Forgotten Hope Public Forum

Forgotten Hope 2 => Tactics & Tutorials => Topic started by: Ts4EVER on 29-07-2009, 22:07:36

Title: FH2 maps and you
Post by: Ts4EVER on 29-07-2009, 22:07:36
This is the first installment of (hopefully) many short overviews of all maps in the current build. They will be designed to give new players a idea about what the maps are about and what awaits them in terms of tricks and gameplay. Other members are more than welcome to post their own tricks and insights about the maps.

Bardia

(http://forgottenhope.warumdarum.de/screenshotsfh2/Bardia/loader.jpg)

Australia assault
vs
Italy defend

(http://forgottenhope.warumdarum.de/screenshotsfh2/Bardia/minimap.jpg)

Sniper rifle positions (I know of)

1. In the Australian mainbase, in the ruined tower beside the Matilda
2. In the Australian mainbase, beside the spawn point in the Pak-Bunker
3. Directly south of City Hospital, second floor of the big building
4. At Italian hospital, in the mid tent

Overview
This is a fairly small and fast map. The Aussies have to attack 4 Italian flags, three of which are are on the other side of the river. Australia generally has the upper hand in the tank departement, especially through the heavy Matilda tank, that can not be harmed by the Italian M13/40s. It is up to the I. infantry to block all bottlenecks and rivercrossings with mines or by ambush. Many ruined buildings, debris and plant life conceal infantry against tanks. Due to the small size, all cap occurs rather often.

Flags

Wadi Outpost
This is the only flag on the Australian side. It primarily consists of a bunker guarding one of the river crossings. Spawnpoints are inside and around the bunker, but also on the other side of the river in a little slit trench. Due to a badly placed AT gun on the other bank, spawn rape per HE shells is possible, this often leeds to frustrating situation, should the outpost be the last flag in Italian hands.

City Hospital
This flag is notable due to the heavy AT emplacent watching the road. The flagzone is between the two legs of the U-shaped building complex and can be accessed through the trench system. It is overlooked by an MG-emplacement, however because of the Italian habit of using ridiculously small magazines that's a minor concern.

Italian Hospital
This is the center of the map and a good team can cap it in the first minute of the game by crossing the river between both bridges before the Italian defence is in place. The place is pretty walled of, but can be easily accessed from both the other hospital and the barracks, also through the ruined buildings in the west. These make a perfect squad leader hideout, both for attack and defense.

Italian Barracks
This flag consists of two rows of buildings, which are mostly enterable. The wooden fence around it can be destroyed by explosives. Spotters or snipers can use the watch tower to their advantage, but will usually draw tons of sniper fire from the Australian bank. Some spawn points are in the wooden area to the south. The river can be crossed from there over the half destroyed footbridge. This is a nice way to ambush tanks before they drive over the main bridge and can also be used to surprise allied infantry.

The map in on sentence
A bombed out city is under attack by river crossing tanks.
Title: Re: FH2 maps and you
Post by: Stonechater on 30-07-2009, 00:07:33
+1  ;D

Would be nice if you draw circles around the "sniperspots" if you have the time to do it.
Title: Re: FH2 maps and you
Post by: Ts4EVER on 30-07-2009, 01:07:42
(http://forgottenhope.warumdarum.de/screenshotsfh2/Siege%20of%20Giarabub/loader.jpg)

Australia assault
vs
Italy defend

(http://forgottenhope.warumdarum.de/screenshotsfh2/Siege%20of%20Giarabub/minimap.jpg)

Sniper rifle positions (I know of)

1. In the northern plantation, in the little yard on a box
2. On the big tower
3. At the village flag, near the little secondary gate, in the ground floor of the two storey building, at the MG emplacement
4. No.4 sniper in far east tent. (thanks to Kubador)

Overview
The Australians have to assault an old medieval fortress here, hold by the Italians. There is no armor except an Australian Vickers light tank, which is great to suppress Italians on the walls. Every flag has several spawn points, some of which spawn you on top of the fortifications. Many players tend to ignore everything above a certain height, so shooting from above is a nice way to get kills. You're vulnerable to enemy sniper fire from other towers and walls though. Most of the fighting takes place in the labyrinthic interior of the fortress. Memorizing all ways is almost impossible (even experienced players hit a dead end now and then).

Flags

Barracks
This flag is usually attacked from the plantation at round start. The northernmost gate is usually turned into a no go area by s-mines and nearby spawning infantry. The best route of attack is the big hole in the wall, especially if the Italians on the wall are suppressed (this can be done with the sniper rifle in the plantation building, jump into the trench with it and keep the walls enemy-free). The flagzone itself is devoid of any enemy activity disturbingly often, although hordes of Italians usually rush in once it is greyed.

Mosque
This should be common sense, but here we go: don't enter the big court. No cover and usually fire from all sides. Protip: the big cupola building can be accessed per grappling hook and makes for a great sniping spot. The tower (where the rifle is) is usually to obvious and to easily countersniped, get the rifle and get down there.

Village
The ability to cap this flag from the nearby roofs is often overlooked, but important. Get on one of them, throw down a grenade to clear the flagzone and then watch the stairs behind you for sneaky enemies while hidden behind the sandbags. Many of the roofs around the flag are interconnected by planks, allowing for surprise movements and sneaky capping.

East Giarabub
This flag is very easy to defend and often the "last outpost" of a losing Italian team. It can be accessed by the easternmost gate (easily blocked) or from inside the fortress. The latter can also be shut down quite nicely, either by smart positioning or by grenade spamming the entrance in the metal fence (very lucrative).
This flag usually only falls because noone guards it.

The map in one sentence
Helms Deep is in the desert and Italian.




