Call Of Duty 2 - Strategy Guide (Page 03)
Below are the cheat codes, hints and help for Call Of Duty 2 - Strategy Guide (Page 03).
- Price wants you to check the barn now. Hop out of the second floor window,
and regroup with him. Toss some smoke in front of the MG42 that fires out of
the barn window. Flank it along the left, and toss some grenades into the dark
barn to flush the Germans out. Move in, destroy the radio along the left wall
by pressing F. After the radio is taken out, the Captain has been informed that
enemy attack waves are coming for the barn. He wants you to man the MG42 and
defend it at all costs. You'll find the MG42 at the leftmost window. Hop on and
start firing away. The six waves are primarily infantry that flush in from
hopping over the tall stone wall & through the right bushes. Wave the rapid
fire back and forth until an enemy tank comes. I recommend getting off the MG42
after the hole in the central portion of the barn is blown through. Pull out
your Panzershrek from before, and aim 2 rounds on the top turret of the tank.
It's a narrow aiming section, but it can be done. If you don't destroy it in
time; don't worry. Your reinforcements will hit it from behind causing a
massive explosion.
______________________
/Caen 1944 - The Tiger/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Difficulty: ****
Main Objectives: + Clear out all marked waypoints
- Your next objective is to take a town next to Caen for isolation purposes on
the Germans. However, it's dark, it's raining, and everyone is grumpy. You'll
start off moving down the road with 2 Sherman tanks assisting you. A Tiger tank
will end up interfering with your progress. Move through the right bush
opening, and attack the Germans across the broken stone wall. Clear the
building to your right (both floors), then your allies will provide cover fire
for you to move down the next alley. Use the Sten to pick off the Germans
around the corner and in the house who try to prove themselves as a valid
threat. The second floor will have several men up there, so be weary of the
corners and when hopping over objects. Head back down and exit. Look across the
street at building A. Some Germans will be firing out of the base windows. Fire
back. As for building A, this one is fairly tough. Go to the back entrance of
the building on the left. The right entrance has some men on the ground level,
but the Germans keep spawning on the second floor. From the rear entrance, move
up the stairs, and hit the man behind you at the top. Cut the corner and engage
the Germans up top, then hit the men below with a timed grenade. Once A is
clear, prepare to move on.
- Cut along the right side, and move through the breached hole on the stone
wall. Submachine gun the Germans across from you, move up the mini-stairs, and
hop right over the wall. Immediately run inside the building for cover. Get to
the 2nd floor, and take out 2 Germans, specifically the one on the MG42. Man
the MG42 and rip the 7-10 Germans below so your squad can move up. Once this is
accomplished, stay in this stop floor until 2 more Shermans move up the street.
When they're in front of B, hop down, and crouch cover by the Sherman. It will
provide cover for the time being. Hop into the ground floor entrance just as it
passes it, and take out the 2 Krauts on the low floor. Move to the top, and
clear the second floor out. Now that this area is clear, exit building B, and
head up into the graveyard. A burst of German reinforcements will pour in,
along with some riflemen in various buildings. Use the stone face of the grave
for cover from the flanking fire to concentrate on the group of infantry. Move
through the exit, and take out the Germans that round the far corner. Lay down
some cover fire on this nearby building here. Move in along the right side
where you'll find the Flak Gun crew. Kill them, then cut into this building.
Clear it out, and your squad will lay cover fire from this position. Now, go to
the ground floor, and pop some of the Germans opposite of you by the church
entrance.
- Run across and use the right stone wall for cover. When you're ready, round
the right corner, and flank the church along the right. Take the back entrance,
and feel free to clear the Germans out from behind. Watch for between the pews
& also the side rooms. Once it is clear, it's time to move onto the Field HQ.
Head towards objective E. This is the toughest part of the mission, because
there are literally 120 Germans inside the Field HQ. Anyhow, move towards E and
take out any resistance you encounter in the minor building. You'll be close to
E when you see a turned wagon, along with a plethora of German troops. Take
this next part slow, as you have to be careful, conservative on ammo, and
reloading when the coast is clear. Take out the squad of Germans by the wagon
as they'll be a fair threat to your men. Turn right, and look along the right
bush wall. Watch for 2 crouched Germans, or men who running to that position.
There may also be a German inside the mini-hollowed building. Clear what you
can, and move along the right bush wall. You should see an inlet on the left
that supposedly leads to the Field HQ. Don't run through here. Throw a smoke
grenade by the wooden fence right by the Field HQ. Once the smoke is thick,
move in along the right side with support from your allies.
