Don't immediately try to locate if you have no idea where the shooter is. Move with the team. Use your captain as a spawn, know how he leads and move along with it. If he leads from the rear, use him as a respawn, especially for probing actions or recon. Follow his exact lead if he leads from the front and work in tandem.


Guns
COVERING FIRE WORKS - Use you weapons apprioporately. Lay low and use HMGs and LMGs to cover your team's advance at known enemy locations. DON"T open fire if you don't know if the enemy is there - you'd just reveal your location. Fire mgs in bursts to keep your location somewhat hidden. Relocate after a few shots or after completing your task.

As an infantryman, have one eye trained on distant movement to aid snap-action shots on long range targets - you'd get the first shot in that way. If you must go prone, do... Alot of ground may need to be covered on your belly. In such cases, don't fire until you know you can hit your target - Especially if sureounded by your teammates - you could be responsible for a squad death by revealing your location

If a teammate covers you while crossing dangerous terrain, turn around and cover him also. Shoot and scoot works. move from cover to cover, alternatively. Even if one person gets killed it will keep the rest of the team alive.
Don't move too closely knit - Space out - you make alot less artillery targets that way. Try noiseless communications with your squad eg. turning, stopping, typing etc when close to the enemy

KNOW what kit you are good at and use that. Anyone can be a rifleman as there are plenty to pick from, don't take the AT kit or MG if you suck.

Situation: Attacking a hard point.
If taking an enemy trench or strong point, make use of all the tactics explained. Know your specific role based on your training (singleplayer etc) and kit. Don't just charge in firing. Move from cover to cover, flank the enemy where possible.

Call in a barrage and wait for the barrage to lift, but not for too long. If the barrage doesn't conceal the place in dust, use smoke to coceal your advance in open terrain, and the enemy where close-quarters and 'hand to hand' will be inevitable. They will be alot worse of than you. Onul use greandes when you are sure of a definite kill, in such a situation, it is as easy to TK your advancing s squadmates if the location of the enemy is unknown.

Cap the flag and hold it against a possible counter-attack before you move on. There is a high chance that not all enemy troops were killed in the initial attack - mop up first - And if it is of strategic importance or a frontline flag, consider digging in rather than just charging on....

*Only scream 'Charge' to get your team moving in with full aggression (Especially when taking a tough point head-on, a rare case), and not at any time - Wait for you squad captain where possible to initiate such a move. A charge, if well used might actually befuddle the enemy and get them overheating their barrels or firing madly... Learn to zigzag or move at odd angles in such cases


next: man and machine (Tank-infantry coordination)


« Last Edit: 29-09-2009, 23:09:33 by djinn »

Offline Cory the Otter

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Re: FH2: survival for idiots
« Reply #1 on: 30-09-2009, 03:09:13 »
where are the real idiot testamonials? :D

Offline Captain Pyjama Shark

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Re: FH2: survival for idiots
« Reply #2 on: 30-09-2009, 03:09:01 »
I find when manning assaults and just as often in defence, trusting your mills bomb  over your rifle may be the right thing to do, like back in the Great War.
« Last Edit: 06-10-2009, 02:10:41 by Captain Pyjama Shark »

Offline djinn

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Re: FH2: survival for idiots
« Reply #3 on: 30-09-2009, 07:09:01 »
where are the real idiot testamonials? :D

Well, I've only started playing MP seriously since 2.2 came out - I thought it presumptious of me to claim to be given hot tips for pros... Perhaps n00bs will have been a better word

Offline Zoologic

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Re: FH2: survival for idiots
« Reply #4 on: 30-09-2009, 17:09:50 »
I find when facing assaults and just as often in defence, trusting your mills bomb  over your rifle may be the right thing to do, like back in the Great War.

Ha! That's what the bots do all the time. When they are frustrated, the good old hand grenades is the answer.