Title: Re: FH2 maps and you
Post by: Sturmbocke on 30-07-2009, 09:07:59
Most important thing in defending bardia is to take breda LMG and spawn near the river crossing immediatly at the beginning. There is usually truck or two coming in and killing those / slowing them down is key thing to win time for your mates to get to defending positions.
Title: Re: FH2 maps and you
Post by: Die Happy on 30-07-2009, 10:07:43
why do you have to show people the position of the kits, i rather find them myself the look them up somewhere. but thats just me i guess.
Title: Re: FH2 maps and you
Post by: Natty on 30-07-2009, 15:07:20
This is a nice thread TS4Ever! I want something like this on the main page in the maps section..
Title: Re: FH2 maps and you
Post by: Cin3k33 on 30-07-2009, 18:07:38
Yeah!!!
I knew only about 3 sniper rifles on bardia:D, and sniper is in south tent, not middle ;)

I support Natty idea. Or you can make this topic stick in Feedback section ;D
Title: Re: FH2 maps and you
Post by: Ts4EVER on 30-07-2009, 18:07:47
Yeah!!!
I knew only about 3 sniper rifles on bardia:D, and sniper is in south tent, not middle ;)

oops, you're right. Which one diden't you know?
Title: Re: FH2 maps and you
Post by: Kubador on 30-07-2009, 19:07:24
4. No.4 sniper in far east tent.

BTW, awesome post. Salute.
Title: Re: FH2 maps and you
Post by: Ts4EVER on 30-07-2009, 20:07:11
Siege of Tobruk

(http://forgottenhope.warumdarum.de/screenshotsfh2/Siege%20of%20Tobruk/loader_small.jpg)

German assault
vs.
Australian defend

(http://forgottenhope.warumdarum.de/screenshotsfh2/Siege%20of%20Tobruk/tobruk_minimap_small.jpg)

Sniper rifle positions (I know of)

1. German main, in the bunker beside the commander radio
2. British main, northernmost bunker, beside the commander radio

Overview
The Australians have to hold two defensive lines against the tank-heavy German onslaught. While the Germans have the advantage of more and better tanks, the Australians are dug in and protected by minefields and static emplacements.

First line
This one is decisive. If the Germans are able to establish a firm grip here, the Aussies have lost (unless there are like only 6 German tickets left or something). The line consists of three flags with similar layouts. Once Tobruk HQ and a second flag are capped, one flag of the second line is unlocked.
Every flag consists of a fairly shallow trench system with one 2 Pounder, one Machinegun and a mortar. There is a small underground bunker with radio and ammunition in every trench, but outside of the actual cap-zone. An anti tank ditch (mined) protects the trenches. It can be crossed safely by infantry. Other assorted bunkers and foxholes lay in the area around the positions, mostly to provide safe spawnpoints. So, how to attack these things?

Germans
Every assault should have two main components:
1. Holding down the enemy
2. Overrunning the enemy

Holding down the enemy
It is of vital importance to destroy the 2-Pounders and keep them destroyed. The most important asset here is artillery. In 90% of all rounds the Germans lose, their failure can be traced back to some childish inter-team conflict about the howitzers. If you want a lot of points on SoT, spot for artillery. Smoke is also helpful, check the minimap as artillerist to see if there are assault teams in the ditches that might need some smoke cover. You can also destroy AT guns with At rifles. Also vital are the tanks. Their main task is getting into a nice position close to the trenches and deny their use to the enemy. A squad leader in a tank can also provide a nice semi-protected spawn point.
The Australian tanks are generally inferior, however smart allied tankers will use them in a hull down position behind the crest of the hill or in a "shoot and scoot"-fashion. Spot these tanks as German infantry, so the Stuka can get rid of them or to make your tanks aware of their presence/position!

Overrunning the enemy
So the Aussies are spawnraped and stunned by tanks and artillery? time to get that flag! We're not PR here, so I will not start a lecture about "fire and movemnt" or some crap. Just do the following:
Assemble a decent infantry squad, get them in a transport, drive up to the (hopefully) suppressed flag, get into the ditch, wait for casualties to respawn. Then throw all your grenades and smoke grenades into the trench and zerg rush the bastards. Congratulations, you captured a flag of the first line!

Aussies
Read the German part and do everything to avoid the stuff proposed there. The essentials are:
1. Keep the 2-Pounders repaired.
2. Patrol the ditch. Is infantry in the ditch? Throw grenades.
3. Smoke and close assault tanks.
4. Keep the fucking 2-Pounders repaired.

Consolidation
This is the decisive phase. All to often the Germans all spawn on the captured flag, trying to get to the next one in a Leeroy Jenkins like manner. Often they leave the flag unguarded, only to be recaptured by some fellow who survived in one of the ditches. A German team that succeeds in attacking the other flags from behind as well as from their mainbase, while holding on to the other flags is usually victorious. For the Aussies: Harassing and counter attacks. The Vickers tank is nice to disrupt enemy buildup in the now German flags, the same thing can be achieved by a Bren carrier. The AT-Guns in the second line are often ignored, because every German gun is firing on the next first-line flag. Because of that it is rather easy to destroy German tanks that cross the crest of the first line to support the advance of their infantry.
The Germans have won when:
1. All AT-guns in the first line are in their hands or destroyed
2. They have enough tanks behind the first line to simply gun down every Australian attempt to counter attack.

After that it's gg. The second line flags are almost undefendable, lacking an AT-ditch and effective fortifications. After they have fallen, the Aussies get two Mathildas, but at that point those are not of great help. Sadly, the round ends up very frustrating, with the Aussies trapped in their last flag and the Germans unable to get in. The game is decided at the first line.

The map in one sentence
Defend the trenches at all cost!!!!
Title: Re: FH2 maps and you
Post by: Ts4EVER on 31-07-2009, 21:07:26
Invasion of Crete

German airborne assault
vs.
British defend

(http://www.bfewaw.com/trexer/fh2wiki/crete/minimap_small.jpg)

Sniper rifle positions (I know of)
1. German mainbase, in the tent (has parachute)
2. Rearguard, in the tent beside the spawnpoint (there also is an SMG-scout kit)
3. Maleme Airfield, in one of the Nissen huts beside the flagpole

Overview
The Germans start out at a tiny airstrip in the north. There they have to board transport planes in which they cross the sea and attack the british positions.
Make sure you have a kit with a parachute!
The following spawnable kits have chutes:
Fallschirmjäger Schütze
Offizier (Squad leader)
When you are about to board the plane, don't touch it. Contact will kill you immediately. In severe cases it can lead to a pb-kick of the pilot, which is very... suboptimal. So, be a bit careful.