- Cover the back door where the Germans start to poor out. Use the MP40 or MP44
to deal with the continuous threats, and gun down the men hiding behind the
wooden link fence. Watch for Germans to flank fire on you from the far right
away from the Field HQ. Move into the Field HQ via one of the back doors. There
will be about 12 men on the ground floor that keep turning corners. Only reload
after you nailed a bunch of them, and feel free to prone or crouch when
necessary. Move to the stairs, and toss 2 grenades up to flush out the Germans
by the windows. Rush to the top, and finish off the remaining Germans. Once
it's cleared, your mission is complete.
____________________________
/Caen 1944 - The Brigade Box/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Difficulty: ****
Main Objectives: + Take out the mortar crews
+ Take the Field HQ
+ Take the barn & farmhouse
+ Defend the farmhouse for 3 minutes
- Apparently, you're receiving ambush attacks from the Germans. Right off the
bat, artillery will rain down on your position. Move up with your men into the
German-infested barn. Help them clear it out by nailing the guard in each
stall. Once it's clear, MacGregor will breach the barn doors. Move along the
right flank to avoid enemy fire from the halftrack & opposing building. Move
into the building where the MG42 was, and flush it out. Get back to the ground
level, and move up with your men. Head for the north crew first. You'll find
them by several barrels in the middle of a street near wreckage. Flank them
along the street head, take out their initial guards, then pick their heads off
with the Lee-Enfield. Now, flank left, but don't cross the bare plain.
- Instead, make your way via a series of destroyed buildings on the right side.
Move from building to building, rendering the troops inside each one useless.
Cross the road to the major building, and clear out the second floor. Use the
back window to pick off the MG42 gunner, and any Krauts below. Leap out the
window, and cross the street against the cover of the rock solid building. Look
back and fire at any Germans who are looking out back windows. Now, move down
thr street, leaning out to pick off the men inside the mortar area. Once all
troops are cleared out of that mortar hole, you are told to capture a German HQ
to the north. Follow the Captain. You'll take the HQ, however, a rain of
Germans will approach from the rear entrance. The farmhouse is actually the key
to their HQ. Follow the Captain out back, and start to flank along the right.
Pick off the Germans as they approach from the brush using your MP44 or set
submachine gun. Hop over the half-opened wooden gate, then over each wall. If
an MG42 construdes your path, pick the gunner off with your weapon and move
forth. Head around the back side of the location, where the tractor is. Move
up, and take out the Germans in the basement who fire at you. Enter the back
door.
- In the basement, move up through the stairs, and watch the corners for
several Germans. There should not be too many tangos inside the farmhouse. Once
you have it taken, the Captain tells you to take up defensive positions.
Scouting reports have hundreds of Germans coming your way. It's nukem time! Get
on the MG42 that faces the east flank. Simply stay here and fire at the Germans
that approach on this side. Luckily, your men should be able to cover your
back. If you see red dots on your rear, get off the MG42 and turn around to
shoot Germans entering the farmhouse. You'll have to hold out for about 3
minutes. A Tiger tank will eventually arrive with 1:00 left. You have to flank
it along the left side. Go out the front, and run-n-gun the men out near the
fenceline. Toss a smoke grenade near the cracked wall where the tank is firing
from. Once the smoke blocks its view, move along the left, and hop over the
half-wooden fence. Run up to the tank, press F on it, and watch it explode.
Shoot any remaining Germans, and regroup with the Captain. Remember to have
faith in your allies in the farmhouse.
_____________________________________
/Hill 400 1944 - Approaching Hill 400/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Difficulty: **
Main Objectives: + Clear out the initial houses
+ Take out the mortar crew
+ Clear out the church
- For the first portion of the mission, you have to clear out some houses in
the Belgium town so the allies can progress easily onto Hill 400. Each house
will have a few Germans inside to disable. Watch for the third house with MG42
support across the farmfield. There are quite a few Germans on the top floor to
deal with. Get rid of the Thompson when ya get a chance, since we'll be needing
a larger clip submachine gun. As for the 4th and 5th houses respectively,
they're tougher to tank. Use the right flank to get to the 4th house, but use
cover as you will take fire from both floors. The fourth floor is not as
heavily infested, but watch for topside fire on the 5th house upon exiting the
4th. Make sure you got the SGT with you when clearing the second floor as there
are five guys bunched in a hallway.
