Wolfenstein: Enemy Territory/Seawall Battery: Difference between revisions

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{{Header Nav|game=Wolfenstein: Enemy Territory}}
{{Header Nav|game=Wolfenstein: Enemy Territory}}
[[Image:WET SeawallBattery.PNG|right|thumb|The mighty Axis shore battery Sigfried is harassing Allied shipping in the Mediterranean. The Axis must protect Sigfried from Allied attempts at sabotage.]]
[[File:WET Seawall Battery Map.png|right|thumb|The mighty Axis shore battery Sigfried is harassing Allied shipping in the Mediterranean. The Axis must protect Sigfried from Allied attempts at sabotage.]]
{{quote|The Axis have constructed a colossus: mounting a battleship gun in an impenetrable bunker, the Sigfried battery dominates the Mediterranean, and is preventing all amphibious attempts to snatch Sicily and pressurize Italy. Can the Allied infantry silence Sigfried before their naval convoy moves into range? Can the Axis hold the rampaging Allied raiders at bay until Sigfried can shatter their shipping? Only time...will tell!|Briefing announcer}}
{{quote|The Axis have constructed a colossus: mounting a battleship gun in an impenetrable bunker, the Siegfried battery dominates the Mediterranean, and is terrorizing Allied shipping preventing all amphibious attempts to snatch Sicily and pressurize Italy. Can the Allied infantry silence Siegfried before their naval convoy hoves into range? Can the Axis hold the rampaging Allied raiders at bay until Siegfried can shatter their shipping? Only time...will tell!|Briefing announcer}}
'''Allied Objectives'''
'''Allied Objectives'''
*Construct the Assault Ramp
*Construct the Assault Ramp
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==Map Description==
==Map Description==
[[Image: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.


The west attack route contains the aptly named West Bunker and the Assault Ramp. The Allies must charge their way up the beach, dodging airstrikes, artillery, and snipers, to reach the Assault Ramp construction zone. The assault ramp will allow the Allies to storm up the cliff and charge the West Bunker. The ramp can be destroyed by a satchel charge and is covered the Northwest MG nest.
The west attack route contains the aptly named West Bunker and the Assault Ramp. The Allies must charge their way up the beach, dodging airstrikes, artillery, and snipers, to reach the Assault Ramp construction zone. The assault ramp will allow the Allies to storm up the cliff and charge the West Bunker. The ramp can be destroyed by a satchel charge and is covered the Northwest MG nest.
[[Image:WET_AssaultRamp.png|left|thumb|The Assault Ramp construction box is often covered with marker flares and artillery strikes.]]
[[File:WET_AssaultRamp.png|left|thumb|The Assault Ramp construction box is often covered with marker flares and artillery strikes.]]
The west bunker is mostly an empty room with an overlook onto the beach, giving the Axis good view of the Allies assault. Slightly beyond the beach are several rocks; Allied snipers favour these rocks as sniping spots. The battery prevents you from looking far upon the other Allied spawn. The West Bunker contains two machine guns - one on the main floor and one on the floor below, closer to the beach. Both are deathtraps, and the lower machine gun has a very narrow hallway, making it easily congested. At most only one player should be down there.
The west bunker is mostly an empty room with an overlook onto the beach, giving the Axis good view of the Allies assault. Slightly beyond the beach are several rocks; Allied snipers favour these rocks as sniping spots. The battery prevents you from looking far upon the other Allied spawn. The West Bunker contains two machine guns - one on the main floor and one on the floor below, closer to the beach. Both are deathtraps, and the lower machine gun has a very narrow hallway, making it easily congested. At most only one player should be down there.


