************************************* BATTLEFIELD: 1942 FAQ Produced by Matthias99 Version: 0.87 ************************************* TABLE OF CONTENTS: 1. Introduction 2. System Requirements and Game Information 3. General Gameplay Questions I. Technical Questions II. Control Questions III. Gameplay Questions 4. Controls Reference 5. Tactics I. Infantry A. Infantry Controls B. Infantry Classes i. Scout ii. Assault iii. Medic iv. Anti-Tank v. Engineer C. General Infantry Tactics i. vs. infantry ii. vs. AFVs iii. vs. ships iv. vs. planes v. Capping Flags II. Ground Vehicles A. Controls B. Transports C. AFVs D. General Ground Vehicle Tactics III. Ships A. Controls B. Transports C. Gunships C. Carriers D. Subs E. General Ship Tactics IV. Air Vehicles A. Controls B. Fighters C. Fighter/Bombers D. Heavy Bombers E. General Air Tactics i. Air-to-Air ii. Ground Attack V. Artillery A. Naval Artillery B. Fixed Artillery C. AA Guns D. Spotting VI. AI 6. Maps I. Western Europe A. Battle Of The Bulge B. Bocage C. Operation Market Garden D. Omaha Beach II. Eastern Europe A. Berlin B. Kharkov C. Kursk D. Stalingrad III. Africa A. El Alamein B. Gazala C. Operation Battle Axe D. Tobruk IV. Pacific A. Guadalcanal B. Iwo Jima C. Midway D. Wake Island 7. FAQ Version Stuff / Legal Stuff / Contact Info You can reach a particular section quickly by searching for its section number. For instance, search for "6.II.C" for the writeup on the Kursk map. ----------------------------------------------- 1. Introduction ----------------------------------------------- Welcome to my first official GameFAQs FAQ. This covers the EA Games/DICE release Battlefield: 1942, a WWII-themed multiplayer first person shooter released in the summer of 2002. This guide covers version 1.31 of the game (if you have the base retail version 1.0 or version 1.2/1.3, you can visit www.battlefield1942.com to get the update). The most recent version of this guide can be found on GameFAQs (www.gamefaqs.com). This guide does *not* yet cover the "Road To Rome" expansion pack, but it will at some as-yet-to-be determinted point in the future (when I actually get RTR and have time to write everything up. Anyone who wants to contribute such a writeup would be greatly appreciated and will get full credit.) Just to get a few things out of the way: I'm Matthias99, sometimes better known as just Matthias, or [BOGS]Matthias. I tend to write in a first person style, where I'll talk directly to "you", especially when I'm talking about tactics. There's contact information for me at the bottom of this, next to some brief legal disclaimers. I try to be a nice guy, generally; I'm almost always willing to talk to you if I have time and you try a nice approach. I'll even take criticism, assuming you can point out some way to actually improve things rather than just griping about what I'm giving away for free. But don't expect a reply if you're rude or demand that I do things; I'm hacking this guide together in my limited spare time, and I don't have enough of it to deal with morons. :P This guide is broken up into a number of sections. The most important two are "Tactics" and "Maps". If you're looking for instructions or tips on how to play, try "Tactics" (or "General Gameplay Questions" for how to do things that aren't part of actually playing the game). The "Maps" section contains detailed breakdowns of each of the game's 16 maps, tactics for fighting on either side of each one, and some historical background information. One more thing: there are a few pieces of ASCII art in here illustrating some tactics, so you probably want to view this in a fixed-width font such as Arial, or a program like Notepad. If all the characters in the next four lines are the same width, you should be fine. //////////////////////////////////// 1234567890abcdefghijklmnopqrstuvwxyz !@#$%^&*()ABCDEFGHIJKLMNOPQRSTUVWXYZ \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ----------------------------------------------- 2. System Requirements and Game Information ----------------------------------------------- This game was produced by Digital Illusions CE (DICE, www.dice.se), a game company in Sweden which has generally produced smaller titles in the past. The game is being distributed by Electonic Arts (EA, www.ea.com), and the official site can be found at www.battlefield1942.com. System Requirements: OS: Win 98/ME/2000/XP Minimum Recommended CPU: 500 Mhz P2/Athlon 800+Mhz P3/Athlon RAM: 128MB 256+MB CD/DVD: 4x 16x+ Disk Space: 1.2GB+ Video: Requires DirectX 8.1+ 32MB, Hardware T&L 64+MB video card Sound: DirectX 8.1 compatible sound card Video Cards Supported: Nvidia GeForce FX/2/3/4/256 ATI Radeon 7500/8500/9XXX Matrox Parhelia Other video cards MIGHT be supported, if they support DirectX8.1 and have Hardware T&L. Most older cards, like the RIVA TNT2, do NOT work. Online play: 56k modem Broadband internet connection NOTE: On a modem connection, you can't play on servers with > 16 players due to the way their network code is structured. You may also have poor performance on servers with lots of players if you only have the minimum system requirements. The game runs acceptably (albeit with somewhat low graphical detail) on my 866Mhz P3 with 256 MB of RAM and a GeForce2MX. I'll keep you posted when I upgrade my system. Update: Runs pretty good at medium detail settings with an 866Mhz P3 and a GF4Ti2600. Update: Mmm, runs great on an Athlon 2400+ with 512MB and a GF4Ti2600, even cranked up all the way. ----------------------------------------------- 3. General Gameplay Questions ----------------------------------------------- 3.I Technical Problems Q: Ack! My game crashes/doesn't work/can't join servers/other random problem! First, make sure you meet the technical requirements. The game will NOT work with older video cards that don't have hardware T&L, and performance will be pretty crappy on a system near the low end of the spectrum up above (especially in multiplayer games). Second, get DirectX9 and the latest drivers for your sound and video cards. This fixed the problems I had when I first installed the game. Third, upgrade yourself to version 1.31. You can't join upgraded servers without it. A few people have reported problems with it, but it really seemed to help my lag, and things seem more stable in general. If your game was working and suddenly stopped working, you should undo whatever it is you did to your computer. Yes, you did something. No, I don't believe you when you say you didn't change anything. I've worked in tech support. You can try reinstalling the game if you *really* believe you didn't touch anything. Q: How well will this game run on my computer? Well, if it meets the minimum requirements, but just barely, it will probably run pretty slowly. If you meet the recommended requirements, it should run alright. If you have a very fast computer, it'll probably run very well. If that's not detailed enough for you, well, you can try asking around, or download the demo from www.battlefield1942.com and see for yourself! Q: Do you have to pay to play online with this game? No. There is no monthly fee to play BF1942. You *do* need an internet connection, and, as one board member pointed out, you also have to pay for electricity to run your computer. :P Q: What's 'ping'? (I didn't think this was a common question, but I've seen it a lot on the GameFAQs boards) 'Ping' is a measure of how good your connection to a particular game server is. Your 'ping time' or just 'ping' is the number of milliseconds it takes for a message to go from your computer to another computer and back (1000 ms = 1 sec.) The higher this number is, the more 'lag' you'll have while playing. Values over 200-300 make playing the game very difficult (since you're seeing what happened 1/4 of a second ago, and your movement commands take 1/4 second to get to the server and take effect). Modem connections will be, at best, around 200 ms, while broadband internet (cable modem, DSL, etc.) can get much lower (down to around 50ms or less if the server is close to you). There isn't a whole lot you can do to lower ping, other than playing on a server that's closer to you, or getting a better internet connection. Note that a low ping does not guarantee good performance from a server, especially with >32 players! If the *server* doesn't have enough bandwidth to send data to all the players fast enough, it will lag even if you have a low ping. Q: What's that colored icon to the left of some of the servers? Can I play on them? That icon is an Italian flag (Red/White/Green), and it means the server is running the Road To Rome expansion pack. AFAIK, you can play on it without owning the expansion, but only if they're using the maps from the regular game (that is, the ones covered in this guide). Q: I keep getting a "corrupted data" error when joining servers! Most likely, you're trying to join a server that's running a mod or a different version of the game. In newer versions of the game, servers running older versions will be greyed out. If you get this error *all* the time, you may need to reinstall the game. Q: What's a mod? A "mod", short for "modification", is a user-created addon that changes some aspect of the game. Some are very simple, such as changing the amount of damage that weapons do. Others are much more complex, and completely change the game's weapons, vehicles, maps, and gameplay. You have to download a mod before you can use it, and it will only work on a server which is running that mod. If you try to play on a server running a mod when you don't have it, you'll probably get the "corrupted data" error message described above. 3.II Control Questions Q: How do I <Open my parachute/Open the landing boat doors/Take a screenshot/ Other random control-related question>? You read the manual, or look under "controls" in the Options menu and see what button to press, or you look at Section 4, which lists all the controls. Q: How do I switch sides? How do I switch classes? How do I choose where I'll respawn? All of these things can be done from the map/menu accessed by hitting Enter while you're playing. You can click up where it says "AXIS/ALLIED" to switch to that team, you can click on the name of a class to become that class the next time you respawn, and you can click on an available spawn point (the white dots next to the flags on the map) to make yourself appear there the next time you die. If you're in a hurry, you can click the "Suicide" button to kill yourself and reappear a few seconds later (or longer, if the server is set that way) at your selected location and with your selected kit (note that this counts as a suicide and reduces your score appropriately). You can switch classes *without* dying or suiciding by grabbing a dead player's gear (press 'G' while you're standing near the pile of equipment that appears next to someone when they die). Q: Can I use a joystick to fly planes? How do I set it up? What kind of joystick do I need/should I use? Yes, yes you can. It's very easy to set up, once the joystick has been installed. As long as it shows up in "Game Controllers" in Control Panel, it should be ready to use. Just go into the "Controls" menu in the game, click on the control you want to set to the joystick, and move the joystick in the direction you want to have control that thing (or press the joystick button for things like firing guns). Most any regular joystick will work fine; you do *not* need a big, fancy, $50 stick with a throttle and 8-way hat switch and 10 buttons. The game unfortunately has very little support for advanced features like force feedback and extra buttons and throttles, so it won't do you much good anyway. Q: Why does my plane crash every time I take off? Either you're not piloting it very well, you jerked the mouse or joystick to the side while you were still near the ground, or you took your hand off the throttle. You may also have a lot of lag, which makes piloting very difficult. Try the "Air Vehicle Tactics" section (5.IV) for some pointers. Q: Is there a 3rd person view? Not on foot. When you're in any vehicle (land, sea, or air), you can press F9 for the first-person view, F10 for an external view from behind the vehicle, and F11 for an external view looking backwards (unless the server disables external views, but I have yet to see one that has, since it doesn't offer much of a tactical advantage). Q: How do I send voice messages? Is there voice chat built in to this game? There's no voice chat in the game, but there are a large number of canned voice messages you can send to your teammates (you can't send voice messages to the other team). There's a menu option (under "Audio") to choose whether the messages are sent in your team's native language or always in English (though the text message that is sent along with it is always in English). These are shown at the top of the screen (unless you press F8 to toggle it off), and each requires that you press two function keys in sequence (ie, for "Negative", press F1 and then F2, not F1 and F2 at the same time). When someone sends one of these, it plays the message, displays the message text, and causes the person who sent it to flash yellow on the map. Note: Repeatedly sending the same message is really annoying to your teammates, as is sending "Enemy Submarine Spotted!" over and over in desert maps. Please see Section 4 for the complete list of voice messages. 