This is one of those more controversial subjects that the community is very much divided on -- And there have been FH2 developers who believe this is nothing more than fiction. Here's why I believe FH2 works, and how to use it more.Assume that at any given time on the server,
one side is better than the other; altered only by how well that team plays in
attack vs. defense & the turnover of players.
To balance the odds, one must use
teamplay.
Some basic tips in this respect:1.
Boycott squads where it is clear the squad leader is a n00b, or spends more time dead, manning a one-man vehicle or doing absolutely nothing of importance to the general strategy. This forces the team to organically-reorganize itself into squads that have good or at least decent squad leaders, who
lead from the rear,
position their squads to make a contribution to the team effort, and are likely to
base their squad's action on what the team is doing.
TAKE AWAY- Good squad leaders lead from the rear, or at least manage to stay alive and push forward so their squad can.
-A player leading a squad with apparently no concern for being a mobile spawn, whether of not his squad can spawn on him/ her, and if the squad knows what he's about is usually either a n00b or someone not interested in squad play... So why waste a potentially-fun session of FH2 running alongside such a person.
2.
There is a front. It's area transcended by the forward-most bulk of the enemy force(Isolated lone wolves don't count as they serve no strategic purpose). Once you realize there is a front, you should next realize that
front needs to be held and extended into the enemy domain. There is usually the main brunt of the enemy attack, where most of the squads are trying to push their way into your lines. Naturally much of your faction will react to counter the main brunt of the attack.
Having your squad join the frey head-on simply adds to the bottleneck and frag-fest, in which individual player skill matters more than squad tactics-- And winning the skirmish depends more on luck, and hoping your squad has better players than the other side. Under these conditions, expect to die often and for with least provocation.
The smarter alternative to this sort of game-play, is
flanking and tactical use of weapons and positions. FH2 is all about logistics, and larger strategy. While dying you will, your ability to die less than the enemy and hence prevail is based on maneuver and position,
(even if you don't realize that's what's going on) is what wins the day.
-
If a squad remains to the flank of the main enemy advance, and can pick them off almost without becoming the main focus of the entire enemy force, it manages to weaken the enemy's attack altogether.
-
If a squad holds a defensive position with good firing positions that overlook much of where the enemy can advance from, it depletes much of the enemy, and more importantly, their will to advance on that position. By comparison, a squad caught out in the open doesn't last long, and matters little to over-all strategy.
-
Keep the defenses repaired and in position. Make sure each side of the defense is protected by enough people to push back the enemy or stop them in their tracks. Keep AT mines in positions and replace those that go off in order to deny the enemy a chance to flank you. Fix AT guns and mgs and keep varying weapon types defended by others e.g. An mg position needs to defended on the flank by infantry. AT a better positioned to the flanks, not the front of advancing tanks etc.
-
If the enemy is manning a strong point, like the 20mm flakvierling on Point Du Hoc, it is stupid to attack enmasse in one direction. Recognize where the main attack is, and move on the flanks. Granted, you might be dealing with enemy on your own flanks, but move quickly, as they won't expect a serious attack from that side and will be focused more on trying to get to your main force, which they can hear and likely have already faced. Get to the flanks and destroy that hard point, allowing your main team to use that amassing of numbers to punch through the enemy.
3.
Most players are logical people, so strategy against them is based on this. If an enemy realizes they are dying meaninglessly against a position, eventually they will either change attack or bleed their side.
After any given attack to take a position, expect a counter-attack, because players will almost always counter-attack to take back a lost flag. After taking a flag, you are usually at your weakest, waiting for squad members to spawn and other squads to reinforce the area by spawning or using that safe route.
DO NOT move into the enemy right after an attack or you will be obliterated by an enemy, probably reinforced, and hence the newly captured flag vulnerable. Instead, dig in and blunt their counter-attack.
You can tell when their attack has failed, because enemy action would be in drips and drabs rather than full squads and armor. At this point, the enemy attack has been blunted, they have lost the initiative & it is your turn to take the field with a now reinforced squad.
FINALLYRemove deadly enemy threats BEFORE dealing with the rest of the enemy force. If there is an mg present. Take it out fast, or it becomes a fire base for advancing infantry. This isn't neccesarily coordinated, it is simply the facts of warfare. While an mg is picking people off or preventing them from fighting more boldly, the enemy gets an advantage and will likely be moving forward under that mg fire.
The same goes for tanks. Remove enemy tanks fast, before infantry amass around it, using it as a rally point or worse, a base of fire to move in.
If this isn't proof enough that teamplay and tactics do exist in FH2, I don't what else is.