Wolfenstein: Enemy Territory/Würzburg Radar: Difference between revisions

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==Map Description==
==Map Description==
[[Image:WET_BunkerMG.png|right|thumb|The bunker machine gun. A grenade may work well here.]]
Würzburg Radar is a dark and stormy map set in Europe. The Allies start in a small house with windows that can be punched out by gunfire or a knife. The house is enclosed by a wall, with two entrances - a direct way that leads near the Axis Forward Bunker, and a long tunnel which leads near the edge of the map. Taking the direct path, through the wooden gates, puts players in a grassy field with lots of undergrowth to hide behind. From here, Allied players can either continue on to assault the Forward Bunker from one of its two entrances, or continue past the entrance on the left to the Side Entrance, which can be dynamited open.
Würzburg Radar is a dark and stormy map set in Europe. The Allies start in a small house with windows that can be punched out by gunfire or a knife. The house is enclosed by a wall, with two entrances - a direct way that leads near the Axis Forward Bunker, and a long tunnel which leads near the edge of the map. Taking the direct path, through the wooden gates, puts players in a grassy field with lots of undergrowth to hide behind. From here, Allied players can either continue on to assault the Forward Bunker from one of its two entrances, or continue past the entrance on the left to the Side Entrance, which can be dynamited open.


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The Forward Bunker, and the only road on the map, leads to the Main Entrance, beyond which is the Axis spawn and the radar components. The Axis can spawn in one of two areas - either in the central spawn, which is located inside a building near some crates, or in a smaller barracks to the side. The barracks is often a good place for Axis to spawn as it covers the Allied main route of attack from the main entrance.
The Forward Bunker, and the only road on the map, leads to the Main Entrance, beyond which is the Axis spawn and the radar components. The Axis can spawn in one of two areas - either in the central spawn, which is located inside a building near some crates, or in a smaller barracks to the side. The barracks is often a good place for Axis to spawn as it covers the Allied main route of attack from the main entrance.
 
[[Image:WET_Radars.png|right|thumb|The Axis radars. The small box on the left side of the radar is the Allied target.]]
The side entrance drops players in on the far side of the Axis encampment, away from the main spawns. It is guarded by a machine gun nest facing the entrance (often Axis-manned) and a Command Post. Near the Command Post is a ladder up to a second floor, where a team door is located. This is a one-way trip for Axis players to go through the Side Entrance area, but it prevents Allied players from reaching it until they've dynamited the Side Entrance.
The side entrance drops players in on the far side of the Axis encampment, away from the main spawns. It is guarded by a machine gun nest facing the entrance (often Axis-manned) and a Command Post. Near the Command Post is a ladder up to a second floor, where a team door is located. This is a one-way trip for Axis players to go through the Side Entrance area, but it prevents Allied players from reaching it until they've dynamited the Side Entrance.


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===Points of Interest===
===Points of Interest===
[[image:WET_Watchtower.png|right|thumb|The Watchtower Machine Gun.]]
*'''Radar Sites:''' The two radar sites which give this map its name are located beyond the Side and Main entrances. Attached to them are small boxes which are the targets of the Allied raids. When a radar part is stolen the radar will fold up. There are three ramps leading up from the ground to the radar site's base, so this can give Axis players a place to put some mines down.
*'''Radar Sites:''' The two radar sites which give this map its name are located beyond the Side and Main entrances. Attached to them are small boxes which are the targets of the Allied raids. When a radar part is stolen the radar will fold up. There are three ramps leading up from the ground to the radar site's base, so this can give Axis players a place to put some mines down.
*'''Side Entrance:''' A ground level door that can't be opened, the Side Entrance can be dynamited open. Dynamiting the Side Entrance opens up a second route for the Allies to attack the Radar parts from. Axis players can use the ladder next to the command post to go through the Side Entrance without having to dynamite it.
*'''Side Entrance:''' A ground level door that can't be opened, the Side Entrance can be dynamited open. Dynamiting the Side Entrance opens up a second route for the Allies to attack the Radar parts from. Axis players can use the ladder next to the command post to go through the Side Entrance without having to dynamite it.
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==Axis Strategy==
==Axis Strategy==
[[Image:WET_ForwardBunker.png|right|thumb|Expect close-quarters weapons in the Forward Bunker.]]
The goal for the Axis - at least for now - is to hold the Forward Bunker for as long as possible. From here the Main entrance is protected and, to a lesser extent, the Side Entrance. If the Allies dynamite the side entrance the Axis must either let no Allies through it, or divide their forces to protect the radar parts and defend the forward bunker. It's much easier to simply protect the side entrance, though.
The goal for the Axis - at least for now - is to hold the Forward Bunker for as long as possible. From here the Main entrance is protected and, to a lesser extent, the Side Entrance. If the Allies dynamite the side entrance the Axis must either let no Allies through it, or divide their forces to protect the radar parts and defend the forward bunker. It's much easier to simply protect the side entrance, though.