Offline djinn

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Re: FH2: survival for idiots
« Reply #5 on: 30-09-2009, 21:09:00 »
A tank is the armored cavalry of the modern era, but like mounted cavalry of old, there are heavy infantry specifically armed to get people like you. And where that isn't the case, there are always bigger and better tanks, and where that isn't true, there are enuff of the enemy tanks to take you off the battlefield - Your role as a tanker is as complicated as that of an infantryman - know your role, know your vehicle

Man and machine
       Basic thing, each tank has armor on some sides, more on one than the next - Yes, you have an achiles heel, know where it is and defend it. If an infantryman can fire a rifle and make a hole eg. the bulgey thing @ the rear of the PZIII turret, then a shell wll do alot more damage. Small tanks have greater speed, weaker armor, weaker guns, big tanks have the opposite (more or less), get a feel for the monster you ride


know your role
Know the map type, if its more of an infantry map, then your role is support - Don't go charging hell for leather into the business end of a pazerfaust. Use your mg in bursts like everyone else - You wouldn't like when your gun overheats in a thick battle. Use MG for known targets and shells for ambush points or to clear out buildngs (Use sparingly, you only have so much HE) and will need it in dire situations). Keep back and cover the infantry from the side or rear, try to assume a mutual support role to avoid infantry flanking you. Mgs are also highly effecting for suppression - Use these @ range where possible to give your infantry a fighting chance


Free-look and town clearing - A tiger in the town square
Get used to using the freelook - A simple tactic you can employ, eszpecially in streets, is to turn your hull in one direction and your turret in another while moving cautiously, free-looking at the spots not covered. It is alot quicker to whip your turret around to 30 or 40 degrees than it is to do a 180. This way, your hull gunner can cover your front while you cover the rear. Know the amount of sound you're making when moving into know enemy locations. Try to flank where possible, using shrubbery etc for cover - They can hear you coming, but don't make it too easy for them to know where. The worst enemy of the sniper or machine gunner is the tank, you are a light artillery piece on wheels, blast known enemy ambush points and mg nest away from a distance for your infantry to move in unimpeded.


Be stealthy! Move with purpose
Don't fire for firing sake - you give away your location. Use the 'hold your fire' commo-rose button if your hull gunner is firing wildly - they'd likely comply. know your tank's profile and don't make yourself a big target on the horizon. Try to know where known AT guns are located and note their dissapearance on the minimap. Make your move based on that information. Try to give your hull gunner a target at all times by facing him in an 'interesting direction' without compromising your weaker flanks. A good tanker can work with anyone!


Use intel to decide your course of action
Be aware of identified enemy armour and flank them - With their engines roaring, they wont hear you coming. Use this to your advantage to position yourself for a one-hit kill where possible (keep an eye out for AT infantry - they usually move together). Don't enter a fight you cannot win: If you see a spot for more than one enemy tank, try to come at the blind spot of one and take out the other eg. round a bend or hill


coordinating tanks
If moving with another tank, try to cover each others 10 o'oclock either with free-look or turrent turned, stagger your motion with one moving up ahead and then you taking lead (if he gets it). Try to use VOIP where possible to coordinate your movement with infantry or armor. use the 'scratch my back, and I'll scratch your back' tactic with friendly tanks if you realise you are being ambushed by infantry from all sides or are in danger of being - Simply use mg fire around your ally with him doing likewise to keep lurking tank hunters at bay.

If moving with other tanks, try to cover based on tank strength. A smaller, though faster is a support tank and should not lead an attack. Cover the lead tank from an angle and try to keep step with the slower tanks so that the integrity of the force remains. It is an intimidating way to approach the enemy - Even an 88 gunner facing such an attack might decide to bail rather than hit first and die

A tank is NOT a flag cap-per - leave the flag caps for your team infantry and give them covering fire. Note that HE shells like infantry grenades is a double edged sword, use carefully to avoid TKs

In open country, keep to cover, folliage and trees to avoid marauding spotter planes, tank busters and distant lurking guns or tanks.

Ride or die
you are a tanker - your life is in the tank. Don't use it as an expensive fragger for your personal thrills. Play for the team. Try to stay in the tank @ all costs. Only bail when hope is completely lose and you are certian of being killed in a matter of seconds. This attitude will aid you to play more strategically

Use smoke cover for infantry moving into heavily defended locations, to conceal your convoy or tank column for the same purposes or if expecting a heavier enemy tank (Especially when you need to retreat, YES there will be times, it's better to fight another day) - A slightly sadistic but tres cool way of doing this is to lobe smoke into enemy defenses like a town or buildings, disorienting them completely, then firing HE's with mg fire raking the windows to get them running in all directions not knowing where the hits are coming from >:-)

take out enemy AT guns and dual purpose guns with AP if you can hit it in one shot, HE at longer range to kill the gunner instantly, and mg only if you can see the man on it and can kill him before he swivels around.