There are two schools of thought. One has the pilot circling over the sea until he is high enough to be out of reach for the bofors. While this generally keeps the plane safe, the parachutists are still picked off in the air. The second tactic is coming in low and simply landing the plane, allowing the passengers to leave the plane.
A good mixture of both tactics is usually the best call. Jumping is best done in the extreme south of the map, behind rearguard and hill 112 (127? forgot the number). The hilly terrain there allows Squads to regroup out of sight and establish a bridgehead by capturing one of the backflags. Landings are generally more successful in the far east of the map, because of less Bofors. However, the terrain there is quite open, allowing Bren Carriers and the Vickers to hunt down the freshly landed troops with relative ease.

Once the Germans have landed and established a foothold, the map plays relatively open ended. Some general advice:
1. Avoid the hilltops and move below the crests
2. Beware of certain o0mn1oxious bofors rapers
3. Try to secure transports for fast attacks on flags behind the frontline (these are often ignored and a perfect opportunity to bring some movement into the battle)
4. The Vickers is annoying, but can be destroyed with AT-rifle fire (noobs often think AT rifles are totally useless against every tank)

The map in one sentence
Parachutists get raped by black puffs.
Title: Re: FH2 maps and you
Post by: sheikyerbouti on 31-07-2009, 21:07:08
 If you find the time with respect to pick up kits, I think many of us would appreciate if you could divulge their general locations.

 WRT Crete, the monastery flag has a great selection of MP40 assault kits, MG34 kits and a Gebalte ladung anti-tank kit. At Hill flag, there is a selection of Tanker kits for the Allies and the flag at Suda bay has several interesting kits to be found.

 WRT Giarabub, I never get to play 64 player size much but you forgot to include Lobo's easter egg in the form of the tin-can shooting range that is in a courtyard between village and barracks flags.
 Also as a general caution, the Italian Hand grenade (bombe a mano) is one of the most useful grenades in game and as such, I recommend any Italian infantry or officer's to use their grenades every chance they get.


Great thread Ts, with some tweaks, this thread could be well on its' way to being a valuable sticky for our new FH2 comrades.
Title: Re: FH2 maps and you
Post by: corsair89 on 31-07-2009, 22:07:13
When you are about to board the plane, don't touch it. Contact will kill you immediately. In severe cases it can lead to a pb-kick of the pilot, which is very... suboptimal. So, be a bit careful.

I thought that TKs were disabled for Ju-52 because of this.

About Giarabub, the most western square of the fort is often poor defended or undefended at all, except one s-mine or two. Plus as Brit, there is some good cover between the spawn and this entrance if you have to go on foot.  ;)
Title: Re: FH2 maps and you
Post by: Magnus on 01-08-2009, 15:08:19
Always funny to see a new player asking  in chat, with capslock, where the sniperkits are.

why do you have to show people the position of the kits, i rather find them myself the look them up somewhere. but thats just me i guess.

Are you afraid to get to much competion for getting the sniperkit?

Title: Re: FH2 maps and you
Post by: Slayer on 01-08-2009, 17:08:56
Nice map-manual you made there. Will be a nice guide to new players I'm sure. Also, I learned of some new sniper rifle locations (as I'm very lazy and if I know one per map, I'll always go for that one). At Giarabub there's also a sniper rifle in the westernmost starting base for Aussies, it's in a tent together with a Bren (?) kit.

When you are about to board the plane, don't touch it. Contact will kill you immediately. In severe cases it can lead to a pb-kick of the pilot, which is very... suboptimal. So, be a bit careful.

I thought that TKs were disabled for Ju-52 because of this.

The TKs are still there, the minus pints are dismissed. So a pilot would not end up with -20 at the start of the game.
Title: Re: FH2 maps and you
Post by: corsair89 on 01-08-2009, 17:08:10
Well yeah, I wrote "TKs" but thought about "minus points" :-X
Title: Re: FH2 maps and you
Post by: Cin3k33 on 02-08-2009, 10:08:12
Which one diden't you know?

In british main base, near pak-bunker :) Thx for help  ;)
 
Here is your cookie
(http://pixiestixkidspix.files.wordpress.com/2007/08/cookie-bite-web.jpg)


2. Beware of certain o0mn1oxious bofors rapers


Love you, +1  8)
Title: Re: FH2 maps and you
Post by: Ts4EVER on 02-08-2009, 20:08:22
The Battle for Sfakia

(http://forgottenhope.warumdarum.de/screenshotsfh2/The%20Battle%20for%20Sfakia/loader.jpg)

German assault
vs.
British defend

(http://forgottenhope.warumdarum.de/screenshotsfh2/The%20Battle%20for%20Sfakia/minimap.jpg)

Sniper rifle positions (I know of)
1. Eastern most German spawn point, just spawn and turn around
2. German Spawn point above Upper town, in the little yellow cart
3. In the british command post
4. Harbor, upper floor

Overview
This is a very fast and chaotic infantry map, that can be confusing for first time players. Many new british players don't know from where the Germans attack: from the north, out of the mountains. There is one tank on this map, the British light Vickers tank. It is very annoying, because it is agile and extremely deadly for infantry. Its movement is hindered by buildings and walls, so it shouldn't be too hard to hunt down, especially with AT rifles.
The Germans start without radio, so you have to capture either harbour or monastery to use your commander abilities. Alternatively a smart commander may go on a little mission behind enemy lines and grab the radio unnoticed. I have seen this working a few times, but it largely depends on the wits of the allied team.

Flags
All capturable flags start out british.

Secondary flags

West Road
The Germans spawn practically directly above this. That makes it hard to defend and it usually falls to the German onslaught quite fastly. If you want to defend it, don't stand on the road! Either stay in the two storey building or retreat behind the buildings, to defend the flag from there, mostly by grenade use. This is one of the two "secondary flags". Both of those are quite hard to hold or counter attack and serve as "staging boards" for the German advance. If the situation in the village itself is a stalemate, it might be useful to try and cap one of those secondary flags, to open up a new spawn point behind the Germans and bring some movement into the round.