3.III Gameplay-Related Questions Q: Why does my team instantly lose on the new Coral Sea map? Our carrier didn't sink! You need to upgrade to version 1.3 or higher. It includes a fixed version of the Coral Sea map that no longer suffers from this exploit. Q: Argh! Someone's standing *inside* our carrier and shooting me! You need to upgrade as well. Version 1.31 fixes this bug, as well as a wall-hack (a cheat that lets you see through walls). Q: Where are the submarines? Where is the B-17 bomber? These vehicles are only available in multiplayer mode (NOT single-player or co-op mode). Submarines are available on Midway and Guadalcanal. The B-17 can be found on Bocage, Gazala (at the airfield in the NW corner), El Alamein, and Operation Market Garden. Q: What Game Modes Are There? Well, the manual describes it pretty well: 1. Conquest: The goal of conquest mode is to reduce your opponent's tickets to zero. The current number of tickets are shown above the mini-map. These tickets are a pool of lives shared by everyone on the same team. There are two ways to reduce an opponent's pool of tickets: kill enemy soldiers or capture and hold control points. (This is by *far* the most popular game mode online.) 2. CO-OP: Co-Op mode pits players against or teamed with AI-controlled bots. Players can join any side and are tied to the same rules as a normal Conquest game. 3. Team Death Match (TDM): A team melee game with the objective to minimize your team's deaths while maximizing your opponent's. 4. Capture the Flag (CTF): Locate and capture the opponent team's flag as many times as possible within the time limit. Once your opponent's flag has been captured return it to your home base and touch the flagpole to score. Your side's flag must be on the flagpole. If the flag is dropped in route to your home base a friendly player can pick it up by running over it. If an enemy touches the dropped flag it is returned to the enemy base. Q: What's this "Tickets" thing? "Tickets" are essentially a pool of lives that is shared by your entire team. The number of tickets each team starts with is set by the map, and can be adjusted up or down by the person running the server (to make each game shorter or longer). Most maps start with 100-300 per team. You can see the current totals in the upper right corner; Allies are blue, Axis is red. If your team runs out of tickets, you immediately lose (you'll get messages to that effect as you start running low on tickets). Your team loses one ticket each time someone dies, and depending on the map, you can lose or gain tickets in other ways as well (such as by holding or letting the opponent capture certain control points). Q: How are people "ranked"? What do the medals on the TAB score screen mean? Next to someone's name in the score ranking are several numbers. First is your "score", then your kills and deaths, and then your current ping (lag). You get 1 point for a kill, and you lose 2 points for TKing (Team Killing, i.e. killing a teammate) or killing yourself, and you also get 2 points for converting a flag (1 for taking it from the enemy and 1 for getting it over to your side). You do NOT lose points for dying. You currently do not get any points for things like repairing or healing teammates or destroying enemy vehicles (though of course you'll get the points for anyone *in* the vehicle when it blows up). The game's pretty smart about awarding vehicle kill points -- if you cripple someone's plane or tank, and it explodes/crashes before they can bail out, you still get the kill. If you are one of the top three players at the end of a round, everyone gets to see your name, and you'll have a medal (gold, silver, or bronze depending on which place you were in) put next to your name during the next round. If you place multiple times in a row, you'll have multiple medals. Q: What's the deal with Spawn Points? Why can't I use some of them? In a Conquest game, you can only use Spawn Points (sometimes called Control Points if they can be captured) that your team currently owns. Some points (like the ones attached to ships) always belong to your side, but most of the ones on land are associated with a "flag" that represents the ownership of the point. To "capture" a spawn point, you just need to stand next to the flag (close enough that the flag icon flashes in the HUD) for about twenty seconds while there aren't any enemies in the area. The flag will change from the opponent's side to a grey "neutral" flag, and then to your team's banner (there are also voice and text messages broadcast to everyone in the game each time a flag changes sides). Once your team's flag is flying, you'll be able to choose that spawn point for use. However, if there are members of both teams near the flag, it will stay at "neutral", and nobody will be able to use that spawn point until you get rid of the enemies or they get rid of you! Note that this means if your team has no spawn points, you can't respawn when you die unless someone on your team captures one (and if your team has no spawn points and everyone on it dies, you immediately lose). Also, some spawn points can't be captured (usually this is the base where your team starts out). These are indicated on the map by a flag with a "NO" (circle and slash) icon over it. A few spawn points (the landing beaches on Omaha Beach and Iwo Jima) start neutral but cannot be captured at all by the Axis team. These are not marked in any particular way in the game; you'll just be unable to capture them. Q: Why can't I hit anything? Read the "Infantry Tactics" section (5.I). Try to shoot from a crouched or prone position, and don't shoot more than once or twice in a row. Either that or use grenades or a tank. Q: I snuck up on someone and sniped them, and then they respawned and killed me right away! How'd they figure out where I was hiding? When you get killed, by default the game camera zooms out for a few seconds, and then points directly at the person who just shot you. This, of course, totally gives away the position of anyone trying to be a sniper (although, to be fair, in real life they'd figure it out pretty quickly as well). You can turn this off in the server options, so if you don't like it, try politely asking a server mod if they can do so. Q: I was hiding in a dark corner, and someone shot me! What's up? You may have noticed that when you look towards a player, their name and team color is displayed (Allies are blue, Axis is red). If somebody's near you, and they look towards you, they'll know you're there even if you're hidden in a dark corner or behind bushes, etc. You can adjust how far away names appear (which can be different for your teammates and opponents) in the server options, so you might want to ask a mod if they'll change it if you think it's set too far (the default lets you see names from *really* far away). ----------------------------------------------- 4. Controls Reference ----------------------------------------------- This section is a complete list of gameplay controls for Battlefield: 1942. A few common ones that people seem utterly incapable of figuring out: ************************************************ PARACHUTE: 9 (ie, the key between '8' and '0'. You have to get out of the plane first.) ************************************************ ************************************************ Dive/OPEN LANDING BOAT HATCH: UP ARROW (hold for several seconds) Surface/CLOSE LANDING BOAT HATCH: DOWN ARROW (hold for several seconds) ************************************************ All of these can be viewed and modified until "Controls" in the menu. NOTE: Most sets of menus in this game have multiple pages. Click the arrows at the bottom of the page to go forwards and back. COMMON CONTROLS: Enter/Exit Vehicle: E ******************* OPEN PARACHUTE: 9 (yes, the number 9. Press it *after* you bail out.) ******************* Chat (all): K Chat (team): L Scoreboard: TAB (hold) Spawn Interface: ENTER Full-Screen Map: M (toggles) Zoom Minimap: N (cycles through settings) View Controls (for all vehicles): Inside: F9 (press again in planes to toggle cockpit) Outside Rear: F10 Outside Front: F11 Flyby: F12 Toggle Views: C (this cycles through all of the above views) Pause: P (single player only, duh) Screenshot: PRINT SCREEN (saves as .tga file in game directory) Toggle Tooltips: DELETE Radio Commands 1-8: F1-F8 INFANTRY CONTROLS: Move Forwards: W Move Backwards: S Strafe Left: A Strafe Right: D Jump: SPACE Walk: LSHIFT (you run by default) Pick Up Kit: G Primary Fire: MOUSE1 Zoom/Secondary Fire: MOUSE2 Reload: R Next Weapon: MOUSEWHEELUP Previous Weapon: MOUSEWHEELDOWN Weapons 1-6: 1-6 Crouch: LCTRL Prone: Z AIR VEHICLE CONTROLS: Throttle Up: W Throttle Down/Reverse: S Yaw/Rudder Left: A Yaw/Rudder Right: D Pitch Up/Down: Mouse Up/Down (inverted by default) Roll Left/Right: Mouse Left/Right Primary Fire: MOUSE1 Secondary Fire: MOUSE2 Toggle Mouselook: LSHIFT Positions 1-3: 1-3 LAND AND SEA VEHICLE CONTROLS: Drive Forwards: W Drive Backwards: S Turn Left: A (must be moving forwards or backwards) Turn Right: D (must be moving forwards or backwards) *************************** Dive/OPEN LANDING BOAT HATCH: UP ARROW (hold for several seconds) Surface/CLOSE LANDING BOAT HATCH: DOWN ARROW (hold for several seconds) *************************** Primary Fire: MOUSE1 Secondary Fire: MOUSE2 Positions 1-6: 1-6 VOICE MESSAGES: F1 F1 - Roger! F1 F2 - Negative! F2 F1 - Request Pickup! F2 F2 - Send reinforcements! F2 F3 - Request Anti-Tank Support! F2 F4 - Request Naval Support! F2 F5 - Request Air Support! F2 F6 - Artillery Ready To Fire! (this indicates that you want someone to place a scout camera for you) F2 F5 - Request APC! F3 F1 - Armor spotted! F3 F2 - Infantry spotted! F3 F3 - Unit spotted! F3 F4 - Ship spotted! F3 F5 - Submarine spotted! F3 F6 - Airplane spotted! F3 F7 - Scout spotted! F4 xx - Defend/Attack specific control point (game dependent) F4 F4 - Defend/Attack closest control point! (these are game dependent, ie, F4 F1 is a different control point on each map. It sends "attack" if you don't own the point, and "defend" if you do.) F5 F3 - Confirm defending! F5 F4 - Confirm attacking! F5 F5 - Roger! F5 F6 - Negative! F6 F1 - Wait! F6 F2 - Fire! F6 F3 - Hold your fire! F6 F4 - Fire in the hole! (about to throw grenade) F6 F5 - Medic! / Need Repairs! (if in vehicle) F6 F6 - Take cover! F7 F7 - Go! Go! Go! F7 F1 - Cover me! F7 F2 - Hold position! F7 F3 - Go for enemy flag! F7 F4 - Fall back! F7 F5 - Stick together! F7 F6 - Follow me! F7 F7 - Bail out! ----------------------------------------------- 5. Tactics ----------------------------------------------- 5.I Infantry You'll probably spend a lot of time in BF1942 walking around, so it's good to know how to handle yourself. You've got a lot of moves and a decent amount of firepower on foot, but you're not too fast. The biggest mistake people make when they start playing is treating this game like UT2K3 or Quake III, trying to run around like an idiot with guns blazing. You won't last long like that, Rambo, so read up. 5.I.A Infantry Controls Like most FPS games, you can move around, jump, crouch, and strafe. In BF1942, you can also go prone -- that is, lie flat on the ground and crawl. To do so, press your Prone key (default key: Z). Press it again to stand up (takes a second or two, during which you can't move). Going prone makes you harder to see and hit, plus it reduces the chance of catching shrapnel from grenades or tank shells exploding nearby. The downside is you move pretty slowly. Note that if you are running forwards when you hit the Prone key, you'll do a forward dive into the prone position, which is a quicker than pressing it while standing still (but it throws off your aim). When it comes to actually duking it out, your equipment varies with the kit you choose and the nation you're fighting for. However, all your guns basically work the same way: point and shoot. The Primary Fire button activates your chosen weapon, Secondary Fire toggles zoom modes in most guns and lets you "charge up" grenade throws, and the Reload button reloads your weapon (note: you must manually reload with most weapons when your clip is empty, and if you reload when the clip isn't empty, you lose the bullets that are still in your gun). You'll probably notice that your crosshair increases and decreases in size as you move around or fire weapons. The bigger the crosshair, the less accurate your shots will be. Your accuracy decreases as you run around, drops significantly when you shoot, and plummets when you hold down the trigger on an automatic or rapidly pump out rounds from a rifle or pistol. Your