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==Beltot, France==
Burgundy doesn't seem to be inspired from any particular singleplayer level. The map is pretty small, so many close-range firefights ensue. There are a total of five buildings that players can enter: a two-story house on the German side (in terms of flag spawns) of the map with an MG-42 on the upper floor, a partially destroyed two-story house on the American side with a .30-cal on the upper floor, two rooms of different houses, and a sniping perch—type room with a separated garage near the German building. The center of the map is overlooked by both machine guns, and therefore often becomes a killzone; there's a large street that splits into two and runs through the middle and one side of the map, and the other side of the map can be traversed through a large backyard.
The Beltot map seems to be inspired from the "Prisoners of War" map from the singleplayer game. The sky is twilight red, and the building styles are identical. It's basically a town, split into two sides by a road running through the middle. There's one large house on each side, a barn, passages under bridges, an MG-42 nest atop a high tower accessible by a ladder, and other unique interests, but the map is not very popular because of its quickly-stale gameplay and the tedious need to cross the road over to the other side in most TDM and all CtF games.
===TDM/DM Strategy===
The MG tower is always a good place to help your team (or yourself, in deathmatch), but many times you'll find the spot useless when everyone starts taking routes that your gun can't reach. When going from one side of town to the other, it's a lot safer to take the east route with the tank; however, constantly be on the lookout for riflemen and snipers who have their sights on you from the other end of the road. Houses on both sides have roofs that you can lie down and snipe from; however, the northern house's roof is more visible to enemies.


===CtF Strategy===
==TDM/DM Strategy==
===S&D Strategy===
Holding at least one of the houses is important, as the added firepower of the MG-42s can give your team a great advantage. That said, the intact house is obviously easier to hold—a couple players can just camp at the top of the stairs and get a perfect line of sight to the entrance and anyone who tries to come up. The only thing to worry about in this setup is grenades being flung through the small window. With the other house, be prepared to run from grenades a lot... but if you can stay alive long enough, this is one of the best sniping spots in the map, with a clear view to the streets and part of the land next to the other house.
===Other===


==Brecourt, France==
There's a small building you can enter near the intact house, with a small window  giving a good view to the street in front. The great thing about sniping from here is that because of how dark the room is, enemies trying to get back at you from a distance won't have much luck. Just be careful of the barn directly behind, because some players like to camp here in the darkness and pick off anyone who tries to get in there.
==Burgundy, France==
==Caen, France==
==Carentan, France==
==El Alamein, Egypt==
==Leningrad, Russia==
==Matmata, Tunisia==
==Moscow, Russia==
==Rostov, Russia==
==Stalingrad, Russia==
==St. Mere Eglise, France==
==Toujane, Tunisia==
==Villers-Bocage, France==
==Wallendar, Germany==


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Running down either of the two intersecting streets in the middle of the map is usually suicide. There's nowhere to take cover, and you're in view of everyone in the two houses. Therefore, when trying to traverse this map, take one of the two outer routes.
 
==CtF Strategy==
Incidentally, both flags are located near the two houses; the American flag in the yard next to the partially destroyed house, and the German flag next to the other one. Same tactics for traversing this map apply as in TDM; that is, use the outer two paths. If you get into one of those situations where you have the flag but yours isn't at the base, as a German your best tactic is to hide in the house. As an American, your house isn't very safe, so it's a better decision to either hang around the yard (maybe in that shed) or stay somewhere farther away from base. Snipers and bolt-riflemen should take up spots in the houses.
 
==S&D Strategy==
==Other==
 
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Latest revision as of 17:56, 24 July 2009

Burgundy doesn't seem to be inspired from any particular singleplayer level. The map is pretty small, so many close-range firefights ensue. There are a total of five buildings that players can enter: a two-story house on the German side (in terms of flag spawns) of the map with an MG-42 on the upper floor, a partially destroyed two-story house on the American side with a .30-cal on the upper floor, two rooms of different houses, and a sniping perch—type room with a separated garage near the German building. The center of the map is overlooked by both machine guns, and therefore often becomes a killzone; there's a large street that splits into two and runs through the middle and one side of the map, and the other side of the map can be traversed through a large backyard.

TDM/DM Strategy[edit]

Holding at least one of the houses is important, as the added firepower of the MG-42s can give your team a great advantage. That said, the intact house is obviously easier to hold—a couple players can just camp at the top of the stairs and get a perfect line of sight to the entrance and anyone who tries to come up. The only thing to worry about in this setup is grenades being flung through the small window. With the other house, be prepared to run from grenades a lot... but if you can stay alive long enough, this is one of the best sniping spots in the map, with a clear view to the streets and part of the land next to the other house.

There's a small building you can enter near the intact house, with a small window giving a good view to the street in front. The great thing about sniping from here is that because of how dark the room is, enemies trying to get back at you from a distance won't have much luck. Just be careful of the barn directly behind, because some players like to camp here in the darkness and pick off anyone who tries to get in there.

Running down either of the two intersecting streets in the middle of the map is usually suicide. There's nowhere to take cover, and you're in view of everyone in the two houses. Therefore, when trying to traverse this map, take one of the two outer routes.

CtF Strategy[edit]

Incidentally, both flags are located near the two houses; the American flag in the yard next to the partially destroyed house, and the German flag next to the other one. Same tactics for traversing this map apply as in TDM; that is, use the outer two paths. If you get into one of those situations where you have the flag but yours isn't at the base, as a German your best tactic is to hide in the house. As an American, your house isn't very safe, so it's a better decision to either hang around the yard (maybe in that shed) or stay somewhere farther away from base. Snipers and bolt-riflemen should take up spots in the houses.

S&D Strategy[edit]

Other[edit]