- Regroup with the SGT, and you'll discover that your nearby path is
barricaded. Flank along the east. Head towards the gates structure. Smoke the
initial entrance so the Germans cannot get clear shots on you. Run through the
open gate, charge into the house, and take out the ground-floor guards. Before
you can move on to the German hard point, WATCH your left flank. Four Germans
will ambush you as you attempt to rush the building. Gun them down as they come
from the basement of the side building. Once they're down, proceed forward with
the SGT to engage the main house. There are about 10 Krauts on the ground
floor, and barely any up top. Once it's cleared, you gotta move north to take
out the enemy mortar firing on your position. Move up a bit, and Randall will
breach the nearby house with his foot. Gun down the 4 Germans inside. On the
other side, try to Garand out the Germans across the stretched field. If you
cannot, simply flank along the left side with your squad, and hit them from the
side portion. They won't have a shot on your angle flank.
- Before you can engage the mortar crew, you're gonna have to clear the
barricaded house. Head around back, and the SGT will bust through the door.
Toss a grenade diagonally left at the large group of Germans. Once the grenade
flush is through, charge in and gun down the Germans. Check the top floor for a
few more Krauts. Head to tbe bottom floor, and the PVT will kick open this
door. Head on through and pick off the Germans across the courtyard. Plant some
explosives on the German halftrack to destroy that. Now, charge forward and
eliminate any remaining resistance of the mortar crew. Toss a grenade into the
blown-up church, then pick off the two men on the top balcony. Once the church
is cleared, head out front to the SGT.
_____________________________________
/Hill 400 1944 - Rangers Lead the Way/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Difficulty: ***
Main Objectives: + Take out the 4 MG42 bunkers
+ Eliminate the 2 mortar crews
+ Secure Hill 400
- It's do or die time, and quite frankly, this is the best way to die. The
ultimate freedom charge, aka Hill 400, is where you're going to. The Germans
have artillery located near the top that has been raining down fire on your men
for days. You'll start off in a nearby trench with German artillery raining
down everywhere. The LT is unsure of what to do. The PVTs decide to charge. Do
so. You'll start to take MG42 fire from a bunker on the left. If you get
excessively hurt, crouch in one of the mortar holes, and recover. Move along
the left until you see a jutting corner of "Minen" signs. Toss a smoke grenade
up the hill, then charge after the smoke blocks their view. Move around the
left side of the bunker, and plant a satchel charge on the door by pressing F.
Once it explodes, toss a frag into the room to clear out initial Germans. Do
the same for the MG nest, and clear it out. Once the first nest is down,
prepare to move to the next one.
- You'll have to move east, rather than directly up the hill due to mines. Do
so, but you'll run into some enemy resistance by blockade squares. I found it
best to smoke this area, and move down along the right flank. Hit the Germans
as they crouch from the side. Make sure you use the smoke for cover though as
they are deadly shots. Once they're down, head down the decline but to the
east. Pick off the MG42 & several crouched Krauts using a long-range rifle.
Move down to this location, and the second bunker will fire down on your from
the upper left. Toss a smoke grenade partially ahead, and your squadmates will
also toss one farther up the hill. Move up, but watch the diagonal left side.
About 6 Germans will be waiting for you here. MP44 them down, and proceed to
the rear of the bunker. Plant the charge and move in. Toss a grenade in the
little peephole and clear it out. With the second bunker clear, move forth.
- The third bunker will also be east, but you won't have to climb any further
up the hill. You will run into more resistance near blockade squares. I
recommend picking up a powerful rifle, aka BAR or carbine to pick them off.
When you get close to the third bunker, move to the back, plant the charge, and
flush it out. Once it's clear, look for a German sniper rifle on the ground in
this room. Also, pick up the Panzershrek. You won't have any useful close-range
weapons, but we'll worry about that later. MG42 sandbag bunkers on top of the
hill will rain fire down on you from this third bunker position and on forth.
Use the German sniper rifle to pick the gunners off, to permit safe assaults.
Eventually, you'll reach a point where you have to move up the hill. Watch for
a halftrack to approach on the left road. Fire one rocket to destroy the nasty
son of a smoking car. Now, pick off each German Kraut hiding behind each
trenchline. When you get to the second line, toss a smoke grenade for extra
cover. Rush up towards the main communication bunker, and watch for the MG42
peephole gunner by the doorway. Head inside, take out the initial guard, and
drop the sniper rifle for a submachine gun. Plant a charge on the door, and
head inside after it is breached.
- There will be an inner door to breach. Plant another charge and seek cover.