accuracy increases when you stand still, recovers faster if you crouch, and comes back even faster if you're prone. So, if you want to shoot accurately, you should shoot from a prone position, firing one or two shots at a time and then waiting for your crosshairs to stabilize before shooting again. Firing on the move or emptying the clip of your BAR or MP42 will result in you hitting air and getting gunned down rapidly by everyone in the area. Weapons in BF1942 are very accurate when used properly, and it only takes one or two hits to drop someone, so it's vital that you only shoot when you're forced to or you're sure of a kill, especially when sniping. Version 1.2 added an improvement to your crosshair that flashes when one of your shots hits somebody (since there's no blood, and thus little visual feedback unless your target dies). This also includes manned vehicles, in case you're shooting at a plane/tank/etc, and also works for vehicle weapons. It will *not* flash if you're not actually doing damage, such as by shooting a tank with an assault rifle. It also doesn't indicate if you're hurting somebody with splash damage (such as firing a tank shell into the ground next to them). Version 1.3 greatly decreases the accuracy of the Assault class weapons while you are moving, making it even more important to shoot from a stable position. Version 1.3 also decreased the amount of damage done to planes by infantry weapons and AA guns (but not machine guns or other vehicle weapons) by 50%. Important note: If you kill someone (or someone near you dies), they drop a pile of equipment on the ground that hangs out for a little while (maybe 10-15 seconds). If you move near one of these and press the Pick Up Kit key (default key: G), you'll change into the kind of infantry that died there. This can be very useful sometimes, but beware of picking up an empty rifle in the middle of a firefight! You'll drop your current kit when you switch, in case you want to go back to it (though it will also disappear eventually). 5.I.B Infantry Classes BF1942 features five "kits" for infantry, each equipped with slightly different weapons depending on which side you're on (I'll have more information on those differences in a future version, I hope). 5.I.B.i Scout The Scout kit isn't any faster than the other soldiers, but you have specialized weapons and equipment that's helpful for tracking enemy movements and picking off distant targets. You can also spot for artillery (for more information, see section 5.V.D). The downside is that your rifle has a very low rate of fire, and you're practically useless in close combat against anyone. I'm going to say this right up front: it is extremely difficult to be a sniper in BF1942. You are *not* Vin Diesel, so stop trying. Distant shots are very difficult (especially compared with something like Counter-Strike, Quake3, or UT where the sniper weapons are 100% accurate even at extreme range). Hitting a moving target is near-impossible (as it is in real life). Once the enemy figures out where you are, you will not live very long unless you are an amazing shot and they don't have any tanks around. Also, if you're hiding and shooting enemies from far away, then you're *not* capping flags, and capping flags is how you win. Killing 20 or 30 enemies over the course of a game while your team is losing a ticket every 3 seconds is a good way to have the best score on the losing team. Despite all that, you'll often see teams that are half-filled with snipers, and losing badly because of it. For some reason, this is especially prevalent on Allied teams on Omaha Beach. Weapons: Sniper Rifle Pistol Binoculars Grenades Combat Knife Rifle: The Sniper Rifle features telescopic sights to help you "reach out and touch someone". Just press the Secondary Fire key to use them, and press again to go back to the normal view. You zoom out and back in automatically after you shoot, although if you hold down Primary Fire, you'll shoot and not zoom out and reload until you let go of the fire button (so you can see if you hit or not). Note that the rifle is hideously inaccurate if you are moving or standing; crouch or go prone to make distant shots. A headshot is an instant kill, a body shot hurts a whole lot but won't kill an uninjured player. Remember the sniper's rule of survival: "one shot, one kill". Note: (this applies to all weapons, but is most noticeable with the sniper rifle) This game actually models ballistics, which means that your bullets will fall downwards when you shoot at distant targets, so aim up a bit if you're shooting at someone far away. This also means you have to lead targets if they're moving. Version 1.3 *significantly* improves the *clip* reload time (how long it takes to change clips when you hit the Reload key), but the time it takes between shots has remained the same. Pistol: Not a great weapon, the Pistol is, however, your only chance of survival if someone gets close to you. It has iron sights (press Secondary Fire for a weak zoom). Don't fire it too fast, or your accuracy plummets and you can't hit anything more than two inches from you. Binoculars: Lets you see things that are far away, with a wider field of view than the rifle scope. Use the Secondary Fire key to zoom in and out. Press Primary Fire to set an artillery spotting camera (see sec. 5.V.D for more information). Grenades: Grenades are extremely powerful. They kill soldiers easily, and a couple of them can blow up a jeep, or damage a tank or APC. Hold Secondary Fire to "charge" your throw (tap Secondary Fire to drop one at your feet, hold until the meter fills to throw far), or press Primary Fire to throw them at full strength without charging. Grenades explode about three seconds after you throw them. Use them whenever you can; just don't blow yourself (or your teammates) up! Combat Knife: A knife. Sneak up on someone and press Primary Fire to knife them in the back and kill 'em dead. Not very useful otherwise. 5.I.B.ii Assault The Assault class is the best when it comes to fighting other infantry. The Automatic Rifle has lots of range, deals plenty of damage, and can fire dozens of shots in rapid succesion before reloading. You also have grenades, which are useful against both groups of infantry and armored vehicles. Weapons: Automatic Rifle Pistol Grenades Combat Knife Automatic Rifle: The Automatic Rifle features iron sights (press Secondary Fire for a weak zoom feature), and can fire up to twenty shots (30 for Axis) fairly rapidly before reloading. It's much more accurate than you'd think at first, and deals a ton of damage, as you'll realize the first (and second, and third) time you get pegged in the head with one from fifty yards away (though the Axis gun is somewhat less accurate). Go prone and fire one shot at a time for maximum accuracy. Version 1.3 significantly reduces the accuracy of the Automatic Rifle while you are moving. Pistol: Still mostly useless, the Pistol is a weapon of last resort. One time it can actually be handy is if you empty your rifle clip while someone's charging you; pulling out the pistol is quicker than reloading the rifle. Grenades: See above. Combat Knife: Even more useless than the pistol in most situations. I don't recommend using it. 5.I.B.iii Medic The Medic has two big advantages: an automatic weapon, and the ability to heal himself and others. Neither of these should be overlooked; the Medic can be deadly in the right hands. Weapons: Submachine Gun Pistol Grenades MedKit Combat Knife SMG: The Submachine Gun fires pistol-caliber bullets at a rapid clip. It's a good cross between the Automatic Rifle and the Pistol, but it has much less range than the former, and not much more power than the latter (ie, it takes multiple hits to kill someone). Fire in short bursts for maximum effectiveness. Pistol: See Assault entry above. Grenades: See Assault entry above. MedKit: When the Medical Kit is out, you can press Primary Fire to heal yourself or anyone in front of you and reasonably close by. When you're out of "ammo", you can't heal anyone, but it recovers gradually over time. Use this ability liberally. Note: if someone uses the voice command that calls for a medic, and you *are* a medic, they will be marked on your minimap with a red cross. Keep an eye out for them and help them if you can; they'll appreciate it. Combat Knife: see above. 5.I.B.iv Anti-Tank The Anti-Tank infantry is, as the name implies, very good at blowing up Armored Fighting Vehicles (AFVs, i.e. tanks and APCs). You're not, however, very good at directly fighting other infantry, so either avoid them or find some Assault troops to back you up. Weapons: Rocket Launcher Pistol Grenades Combat Knife Rocket Launcher: A single-shot, reloadable, shoulder-mounted launcher firing shaped-charge armor-piercing anti-tank rockets (boy, that's a mouthful). Very good damage against armored vehicles (and unarmored vehicles as well, if you can hit a jeep or plane with it). For maximum damage, aim for the side or rear of a tank or APC, and try to hit at a 90 degree angle. A light tank takes one direct hit to the rear, two or three to the side, and four or five to the front to destroy. APCs are about the same, and heavy tanks take one or two more shots than a light tank. Don't even try to use it against other infantry; they'll just laugh and shoot you (okay, okay, you *can* kill a soldier if you actually hit them with the rocket itself; it's just very, very hard, and even the pistol is more efficent). Pistol: See above. Grenades: See above. Keep in mind that these are also pretty good at knocking out vehicles, and are probably your best anti-infantry weapon. Combat Knife: See above. 5.I.B.v Engineer The Engineer kit is a very interesting setup. You have a decent (though not great) anti-infantry weapon, and a variety of tools to make life miserable for people driving vehicles. You can also repair friendly vehicles, which is a very useful trick! No grenades, though... Weapons: Bolt-Action Rifle Anti-Vehicle Mines DetPacks Pistol Repair Kit Combat Knife Bolt-Action Rifle: This is the same rifle the Scout class uses, except without the sniper scope. It's just as accurate, so you can actually snipe pretty effectively with it. This weapon also does not lose accuracy as you move (or at least not nearly as much as everything else). Version 1.3 also decreased the clip reload time of this weapon (see the entry for the sniper rifle). Anti-Vehicle Mines: These deal a huge amount of damage to any vehicle that drives over them. One will vaporize a jeep or APC, and will even blow up a tank if it drives directly over it at high speed. Use them to cut off bridges and other vital approaches. If you place them carefully, you can still get around them -- but they'll blow up anyone who just plows through without paying attention. It's possible to drive over them veeeeeeeeeerrrrrry slowly without blowing them up. Very mean Engineers place them directly underneath parked vehicles so that they explode when someone gets in and starts driving :). These do *not* explode when people walk over them, but the explosion from a vehicle setting them off will hurt infantry. Note: you can also defuse mines as an Engineer. Just take out your Repair Kit, crouch next to a mine, and "shoot" it to turn it off and pick it up. Also note that they blow up by themselves after a few minutes. You can only place up to 8 mines at a time (you can get more from ammo crates, but the earlier ones will explode if you try to place more than 8). DetPacks: These are remote explosives that deal a huge amount of damage. Press Primary Fire to drop one at your feet. Once you've placed them, press Secondary Fire to pull out the detonator, then press Primary Fire to blow them all up (hit Secondary Fire again to switch back, in case you don't want to blow them up yet). They do about as much damage as a land mine to anyone within a fairly large blast radius. You can also use them against vehicles -- they're much harder to see than landmines. Especially sneaky tactics include tossing them on top of APCs,Jeeps or planes, then detonating when someone gets in. Marginally useful as an anti-tank weapon if you throw them on top of the tank or you can get it to drive directly over them. You can defuse detpacks by "shooting" them with your Repair Kit, just like mines. You can also only place up to 8 at a time. Repair Kit: When you have your repair kit out, you can patch up any vehicle in front of you by pressing the Primary Fire key. This includes ships that you're standing on, but you won't be able to fully repair a ship in one shot. When you run out of "ammo", you can't repair anything, but you gradually recover it over a couple of minutes (just like the Medic's Medical Kit). An engineer driving a tank, ship, or plane can make that vehicle last a lot longer than normal. Note: if someone uses the voice command that calls for vehicle repairs ("I need a grease monkey!"), they'll be marked on your minimap with a wrench icon so you can find them easily. You can also use your Repair Kit to defuse land mines and detpacks, as described above. 