British rearguard
This flag lies down in the valley, beside the little chapel, the spawn point however are on the cliff overlooking the flagzone. I have seen good squads defending this point, but they usually get bypassed by motorized Germans or bicycle troops.

Core flags

Upper Town
This flag lies some distance below the central German spawn point. If you get the sniper rifle you can wreak havoc among the Brits there, hwoever, be not surprised if some plucky Brit comes for you or countersnipes you. The most important position in the flagzone is the little garage. It's not only a spawn point, but also a safe position to capture the flag. A nice position for Brits at the start of the round is the large building to the south. It has a balcony or terrace area, enterable by ladder. If you lie down there with a Bren you can watch the ridge line to the north and east. Often German troops come down there, hoping to outflank the flag (also the occasional sniper). They often fail to localise a smart Bren gunner, leading to some nice long range kills. I often ran out of ammunition in that position  ;D However, you are not in the flagzone and once the flag is captured by the Germans it can get a bit uncomfortable up there.

Command Post
The flagzone is mainly concentrated around the sand bagged storage/command area. As a German it is advisable to lie down directly north of that position. That way you are safe from fire coming from the big house in which most of the spawn point are located. Even grenading you there is often quite difficult. This is one of the most important flags of the map, together with the Town square. There are three ways between those two flags and the fighting is often quite concentrated there. The middle road is usually quite dangerous and often covered by mGs. Because of that it is advisable to follow the southern most route, directly at the sea. In my experience this is often great for sneak attacks on town square. The third route is through the garden area in the north. This one is a bit longer and mostly deserted. It is quite hard to get into the flagzone from there.

Town Square
As I said, very important. The key is the south eastern building, as the flag can be capped from there. Sneaky players can also enter the capzone by jumping over the chapel static from the seaside promenade. Alternatively you can capture the flag from behind that static (in the little corner between the house and the chapel). You can also spawn rape through the window from there, although I wouldn't recommend doing that too often. The tank spawns there.

Harbour
No progress? Need commander radio? All sniper rifles taken?
Backcap Harbour!
Harbour is often overlooked and backcapped. There are two main approaches to the flag: Directly from the north (from West Road), although there is not that much cover for troops advancing from there. The other is more direct, over the stairs from Town Square, although this one has a certain bottleneck quality to it.

Monastery
This is a very... special flag. First of all, it's a lot fun fighting there, assaulting it is awesome. The main advantages of the flag are a spawn point closer to the action and a radio for the Germans. Other than that, it's a bit away from the action. The worst thing that can happen to British team is losing all flags except monastery. It has happened to me 3 or 4 times and the amount of lag and rape was mind boggling. If in doubt, rather give up this flag than any of the core flags, also it is useful to keep it if you are defending command post as your central flag.

The map in one sentence
Fast combat in beautiful scenery.

edit: Sfakia in real life:

(http://www.wkistler.de/more4/Bild%20101I-166-0516-13b65.jpg)
Title: Re: FH2 maps and you
Post by: hslan.totaler_humbug on 02-08-2009, 22:08:57
Nice thread. Maybe say to SoT that the bomb-craters infront of their line are great for anti-tank infantry.
Title: Re: FH2 maps and you
Post by: Miklas on 05-08-2009, 09:08:20
You can cap the town square by positioning yourself directly beneath the eastern window on the south eastern building (around the corner of the spot Ts4EVER suggested). From here you can see the main road and can easily shoot any enemy that comes around the corner.

Also, for west road, you can lie down with a bren gun at the most western part of the road close to the cliffs to get an exellent spot for killing germans that try to take the flag. Usually you are not affected by grenade spamming at this place.
Title: Re: FH2 maps and you
Post by: Ts4EVER on 07-08-2009, 16:08:24
Sidi Rezegh

(http://forgottenhope.warumdarum.de/screenshotsfh2/Sidi%20Rezegh/loader.jpg)

British advance
vs.
German/Italian delay

(http://forgottenhope.warumdarum.de/screenshotsfh2/Sidi%20Rezegh/minimap.jpg)

Sniper rifle positions (I know of)
1. In the Administration building, top floor. You have to go through the basement and up the ladder.

Overview
The Axis hold a big airfield against an allied armoured assault. They start out with only an armoured car (which is useful for harassing the Allied advance) and an Italian light tank. After the allies have capped all three airfield flags, the axis get the bleed and several German tanks as reinforcements to recap the airfield.
The Axis have no spawnable MGs (there are several Lafette kits lying around though). Instead they have two different rifleman kits, one German and one Italian. Chosing which one to use is a matter of preference. The map is totally imbalanced in its current state and can't be lost by the Allies. However, it is said to receive an overhaul in 2.2.

Flags

Airfield flags

Hauptkampflinie 19. Flakregiment (from now on "88-flag")
This one is quite important early on, because it has two heavy AA guns pointing into the general direction of the allied assault. Because of that, it is advisable to outflank this position by attacking the Administration building to the south or the blockhouse flag first. As allied infantry, it's very profitable to call in artillery on the Flaks early in the round. As a German, it is nice to take the SdKfz222 (spawns at administration) and use it to harass advancing infantry and spotters. You can rack up quite some kills before someone has the idea of spawning with an AT rifle or the tanks finally arrive there. Note that the spawn points of this flag are scattered around the trenches and defensive works guarding the east side of the airfield. This makes it easy to attack Administration from there, hwoever, you are often far away from the flagzone, making it hard to defend.

19. Regimentsgefechtstand ("Administration")
This is a nice building for a lot of different purposes. The flagzone is in the basement, making it quite easy to defend. The spawn points however are all above ground, so reinforcing the room might prove hard. The second floor is nice for sniping and artillery spotting. The sniper rifle can be found in the "eagle's nest", a little tower like structure on top of the building, reachable through the basement. This position has also two MGs. It's not very safe up there, for enemy Stuarts often lob HE shells up there and mortars often zero in on the building. As a sniper it is advisable to relocate to another part of the second floor. The nest is quite important for squad leaders, because they can directly reinforce the basement from a relatively secure location.

Magazin 19. Flakregiment ("Hangar")
This flag is often backcapped early in the round, usually by a british squad bypassing the defensive positions per jeep. This flag is generally hard to defend, especially because tanks can directly drive into it. It is quite easy to attack administration from here, by advancing through the building area southwards. A Pak overlooking the airfield and an APC spawn there.