Toss a few grenades in this room though, as there are several Germans. Once the
bunker is cleared, exit the way you came out. Head to the top inlet, and grab
the smoke grenade ammo. Look slightly down to the left and shoot the red barrel
to knock out a majority of this mortar crew. Finish them off to eliminate one
crew. Look towards the right edge now. Toss 2 smoke grenades to cover the
entire length of where the enemy fire is coming from. Pick off the men behind
the barrels, and move up to the halftrack. Plant a charge on it to allow it to
be destroyed. Now, move down along the left, shoot the red barrel by the mortar
crew, and kill the remnants. Once they're down, head back to the top, and your
hill is secure.
________________________________________
/Hill 400 1944 - The Battle for Hill 400/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Difficulty: *****
Main Objectives: + Hold Hill 400 from German counterattack
+ Take cover from artillery barrages
+ Hold Hill 400 for 5 minutes from German assault
- Basically, everyone has died or is wounded from just taking Hill 400. It's up
to your squad to defend it until support arrives. In the meantime, the Germans
are most likely to assault your position given the task at hand. Your first
objective is to scramble around the hill back and forth near the perimeter
fence lines. You have to snipe off the mortar crews that are at varying lengths
around the hill. This part is frustrating because it's very much like the Silo
mission. The only problem is you have no central position to stand on. Run from
spot to spot towards the marked waypoints. Look down the barbed wire edge, and
fire at the 2-man artillert crews monitoring each. Some crews will only have
one man. Do this for about 10 crews until the first attack stops. You'll have
various Germans breaching your perimeter along the way. Use whatever weapons
possible to gun them down. After the first wave disappears, look for a
Panzershrek on a nearby crate. Exchange your Thompson for it. An artillery
barrage will hit your position. Get to the central bunker and stay in there for
cover.
- This next portion of the mission is going to be like Nam' all over again. You
basically have to defend against the real German assault, and it's extremely
difficult. Stay close to the main bunker entrance, as this can be used for
cover, a recovering place, and also where you don't want the Germans to go.
Secondly, make sure you have a Panzershrek as your secondary, with your primary
either the M1A1 Carbine, a MP44, MP40, or something with a powerful/large clip.
The sniper rifle is useless now; get rid of it. You will have a total of 3
halftracks to disable using Panzershreks, 2 Tiger Tanks, and about 150 German
infantry that randomly assault from all sides on the hill. The best tips I can
give you is to not stay in the open, and to listen to which direction the armor
approaches from. While you can plant charges on them, it's too difficult to
rush up without getting killed. Fire the panzer missiles at them to disable the
halftracks. The Tiger tanks will take two shots each, so make sure you remember
where the Panzer missile storage is. You will have to visit these crates during
the battle to restock. The Tiger tanks won't come until after the second
artillery barrage, so don't worry. The infantry will rush both corners, so be
prepared to look back and forth. This is why it's best to take cover near the
bunker entrance where you can dodge into the doorway to recover health. Hold
out for five minutes and when it hits 0:00, P-51 Mustangs will rain down on the
infantry below. Kill the retreating Germans for fun and glory.
__________________________________
/Germany 1945 - Crossing the Rhine/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Difficulty: ***
Main Objectives: + Take out the Artillery crews
+ Hunt down the 2 Tiger tanks
- Crossing the Rhine is no easy task, but and we're going to make sure of that.
You'll spawn on an amphibious boat in the .30 CAL position. Start gunning away
at the MG42 gunners who are in the small town. Focus on the one in the top
window, and left stone wall emplacements. Dismount by pressing F and follow
your men on the beach. Throw two smoke grenades to create a smoke screen that
obstrudes the MG42s from firing on you. Flank them on the left, then Thompson
down the line of Germans at this artillery station. Clear it out, and head into
the building. Move to the opposite side, and gun the next artillery crew in the
distance. Once the initial tangos are down, head into the opposite building,
and clear out the crew from this extra cover. Move up the street once this
artillery station is cleared.
- This next portion will involve numerous threats behind barbed wire. Flank
along a left building, and through the windows, pick off a majority of the
perimeter guards. Walk up to the barbed fence, and toss grenades over at the
next artillery station. If you move a tad further up the street, you'll find
several Krauts hiding in abandoned buildings. Toss a smoke grenade in front of
the primary path of the MG42, and ensure that the artillery station over at the
right has been cleared. You'll have to cut right through a doorway to reach a
side street. Again, you'll have 15+ Germans to deal with, mainly behind side-
tossed tables. Make your way up the street and curl towards the church
graveyard. Again, eliminate the tangos that try to block your progress up the
road. Continue forth, and you'll find another artillery crew. Disable the men
around here, man the Flak Gun, then aim down thr street. Fire a few Flak rounds
to take out any bunches of infantry hiding in this location.