More than as an infantryman where your limbs are at your instant will, nurture patience as a tanker in overcoming entrenched infantry or heavier tanks - It is better to flush infantry out with hell fire than moving in right away.

Next up: Artillery for idiots

« Last Edit: 30-09-2009, 21:09:55 by djinn »

Offline Torenico

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Re: FH2: survival for idiots
« Reply #6 on: 02-10-2009, 06:10:07 »
Also, my Company commander in FHT Told me "You know why you shouldnt attack this flag torenico?"

-Hmm, because of the AT Guys?

-Exactly, you dont have one, two, you have 15 windows poiting at you, one or maybe more can have a PIAT or zooka. You shouldnt, never, attack a flag by yourself with a tank, or enter in the cap zone. You are not intended to attack this flag untill i tell you, you are supossed to support the Infantry attacking it, by staying out of the range from Piats or Zookas.

We did that while we were looking on Communications Headquarters (?) on Totalize.


Offline djinn

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Re: FH2: survival for idiots
« Reply #7 on: 05-10-2009, 13:10:02 »
Artillery for idiots
     This role requires alot of patience and skill in using the dials. Don't waste time here if you aren't cut out for it - But try to challenge yourself and learn it if you think you may have a knack for it.

Read the targets
   Try to have an idea of how the map looks and use landmarks to figure out where the target is on the map. You will be a more effective artillery gunner if you can read your target in conjunction with the flow of battle and hence determine high priority targets.

You will also know if there are friendlies in the area and work in conjunction with them. A good artillery man using a field gun may even be able to determine if he needs to fire smoke in conjunction with HE, or even if you are damn good, AP. Don't just fire because there is a target

WAIT, dammit!  
    Once you get on that artillery piece, surely let people know you are available, but don't spam the radios - If there is no artillery=worthy target, they wont call for artillery - Don't take that as a personal affront. you can't expect squads enganged in heavy close-qaurters combat with enemies moving in and out of their lines to call for arty on themselves, do you?
    In FH2, everyone is quite aware of the tactical importance of the role you play and WILL call when required. Be patient if this is the role you want to play, and remain active

Find the latest scoop
Try to respond quickly to artillery commands, quickly checking for friendlies in the area - A prompt fire after a quick check helps spotters know if they should wait for the barrage or move in. For concealed positions, fire about 3 or 4 shots for effect, adjusting fire slightly to give the enemy little chance of survival

Once you are done with with one target, quickly scroll the dials to the next target, and fire on that too. try to confirm your awareness of a target to the spotter as soon as the spot is given. It will inevitably get to a point in an intense battle, where you have more targets than can be fired on " once. Try to identify high poriorty or time-sensitive targets and deal with those first - If a target is also facing a friendly barrage, focus on another, unless more artillery fire will be of use

Mobile artillery
If you are using a deployable mortar, position yourself behind a good concealment attaching yourself to an advanced or defending team and stick to them so they know they can count on you. Don't advance with the assault team or you will get killed with little chance to defend yourself besides your service pistol. As a squad mortar operator, you need to use your descretion on targets and estimate elevation without coordinates. If your men are attacking a town, smoke out enemy units from rage first. Don't forget you are still an arty gunner and can, and SHOULD call for a spot where possible

IT IS CRUCIAL YOU STAY OUT OF DIRECT FIRE!!

For such pieces as the walking Stuka, note your limited horizontal adjustoment while stationary and know that you CANNOT fire at a flat trajectory or you will blow yourself up, your rear tubes will face the back of the front ones and blow you to bit in one shot. Use sound and visuals to determine targets of opportunity and be careful about TKs - Position yourself across thr axis of advance eg. Facing the road entering the town at Luttich will give you fire opportunity from the first flag up to the church - Protect yourself from flanking infantry, try to use bushes for concealment, fire and displace often. You can also attach yourself with advancing forces or defending troops - But stay back and cover their advance, retreat or positions against enemy assaults


Next: Air combat basics



 
« Last Edit: 05-10-2009, 13:10:13 by djinn »

Offline Roden

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Re: FH2: survival for idiots
« Reply #8 on: 18-10-2009, 23:10:38 »
Good work  8)