The trenches leading to the west bunker lead through several rooms, and then into a single long hallway with a machine gun nest at the end of it. The Axis spawn is to the left of the machine gun, on the second floor of the compound - the second machine gun overlooking the beach is to the right.
The trenches leading to the west bunker lead through several rooms, and then into a single long hallway with a machine gun nest at the end of it. The Axis spawn is to the left of the machine gun, on the second floor of the compound - the second machine gun overlooking the beach is to the right.
[[Image:WET_Trenches.png|right|thumb|The trenches from the West Bunker. Note the magnetic door at the end.]]
[[File:WET_Trenches.png|right|thumb|The trenches from the West Bunker. Note the magnetic door at the end.]]
Back outside, there are a pair of steel doors blocking a route into the Axis compound. These doors can be opened or closed from the inside via a switch; they can also be disabled by destroying the generator on the eastern beach.
Back outside, there are a pair of steel doors blocking a route into the Axis compound. These doors can be opened or closed from the inside via a switch; they can also be disabled by destroying the generator on the eastern beach.
[[Image:WET_ShoreBattGunControls.png|left|thumb|Sigfried's Gun Controls.]]
[[File:WET_ShoreBattGunControls.png|left|thumb|Sigfried's Gun Controls.]]
Speaking of the eastern beach, it is relatively unguarded, except for a single command post in a bunker. This area is often completely unguarded, because it is a complete dead-end for the Allies. It is blocked by a magnetic door, a team door, and a machine gun nest that is often unmanned. Behind the machine gun is the generator. If a Covert Ops manages to obtain an enemy uniform, they can use the team door and penetrate the facility. They can also open the team door for other teammates - an engineer, for instance, who can proceed to dynamite the gun controls unhindered.
Speaking of the eastern beach, it is relatively unguarded, except for a single command post in a bunker. This area is often completely unguarded, because it is a complete dead-end for the Allies. It is blocked by a magnetic door, a team door, and a machine gun nest that is often unmanned. Behind the machine gun is the generator. If a Covert Ops manages to obtain an enemy uniform, they can use the team door and penetrate the facility. They can also open the team door for other teammates - an engineer, for instance, who can proceed to dynamite the gun controls unhindered.


The exists a variant of the map where the back door can be dynamited by an allied engineer. This really changes the dynamics of the game since it forces the Axis to guard the back door.
There exists a variant of the map where the back door can be dynamited by an allied engineer. This really changes the dynamics of the game since it forces the Axis to guard the back door.