The Blockhouse
This is not one of the airfield flags and doesn't count towards the bleed. However, if your team loses the flag, it also loses 50 tickets (is that the real amount? I forgot). The flag basically consists of a big building with a radio in it and some tents and trenches (where the flag is). A light tank, a medium Pak, a stationary AA-truck and two artillery pieces spawn there. For the british it is advisable to attack the flag early, thus outflanking the 88s and most other defensive works of the airfield. The Germans may attack it after they got their tanks, advancing through the mountain pass instead of directly into the british defences.

The map in one sentence
Imbalanced, but fun with a good squad and a basic idea where everything is and when to hide instead of prancing around in front of the Mathilda.
Title: Re: FH2 maps and you
Post by: Ionizer on 07-08-2009, 21:08:31
Something's been bugging me...

(http://forgottenhope.warumdarum.de/screenshotsfh2/Siege%20of%20Tobruk/loader_small.jpg)

(http://forgottenhope.warumdarum.de/screenshotsfh2/Sidi%20Rezegh/loader.jpg)

Those loading images have the No.4 in them, but the maps use the No.1 MkIII SMLE (except for the incorrect placeholder ammo kits and sniper rifles).  I think there might be one more with the wrong weapon as well.  It's not a big deal, but are they going to be fixed for the next release?  Is it hard to redo the render with the SMLE instead of the No.4?  It just bugs me whenever the map loads up with the wrong rifle on it.  (I know it's a leftover from before the SMLE was in game and the maps actually did use the No.4, but everything [except the loading screen] is correct now, so why not change it?)
Title: Re: FH2 maps and you
Post by: VonMudra on 07-08-2009, 23:08:29
Cuz they have more important things to do (porsche turm) ;)
Title: Re: FH2 maps and you
Post by: sheikyerbouti on 08-08-2009, 00:08:28
 I am loving your walkthroughs Ts4 but could you please make mention that these overviews are only correct for the 64 player maps versions.

specific kudos for mentioning the Blockhouse and the major ticket losses that occur when the flag changes hands.
Title: Re: FH2 maps and you
Post by: Slayer on 08-08-2009, 12:08:41
"The flag basically consists of a big building with a radio in it and some tents and trenches (where the flag is)."

Is it so important that you mentioned it twice? ;)

specific kudos for mentioning the Blockhouse and the major ticket losses that occur when the flag changes hands.

About this: I remeber having played Crete where this also occurred, I believe it was on the Chania flag, but I'm not sure . Anyone able to confirm?

Oh, and thanks for another great map overview of my favourite map in the mod so far.
Title: Re: FH2 maps and you
Post by: Ts4EVER on 08-08-2009, 15:08:33
"The flag basically consists of a big building with a radio in it and some tents and trenches (where the flag is)."

Is it so important that you mentioned it twice? ;)

I wanted to make clear that the flagzone was at the tents.
Title: Re: FH2 maps and you
Post by: Natty on 08-08-2009, 15:08:15
TS4Ever I think you lost your grip on the "the map in one sentence". On Sidi you're giving us your personal opinions like in a review... I think it is better if you stay objective, check Gamaustra for perfect guidance how to present or document levels and games, they teach you the language that the reader is interested to read: which is fact about the map, not opinions  :)

At least that is what I thought this thread was.... good stuff so far, keep going  :D
Title: Re: FH2 maps and you
Post by: Ts4EVER on 08-08-2009, 16:08:14
Gazala

(http://forgottenhope.warumdarum.de/screenshotsfh2/Gazala/loader.jpg)

German assault
vs
British defend

(http://forgottenhope.warumdarum.de/screenshotsfh2/Gazala/minimap.jpg)

Ignore the Bir Hacheim flag on this map.

Sniper rifle positions (I know of)
1. In the German main, alongside other heavy weapons behind tent
2. In the British main
3. 150th Box, in one of the bunkers facing Knightsbridge

Overview
This is first and foremost a tank map. Both sides have a variety of tanks to choose from. On the German side you find Panzer IIIs, Panzer IVs and some lighter Italian models, on the British side a mix of Stuarts, Crusaders (with 2-Pounder) and Grants. The airforce plays a big part, with air dominance being a decisive factor. This is also the only map where the Brits have their tank hunting Hurricane. Despite this domincance of armour and airforce, infantry is far from useless. Sidi Mufftah and 150th Box require infantry to be capped and the ever popular "AT driving" is especially effective on Gazala, due to its open nature, the relative abundance of pick up Heavy AT kits and the limited vision of Grant tanks.

Staging area flags
These flags are rather secondary and mostly used as bridgeheads for operations against the central flags.

Sidi Muftah
This flag guards the German northern approach to the central flags. It can't be entered by tanks (due to minefields and barriers) and a smart squad can hold out quite a while by utilising the AT grenades and AT guns.

Acroma
This one is often back capped at round start, usually by a German squad just driving past the other positions in a Kübelwagen. Other than Mufftah it can be entered by tanks and is quite hard to defend.

Center flags
Most of the action on the map revolves around Knightsbridge and 150th box.

Knightsbridge
This flag consists of two areas: The flagzone area, which is basically a little village, some tents and tank spawns, and the hill to the east, which is a very important positions. The AT guns up there allow the team to dominate the area north of 150th Box and the approach to Acroma.

150th Box
Arguably the most important and most contested flag on the map. It consists of an intricate system of trenches and tunnels, with several AT/AA/MG emplacements. The flag lies in the center of the position. Due to it's labyrinthic layout, the flag may be confusing for newcomers. A good point to hide a squad leader is the long tunnel in the west. If you got this flag, try to hold on to it as long as you can: patrol the outer trenches and check for intruders in the tunnel or the bunker in the flagzone. The flag is usually subject to heavy air and artillery bombardement throughout the game. Spotters often hide in the depression to the west or the ridgeline to the northeast.

The map in one sentence
Tanks and planes fight it out with infantry assualting and defending fortified positions.