5.I.C General Infantry Tactics The most important thing to remember is that you have to fire carefully and from cover if you want to live very long. Also, try not to stand around in the open unless you want some overacheiving Scout to hit you with his Sniper Rifle, or some hotshot to run you over with his jeep or strafe/bomb you with a plane. This also means you shouldn't walk down open roads. You don't go any slower through grass and trees, so stay off to the side unless you want to be mowed down. Andrei Pendle wrote in with the excellent point that you should always try to fight as a group when you're on foot. A group of several soldiers working together (especially if one of them is a medic) can take out many more enemies with many fewer deaths than the same people fighting alone. Use your minimap! You can change the zoom on it by hitting the Mini Map Zoom key (default key: N). There are three settings: wide, medium, and narrow. You'll probably want it zoomed out a bit when you're running around so you can see which flags your team holds, and closer when you're fighting in a group so you can see where everyone else is relative to you. You can also see the full-screen map (it's semi-transparent, so you can still see what's going on around you) by hitting the Show Map key (default key: M) (hit it again to put it away). Also, keep an eye out for ammo crates and lockers full of medical supplies. There's almost always one of each in one of the buildings of a base (almost every set of bunkers and outposts has an ammo crate, but generally only larger bases have medical supplies). Just stand next to an ammo crate to refill your ammo, or next to a medical locker to heal yourself (an ammo/health icon, respectively, will flash on your HUD when you're at one). You can also call for a medic (F6 F5) and hope that one answers if you get injured. 5.I.C.i vs. infantry Basically, the best way to fight infantry is to take them by surprise. If you're a Scout or Assault, try to crawl into a good sniping position and take out a few enemies before they even know you're there. Medics will want to get a bit closer, so they can use their SMG to full effectiveness. Anti-Tanks and Engineers should just stay away from other soldiers if possible, or ideally keep some Assault types around to handle them. The mounted machine guns you'll find around bases can also be very effective; just walk up to them and hit the Enter/Exit Vehicle key to get in or out. The ammo's unlimited, but don't let the gun overheat or it'll jam. If you're interested, it takes two rifle or five pistol bullets to the body to kill a soldier, or one rifle or two pistol bullets to the head. One grenade will kill anyone standing up within about 5 yards (you take a lot less damage if you're crouching or prone), and will injure anyone within 10 yards or so of the blast. Machine guns do the same damage as rifles, but AA guns do not affect troops unless you can hit them with the shell itself. A direct hit from artillery or a tank gun is an instant kill. 5.I.C.ii vs. AFVs AFVs (Armored Fighting Vehicles, e.g. tanks and APCs) are tough opponents. If someone's manning the top machine gun of a tank or APC, try to pick them off. Otherwise, your options are essentially grenades, an Anti-Tank's rocket launcher, or an Engineer's detpacks. The best tactic may be to use mines or your own tanks to keep them away in the first place! If you have to fight, try to get behind a tank to deal the most damage; it's also hard for them to hit you if you get really close, since the guns don't depress far enough (just don't get run over!). You can also use a mounted AA turret in some locations to take out tanks or APCs. Just remember that rifle and machine gun fire does *nothing* to a tank or to the front armor of an APC (though it *can* sometimes hurt or kill the driver; there's a very small window in the front that you can see through). 5.I.C.iii vs. ships You can't really do much about ships from on land. Just about the only thing you can do is try to find a shore battery and start firing artillery at them (altough if the crew is any good the first thing they'll do is to blow up any artillery guns that can hit them). Getting pounded by ships? Try to get some planes, subs, or gunships to go take them out. Daring players can also steal an enemy landing craft and climb onto a ship (look for ladders or webbing on the sides that you can climb). 5.I.C.iv vs. planes You have a few more options against airborne opponents than ships. AA guns are the best solution, but a good pilot will hit them with bombs almost as soon as you get in them. Any machine guns, including the ones on APCs and tanks, can also be effective against low-flying planes. In desperate situations, you can even use an Assault infantry's Automatic Rifle to shoot at fighters (it's less effective against fighter-bombers and all but useless against B-17s, though). If none of those options seem to be working, find a fighter plane and chase them off. Version 1.3 reduces by half the damage that is done to planes by AA guns and infantry rifles. This basically means that AA guns and fighter planes are the only viable options against enemy aircraft. Note that machine guns did *not* have their damage reduced (as I erroneously reported before), so they are very effective. Version 1.31 slightly increases AA damage vs. planes (but not as much as it was decreased before). 5.I.C.v Capping Flags To capture a flag, you need to stay within the flag's "capture zone" for a certain amount of time, while there are also no players from the other team within the "capture zone". You'll know you're close enough when a flag icon appears on your HUD. Distance from the flag doesn't seem to make a difference, just as long as you're close enough to make the flag icon appear (though some flags have a larger capture radius than others). It takes around 10 seconds to take a flag from "opponent" to "neutral", and then another ten to take it from "neutral" to "friendly". If players from both teams are within the capture zone, or you leave the area before the flag gets captured, the flag will just stay at neutral. If you're a real bastard, you can hide near an enemy flagpole (say, inside a building, or as I saw the other day, *on* a building after parachuting onto the roof) to keep it neutral, and as long as you stay alive, the enemy can't use that spawn point. ************************************************************************* IMPORTANT NOTICE: This file may not currently be hosted anywhere but GameFAQS. If you got this file from a site other than GameFAQS (www.gamefaqs.com), they are ripping me off. Please email me (see below for contact info) and let me know. Thanks, --Matt ************************************************************************* 5.II Ground Vehicles Ground vehicles are the most common things to drive on most maps, and also quite a bit of fun. If a vehicle is destroyed, it respawns a short time later at the same place it originally came from (the exact amount of time depending on the vehicle; you get jeeps faster than battleships). Note that the vehicles that spawn at bases are always from the "side" that controls the base currently (that is, the same base may spawn, say, both Panzer tanks and M4 Shermans depending on who owns it). A vehicle will *not* respawn until it has been destroyed, so you can take an enemy's vehicles away by stealing them and not letting them get blown up! Also, ground and air vehicles will self-destruct if left without a driver for a couple of minutes. This keeps you from parking your team's (or the other team's) vehicles in inaccessible locations and thus permanently losing them. It also discourages using them as personal transports. 5.II.A Controls All the ground vehicles essentially work the same way. To get into a vehicle, just get close to it, looks towards it, and press the Enter/Exit Vehicle key (default key: E). When you get in, usually you'll be placed in the driver's seat if you're the first person to enter (however, in some vehicles, which side you're standing on when you enter determines where you'll sit). If not all the seats in the vehicle are filled, you can switch seats by pressing keys 1-6 (1 is the driver's seat, 2-6 are the rest of them, depending on how many additional seats it has). Note that if all the seats are filled, you can't switch spots unless someone gets out. A seat which is "exposed" means you can be shot at while you're in that seat, although you usually have a better view. Driving uses a simple set of controls which are separate from those used while you're walking. Drive Forwards/Speed Up and Reverse/Slow Down move you forwards and back, and Turn Left and Turn Right do what the names would suggest (you have to be moving forwards or backwards to turn, however). If you're in a gun turret, use the mouse to rotate it, and use Primary Fire (and sometimes Secondary Fire) to shoot. In some vehicles (like the jeep), you can look around with mouselook without affecting the direction you're going. Vehicle machine guns have both limited ammo and a "heat meter" that increases when you fire. If it hits the top, the gun jams for a few seconds, so lay off the trigger occasionally. To get out, just press the Enter/Exit Vehicle key again. Again, exactly where you get out depends on which seat you're in at the time. 5.II.B Transports Transport vehicles are used mostly for getting around the maps, or for hauling players into or out of combat zones. 5.II.B.i Jeep The Jeep is a very simple vehicle which seats two. It's very fast, quite maneuverable, and hurts people a lot if you run them over. However, it has no weapons -- neither the driver nor the passenger can shoot -- and both passengers are exposed to fire. It's also quite fragile and tends to explode if it hits anything at high speed or takes damage from almost any heavy weapon. You can transport additional people in the rear cargo area, but they tend to fall out if you go too fast or hit things while driving, so be careful. Most bases come with a Jeep. Allies: Willys Overland Jeep MB. Looks like a standard army jeep. Comes in varying colors to match the terrain. Axis: VW Type 82 Kubelwagon ("Bucket Car"). Looks like an old-fashioned convertible car. A little faster than the jeep, but not as good off-road (it slides a lot more when going up hills or around corners). Seats for Jeep: 1. Driver (exposed) 2. Passenger (exposed) If you enter a Jeep from the left side, you'll be in the driver's seat, and if you're on the right side, you'll be in the passenger seat. 5.II.B.ii APC The Armored Personnel Carrier is a fairly slow, heavily armored vehicle that seats six and sports a top-mounted machine gun for defense. The APC also has two unique abilities: anyone sitting in the passenger compartment (seats 3-6) gets gradually healed, and anyone standing around it (as well as any nearby friendly vehicles) has their ammo slowly refilled (this also means that the APC itself will never run out of ammo). It can take quite a bit of punishment, and protects well against small-arms fire, but it won't stand up to anti-tank mines or rockets, and even machine gun fire will bring it down eventually (and can kill the driver from the front). Many bases include an APC. A neat trick if you're injured while driving is to hit '3' to duck into the passenger compartment and get healed, then hit '1' to get back in the driver's seat and keep going. Allies: M3 Half-Track. A big truck with tank treads instead of rear wheels. Green or Tan depending on which map you're on. Axis: Hanomag Sdkfz.251. Looks more like a cross between a tank and an armored car, with a larger set of treads than the allied APC. Faster, and better at climbing hills, but doesn't maneuver as well as the M3. Machine gun shoots very fast (but overheats rapidly). Seats for APC: 1. Driver (armored but very slightly exposed) 2. Machine Gun (exposed) 3. Passenger (health/ammo refill) 4. Passenger (health/ammo refill) 5. Passenger (health/ammo refill) 6. Passenger (health/ammo refill) If you approach an APC from the driver's side (front left), you'll end up in the driver's seat. From the passenger side (front right), you'll end up in the machine gun. If you get in from the rear, you'll be in one of the passenger seats. 