Offline djinn

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Re: FH2: survival for idiots
« Reply #9 on: 10-11-2009, 14:11:41 »
hey thanx... I was afraid most hardcore gamers will view these as some dillitent's oppinion :-)

maybe I jinxed it... Now they'll probably come out from the woodworks and tell me to sod off
*looks around, fingers crossed*

Offline Gl@mRock

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Re: FH2: survival for idiots
« Reply #10 on: 11-11-2009, 22:11:53 »
Better fighters make the battles more fun to play. Thanks for the tips.  :)

Offline Mud Buddha

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Re: FH2: survival for idiots
« Reply #11 on: 23-12-2009, 17:12:52 »
"hey thanx... I was afraid most hardcore gamers will view these as some dillitent's oppinion :-)"

Don't worry, most hardcore players know only the little details of certain maps or individual weapons besides tactics like the ones you described. Your descriptions are very usefull.

The thing that always comes to mind though, when reading about tactics in FH is the "utopian" angle of the descriptions: They always assume the world is perfect and every player in a certain game is always down for teamplay, knows his function (kit), submits completely to the will of the squadleader and really really doesn't want to die at all.
Sadly this is hardly ever the case, except in Tournament matches maybe. Take Operation Totalize for example: you can be tactical with your squad all you want and go all the way towards the AA-Battery flag but if the rest of the team is arsing about in main HQ waiting for that particular tank or plane, it's useless. And you just die over and over again.
My point was, if I had one, that what would be even more helpful than your guide would be a guide describing tactics in case your team has zero teamplay or coordination going on. But maybe than the player should just let go all hopes of winning and go solo like Han :-)

Please don't see this as a negativism towards your fine effort, it just crossed my mind. Guides like this really help to understand the dynamics of a game like FH, something I can easily forget when I'm running around frustrated about why no one seems to repair the AT guns or something.  ;-)
FH2 is the game, DarklyDreamingDexter is the name.

Offline djinn

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Re: FH2: survival for idiots
« Reply #12 on: 23-12-2009, 23:12:43 »
No offense taken - Actually, I think I will take up the challenge to write concerning that, now that you bring it up.. soon :-)

But truly, many people aren't actually arsing around, they are just without a leader and are doihg what they can with it

You will NEVER get all 32 - or even 24 people playing as a team - And in a map like Totalize, you need that... What you can do is take a few steps to lead from the front, as a squad leader if you can, but more important as an inspiration - Rank or not.

I tend to use the radio alot more, and kill alot less, and sometimes actually die alot more trying this - But in the end, I'm rewarded when people listen and GET the tactics I'm trying to get people to employ. In the end, we don't always win the match, but you need to learn to be a good sport about that too - And when you DO win, its all the more rewarding - And in later maps, you either get people wanting you to be in their squad or following your tactics, even the radical ones like clockwork

Spme aspects:
1/ Radio less, type more - The radio should be the right tool, but its not there yet, and most see it sheer spam
2/ Exaggerate your actions to show people close by your intentions by your player's decision - Lead from the front
3/ Role play - It works... goddamit, swear if you must, use exclamation if it helps, make use of such words as 'Jerry', 'Tommies', 'Yanks', 'soviets', 'comerades' and the like - And as corney as it may sound, expressions like 'For mother Russia' actually can spurr people. Same goes for such texts as 'Charrrge!'
4/ Tactical weapons work better to get people following - Less greandes, more smoke - Less HE, more targets... be tactical

THE BATTLE IS BIGGER THAN JUST HOW MANY FRAGS YOU GET! THINK DIFFERENT!

Again, 'Solo-playing for idiots' soon to come


« Last Edit: 23-12-2009, 23:12:01 by djinn »

Offline :| Hi

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Re: FH2: survival for idiots
« Reply #13 on: 23-12-2009, 23:12:40 »
Information from the TransformersTvShow has taught me: "Knowing is half the battle!"

[2:06:54 PM] Tolga: cant use tha shit underwater -Tolga on the G3

Offline Kelmola

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Re: FH2: survival for idiots
« Reply #14 on: 23-12-2009, 23:12:10 »
Information from the TransformersTvShow has taught me: "Knowing is half the battle!"
Sorry, but that catchphrase is from the PSA's played at the end of each episode of G.I. Joe (both seasons of the Sunbow-made series), NOT Transformers.

Now you know! And knowing is half the battle.