Title: Re: FH2 maps and you
Post by: Slayer on 08-08-2009, 16:08:48
"The flag basically consists of a big building with a radio in it and some tents and trenches (where the flag is)."

Is it so important that you mentioned it twice? ;)

I wanted to make clear that the flagzone was at the tents.

I understand, but I quoted this because the exact same sentence is mentioned twice in the last paragraph.
Title: Re: FH2 maps and you
Post by: Ts4EVER on 08-08-2009, 16:08:48
oops fixed it.
Title: Re: FH2 maps and you
Post by: hslan.totaler_humbug on 08-08-2009, 16:08:06
You forgot to say, that Bir Hakeim is not longer a flag.

The only german tactic I saw working at Sidi Rezegh was to hold only Administration during the whole round, because it´s the easiest flag to defend, with up to 3 squads, so the allied bleed will never stop. This was resulting in the first german victory I´ve ever seen on this map.
Title: Re: FH2 maps and you
Post by: Ts4EVER on 08-08-2009, 16:08:36
You forgot to say, that Bir Hakeim is not longer a flag.

I wrote it under the minimap and never mentione the flag.
Title: Re: FH2 maps and you
Post by: hslan.totaler_humbug on 08-08-2009, 16:08:29
Oh, my fault. Didn´t saw it.
Title: Re: FH2 maps and you
Post by: Ts4EVER on 10-08-2009, 22:08:38
Fall of Tobruk

(http://forgottenhope.warumdarum.de/screenshotsfh2/Fall%20of%20Tobruk/loader.jpg)

German assault
vs.
British defend

(http://forgottenhope.warumdarum.de/screenshotsfh2/Fall%20of%20Tobruk/minimap.jpg)

Sniper rifle locations (I know of)
1. In one of the little outskirt houses just north of the German mainbase (on a table beside an smg-scout kit)
2. At Outskirts, on top of the south western building
3. At admiralty house, on the wall overlooking the approach from Town Center
4. At admiralty house, on the balcony of the big building overlooking harbor
5. Tobruk church (now guess where exactly ;))

Overview
My favourite map, although I almost never get to play it somehow (Mostly because I avoid Aberdeen like the plague and that one always comes directly before FoT) Incidentally, I need someone to write a guide for Aberdeen.
The map is infantry centered and features house to house combat. The German get some tanks and an AT-Halftrack, the Brits are reinforced by Stuarts after the Germans have advanced into the city. The flagzones are all very complicated and it would be impossible to list all approaches and secret passages here. I will try to give a short overview, explain the push system and reveal some tricks I have up my sleave ;) but since the two rules of a successful FH2-player are
1. Never reveal everything you know
and
2.
I will keep it short.

Flags

Outskirts
This flag has to be capped before the Germans can advance into the city. This often proves to be harder than you might think, mostly because of well positioned british infantry and the two british mortars zeroing in on the rather open approach. In my experience smoke and fire from the own mortars usually leads to a quick success for the German team. So you have captured the first flag. What now?

First of all: Don't run of at once! The British spawn quite a distance from the flagzone and the Officers Building flag is quite close. This often leads to a fast counter attack. As for flags, after Outskirts has fallen, there are three main possibilities:

Mussolini Plaza -> Church
Town Center -> Church
Officers building -> The Harbor

The Admiralty House flag only gets unlocked after every other flag is capped.

Officers Building
This flag can prove to be a constant thorn in the Axis' side, due to its close proximity to the valuable outskirts flag. Especially early in the round, losing outskirts can be very annoying, as it locks up the other flags.

The Harbor
The whole eastern Harbor area is quite open, especially if compared to the rest of Tobruk, although there is still cover in form of boxes and bomb craters. Overlooking the flagzone are both the big house to the west )some spawnpoints in there) and the admiralty house building. Being lower than most of the other flags, it is often subjected to fire from the promenade.

Town Center
This flag is often the center of attention for both teams. It has many approaches (some underground) and is therefore quite hard to defend.

Mussolini Plaza
The flagzone is actually under the plaza, in a tunnel running from south to the north. The Six pounder spawning there is quite useful to deny tanks the use of the road, although the fast pace means you are often outflanked by infantry.

Tobruk Church
The plaza infront of the church is quite open, the safest approach is to flank that area through the building and alleys surrounding it.

Admiralty House
This one is the last flag to be unlocked and seldomly fought about. Tanks can only approach it from Church, while infantry can climb the wall guarding it from Harbor and town center in various places. One of them is the quite obvious wooden stairway, but you can also climb the hill directly from harbor.

General advice
As infantry it is advisable to stay of the broad mainroads. Not only are Panzers using them, but you also fall prey to smarter infantry who knows that there are safer ways to get around in Tobruk: trenches, tunnels, alleys and roofs. Seek them out as much as you can, they will make your life a lot easier. There are a lot of ways to combat tanks in the ruins. There are several AT guns hidden in fortified positions, but they lose in usefulness due to the fast gameplay. Much more interesting are the hidden heavy AT-kits you find in trenches and similar positions. There are also some Commando kits around that might prove useful in the close quarter fighting.
The British might be the defending team, but sitting in the same hole all round long will usually get you nowhere. Keep moving, mount counter attacks, think aggressive. Most positions can be outflanked through some tunnel anyway, so why not being faster than the enemy, getting him first?

The map in one sentence
Infantry fights in a destroyed city full of secret passages and surprises.

Title: Re: FH2 maps and you
Post by: Ts4EVER on 27-08-2009, 18:08:28
Mersa Matruh

(http://forgottenhope.warumdarum.de/screenshotsfh2/Mersa%20Matruh/loader_small.jpg)

German
vs
British
meeting engagement

(http://forgottenhope.warumdarum.de/screenshotsfh2/Mersa%20Matruh/minimap.jpg)

Sniper rifle locations (I know of):
1. At Quaryet El Quibashi, on a bed beside a tent.
2. At Garawla, on the top floor of the two story building with the balcony.
3. At Mosque, on the tower (duh)
4. At Matruh East, in the enterable building with the commander radio.