From here the Covert Ops can also satchel charge the Generator, opening the magnetic doors in four places - two protecting the gun controls, one at the rear entrance, and the last one by the West Bunker. The Axis must then rebuild the generator to close the doors.
From here the Covert Ops can also satchel charge the Generator, opening the magnetic doors in four places - two protecting the gun controls, one at the rear entrance, and the last one by the West Bunker. The Axis must then rebuild the generator to close the doors.
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===Constructables===
===Constructables===
[[Image:WET_AxisBuild.jpg|left]] The <font color=red>'''Generator'''</font> deals with the opening and closing of the magnetic doors around the Axis compound. If disabled by dynamite or a satchel charge, it forces all the magnetic doors to open, giving the Allies additional attack routes to the Gun Controls. The Axis should rebuild this if it gets destroyed.
[[File:WET_AxisBuild.jpg|left]] The <font color=red>'''Generator'''</font> deals with the opening and closing of the magnetic doors around the Axis compound. If disabled by dynamite or a satchel charge, it forces all the magnetic doors to open, giving the Allies additional attack routes to the Gun Controls. The Axis should rebuild this if it gets destroyed.
{{-}}
{{-}}
[[Image:WET_AxisBuild.jpg|left]] The <font color=red>'''Northwest MG Nest'''</font> is quite powerful. Mounted in a room inside the compound, it can easily fire upon anyone who tries to make it up the Assault Ramp and into the West Bunker. Once the Allies capture the West Bunker though, it is relatively useless as it cannot aim low enough to shoot players in the trench.
[[File:WET_AxisBuild.jpg|left]] The <font color=red>'''Northwest MG Nest'''</font> is quite powerful. Mounted in a room inside the compound, it can easily fire upon anyone who tries to make it up the Assault Ramp and into the West Bunker. Once the Allies capture the West Bunker though, it is relatively useless as it cannot aim low enough to shoot players in the trench.
{{-}}
{{-}}
[[Image:WET_AxisBuild.jpg|left]] The <font color=red>'''Southeast MG Nest'''</font> covers the back entrance. It is rarely built, and its operator will not see a lot of combat as it is rare that the Allies send a strike force through the back. However, a player manning this machine gun can easily put a stop to any sneak attacks from enemy covert ops and engineers.
[[File:WET_AxisBuild.jpg|left]] The <font color=red>'''Southeast MG Nest'''</font> covers the back entrance. It is rarely built, and its operator will not see a lot of combat as it is rare that the Allies send a strike force through the back. However, a player manning this machine gun can easily put a stop to any sneak attacks from enemy covert ops and engineers.
{{-}}
{{-}}
[[Image:WET_AxisBuild.jpg|left]] The <font color=red>'''Main Bunker MG Nest'''</font> covers the long hallway that leads to and from the West Bunker. It can be quite powerful as the long hallway prevents players from manoeuvring out of the way. Its entrance is at the foot of the stairs from the Axis spawn.
[[File:WET_AxisBuild.jpg|left]] The <font color=red>'''Main Bunker MG Nest'''</font> covers the long hallway that leads to and from the West Bunker. It can be quite powerful as the long hallway prevents players from manoeuvring out of the way. Its entrance is at the foot of the stairs from the Axis spawn.
{{-}}
{{-}}
[[Image:WET_AlliedBuild.jpg|left]] The <font color=blue>'''Assault Ramp'''</font> is the key to the Allies attack up the beach. When constructed, the ramp allows Allied players to charge up the ramp and assault the West Bunker and the Gun Controls. Allied Engineers often are killed in droves as they attempt to construct the ramp, and even then it can be destroyed by a single satchel charge.
[[File:WET_AlliedBuild.jpg|left]] The <font color=blue>'''Assault Ramp'''</font> is the key to the Allies attack up the beach. When constructed, the ramp allows Allied players to charge up the ramp and assault the West Bunker and the Gun Controls. Allied Engineers often are killed in droves as they attempt to construct the ramp, and even then it can be destroyed by a single satchel charge.
{{-}}
{{-}}
[[Image:WET_AlliedBuild.jpg|left]] The <font color=blue>'''East Beach MG'''</font> is unfortunately quite useless as it is too far from the West Bunker to have any effect. It is practically a deathtrap and should be built as a solid barrier for snipers.
[[File:WET_AlliedBuild.jpg|left]] The <font color=blue>'''East Beach MG'''</font> is unfortunately quite useless as it is too far from the West Bunker to have any effect. It is practically a deathtrap and should be built as a solid barrier for snipers.
{{-}}
{{-}}
[[Image:WET_AlliedBuild.jpg|left]] The <font color=blue>'''West Beach MG'''</font> is right in front of the Allies spawn point. It unfortunately is of limited use due to the huge number of Axis artillery and sniper fire. The Allies should construct it, but use it for cover. It can be used against any gutsy Axis players who dare to close the distance.
[[File:WET_AlliedBuild.jpg|left]] The <font color=blue>'''West Beach MG'''</font> is right in front of the Allies spawn point. It unfortunately is of limited use due to the huge number of Axis artillery and sniper fire. The Allies should construct it, but use it for cover. It can be used against any gutsy Axis players who dare to close the distance.
{{-}}
{{-}}
[[Image:WET_NeutralBuild.jpg|left]] The '''Command Post''' is often left alone by both sides. Located near the Axis back door, it should be mostly ignored by the Axis. While the Axis can take advantage of it, it also presents the danger of having an Allied Covert Ops steal the engineer's uniform and then let a team through the back door. If the Allies construct the Command Post, it becomes a spawn point for them.
[[File:WET_NeutralBuild.jpg|left]] The '''Command Post''' is often left alone by both sides. Located near the Axis back door, it should be mostly ignored by the Axis. While the Axis can take advantage of it, it also presents the danger of having an Allied Covert Ops steal the engineer's uniform and then let a team through the back door. If the Allies construct the Command Post, it becomes a spawn point for them.
{{-}}
{{-}}
===Areas of Interest===
===Areas of Interest===
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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.
[[Image: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.
[[Image: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==
[[Image: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.
[[Image: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. 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.


Axis players should take all necessary precautions to prevent the Allies from obtaining a uniform - do not use the back door under any circumstance, and do not descend to the Allies' level.
Axis players should take all necessary precautions to prevent the Allies from obtaining a uniform - do not use the back door under any circumstance, and do not descend to the Allies' level.


If the Allies manage to construct the assault ramp, a covert ops should immediately satchel it. The northwest machine gun will prove useful if the Allies construct the ramp - anyone running to the west bunker is a sitting target for it.
If the Allies manage to construct the assault ramp, a covert ops should immediately satchel it. The northwest machine gun will prove useful if the Allies construct the ramp - anyone running to the west bunker is a sitting target for it.
[[Image:WET_GunControlDefence.png|right|thumb|Allied engineers often hide in this little nook to defend their dynamite.]]
[[File:WET_GunControlDefence.png|right|thumb|Allied engineers often hide in this little nook to defend their dynamite.]]
Ensure also that the Generator is always online. The generator not only controls the magnetic doors at the front, but also the magnetic door at the back. If the Generator is destroyed, the Allies can attack from the rear and from the West Bunker, strongly disadvantaging your team. Rebuild the generator as soon as possible.
Ensure also that the Generator is always online. The generator not only controls the magnetic doors at the front, but also the magnetic door at the back. If the Generator is destroyed, the Allies can attack from the rear and from the West Bunker, strongly disadvantaging your team. Rebuild the generator as soon as possible.