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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==
For the Americans, there should always be a sniper or two in the house in front of the flag, since this is a prime position to stop enemy steal attempts; even if it does get taken, if you're quick enough (and guess the direction right) you can stop the carrier. It also helps to have someone lie prone in the small shed-like area right behind the flag, as it's very hard for the enemy to see (but be ready to hear the word "cheap" from the other team). Sometimes, if the Germans have an aggressive team, your house may be taken over. If this happens, submachine gunners should rush the house from both the main entrance and the basement while others stay back and grenade/pick off enemies in window areas. Support gunners should suppress the enemy riflemen so they can't attack your teammates while they try to rush the house.
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.


As for getting the enemy flag, your team should occupy at least one of the two houses on either side of the barn (and hopefully the barn itself) to make it easier for the carrier to make the getaway. Throw smoke and move in, and if you're not going for the flag yourself try to occupy the barn. As in all Capture the Flag matches, one or two other player(s) should back up the carrier, more importantly so in this map because of the threat of snipers on the roads.
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.


For the Germans, the important thing is to not let the Americans take the houses on your side of town. Also, the second level on the barn is a nice place to watch your flag. Which direction you assault the enemy flag is not very important, since the Americans have plenty of windows to shoot from on both sides of their house. Be careful of enemies hiding in the shadows behind the flag or spawning in the house as you try to get away.
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.


===S&D Strategy===
==CtF Strategy==
===Other===
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.
 
==Brecourt, France==
Brecourt does not resemble any map from the singleplayer game. The map is essentially a large, open meadow with a system of trenches, two small walled areas on opposite sides, and a thick hedge running through the middle. It's a sniper's dream map, and even novice snipers can practice their skills here. Brecourt is popular for Capture the Flag but is not played much in other modes.
===TDM/DM Strategy===
Like stated above, Brecourt is played almost exclusively in CTF. But if you do find yourself playing TDM or DM, the best strategy is to grab a sniper rifle and creep across the map, picking enemies off.
===CtF Strategy===
The American flag is located by the shed, within the low-walled area; Germans should try to hug the hedge for most of the way, then have a few players (preferably with MP40s) rush in for the grab while others pick off defenders. Retreat along the trenches for the trip back. The German flag is in a more open area, on the opposite side of the map, so the defenders are more likely to be sniping from the nearby walled area rather than physically near the flag. Jump up from the trenches and get the flag, then run like heck, taking a right into the trench that leads you into the other side of the hedges. From there, concentrate on not becoming a target for snipers.
 
The two machine guns in the trench on the American side of the map can be used for defense, but keep in mind that Germans can secure that area and turn one of the guns against you. It's not advisable to use those anyway, since you'll become a really easy sniping target. Enemies from the direction that the gun is facing can obviously get you, but frighteningly for American players, the German spawn area (the walled one) has a few spots where they can scope in and shoot you straight through the long trench.
===S&D Strategy===
===Other===
 
==Burgundy, 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.
===TDM/DM Strategy===
===CtF Strategy===
===S&D Strategy===
===Other===


==Caen, France==
==S&D Strategy==
==Carentan, France==
==Other==
==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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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]