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==Allied Strategy==
==Allied Strategy==
[[Image:WET_SideEntrance.png|right|thumb|Dynamite the side entrance.]]
[[Image:WET_AlliedAlternateRoute.png|left|thumb|If the Axis are camping the house gate area, use this alternate route instead.]]
The first objective is to capture the Forward Bunker. While close quarters weapons like flamethrowers can really clear the bunker out in a hurry, Allied players must first traverse a large, relatively empty route that makes close-quarters players vulnerable to longer ranged attacks. The nearest entrance is also protected by a machine gun, so an engineer with a rifle grenade may be necessary to eliminate the operator.
The first objective is to capture the Forward Bunker. While close quarters weapons like flamethrowers can really clear the bunker out in a hurry, Allied players must first traverse a large, relatively empty route that makes close-quarters players vulnerable to longer ranged attacks. The nearest entrance is also protected by a machine gun, so an engineer with a rifle grenade may be necessary to eliminate the operator.


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Once the Forward Bunker is secured, the next objective is to destroy the main entrance. If this entrance is destroyed, the Allies will take the Forward Bunker permanently. The most obvious attack route for the Axis is the team door to the side of the main entrance. Mining this area can prove effective, but keep in mind that sometimes Axis players can take the long way around and surprise your team from behind. Regardless, a few mines, coupled with maybe a machine gun pointed at the team door, is the best way to protect the dynamite.
Once the Forward Bunker is secured, the next objective is to destroy the main entrance. If this entrance is destroyed, the Allies will take the Forward Bunker permanently. The most obvious attack route for the Axis is the team door to the side of the main entrance. Mining this area can prove effective, but keep in mind that sometimes Axis players can take the long way around and surprise your team from behind. Regardless, a few mines, coupled with maybe a machine gun pointed at the team door, is the best way to protect the dynamite.
 
[[Image:WET_MainEntrance.png|left|thumb|The main entrance, the radar truck, and the Forward Bunker exit (located bottom left)]]
The real challenge begins once the Main Entrance is destroyed. Axis players like to use airstrikes and artillery to create a large no man's land on their side of the main entrance, with most of the fighting occuring inside the main entrance itself. If the allies can't manage to get through the main entrance, try the side entrance. Continue to expect fierce resistance, however. Teams should be accompanied by a skilled medic who can eliminate Axis players with adrenaline, and revive any players who have fallen. A covert ops - or better, an engineer with the Flak Jacket upgrade - should report the landmines located near the radar parts. Disarming the mines takes too much time - it is often more prudent to simply have an engineer set off as many mines as possible, and then have the rest of the team move to grab the parts.
The real challenge begins once the Main Entrance is destroyed. Axis players like to use airstrikes and artillery to create a large no man's land on their side of the main entrance, with most of the fighting occuring inside the main entrance itself. If the allies can't manage to get through the main entrance, try the side entrance. Continue to expect fierce resistance, however. Teams should be accompanied by a skilled medic who can eliminate Axis players with adrenaline, and revive any players who have fallen. A covert ops - or better, an engineer with the Flak Jacket upgrade - should report the landmines located near the radar parts. Disarming the mines takes too much time - it is often more prudent to simply have an engineer set off as many mines as possible, and then have the rest of the team move to grab the parts.


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