Overview
This is one of the rare maps in FH where none of the two sides has the bleed at the beginning. There are 5 cappable flags, 4 of which are in British hands at the beginning. The Garawla flag is German from the start. Generally the map is more open than other urban maps. There is plenty of room for tanks even inside the city and the hiding places for infantry are somewhat limited. To get the British bleeding, the Germans have to capture Mosque and Matruh east. For the British, capture of the Garawla flag is vital.

Flags

Matruh West
This flag is usually attacked early on from Quaryet El Quibashi. There are several movable 6 Pounders in the area, that can be used to defend it against tanks coming over the southern ridge. The water tower is sometimes used as a spot for snipers or artillery spotters, but generally is too exposed for that use.

Matruh Station
This is more or less a staging area flag. The flagzone is closed off to tanks and there are several AT-Guns in the area. Note that some of the spawns are in the little building  and the walled of section to the north.

Mosque
The mosque building this flag is named for is not enterable, the tower however is accessible. Its value as sniper position is rather limited, however.

Matruh East
This flag is sometimes spawnraped by a smart Panzer driver, positioning his tank behind the AT obstacle and palms guarding the flag from the south. Note that some of the spawn points are in the west, in a little walled of area beside the british tanks.

Garawla
This flag has to be capped, if the British want to win. Not only gives it the bleed, but also extra tanks and 88mm guns to defend the village. A nice place to hide a squad leader is under the railway bridge.

The map in one sentence
City with lots of room to maneuver tanks and AT-Guns.
Title: Re: FH2 maps and you
Post by: Paavopesusieni on 27-08-2009, 20:08:40
In Sidi Rezegh there is sniper kit straight south from 7th brigade outpost. There is destroyed convoy. At the flipped bedford, last in the convoy, is a sniper kit its  right beside it.
Title: Re: FH2 maps and you
Post by: Ts4EVER on 28-08-2009, 15:08:09
(http://forgottenhope.warumdarum.de/screenshotsfh2/Alam%20Halfa/loader.jpg)

German assault
vs
British defense

(http://forgottenhope.warumdarum.de/screenshotsfh2/Alam%20Halfa/minimap.jpg)

Sniper Rifle positions (I know of):
1 and 2: There are two rifles in the German main, both on tables.
3. Near 4th Light Armoured Brigade, among the crates of the big storage area.
4. At the last british flag, on some crates near the tank spawns.

Overview
This map is roughly similar to Siege of Tobruk. The German Panzers have to break through three defensive positions. However, the map is larger than SoT and British tanks play a bigger role, especially in midgame, when the round is decided.

First line
The first two flags that can be captured are 4th Light Armoured Brigade and 7th Motor Brigade. I will refer to them as western and eastern flag. After one of these flags is in German hands, the the closest flag of the second line is unlocked and can be capped. However, it is advisable to first cap both first line flags, because they are easily recapped due to their close proximity to each other. The main defenses of the first line are AT-guns (2 and 6 pd). Veteran players usually know their positions and can take them out early and without problems.
The line usually falls very early and is rarely defended very long. However, a good squad may delay the unevitable by counter attcking the first lost flag while the German team splits up between the two other possible attack points.
The terrain is generally quite nice for hiding among the stone trenches and shell craters. If you like sniping: Take the rifle, hide in one of the shell holes, wait until the Germans have overrun the line and then proceed shooting German infantry troops spawning there and 88 crews. A skilled sniper can rack up quite a lot of kills that way. Always relocate after a few shots and don't forget to S-mine the crater you just left.

2nd line
Herre the gameplay is more open and the map plays a bit like Gazala. The two outposts are defended by infantry, while the Grants and Panzer III/IVs slug it out in the open desert. The westernmost flag is generally harder to defend for infantry. It basically consists of a small depression in the ground, which is easily rapable by smart Panzer drivers. The eastern flag is easier to defend, due to trenches and artillery guns that can be used point blank.
The round is decided in the phase. Using the open terrain and their tanks to their advantage, smart players can outflank and destroy enemy attempts at capping both flags. If you feel that one side is pressured a lot less than the other, mount a fast counter attack on the first line. This usually buys a lot of time before the Germans manage to recap it.

3rd line
The third line consists of the two western flags of the last three on the northern ridge. They are only unlocked after both second line flags have been capped. In this phase the Germans usually have the upper hand. More often than not the British tanks are besieged in their base and German tanks are roaming comparatively free. If the British managed to hold the Germans long enough at the second line, victory is still possible. The terrain is very similar to the first line, with lots of trenches and craters. After these two flags are in German hands, the last one is unlocked. This is quite rare, however.

Title: Re: FH2 maps and you
Post by: Die Happy on 28-08-2009, 16:08:12
i want to add to alam halfa:
germans have a lot of amor in their base
once they capepd a complete line and have advanced taking the next the armor in their mainbase stops spawning but instead spawns a line further.

so if for example germans have 3 flags under their controls the majority of their tanks will spawn in the first British defensive line.
Title: Re: FH2 maps and you
Post by: Ts4EVER on 28-08-2009, 17:08:04
I didn't know that. Cool feature.
Title: Re: FH2 maps and you
Post by: Slayer on 28-08-2009, 18:08:46
Also, if British lose the second line but they have ticket majority, the smart thing to do is wait at the last line for the Germans. Don't try and recap the second line, it might mean defeat in the end. While the Germans really need to cap the last three flags for a victory, the British can wait it out and kill any jerry attempting to cap one of the last 3 flags. Defense is the key word.

This also works the other way around: when Germans have ticket majority, don't try and cap any of the last three flags, just defend second line. Much easier and safer: the Brits will be killed many times in their attempts to take back second line, which will mean their demise if Germans defend well.
Title: Re: FH2 maps and you
Post by: Die Happy on 28-08-2009, 20:08:32
I didn't know that. Cool feature.

this was done to maintain the pressure from the german tanks as theri infantry alone was to weak in the open. once a tank died at the front the time to respawn and drive to the front from the mainbase was extremly long.
Title: Re: FH2 maps and you
Post by: Herpes911 on 31-08-2009, 06:08:05
On Siege of Tobruk, too many times I see the German team trying to hold all three frontline flags at once.  I hope more people will realize from this thread that you only need two of them (HQ plus either flank) two reach the second line and stop the ticket bleed, after which point the German team has the game in the bag pretty much.  Not only does the ticket bleed stop, but the second line flags are much easier to defend with armor (which the German team clearly has the upperhand in on this map).
Title: Re: FH2 maps and you
Post by: Rawhide on 31-08-2009, 13:08:13
Fall of Tobruk, never underestimate the eastern flank!