- Move down the street, but watch for a squad of Germans to move along the left
fenceline. Take them out, then go down here while you're at it. Cut through a
central building, and you should be at a town square by now. There will be an
artillery station across from your position, along with a large grouping of
infantry across the courtyard. Toss a smoke grenade along the left, and use it
for cover as you flank the left side. Move close to the Flak crew until you
hear the rumbling of a tank. Turn around, and head towards the second alley.
This is where the second Tiger tank comes from, but we'll take it out first
since it's lightly guarded. Kill the 2 Germans in front of the tank, then
crouch around the corner and wait for the tank to pass by. Plant a sticky bomb
on the hinge right as it rolls by. With one tank disabled, retreat back to
where you first got into this courtyard. Go through here, and cut back across
via the graveyard slightly down the street. Wait for the first Tiger tank to
rumble by. I recommend proning right beyond the stone wall in the graveyard.
Plant a satchel, watch it explode, and shoot the Krauts behind the tank. Move
forward, and eliminate the remaining Germans that were reinforced by the Flak
Gun. Head back to the rally point. The SGT gets promoted to LT, while you're
examined at for a promotion to SGT.
*An ending movie is shown during the credits where an American stealth
mission is performed behind enemy lines. Captain Price is being brutally
tortured when the Americans resuce him. Unfortunately, many of the
Americans die in the process, but Price & one of the soldiers manage to
escape in an armored turret. A german strafer nearly destroys the vehicle,
but Price ends up carrying the lone American out of the wreckage. Probably
something Infinity Ward tossed together in 15 minutes.*
\\ /////
| | THE
(| _ _ |)
|` | '| END
| __ |
>>>___/\_^__/\___<<<
/ ||| \
Mike Hertz
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=========================
- 4) Multi-Player (4.1) -
=========================
The finesse portion of most games nowadays, multiplayer has transformed into
almost a necessary element in first person shooters. Multiplayer allows players
to compete against other humans, usually on tightly-wound maps, along with
involving ping, skills, and smacktalk into the mix. This section will review
the multiplayer game modes for Call of Duty 2, while providing general tips on
each map.
___________
/Game Modes/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=
/ DEATHMATCH \
^^^^^^^^^^^^^^
Summary: Free-for-all Combat
Goal: Score the highest amount of kills in one round
Rating: ***
- Believe it or not, Deathmatch works well with Call of Duty 2 because of
random spawn points, and the imbalanced design of the maps. Unlike most games
which simply mirror the map for both sides of a team, and then force Deathmatch
on this grossly imbalanced maps, Call of Duty 2 takes advantage of the random-
like design to assist deathmatch players. Since maps often have various types
of covers on both sides of the map, there really is no set advantage to one
type of deathmatch player - the camper, to another - the roamer. If anything,
Call of Duty 2 deathmatch can be fun in small groups of 16 players or less.
Combine this with the plethora of weapons and you're set.
/ TEAM DEATHMATCH \
^^^^^^^^^^^^^^^^^^^
Summary: Team-based Combat
Goal: Win the most rounds by eliminating the opposing team
Rating: **
- This mode turns out to be mildly disappointing for two reasons. First and
foremost, the spawn system is based off of where a majority of your own team is
currently located. If the engine detects 5 men in area C, then you'll be
spawned at area C. The problem with this design is that on some of the rooftop
maps, one soldier can flank where tons of your allies are spawning, and simply
gun them down right as they spawn into thin air. It happened quite often on the
Tunisian fort level. Secondly, it is not like Counter Strike where it is round-
based. This is both good and bad as it's practically pure mayhem, but you're
not limited with your fun. Either way, I found it to be mildly disappointing.
/ CAPTURE THE FLAG \
^^^^^^^^^^^^^^^^^^^^
Summary: Team-based Objective
Goal: Capture the enemy flag the most times in a round or by time limit
Rating: *****
- I'd have to say that this is by far the best mode of play in Call of Duty 2.
Basically, two teams spawn on the map opposite of each other. Each has a home
flag that they must defend, while supplying enough offense to capture the enemy
flag, and bring it back to where their home flag is to "capture it."