5.II.C AFVs Tanks are probably the most fun vehicle to drive, just because you get a big 'ol gun to shoot things with, and you can do a lot of damage in a short amount of time. However, you are *not* invincible in one; you are still vulnerable to mines, grenades, anti-tank rockets, artillery, AA guns, air attacks, and other tanks (plus you can flip them over in some areas pretty easily, or drive off cliffs, etc.) Light tanks all have two seats: a driver/gunner, and an exposed machine gunner on the top. The driver drives the vehicle as normal, but also controls the turret with his mouse. Primary Fire shoots the cannon (good for vehicles, AA guns, etc.), and Secondary Fire shoots the coaxial machine gun (good for mowing down troops). The upper machine gun gives you a much better view, and is well-suited for shooting down attacking planes, but using it while enemy troops are nearby is ill-advised (you're exposed, and you can't shoot people standing right next to the tank). Heavy tanks only have a driver/gunner, with no top-mounted machine gun. Most large bases include a tank or two. Note: the machine gun turret on a light tank is *not* stabilized; that is, when you turn the main gun, the machine gun rotates along with it. So, if you have a gunner up there, don't whip the turret around rapidly, or else a) they won't be able to hit anything, especially planes, and b) they'll probably get motion sickness and hate you. Don't try to shoot at planes with the coaxial machine gun; it just doesn't turn fast enough to track them. 5.II.C.i Light Tank The Light Tank is quicker and more maneuverable, but it's a lot easier to destroy, and its gun doesn't do nearly as much damage. Allies: US/UK: M4 Sherman. It's, uh, a light tank, painted either green or tan. It's pretty quick, but it can't take much punishment. Usually the Allied side has several of them (often more tanks than the Axis, since they're individually weaker). Russia: T/34-85. A boxy grey tank with a short gun. Tough, gun does a lot of damage. Kinda slow. Axis: Germany: PzKfW Mk.IV Panzer. A boxy, light-grey tank with a short gun. Germany's tanks are very tough, but not as fast as their allied counterparts. Japan: Chi-Ha 97. Camo-painted tank with a boxy turret and a small gun. Lightly armored and equipped with a weak gun, the Chi-Ha is not a very effective vehicle. Seats For Light Tank: 1. Driver/Gunner 2. Machine Gun (exposed) 5.II.C.ii Heavy Tank The Heavy Tank, unsurprisingly, is very hard to blow up, and its gun tears apart other vehicles, but it has poor handling and acceleration. There is also no upper machine gun turret. Allies: US/UK: M10 Wolverine. An odd-looking, boxy tank with sloped sides and a large gun. Not really a heavy tank, this is a heavy gun mounted on an older, obselete vehicle. Good range and power, but relatively weak armor. Attack with it from far away for best results. Russia: T34/76. A tan tank with a long-barreled gun. Much tougher than the M4 or M10, this can actually go toe-to-toe with multiple Panzers. Axis: Germany: PzKfW Mk.VI Tiger. Squat, boxy dark grey tank with a very long gun. Extremely tough, gun is very powerful. Watch out for these. Japan: None! Seats for Heavy Tank: 1. Driver/Gunner Most of the time, you'll enter as the driver unless there's someone already inside. If you approach a light tank from the front right, however, you'll end up manning the machine gun. 5.II.D General Ground Vehicle Tactics If you are driving a transport vehicle, keep an eye out for people that need a ride. If someone near you is shouting "Wait!" or "Need Transport!", take two seconds and pick them up; it makes things a lot easier for them. You'd want them to do it for you, right? And if you're driving an APC full of people, try not to hit land mines, drive off cliffs, or go to the wrong place, okay? But conversely, don't go spamming the voice channels just because someone didn't pick you up or the boat you were in sank. In all vehicles, remember that you're still vulnerable to attack. Watch out for land mines; they're surprisingly hard to see from the driver's seat when you're moving. Try to take out infantry at a distance, where cannons and machine guns are most effective; up close, they can surround you or hit you with grenades and rockets. If you find yourself trapped in a group of infantry, just slam on the gas and get out of there, then try to turn around and attack them. If you stand still, they'll hit you with grenades and blow you to pieces. Also remember that the front armor on tanks is much, much stronger than the sides or rear; it's better to take a rocket or tank shell in the front side than to try to run away and get hit in the back. You also need to keep an eye out for planes, especially if there are some good pilots on the other side. Try not driving down roads (since they see and bomb you easily), and shooting at them with a top-mounted machine gun -- they'll go for easier targets if you keep injuring them. It's also possible -- and often very effective -- to steal enemy vehicles and use them against the defenders. Tanks usually get grabbed as soon as they spawn, but people often leave APCs lying around, which you can use to mow down troops (and/or to heal yourself if you get hurt). People will often not notice that a "friendly" vehicle has been taken over until it's too late. If you like driving vehicles, try playing as an Engineer. Tanks last a lot longer when you can repair them after a fight. If you're not an engineer, you can call for one if you need repairs (press F6 F5). There are also repair depots on a few of the maps (mostly the tank-heavy ones in North Africa). These are buildings with a flat, grey platform out front (often with a tank that respawns on it). Any vehicle sitting on the platform (including planes!) will quickly be repaired back to full strength and will have its ammo refilled. Some airplane hangars also do this. Sitting in one of these and slaughtering enemies as they respawn is not a very nice thing to do. Hopefully a future update will make it so these only heal you if you own the control point nearest it. 5.III Ships Naval action plays a major part in a number of the game's maps, so you'd better know what you're doing out there. When used correctly, ships can turn the tide of battle -- but be careful not to lose them, since that can deal your team a crushing blow. 5.III.A Controls Ships work almost identically to ground vehicles in terms of controls. You can steer and drive them from the front position (position '1'). Just keep in mind that ships accelerate, decelerate, and turn veeeeery slowly (especially carriers). Try to plan your moves in advance, and don't crash! The light blue sections on the map are shallow water, which smaller ships can fit into (until you get really close to land), but carriers and battleships generally can't. Ships which are beached generally *cannot* be moved; it's stuck there until somebody blows it up. Beaching your team's carrier is a good way to make everybody really mad at you and lose at the same time. 5.III.B Transports The only "transport" ships the game has right now are landing craft. All the larger ships (except subs) have two landing craft at the rear (just start driving them to detach it from the ship). They can hold quite a few people, and there are six actual "seats" (driver, gunner, and four passengers). They're fairly maneuverable for ships, but still pretty slow. The engines also make quite a bit of noise, something to keep in mind if you're looking for a stealthy approach. If you line up with the landing area and get up to full speed, you can turn the throttle off and just drift in from a good distance out. NOTE: to control the doors, use the Raise/Lower Vehicle keys (default keys: Up Arrow/Down Arrow). Just hold the appropriate direction for a few seconds and it should start to open or close. Opening the hatch doesn't sink the boat (bizarrely), so you can open it before you actually land (although that does expose people inside to fire from onshore). Keep in mind that landing craft are incredibly fragile. Artillery are dangerous, planes can cut you to pieces with their guns, and troops onshore can nail you with machine gun or rifle fire, so get yourself from boat to beach as quickly as possible. Allied: Higgins Boat. The Allied landing craft that you've seen in every WWII movie ever made. Driver is exposed. Axis: Dai-Hatsu 42. Works almost exactly the same, except the driver is in an armored compartment. Seats: (although many people don't realize it, there are actually passenger seats in the landing boats, although there's little reason to use them) 1. Driver (exposed for Higgins Boat) 2. Machine Gun (exposed) 3. Passenger 4. Passenger 5. Passenger 6. Passenger 5.III.C Gunships There are several classes of gunships (destroyers and battleships), but they're all used in essentially the same way. Ships pack the largest, most powerful batteries of artillery in a mobile package that's hard to sink. They're excellent at pounding onshore targets, and at sinking other ships. Destroyers also have depth charges for knocking out enemy submarines. All the ships have two batteries of 2-5 main guns. Some ships also have anti-aircraft guns. All these ships also have landing craft at the rear (see above), and have two spawn points permanently attached to the vessel (front and rear). Allies: Destroyer: USN Fletcher Class. Two front light guns, two rear light guns. Depth charges (unlimited ammo, but you can only fire 10 at a time before reloading. Press Secondary Fire to use them). No built-in AA guns, but there are two machine guns mounted on raised platforms in the middle of the ship. Effective, but you have to actually climb up to the gun to use it. Features sonar (lets you see any subs or other ships within the range shown on the map while you're driving the ship). Note: only the rear gun of the destroyer can be used with artillery spotting. Pressing Secondary Fire in the front gun drops depth charges instead. Battleship: HMS Prince Of Wales. Five front guns (two light, three heavy), four rear heavy guns. Two built-in dual-barrel AA guns (seats 3/4). Extremely heavy-duty ship. Axis: Destroyer: IJN Akizuki Class. Two front light guns, Three rear guns (two light, one heavy). Same mounted machine guns as on the USN Fletcher. Depth charges. Sonar. Battleship: IJN Yamato. Five front heavy guns, four rear heavy guns. Two mounted dual AA batteries. Toughest ship in the game. Seats for Gunships: 1. Driver/Front Guns 2. Rear Guns 3. AA (if available) 4. AA (if available) 5.III.D Carriers Aircraft Carriers are potentially the most powerful of the ships available in the game, assuming they're used correctly. If you're not careful, they tend to become very large targets and get sunk very quickly. Keeping an engineer or two on board to effect repairs and man the AA guns will make your carrier last a whole lot longer. Carriers have two landing craft at the rear, and also respawn two planes on the flight deck (a fighter and a fighter-bomber). There are five seats: four AA guns (front left, front right, rear left, rear right), and the driver sits in the control tower, which affords a better view of the action. Each Carrier has three spawn points tied to it. For the Allied carrier, the first puts you in the driver's seat, the second is on the lower deck where the landing boats are, and the third is on the flight deck next to the planes. The Axis carrier has the second and third spots flipped (that is, the second spot is the planes and the third is the landing boats). Allied: USS Enterprise. Spawns two Higgins Boats, an SBD-6 Dauntless fighter/bomber, and an F4U Corsair fighter. Axis: IJN Shokaku. Spawns two Dai-Hatsu 42s, an Aichi D3A1 Val fighter/bomber, and an A6M Zeke "Zero" fighter. The new "Coral Sea" map features special carriers that cannot move and spawn 6 fighters and 6 fighter/bombers each, but are otherwise identical. Seats for Carrier: 1. Driver 2. AA Gun 3. AA Gun 4. AA Gun 5. AA Gun 5.III.E Subs NOTE: Submarines are ONLY available in Midway and Guadalcanal, and only in multiplayer mode. Submarines exist basically to sink enemy ships. When submerged, they're very hard to see and hit, and they can shoot torpedoes from very, very far away. Try not to be spotted by other ships; artillery and depth charges will blow up submarines quickly. Note that destroyers can see you on sonar if you get close to them (and if you're in the sub and submerged, you'll hear the sonar pings getting faster as you get closer to them). Also, if someone is standing on top of the sub, try not to submerge; they'll drown. To raise or lower the sub, use the Raise/Lower Vehicle keys (default keys: Up Arrow/Down Arrow). There are two depth meters; the one on the right shows the depth you've set, and the one on the left shows the depth you're currently at (it takes a few seconds for the sub to actually change depth). There is also an oxygen meter that will diminish if you go below 1.75. If it empties, you're in trouble (though it refills automatically when you surface). Also, don't go below the red line on the depth meter - that's crush depth, and you'll start taking damage below there. If you're surfaced, you can see what's going on around you, but you're vulnerable to attacks from other ships. When submerged partially, you can still see, and launch torpedoes at other ships. When fully submerged, you can only use the map screen, and your torpedoes will go underneath other ships. To hit smaller ships, you need to be at a depth no greater than 1.0. You can hit carriers and battleships down to about 1.5. Note: torpedoes always launch from the front of the sub, which is labeled with a yellow marker on the directional compass. They do NOT shoot where you're pointing the periscope (unless you're pointing the periscope forwards). Allies: USN Gato Class. Axis: U-Boat Type VII C. Seats: 1. Driver 5.III.F General Ship Tactics First off, don't forget to use your ships on levels where they are made available to you. It's amazing how many players will take the planes and boats from a carrier and just leave it sitting there, undefended, to be sunk a few minutes later (this is usually a very bad way to start off, especially if you fail to capture an onland control point immediately). Also, you have to keep an eye out for threats. You can't move ships very fast, so planes and artillery can deal a lot of damage if they get close to you (or vice versa). Use AA guns and the mounted machine guns you'll find on ships to keep planes away, and use the cannons on battleships and destroyers to take out coastal gun batteries and other ships. Don't crash ships into land. They'll get stuck. And then you're in big trouble. You *can* crash ships into other ships; depending on the relative size of them, this can be an effective way to sink an enemy vessel. 