Wolfenstein: Enemy Territory/Seawall Battery: Difference between revisions

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==Map Description==
==Map Description==
[[File:WET_Sigfried.PNG|right|thumb|The Sigfried Gun Battery.]]
[[File:WET Seawall Battery Sigfried.png|right|thumb|The Sigfried Gun Battery.]]
On the coast of the Mediterranean lies the shore battery "Sigfried". Its imposing nature and massive cannon is the first thing the Allies will see from their spawn on the beach. They have two places at which to spawn - on the east and west sides of the beach. The Axis have no eastern beach spawn, but it is quite difficult to get into the battery this way.
On the coast of the Mediterranean lies the shore battery "Sigfried". Its imposing nature and massive cannon is the first thing the Allies will see from their spawn on the beach. They have two places at which to spawn - on the east and west sides of the beach. The Axis have no eastern beach spawn, but it is quite difficult to get into the battery this way.


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==Allied Strategy==
==Allied Strategy==
Most of the team should start on the western beach. This location is heavily guarded, and most of the Axis will be spawning from the West Bunker in front of you. Expect a lot of marker flares, artillery strikes, and snipers.
Most of the team should start on the western beach. This location is heavily guarded, and most of the Axis will be spawning from the West Bunker in front of you. Expect a lot of marker flares, artillery strikes, and snipers.
[[File:WET_ShoreBattBackDoor.PNG|right|thumb|The back door to the facility.]]
[[File:WET Seawall Battery Back Door.png|right|thumb|The back door to the facility.]]
Medics, Engineers, and Covert Ops are the three most valuable classes during the charge up the beach - medics should keep the team healthy and, most importantly, resurrect as many engineers as possible. The engineers should construct the Assault Ramp under the cover of Covert Ops smoke grenades. As soon as the Assault Ramp is constructed, charge up and immediately take the West Bunker, avoiding the Northwest Machine Gun as much as possible.
Medics, Engineers, and Covert Ops are the three most valuable classes during the charge up the beach - medics should keep the team healthy and, most importantly, resurrect as many engineers as possible. The engineers should construct the Assault Ramp under the cover of Covert Ops smoke grenades. As soon as the Assault Ramp is constructed, charge up and immediately take the West Bunker, avoiding the Northwest Machine Gun as much as possible.
[[File:WET_ShoreBattSnip1.PNG|left|thumb|These rocks are among the few places that can be sniped from easily.]]
[[File:WET Seawall Battery Sniper 1.png|left|thumb|These rocks are among the few places that can be sniped from easily.]]
The East Beach is often unguarded, but a single Engineer can take the Command Post and have it help out a little. The rest of the time, it will rarely see action - if your team wishes to make the most of the back entrance, have a single Covert Ops stay behind and wait to see if an Axis Engineer will attempt to destroy the Command Post. Rarely ever will this happen, as the Axis know about the poorly defended rear entrance and will simply not come out of it.
The East Beach is often unguarded, but a single Engineer can take the Command Post and have it help out a little. The rest of the time, it will rarely see action - if your team wishes to make the most of the back entrance, have a single Covert Ops stay behind and wait to see if an Axis Engineer will attempt to destroy the Command Post. Rarely ever will this happen, as the Axis know about the poorly defended rear entrance and will simply not come out of it.


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==Axis Strategy==
==Axis Strategy==
[[File:WET_ShoreBattSpawnkill.PNG|right|thumb|Artillery strikes on the Allied spawn prevent them from rallying.]]
[[File:WET Seawall Battery Spawnkill.png|right|thumb|Artillery strikes on the Allied spawn prevent them from rallying.]]
The Axis have it easy at the start, but the farther the Allies penetrate the facility, the tougher it will be. The Axis have two spawn points - one in the barracks of the facility, and one is the West Bunker. Everyone should spawn at the West Bunker. If you wish to make the most of the Command Post, have your most skilled player spawn in the bunker, then work your way to the rear entrance and construct the command post. Then run like crazy back to the main entrance and make it through the team door. Ensure you didn't open the door for anyone by accident, then spawn at the West Bunker for the rest of the mission. If the Allies destroy the command post, do not rebuild it. It is much too risky to construct - the Allies will either find a dead end or a potential uniform. If they get a uniform, they can easily end the game.
The Axis have it easy at the start, but the farther the Allies penetrate the facility, the tougher it will be. The Axis have two spawn points - one in the barracks of the facility, and one is the West Bunker. Everyone should spawn at the West Bunker. If you wish to make the most of the Command Post, have your most skilled player spawn in the bunker, then work your way to the rear entrance and construct the command post. Then run like crazy back to the main entrance and make it through the team door. Ensure you didn't open the door for anyone by accident, then spawn at the West Bunker for the rest of the mission. If the Allies destroy the command post, do not rebuild it. It is much too risky to construct - the Allies will either find a dead end or a potential uniform. If they get a uniform, they can easily end the game.
[[File:WET_ShoreBattSnip2.PNG|left|thumb|Snipers can give the Allies some difficulties.]]
[[File:WET Seawall Battery Sniper 2.png|left|thumb|Snipers can give the Allies some difficulties.]]
Hold the enemy off at the West Bunker with airstrikes, artillery, and sniper fire (and maybe even a mortar firing at the assault ramp). Snipers should look on the rocks on the far side to find enemy snipers - there is very little place to hide. The Allies can throw marker flares up, but they often land too short to cause considerable damage, creating a large safe area behind them. Allied artillery strikes are useless since they can only be directed down, not up.
Hold the enemy off at the West Bunker with airstrikes, artillery, and sniper fire (and maybe even a mortar firing at the assault ramp). Snipers should look on the rocks on the far side to find enemy snipers - there is very little place to hide. The Allies can throw marker flares up, but they often land too short to cause considerable damage, creating a large safe area behind them. Allied artillery strikes are useless since they can only be directed down, not up.