As with most games, you can return your home flag by killing an enemy and
running over it. Likewise, you can continue the extraction of the enemy flag by
picking it up where your opponent left off. Weapons can still be fired from the
flag carrier. The best part about CTF is that the mobile spawn idea comes into
effect. You'll spawn with a majority of your teammates. Thus, if your home
spawn gets overrun, it can sometimes turn into an exchanging of flag spawn
locations. You'll spawn where their flag normally is, but it'll be like hell
trying to get back to your spawn to capture it. Plenty of flanking routes,
sniping, and smoke grenade combat comes into effect.
/ HEADQUARTERS \
^^^^^^^^^^^^^^^^
Summary: Alternating Offense/Defense
Goal: Attack an opposing HQ or defend it for the longest time duration
Rating: ****
- Headquarters is a fairly new, and the most varied of the game modes in the
entire game. The basic idea is that you spawn on a map with two neutral points.
Both teams must capture their HQ at the neutral point, then the defending team
must hold out at their HQ for the longest amount of time. On the defending
team, you cannot respawn if you die, while the attacking CAN respawn. The idea
is to survive the longest without giving up the HQ. The attacking/defending
team rotation alternates, and the same procedure occurs. While this mode is
interesting, it can get fairly hairy, especially if you get raped on defense.
Knowing your terrain and the maps becomes a must-have during key situations.
/ SEARCH & DESTROY \
^^^^^^^^^^^^^^^^^^^^
Summary: Round-based Objective
Goal: Either destroy one of two targets on offense, or defend on defense
Rating: ***
- Some gamers will love this mode; some gamers will hate this mode. This is
essentially the Counter Strike mode of Call of Duty 2. Both teams spawn on a
map opposite of each other, however, if a player dies during the timed round
(generally five minutes), they stay dead till the end of the round. A set
attacking team must reach one of two target destinations, hold down F on the
target to plant a satchel, then ensure the target is destroyed before the round
ends. As for the defending team, they must prevent either site from receiving a
charge, and/or defuse a satchel on the device to let the round end. As usual,
the team that kills all other members on the opposing team will also win. How
does this sum up? Pretty darn fun. However, you need patience, and simply
cannot run around like John McClane with 2 Uzis. Instead, this mode of play
comes down to cunning ability, knowing when to camp/move, and weapon selection.
Snipers tend not to thrive well on this as many SD maps are based around close-
combat situations. Sometimes an opposing team will rape for several rounds
until the other team breaks out. Can be fun, but you need spare time to make
the most of it.
_____
/Maps/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Multiplayer maps are often designed specifically for multiplayer, and are
independent of the 1P maps. This section will briefly go through some key
locations to hold on the maps, or what works best for each gameplay type.
[[x]] Beltot, France [[x]]
==========================
Conflict: Americans vs. Germans
Rating: **
Description: This map looks much like something from Brothers of Arms,
lots of generic barns, farmhouses, hay stacks, and windows to
look out from. The south side of the town has the most
interesting terrain, including a farmhouse (which you can reach
the roof by climbing out of the 2F window), a two-story barn,
and several bushlines along the ground. Defensively, you should
have no trouble on this map. Make use of the windows in the
houses for lean sniping spots. Your flanks will be the toughest
locations to guard, along with snipers from across the map. If
anything, this map is not too impressive and not played as much
either. If approaching from south to north, pass the abandoned
tank on the left, and head up this route for sufficient cover.
Heading north to south, good luck.
[[x]] Brecourt, France [[x]]
============================
Conflict: Americans vs. Germans
Rating: *****
Description: One of the best maps in my opinion, Brecourt can be basically
summed up as snipers' delight. The map essentially has a large
oval center of bushes that cannot be seen through. This
vertical oval extends for both spawns. The interesting part
about this is that on the left & right sides, you will find
snipers firing back and forth. There is a general stone wall
that interlinks throughout for minor cover, with several hills
on the other side (with some bushes). Thus, the strategy of
smoke grenades for distraction/cover comes into play. A
trenchline interlinks both sides by cutting across underneath
through the bushes. However, this trench line is basically one-
way death, as someone is always bound to nade it, or fire a
long-range shot through the tunnel. Nonetheless, this map works
AWESOME for capture the flag, and even has tendencies to play
out fun with team deathmatch as you'll be watching both flanks
for snipers. It still can be an effective close-range map, but
you'll find it dominated by scoped weaponry.
[[x]] Burgundy, France [[x]]
============================
Conflict: Americans vs. Germans
Rating: ***
Description: This map is designed heavily for close-quarters combat.