5.IV Air Vehicles The planes in BF1942 are fun to fly and pack a punch. However, there is usually a fairly limited number of them, and you'll often see players just standing around the airfield or carrier waiting for the people in the air to get shot down so they can grab one (worse are the people that stand around the airfield and shoot down their team's planes until they get one). Don't do that. Also, if you want to practice flying, do it in single player or create a private LAN game where you can crash to your heart's content. People expect you to *at least* be able to take off and keep a plane in the air if you're on a public server. Many will expect you to be able to dogfight and bomb things, too, but generally they'll only be really pissed if you keep crashing them. 5.IV.A Controls The controls for planes are fairly simple. Press and hold the Throttle Up key to go fast, let go of it for a bit to slow down (don't let go for too long, though, or you'll crash). Pitch up and down makes you climb or dive, and you can pitch left and right to turn. The yaw controls make you rotate left or right, slowly, without tipping (this is primarily useful while lining up to bomb or strafe ground targets, and in real life for compensating for wind shear). To turn fast, you want to slow down, pitch in the direction of the turn about 45-60 degrees, and then pull up and yaw in the direction of the turn. To turn 180 degrees, you can also do an Immelman (do half of a loop and then turn yourself right-side up) or Split-S (turn upside down and then do an Immelman), but it's tough/impossible in the heavier planes (and very, very hard without a joystick). I suggest using a mouse to fly and the keyboard to control the throttle and yaw, unless you have a joystick, in which case you should use that, since it's a lot easier. I haven't yet found a way to adjust the joystick sensitivity; it moves the plane as quickly as it is capable of turning. Under "Controls/Air" in the menus, you can change these settings and set whether or not the vertical controls are inverted (by default they are). To use a joystick, click on the thing you want to control and then move the joystick/mouse in the direction you want to have control that function. If you're setting a control that goes back and forth (like pitch or throttle), the opposite one will automatically be set to the opposite of the direction you moved the joystick or throttle. They unfortunately don't have any support for force feedback or some advanced joystick functions, but anything that Windows/DirectX recognizes should work alright. If you're in the pilot's seat, use Primary Fire to shoot the machine guns, and Secondary Fire to drop bombs. The rear gunner uses Primary Fire to shoot the machine guns (and no, you can't shoot yourself like in the third Indiana Jones movie, so don't worry about it). To take off, hold down the throttle until your plane goes from pointing up to being level with the ground. Then press Pitch Up (or pull down on the joystick or mouse) to take off. You may need to drive the plane around a bit to get it lined up with a long enough airstrip for takeoff, or to maneuver around obstacles on the ground (use the yaw controls to turn left or right, and you can drive slowly in reverse by holding Throttle Down if you get stuck). Try not to hit anything during takeoff; you'll probably die. Hitting a *player* on the ground will instantly kill them, and hurt the plane a bit. Also, try not to make any sudden moves to the side while taking off; you can clip your wing on the ground and crash. Landing is actually pretty easy; just slow down and stay level (or pointing slightly upwards) until you touch down, then hold Throttle Down/Reverse until you stop. Sometimes it's easier from the external view (F10). If you land at an airstrip (where you took off from, or a carrier) your ammo will be refilled. On levels where there is a vehicle repair hangar, you can pull inside (or onto the repair pad) to be repaired. You'll also refill your ammo slightly if you fly low and very slowly over a friendly airfield or carrier. If your plane gets shot up and starts sputtering and crashing, it's probably time to bail out. Press the Enter/Exit Vehicle key to jump, and then hit the Deploy Parachute key (default key: 9) to open your chute (you may have to hit it a few times; keep trying until you see the parachute icon!). You have a small degree of control over where you fall (you'll drift slightly in the direction you're looking), and you can fire guns and grenades while you're coming down. The physics of parachutes in this game are *very* forgiving; as long as you open it when you're more than about 5 feet off the ground, you'll land safely and with no damage. This can be handy if, say, there are people on the ground that don't want to let you drift down from above. I also hear that if you are holding down the Enter/Exit Vehicle key while you fall, and you land directly on an empty vehicle, you'll be safely snapped into the driver's seat instead of splatting on the ground. 5.IV.B Fighters Fighters are light planes best suited for attacking other aircraft. They're usually the fastest and most maneuverable planes, but they also have the least armor and are easily shot down. Fighters can be identified visually by having a single bomb hanging underneath, and a single cockpit. They are armed with light machine guns and 15 single bombs. Allies: US: P-51 Mustang (Eastern/Western Europe), F4U Corsair (South Pacific). The P-51 is a sleek, grey fighter with a red nose, while the F4U has a distinctive gull-wing design (the wings bend down and then back up at about the halfway point). Both can take a good amount of damage, and are fairly maneuverable. UK: Spitfire Mk VB. A camo-painted fighter with oval wings and a sleek design. Very maneuverable, but can't take as much damage as some of the others. Russia: Yak-9. A stocky-looking camo-painted fighter. Not a great plane, but usually you have more of them than the Germans do of their fighters, so gang up on them. Axis: Germany: Messerschmitt Bf-109e. A grey plane with a yellow nose. Very fast, very maneuverable. Poor range hurt it historically, but of course that's not a problem here. Japan: A6M Zeke "Zero". A white plane with red spots on the wings and tail. Fast, maneuverable, and it has excellent guns. Great at dogfighting. Seats: 1. Pilot 5.IV.C Fighter/Bombers 5.IV.C.i Dive Bombers Dive Bombers are essentially heavier fighters with more firepower and less speed. They also have a second seat for a rear machine gunner. They handle similarly to fighters, but are much more sluggish. Visually, they have two bombs hanging underneath, and a larger cockpit with a second rear-facing seat and a machine gun. They are armed with heavy forward guns (they fire more slowly but can damage vehicles and ships) and 30 bombs (dropped two at a time, so you still get 15 shots). Much more effective at knocking out ships, tanks, and other heavy targets, but not so good at shooting down planes. Also, if you got this guide from cheatcc.com, they stole it from GameFAQs. Just so you know. Allies: US: SBD-6 Dauntless. A blue-and-white plane, looks a lot like the F4U but without the bent wings. Not as fast as the Aichi Val, but that actually makes precise bombing easier. Can take a relatively high amount of damage. Axis: Germany: Junkers Ju 87B Stuka. A green and tan camoflauge-painted plane. Slow, engines make a very distinctive noise. A tough plane that's easy to bomb with, but lousy at dogfighting. Japan: Aichi D3A1 Val. Looks almost identical to a Zero, except bigger. Very fast for a dive bomber. Capable of dogfighting respectably, especially with a rear gunner. Seats: 1. Pilot 2. Rear Machine Gun 5.IV.C.ii Torpedo Bombers Torpedo Bombers are specialized machines used against enemy ships. As such, they are only available on maps with ships. They can be identified visually by having a single torpedo hanging underneath, rather than a bomb. They're otherwise identical to dive bombers, but are a bit slower at turning. While you can drop the torpedo directly on an enemy ship like a bomb, it's even more effective when you launch it underwater. To do so, fly as low, slow, and level as you can (like practically hitting the water), and point yourself towards an enemy ship. Then, press Secondary Fire to drop the torpedo. If you did it right, it should travel through the water and then explode when it hits the ship, doing a large amount of damage. If it isn't working, then you might be going too fast or flying too high, which can cause the torpedo to go underneath the target or explode on impact with the water. Practice on an empty server to get the hang of it. Models: See above. Identical to Aichi Val and SBD-6. Seats: 1. Pilot 2. Rear Machine Gun 5.IV.D Heavy Bombers The B-17 Heavy Bomber is used for causing massive amounts of destruction to enemy encampments or columns of troops and armor. It is only available to the Allies. The B-17 can drop eight heavy bombs in rapid succession. It then needs about five seconds to reload. (Some people have reported problems in laggy games where it won't properly reload. If this happens, wait for the meter to fill up again and then you'll be able to shoot). When the larger ammo meter empties (8 loads of bombs, I think), you need to go back to the airfield and land to get more bombs. Try to stay high up and out of the way of AA guns when using the B-17; it's no good at dogfighting, and it's easy to hit. It is highly recommended that you bring along 1 or 2 tail gunners if you want to live long -- it has two machine guns mounted on it to discourage attackers. The lower gunner can also strafe ground targets. Seats for B-17 Heavy Bomber: 1. Pilot/Bombardier 2. Upper Tail Gunner 3. Lower Tail Gunner 5.IV.E General Air Tactics Generally, you want to have what pilots call "situational awareness" - that is, you should know where the enemies, targets, and threats are at all times. Try not to let enemy pilots double-team you, and conversely you should try to team up with another pilot to hunt enemies. First off, you can toggle the cockpit in first person view by pressing F9. Turning it off makes flying a lot easier. You can also switch to an outside view of the plane with F10, or an outside rear view (so you can see if your bombs/torpedoes hit) with F11. I always crash when I use that view for some reason, though. Press F9 to get back to the cockpit view. It can be helpful to map these views to the "hat switch" on your joystick if you have one, so you can quickly look behind you if you're getting shot at. Remember to stay away from manned AA guns, or try to hit them with bombs to knock them out for a few minutes. If you're attacking a ship, you'll take less fire if you come at them head-on, but it's a more difficult target and you can't use torpedoes that way. 5.IV.E.i Air-to-Air The best place to attack from is above and behind the enemy. This gives you a clean shot at the plane, and you can dive to accelerate and catch up with them if they try to get away. Try to strafe your guns across them while you fire; you're more likely to get a hit that way. It's easiest to hit bombers while they're lining up for an attack, since they'll probably be going in a straight line for a while at low speed. As of version 1.31, there is no longer a damage bonus for hitting the engine versus the wings of a plane (it used to do more damage when you hit the engine). I find it's easiest to shoot people down in first-person, but it can be useful to use the external views if you're getting shot at in order to figure out where they are. Other people also swear by the external view (F10) for bombing, but I personally think it's harder that way. The rear view (F11) *is* useful for seeing if your bombs hit or not, but I tend to crash if I stay in that view too long. :P If you have someone on your tail, slow down and make a hard turn