A lot of squads rush to the first flag and the British as well, but if you flank from the east and then go in on the first flag you can do some serious damage or flank over to the office building if they cap the first
Title: Re: FH2 maps and you
Post by: djinn on 06-09-2009, 09:09:27
Lovely review... Please continue for the remaining maps and Normandy.. I
m putting this together for a FH2 survival guide... I think the devs should do that too - Make a survival guide separate from the official guide for 'further reading'

ALso, if you want to make this an ultimate survival guide, and I think you should, add other pickup kits to each map, or have someone append to them thus. And perhaps add a spoiler with a disclaimer, the location of all easter eggs :-)

Title: Re: FH2 maps and you
Post by: Ts4EVER on 06-09-2009, 13:09:26
Well, since I can't play 1.5 online my review of the normandy flags will ahve to wait.  :'(
Title: Re: FH2 maps and you
Post by: Slayer on 06-09-2009, 17:09:17
Apart from that, there are still some Africa maps to be reviewed.
Title: Re: FH2 maps and you
Post by: Ts4EVER on 06-09-2009, 17:09:11
Yeah, but atm I'm trying to get 2.2 to work, so Hyacinth will have to wait.  ;)
Title: Re: FH2 maps and you
Post by: djinn on 29-09-2009, 06:09:35
I think the devs should sticky this thread...

TS, any chance someone else who has played the Normandy maps online with as much relevant things to say can pick up where you left off... I really would like a complete set of map strategy for my ultimate guide

thanls
Title: Re: FH2 maps and you
Post by: Ts4EVER on 29-09-2009, 13:09:57
No worries, I will continue soon. I will finish the Africa maps and after that I will have played normandy enough to start with them.
Title: Re: FH2 maps and you
Post by: Cin3k33 on 29-11-2009, 14:11:44
We wanna more!
Title: Re: FH2 maps and you
Post by: Ts4EVER on 29-11-2009, 14:11:52
I wil probably start with the 2.2 maps soon, but atm I'm not that motivated tbh.
Title: Re: FH2 maps and you
Post by: hslan.totaler_humbug on 24-02-2010, 22:02:24
More!  8)
Title: Re: FH2 maps and you
Post by: assaultman16 on 03-04-2010, 05:04:10
how about el elamein!
Title: Re: FH2 maps and you
Post by: Ts4EVER on 28-05-2010, 01:05:33
After a long hiatus: Port en Bessin and you!

I'd like a decent squad leader try this tactic and report back:

Outflank the German positions by advancing along the eastern edge of the map. The squad leader hides in the hills there while his squad rushes the church flagzone. After church is capped, the sl  moves a bit southward and the move is repeated. In my experience Germans rarely defend there. You might come across the odd sniper, but they are usually easily overwhelmed when faced by a whole squad.

To get church hide around this position:

(http://www.abload.de/img/screen436v2w1.jpg)

Make sure to change position a bit to make the direction of attack less predictable.

This house is nice as a squad leader hideout for the attack on outskirts:

(http://www.abload.de/img/screen435a45q.jpg)

If you have a sniper rifle you can also very effectively shut down the daunting MG nest guarding the outskirts flag:

(http://www.abload.de/img/screen43412s5.jpg)

This also denies the enemy use of the Panzerfaust kit there.

Speaking of AT kits, these are all positions except the one in the british mainbase:

(http://www.abload.de/thumb/screen438m1ku.jpg) (http://www.abload.de/image.php?img=screen438m1ku.jpg)

(http://www.abload.de/thumb/screen437k3n2.jpg) (http://www.abload.de/image.php?img=screen437k3n2.jpg)

(http://www.abload.de/thumb/screen439q1ke.jpg) (http://www.abload.de/image.php?img=screen439q1ke.jpg)

(http://www.abload.de/thumb/screen440u3uo.jpg) (http://www.abload.de/image.php?img=screen440u3uo.jpg)

(http://www.abload.de/thumb/screen441a4ls.jpg) (http://www.abload.de/image.php?img=screen441a4ls.jpg)

(http://www.abload.de/thumb/screen442n1xe.jpg) (http://www.abload.de/image.php?img=screen442n1xe.jpg)

General advice for this map: Knowledge is half the battle! Spot the tanks as much as possible (both sides). Make sure Bren Carriers don't fall into German hands. Don't drive them into flagzones, rather let the passengers disembark way before the actual flagzone while an MG gunner stays back in them to lock down roads etc. Memorize positions of static mGs and Pak 75mm. As German always counter attack fast. As British beware of German counter attacks ;). Sometimes it pays off to stay back for two spawnwaves or such to defeat enemy attacks, while the less organized team members advance on the next objective. Once they come close to the next flag the counter attacks will cease and you can move up too.
Title: Re: FH2 maps and you
Post by: Battlefieldfan45 (CroPanzer) on 31-05-2010, 10:05:02
Awesome tread!
One question:Is the gold ingot kit on Giarabub?
Title: Re: FH2 maps and you
Post by: Die Happy on 31-05-2010, 11:05:38
yes it is
Title: Re: FH2 maps and you
Post by: Battlefieldfan45 (CroPanzer) on 31-05-2010, 11:05:02
Where?  ;D
Title: Re: FH2 maps and you
Post by: Raziel on 31-05-2010, 12:05:55
Check this vid and you will find it:  Link (http://www.youtube.com/watch?v=aQqaL0MYs9E)
Title: Re: FH2 maps and you
Post by: SoccerSpartan on 01-06-2010, 21:06:45
Nice map manual, only wish that some of these maps saw more action on the servers (mayber they do, but I rarely see some of these being played...:P) Need a sticky!
Title: Re: FH2 maps and you
Post by: Die Happy on 02-06-2010, 09:06:05
at least giarabub is one of the most popular africa infantry maps and should be in map rotation on many servers