It is practically an alley-linked urban setting with two
exterior streets that travel from spawn-to-spawn. These two
streets have halftracks and abandoned tanks to block a clear
view. The inner portion of the city has several buildings with
grassy knolls and alleyways interlinking them. It essentially
works best with the search & destroy mode where it can turn
into a frantic quest of not exposing yourself on the two side
streets, or smoking the middle to conceal your run. Either way,
I usually find this map to be moderately fun. Other than that,
it gets congested on higher player servers.
[[x]] Caen, France [[x]]
========================
Conflict: Americans vs. Germans
Rating: ***
Description: This map is almost identical to Burgundy, except the streets
are wider with more clearance. There is an excellent sniping
position on the second floor of a building near your spawn. It
has a dark-lit window which works perfectly for picking off
targets at the opposite spawn. I highly recommend staying off
the two side streets as I have experienced rush sniping when
taking these side routes right near the beginning of a S&D
round. For other game modes, it tends to work well with HQ as
the opposing spawns have defendable positions to a certain
extent. Watch for window soldiers on this one. Lots of players
like staying on the second floors until the opposition amounts
run down, then they'll go mobile to clear things out.
[[x]] Carentan, France [[x]]
============================
Conflict: Americans vs. Germans
Rating: **
Description: This map is quite similar to Caen, except the city is fairly
light with buildings on the two team spawns, and tends to get
concentrated with cafes & houses near the middle. You'll find
the side flanks sufficient with arched hallways lining the
buildings, and some MG42 nests posted in second floor windows.
Watch where the lightly covered areas are as there is no cover.
Make use of the urban setting for moving around.
[[x]] El Alamein, Egypt [[x]]
=============================
Conflict: British vs. Germans
Rating: *
Description: While it is one of the few (if any) night maps in Call of Duty
2, I also find it to be very bad. It's practically an
underground trench, and then the topside has an intricate
trench system that links between the two positions.
Unfortunately, the map tends to suffer from standing snipers
who will crouch cover, and pop their head to pick you off if
you run on the surface. The underground bunker interface is
limited, and this map tends to favor smaller crowds of players.
You'll find it rarely played on most servers.
[[x]] Leningrad, Russia [[x]]
=============================
Conflict: Russians vs. Germans
Rating: ***
Description: A Russian map that tends to get awkward due to many rear
flanking routes. Leningrad tends to take place in the
industrial environment, where there will be hollowed warehouses
and a few two-story buildings. Watch out for the tight corner
alleyways that are used for the flanks. HQ tends to work well
on this one as the attack/defend rounds go quick, and most
opponents are within relative range. Not a favorable sniper
map. Worth a try if you're interested in mixing things up, but
certainly NOT the best Russian map.
[[x]] Matmata, Tunisia [[x]]
============================
Conflict: British vs. Germans
Rating: ****
Description: A partial favorite that turns out to be another decent S&D map,
Matmata takes place in a partial African town, but spaced out
with wide street routes. The interesting thing is that near
each spawn on both side are great starting sniping points. If
you spawn near the bottom truck, go left, and stand next to the
palm tree. You'll be in excellent position for cover and a
sniping lane directly up the street. The left flanking route
with the tight alleyway tends to always be taken by most
players, as it can reach a standstill. The right flanking route
is more risky as you have to watch two corners when rounding to
the left. Put these elements aside, I generally tend to stay
back as a sniper, and move up once the numbers decrease. You
should be able to do well as a sniper on this one, but even
better with an MP44, or Bren LMG.
[[x]] Moscow, Russia [[x]]
==========================
Conflict: Russians vs. Germans
Rating: *****
Description: Another favorite of my own, this map runs very similar to the
single-player version. There is basically a destroyed ruin
where the Russians tend to spawn, and an organized 3+ story
location where the Germans. A four-pillar courtyard in front of
the German location tends to be where most of the combat is.
You will find two side flanks near the Russian spawn with
mounds of destroyed rubble where most of the action takes
place. If you're sniping, stay back near a pile of rubble, and
prone over the hill for kills. If sniping as a German, stay on
your spawn floor, and aim downward diagonally. This map is
EXTREMELY fun with HQ as both teams have sufficient HQs that
are worth defending. The terrain is wide open, and there are
destroyed train carts to seek cover in. The hills that
intercede each flank prevent long-range shots from snipers as
well.
