Forgotten Hope Public Forum

Forgotten Hope 2 => Tactics & Tutorials => Topic started by: timoarto on 19-04-2009, 15:04:01

Title: surviving the AA (crete)
Post by: timoarto on 19-04-2009, 15:04:01
it seems to be common to leave the Junkers filled with one person and then hope to survive the anti-aircraft, well, i have here a way to spare you from that, its quite simple, and not a bug or something, to start
1. take a Junkers 52 (the big green planes with three propellors)
2. load up on people
3. start flying, and point your nose up in 45 degrees
4. after takeoff, switch to 3d person view (f10)
5. when the water is about 3 centimeters of your screen, make the angle about 15 degrees, and fly along the non-combattant area border
6. when the sea/ land isnt visible anymore to you, you might think your safe, you arent...
7. fly inland still with the angle of 15 degrees
8. let passengers now to NOT JUMP
9. on your sign you should tell them to jump.
Title: Re: surviving the AA (crete)
Post by: sheikyerbouti on 23-04-2009, 03:04:04
 I find an effective tactic with Crete is to decide which flag to hit first and then get every German player to attack that same area.

 You can land the Junkers quite easily, so if you fly low enough you can avoid AA fire and manage to put the thing down with a full crew near any flag except for Aerodrome really.

 Another tactic is to take a Stuka and fly over a flag and bail out, some of the flags only require one man to capture so they make for the most appealing target of opportunity. I like to try and take the Monastery first or the Rearguard second, depending of course, on where the resistance is weakest.
 If you cap Monastery, you get lots of nice pick up kits
 If you cap Rearguard, you get pick up kits and mortars with unlimited ammunition

As a general rule I find if either of those 2 flags are quickly taken, that the game ends with a German victory
Title: Re: surviving the AA (crete)
Post by: Fuchs on 23-04-2009, 19:04:10
Always take Rearguard, fly low with your belly on the water, get up on the most right side of the map, jump out near the vineyard, now have small hike to Rearguard, outflank any Brits manning AA/mortars (hint: Gewehrgranate does wonders with mortarcrews) then cap it, take commando/sniper kit and move on to Hill 107 (or something like that?) where the British tank supply is, take your squad there, capture the base, move on to Maleme Aerodrome, mostly works as a tactic.
Title: Re: surviving the AA (crete)
Post by: von.small on 24-04-2009, 11:04:32
I'd opt for hill 107 to deny them their tanks, but you'd need both stukkas to go in and be fodder whilst landing troops behind the 107 flag. 

Of course getting anyone (outside your squad) to commit to a plan on a public server is like asking for the meaning of life. 

This happened the otehr night which was farking sweet - 3 squad leaders staying in the junkers and it circled the monastary out of flak range, it was a constant assault of airborne inf, which resulted in the allied chorus "It's raining men, hallelujah, it's raining men..." We did eventually take the monastary, it took an awful lot of troops, but it was great teamwork.
Title: Re: surviving the AA (crete)
Post by: General_Henry on 24-04-2009, 13:04:51
I'd opt for hill 107 to deny them their tanks, but you'd need both stukkas to go in and be fodder whilst landing troops behind the 107 flag. 

Of course getting anyone (outside your squad) to commit to a plan on a public server is like asking for the meaning of life. 

This happened the otehr night which was farking sweet - 3 squad leaders staying in the junkers and it circled the monastary out of flak range, it was a constant assault of airborne inf, which resulted in the allied chorus "It's raining men, hallelujah, it's raining men..." We did eventually take the monastary, it took an awful lot of troops, but it was great teamwork.

i agree with you. hill 107 is important, but you needs people to defend it.
Title: Re: surviving the AA (crete)
Post by: Slayer on 24-04-2009, 21:04:59
This happened the otehr night which was farking sweet - 3 squad leaders staying in the junkers and it circled the monastary out of flak range, it was a constant assault of airborne inf, which resulted in the allied chorus "It's raining men, hallelujah, it's raining men..." We did eventually take the monastary, it took an awful lot of troops, but it was great teamwork.

Hehe, I was on the defense there. We left the monastery once and it was capped soon afterwards. We returned to recap it. I must say that both teams had good teamwork there  :) And there were indeed huge waves of German infantry coming at us again and again. Intense.
Title: Re: surviving the AA (crete)
Post by: Hockeywarrior on 27-04-2009, 20:04:18
I'd opt for hill 107 to deny them their tanks, but you'd need both stukkas to go in and be fodder whilst landing troops behind the 107 flag. 

Of course getting anyone (outside your squad) to commit to a plan on a public server is like asking for the meaning of life. 

This happened the otehr night which was farking sweet - 3 squad leaders staying in the junkers and it circled the monastary out of flak range, it was a constant assault of airborne inf, which resulted in the allied chorus "It's raining men, hallelujah, it's raining men..." We did eventually take the monastary, it took an awful lot of troops, but it was great teamwork.
lol that's awesome I would love to see that squad leader halo jump tactic in action. It seems when ever I play everyone's running around like complete idiots.