[[x]] St. Mere Eglise, France [[x]]
===================================
Conflict: Americans vs. Germans
Rating: ****
Description: This map works well with the S&D mode. Basically, you got one
team that spawns near an open corner building on fire, and
another team that spawns inside a heavily artillery-strucken
zone. The left side has several intricate buildings that
interlink. However, each doorway tends to have two corners to
watch for. The other flank traverses through a misty graveyard,
which is preceded by a church. Both flanks are dangerous.
Moving up the middle tends to provide the best success, but can
easily be flanked for kills. Positions at a destroyed wall of
the church, and a building window provide side angles on the
central street. This map can be quite strategic and tough to
deal with campers on S&D. Designed for medium-sized crows,
nothing above 32 players total.
[[x]] Stalingrad, Russia [[x]]
==============================
Conflict: Russians vs. Germans
Rating: **
Description: As much as I'm tempted to say Stalingrad is a great map, it
truly isn't. It's probably the most camping-emphasized map in
all of Call of Duty 2. Basically, two teams spawn on opposite
sides of a central warehouse. This central warehouse goes in
excess of up to five stories, with windows along one portion of
the building, and a fairly empty trainyard on the other side. A
middle flank contains a crate room filled with stacks of
crates. One side of the map has a train station where you can
go the top floor and mount yourself on a MG42 in the top
window. Several train carts interlink throughout this train
yard. The other side of the map contains a large armory filled
with tanks, vehicles, and items in operation. The players on
the armory side tend to win this one a lot, majorly because
they camp it out until the opposing team rushes them. Once the
numbers diminish, rushing the trainyard is easy as there is
hardly any cover provided (even from the top window, which is a
common place to look first).
[[x]] Toujane, Tunisia [[x]]
============================
Conflict: British vs. Germans
Rating: *****
Description: A personal favorite on most servers, this is a daylight map
based around an urban African city. The advantage is that this
map has three main flanking routes, roofs to engage the enemy
from, and only a few buildings the player can actually enter.
It is essentially an urban street battle, and fun I might add.
This map tends to suffer on team deathmatch though, as players
can get easy kills by stationing themselves on roofs, then
finding the team spawn location and continually picking off
spawner after spawner. If playing S&D or a round-based type,
the British will have the initial disadvantage. Many veterans
like tossing grenades through the skyline to reach the British
spawn. I recommend tossing grenades diagonally left towards
point A where you'll find a majority of the rushing Germans. If
you want to play a risky game, look for the sandbags to your
left and prone there with a sniper/LMG. You can pick off some
Germans if you have a quick trigger finger that cross the
central road. The right flank is tough to pass, but the most
lightly guarded. Cut a left into the center alleyway if under
fire. There is a brown wooden fence tower near the center of
the map that is great to prone at, and pick opponents that
cross the major streets.
[[x]] Villers-Bocage, France [[x]]
==================================
Conflict: Americans vs. Germans
Rating: *
Description: Another hated map in my arsenal, Villers-Bocage is generally
biased towards close-quarters combat. Its practically useless
to snipers. This is not what ticks me off. The problem is that
the center part of the city is all destroyed. Half of the roofs
are ripped off, and the corner buildings do not have the best
firing angles. There is an outside road around the perimeter of
the town that circles from spawn to spawn. Unfortunately, it is
quite easy to camp one of the corners, and pick players off
that round out from one of the debris buildings, or from behind
a car/abandoned item. The center portion of this map is useless
as looking around you could have up to 15 possible windows
where an opponent pops out. The small size and combination of
destroyed ruins makes this a trench gunner's dream.
============================
- 5) Weapons (5.1) -
============================
The primary gadget used in first person shooters, is the gun, or weapon of
choice. It controls how powerful your character is, how quickly they can take
down opponents, and molest the enemy without getting shot back. This section
will briefly go through each weapon in Call of Duty 2 without breaching the
fine line. Note that these ratings are based off of my opinion, and tend NOT to
be historically accurate.
->>.] Mosin-Nagant [.<<
======================
Theme: Russian
Clip Size: Small
Power: *****
Accuracy: ****
Range: ****
Overall: ****
- Essentially the Russian version of Kar 98K, both guns almost mirror each
other in comparison. The Mosin-Nagant has a bolt-action reload style,
similar to a majority of the rifles using during the war. However, if
anything, the Mosin-Nagant is probably the worst out of the four rifles,
as it seems relatively less powerful and/or accurate in certain
situations. It's not a bad weapon to use, just has nothing exceptional
over the other countries' base weapons.
->>.] Scoped Mosin-Nagant [.<<
=============================
Theme: Russian
Clip Size: Small
Power: *****
Accuracy: *****
Range: *****
Overall: *****
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