to shake them. You can also pull a loop (pull back on the joystick until you've come all the way around) to try to get behind them. Flying low and fast near trees, under bridges, etc. may also lose pursuers, but it's dangerous! If you're in a fighter-bomber or a B-17, try to have a rear gunner so they can shoot down people who get behind you. On that note: it's *really* hard to hit attacking planes from a gunner's seat if the pilot is taking wild evasive maneuvers and rolling upside down constantly, so take it easy if you have someone manning those guns. Most enemy pilots won't attack you if you have a skilled gunner shooting at them. 5.IV.E.ii Ground Attack Bombing can be tricky at first. Because of your plane's momentum, the bombs you drop will continue traveling forwards at the same speed as your plane. So, you want to drop the bombs so that they hit the ground as you are directly over the target. This is the sort of thing that physics teachers love to torture high school students with, so don't worry if you don't quite get it at first. Observe terrible ASCII art showing bomb trajectories: (numbers indicate seconds since bomb release, '*'s indicate path of plane, '-'s indicate path of bomb) 0*******>1*******>2********>3*******>4*******>5 | - | 1 | - | 2 | - | - | 3 | - | - | - | 4 | - | - | - | - | *BOOM* --------------------------------------------------------- As you can see, the bomb stays directly under your plane as it continues moving fowards. You can make bombing easier by flying lower or slower, but this also makes you easier to shoot down. You don't have much choice in a B-17 (part of the reason why the Allies spent a huge amount of time and money IRL making improved bomb sights), but fighter-bombers can use a more advanced technique called "dive-bombing" (fighters can use it, too, but it's harder to hit accurately with only one bomb rather than two). The basic idea is that you drop your bombs while you're diving towards the target at a low altitude, just before you start to pull up. This way, the bombs have more downwards velocity and so spend less time in the air. Since the bombs fall just below where you point the nose of the plane, and they take a lot less time to reach the ground, it's easier to hit small, mobile targets like tanks and ships. And since you're moving faster (and changing altitude) while bombing, you're much less likely to be shot down. More ASCII art illustrating dive-bombing: (numbers indicate seconds since bomb release, '*'s indicate path of plane, '-'s indicate path of bomb) * 3 | * * | * * | * * | * * | 0 2 | - * * | - * * | - * * | - * * | - 1 | - | - | *BOOM* -------------------------------------------------- Just be careful that you're not too close to the ground, or the explosion will blow you up, too! 5.V Artillery Artillery can be a decisive element in a battle. Those racks of guns on the destroyers and battleships aren't just for show, you know. 5.V.A Naval Artillery Naval guns are probably the most powerful overall. Their ammo is unlimited, they can move around the map, and most ships fire them in groups of 2-5 at a time, which can deal a ton of damage. Combine with artillery spotting for maximum effectiveness (they can shoot a *lot* farther than you can see). 5.V.B Fixed Artillery Most maps with ships also have fixed shore-based artillery platforms. These are pretty much identical to the large guns on battleships, but each turret only fires a single shell at a time. Use them to keep enemy ships away, or to blow up approaching landing craft. 5.V.C Mobile Artillery There are a few mobile artillery units in Battlefield 1942. Two of them are howitzers, and the third is a mobile rocket launcher. They all work pretty much the same way. There are two seats, a driver and a gunner. Since you probably won't be shooting on the move, though, they can be operated fairly effectively by 1 person. Just watch out for enemy tanks or troops that get too close; these things don't have much armor. Use them from far away and with a spotter for best results (press Secondary Fire while in the gunner's seat once someone has set a camera) - you can shoot much further than you can see, almost halfway across the map on most levels, if you aim high enough. On some maps, there is a limit on how far you can shoot (probably to prevent you from hiding a battleship in the corner and using to bomb the enemy's base). Allies: US/UK: M3 Priest Howitzer. A boxy green or tan thing with a short gun in the front. Shoots big 'ol shells that do a lot of damage to troops. Less effective against tanks unless you get direct hits. Russia: Katyusha Rocket Launcher ("Stalin Organ"). A mobile rocket launcher platform that can fire salvos of six rockets rapidly before reloading. Each is about as powerful as a tank shell, and there is a slight spread, making the launcher very effective against troops. It can be effective against tanks if you can catch them standing still and hit them multiple times. This thing has practically no armor, though, so keep it far, far away from enemies; even an assault rifle will tear this thing apart! Axis: Germany: SdKfz.124 Wespe. A grey tank with a large cannon mounted at the rear instead of in the middle like most tank turrets are. Another howitzer cannon, it works almost identically to the M3, but seems to have even less armor. Seats for Mobile Artillery: 1. Driver 2. Gunner 5.V.D AA Guns There are mounted AA guns near all airfields and scattered around most bases. Just walk up to one and press the Enter/Exit Vehicle key to get in. These fire explosive flak shells, which explode in midair and deal a lot of damage to nearby planes. The little black clouds you see when you fire are the shells exploding, so you want those to hit the plane you're shooting at. This means you have to lead them, but fortunately the timers are automatically set for the height you're firing at. If you don't understand what that means, just aim in front of the plane a bit and try to line up the explosions with it. Dark bursts indicate hits, lighter ones indicate misses. In some areas, the AA gun is located such that it can also be used against ground targets. It's pretty effective against tanks. Version 1.3 decreased the "near miss" damage of AA guns by 50%, although apparently direct hits still do the same amount they always did. Version 1.31 somewhat increased the damage of AA guns (though not as much as 1.3 decreased them by) 5.V.E Spotting To make the most of artillery, you really need to use it from far away. So far away, in fact, that the person sitting on the boat or in the mobile gun can't actually see what they're shooting at (you can shoot targets half a dozen "squares" away if you aim high enough or you're on a hill). However, the Scout can use their binoculars to set a targeting camera by pressing Primary Fire while looking at a target (zoom in first if you're far away, but not so close that they can't see where their missed shots are going). This sets a camera that lasts for two minutes (or until the Scout that set it dies), and also automatically sends the "I have a target for artillery!" voice message to your team. Try not to die after you set a targeting camera. If someone is broadcasting the "Artillery Ready For Barrage!" message, they want you to set a camera for them. Note: you can only have one camera active per team. If anyone sets another one (including yourself), this first will be destroyed and anyone using it will get kicked back to the regular view. Don't do that. To use the camera, first get in something that has artillery guns, and get to a seat where you can fire the guns from. If a camera has been set, there should be a small flashing artillery icon next to your ammo meter. Figure out where the camera is (it's highlighted in yellow on the map), aim sort of towards there (you may need to move the vehicle closer or turn it so it's facing the right way), and press Secondary Fire to switch to the camera view. Now you're seeing what the Scout that set the camera was seeing. The bars at the left and top show the range of motion for your artillery, and after you've fired at least once, they'll also show the settings where your last shot was fired. The icon on the edge of the crosshair display indicates roughly where your weapon is located and which direction it's pointing in. When you fire (by pressing Primary Fire), the camera will pan briefly towards your current location, follow the shell you fired to its destination, and then return to looking at the target. You can then correct your aim and fire again until you hit the target, the camera expires, or you get bored and hit Secondary Fire again to return to the normal display. Sometimes you'll be moved backwards a bit when you fire, so you may have to move the vehicle occasionally to stay lined up. Artillery spotting is very underused! If nobody will do it for you, you can set your own camera and then get in a gun to shoot at things. 5.VI AI The game's AI is vastly improved in version 1.2, but still has some serious flaws. The bots do respond to certain voice commands, though; you can order them to attack a particular control point with (F4 FX), and if you call for reinforcements (F2 F2), they'll start respawning at the closest point to your position. They're actually decent at driving vehicles (except when they get stuck on bridges in heavy tanks...), but aren't so great on foot. The game's much better in multiplayer mode anyway... Version 1.3 makes the AI somewhat less shaky on foot; their ability to kill you has increased somewhat, but they're not very good at tactics. ----------------------------------------------- 6. Maps ----------------------------------------------- All map data pertains to the multiplayer version of the map. Some maps have differing numbers of vehicles in single player and multiplayer modes. All of these battles are based on historical events, but there is, of course, no claim of actual authenticity. I'll try to provide a little bit of historical detail in each map description. Most of the maps are too big to fully describe in detail ("okay, there's some more sand over there..."), so I'll try to go over the control points, victory conditions, what vehicles are available, and general strategies for both Axis and Allied forces. "Map Size" is the number of squares the available area of the map fills. If it's "split", ie 10/30, this means that either a) there's only 10 squares of land and the other 20 are water, or b) there's 30 land squares total, but most of the action will be concentrated in about 10 (like on Bocage, where you can wander all over the place but they basically only have that much space so people in planes can actually turn around without going out of bounds). Speaking of out of bounds, don't go there. You'll get warned, and a timer starts counting down from 10. When it gets to zero, you start losing health every second until you die. Many thanks go out to www.bf1942.com for providing detailed maps showing which vehicles are available at each base in every map. You made this thing a lot more accurate. 6.I Western Europe 6.I.A Battle Of The Bulge December 16th, 1944 - January 16th, 1945. The German army, growing increasingly desperate, launched a surprise attack on Allied forces in the heavily forested Ardennes region on December 16th, 1944, hoping to break through a weak point in the Allied defenses and regain the upper hand by stalling their advance across France and Germany. Despite having almost total surprise -- nobody expected them to launch a counter-offensive at this point, Allied commanders failed to realize the Axis tanks could move rapidly through heavy forest, and the Germans had specially trained units that impersonated US soldiers -- the gambit failed, and the Allies pushed through only a few months later to capture Berlin and crush the Axis forces in Western Europe. "The Battle Of The Bulge" is a classic WWII movie treatment of this offensive. Map Details: The Germans start with a single spawn point in the nortwestern part of the map, which cannot be taken by the Allies. The Allies have the other five spawn points. A river cuts the map basically in half; there are two bridges, which are the only way for the Axis forces to get to all but two of the Allied control points. There is a lot of armor in this battle; much of the fighting will consist of tank combat and attempts to hold the bridges. The Germans lose tickets slowly while the Allies hold their five control points; the Allies lose tickets rapidly if the Germans capture them all. Total Control Points: 6 Total Vehicles: 14 (7 light tanks, 2 heavy tanks, 2 mobile artillery, 2 APCs, 1 jeep) Map Size (in squares): 15/25 Recommended # of players: 16-32 Axis Tickets (default) : 200 Allied Tickets (default): 160 Control Points: German: 1. German Base (cannot be captured). Located in northern part of map, west of the river. Features: Medical Locker, Ammo Boxes (2), mounted machine gun at front gates. Vehicles: 4 Light Tanks, 1 Heavy Tank, 1 Mobile Artillery. Allied: 2. Outpost (West). Located on the Western side of the map, overlooking the German base. This is the only control point the Axis forces can reach without crossing the river. Features: Ammo Box, Mounted MGs (3) on side of hill overlooking the base. There is a medical locker, ammo box, mounted machine gun, and a jeep located directly west of this base, in a small cluster of buildings along the road at the bottom of the hill. Vehicles: 1 Light Tank. 3. Outpost (East). On the Eastern side of the river, just past the northern bridge. Features: Ammo Box, Mounted MGs (2) facing the bridge. There is a medical locker located directly east of the control point, at the end of the road. Vehicles: 1 Heavy Tank. 4. Bunker. Just over the bridge from the St. Vith control point, south of the western outpost. Features: Mounted MG, Ammo Box. Vehicles: none 5. St. Vith. Located in the middle of the map, just over the southern bridge. Features: Mounted MGs (3) around the control point itself. Ammo Boxes (3) in buildings and a bunker just to the southwest of the control point. Vehicles: none. 6. American Fuel Supply Depot. Located at the southern end of the map. Features: Medical Lockers (3), Ammo Boxes (3), Mounted MGs (3). Vehicles: Two Light Tanks, 2 APCs, 1 Mobile Artillery. Allied Tactics: The Germans have more (and tougher) tanks, so you'll probably spend a lot of time trying to blow them up. Engineers and Anti-Tanks are very useful in this map, obviously. If possible, try to keep the Axis from taking and holding the western outpost, since you can shell their base from there easily if you bring up the M3 Priest from the supply depot. However, it's more important that you keep them on their side of the river. Use your tanks to hold the northern bridge, and try to get both of them mined ASAP. If the Germans make it to St. Vith, drive them off quickly before they can dig in and capture all the points. You're in big trouble if you let them get the upper hand, so hold the river at all costs. Axis Tactics: You want to move rapidly and take the Allies by surprise in this map. You're bleeding tickets when you start out, so do everything you can to rapidly take one of the northern outposts, probably the western one, before you lose too many. Blitz them with your tanks -- you start with five and will get a few more when you capture the northern outposts. If you take the western outpost, you can use your Wespe to shell all the other bases from there if you get someone to scout for you, which can make your life a lot easier. If the bridges get mined, have Engineers clear them so you can bring tanks across. If you can't get through the northern bridge, try outflanking them to the south and taking the central control points if they're not defending them. You need to move quickly, before the Allies can get their act together and set up a defense that will hold you. 6.I.B Bocage (this map is not based on a particular historical battle, but rather a series of similar skirmishes) June/July, 1944 -- the Allies began their march across France from the beachheads established during Operation Overlord, but face stiff German resistance in the French countryside as the Axis scrambles to contain the invaders. Hilly terrain and "bocage" -- thick hedgerows that provided cover and inhibited troop and vehicle movements -- made life difficult for the Allied forces. However, they persevered, and had recaptured Paris by August. Map Details: This is a somewhat smaller map with an interesting mix of terrain and a number of vehicles. The Germans start with the spawn point in the northwest, and the Allies in the southeast. Neither of these can be taken. There are three other control points, and holding two of them will slowly drain tickets from the opposing team. There is a large river that separates the German base and the northernmost of the three control points from the rest of the map; there are three bridges you can use to get across. One is at the aforementioned control point, and the other two are to the north of the German base, which you can reach by crossing the bridge *behind* the Allied base and going all the way around the map that way. A smaller branch of the river cuts across further south, creating a number of natural chokepoints between the two bases. This somewhat offsets the German armor advantage here. Total Control Points: 5 Total Vehicles: 14 (3 Heavy Tanks, 1 Light tank, 2 APCs, 1 Mobile Artillery, 2 Jeeps, 4 Fighters, 1 Heavy Bomber) Map Size (in squares): 12/35 Recommended # of players: 16-24 Axis Tickets (default) : 200 Allied Tickets (default): 200 Control Points: Axis: 1. 2nd Panzer Division HQ (cannot be captured). Located northwest of the windmill bridge, past the bridge control point. Features: Medical Lockers (2), Ammo Box, Mounted MG, AA Guns (3) Vehicles: 2 Heavy Tanks, 1 APC, 1 Jeep, 2 Fighters Allies: 1. Allied HQ (cannot be captured). In the SE corner of the map. Features: Medical Lockers (2), Ammo Boxes (2), AA Guns (2) Vehicles: 1 Heavy Tank, 1 Light Tank, 1 APC, 1 Jeep, 2 Fighters, 1 Heavy Bomber Neutral: 1. Bridge. Just outside the German base, on their side of the windmill bridge. Features: AA Gun, Mounted MG Vehicles: none 2. Windmill. Actually located on the Allied side of the windmill, just past the second bridge. Features: AA Gun. Medical locker and ammo box in windmill on hill directly west of control point. Vehicles: none 3. Sawmill. Located SW of the windmill bridge. Features: AA Gun, Ammo Box Vehicles: 1 Mobile Artillery There are also a few ammo boxes in houses along the long road that goes all the way around the eastern side of the map and leads to the north entrance to the German base and the rear entrance to the Allied base. Allied Tactics: The key here is to keep the Germans cooped up on their side of the river. The bridge between the "Bridge" and "Windmill" control points is a natural choke point, so you shouldn't have too much trouble holding it. Use the M3 Priest artillery and your tanks to blow up anything that tries to cross and to shoot at anyone holding the other side. Mines can also be very effective. Keep an eye out for enemies that try to sneak around the long way -- they're probably best dealt with from the air. Just keep the Germans on their side of the river and you'll win eventually. And remember: every enemy trying to be a sniper is one less enemy trying to capture flags. Axis Tactics: You *must* get over the river if you want to have a fighting chance. If the Allied defense is too strong to punch through to the Windmill, a daring tactic is to paradrop soldiers from your fighters behind the Sawmill control point and try to capture that. You also have a better position on the upper bank to snipe at enemies or to shell them, but remember that if you don't capture another flag past the bridge, you'll slowly lose tickets until your team loses, no matter how many soldiers you kill. 6.I.C Operation Market Garden September 17th, 1944 -- Allied forces launch a daring aerial attack on several key bridges in Holland, hoping to secure critical supply and transport routes to continue their push towards Germany (as well as surrounding and cutting off the German forces still in Holland). They were unsuccessful, but the 1st Airborne held the Arnheim bridge for almost four days, taking heavy casualties in the process, before breaking out and retreating. The movie "A Bridge Too Far" covers this in far more detail. Map Details: A large map for a large operation. This is one of the few maps where the Allies have clear air superiority, so they'd better use it to counteract the Germans' heavy tanks. Holding 3 or more of the central control points will slowly drain tickets from the other side. The start of this map is generally a mad rush to capture as many as possible, and then often bogs down in the middle as teams fight house-to-house for the upper hand. It'll take a coordinated offensive effort to push the enemy back on either side. Total Control Points: 6 Total Vehicles: 19 (5 light tanks, 2 heavy tanks, 2 APCs, 1 Mobile Artillery, 6 Jeeps, 2 Fighters, 1 Heavy Bomber) Map Size (in squares): 8/32 Recommended # of players: 32 Axis Tickets (default) : 200 Allied Tickets (default): 240 Control Points: Axis: 1. 2nd Panzer Division Field HQ (cannot be captured) Features: Medical Locker, Ammo Boxes (4), AA Guns (5), Mounted MG. There is another medical locker just on the German side of the smaller bridge. Vehicles: 3 Light Tanks, 2 Heavy Tanks, 1 APC, 1 Mobile Artillery, 2 Jeeps Allies: 1. Allied Airfield (cannot be captured) Features: Medical Locker, Ammo Boxes (2) Vehicles: 4 Jeeps, 2 Fighters, 1 Heavy Bomber The Allies have an additional spawn point located near the church. If you spawn here, you parachute into the battle (which is pretty damn cool). This point cannot be captured or taken away (since there's not a flag there). Neutral: 1. Church Features: Medical Locker, Ammo Box Vehicles: 2 Light Tanks 2. Arnheim Features: Medical Locker, Ammo Boxes (2) (both to west/nw of control point) Vehicles: none 3. Stone Bridge (the small one) Features: Medical Locker, Ammo Box. Vehicles: none 4. Arnheim Bridge (the big one) Features: Ammo Boxes (4), Mounted MG in bunker overlooking bridge Vehicles: 1 APC Allied Tactics: The Germans have more and much stronger tanks than you do, so you'll have a lot of trouble fighting them head-on with your Shermans. The obvious place to hold them is the two bridges, so try to get there ASAP and get them mined. You should also use your planes to knock out as many of their tanks as you can; bombing their base is a good idea if you can do it without getting shot down by the 5(!) AA guns around it. Try hitting their tanks on the bridges if you're a good dive-bomber. If you can neutralize their tank advantage and hold them at the bridges, it's an easy win. Otherwise it's tough fighting. However, the terrain offers limited visibility, so try to get behind enemy tanks and bazooka them from the rear. Axis Tactics: You've got all the tanks here, pretty much (5 against 2), so your objective is to get them into play for you. The Allies (if they're even remotely organized) will inevitably mine the two bridges, so bring along engineers to disarm them, or try to storm across quickly before they can get them set up. Always keep an eye out for planes; you're a sitting duck on the bridges, but it's harder to hit a small target once it's hidden between buildings in the city proper. If they start using the B-10 against your base, use the AA guns to shoot it down. If you can shoot down their fighters, things will go a lot more smoothly for you. 6.I.D Omaha Beach June 6th, 1944 -- D-Day. The Allies' top-secret plan for an amphibious assault on France, "Operation Overlord", comes to fruition. Through misinformation, the Germans are led to believe the attack will take place further north at Calais, while overcast weather masks the approach of the troops. However, the air and naval support the Allied forces were expecting largely failed to make an impact on German defenses. Thousands of soldiers died taking the beaches of Normandy, but it was already the beginning of the end for the German forces. The classic movie "The Longest Day" treats Operation Overlord in considerable detail, and Omaha Beach itself is featured in many other WWII movies, most recently "Saving Private Ryan". Map Details: A small, claustrophobic map that devolves into incredibly intense combat pretty quickly. You should all know the drill on this one: the Allies will try to hit the beach hard and then claw their way up the hill, while the Germans will do everything they can to stop them. While the Axis holds the two upper control points, the Allied team slowly loses tickets. There's not a whole lot else to say about it. Total Control Points: 3 Total Vehicles: 5 (1 Heavy Tank, 2 Light Tanks, 1 APC, 1 Jeep) Map Size (in squares): 8 Recommended # of players: 8-16 Axis Tickets (default): 200 Allied Tickets (default): 300 Control Points: Axis: 1. German Garrison Features: Medical Locker, Ammo Boxes (3), Mounted MGs (6), Fixed Artillery (2) Vehicles: 1 Heavy Tank, 1 APC 2. German Fortified Positions Features: Medical Locker (east bunker), Ammo Boxes (2), Mounted MGs (4) Vehicles: 1 Light Tank Allies: Destroyer (cannot be captured. Tied to ship.) Features: Guns. Lots of guns. Vehicles: 2 Landing Boats. Neutral: 3. Omaha Beach (cannot be captured by Axis) Features: none Vehicles: 1 Light Tank, 1 Jeep Allied Tactics: You've gotta advance as quickly as possible, since you start out with no land-based control points and you're losing tickets to boot. Once you're on the beach, try to snipe the machine gunners who are shooting at you, or call in artillery from your destroyer to soften them up. You do have a light tank, so try to use it to punch through to the second line. Once you're up there, there isn't much to say; it's a tough fight to take the German base no matter how you do it. Axis Tactics: You won't be able to keep them off the beach, but you *can* sink their destroyer with your artillery guns, which will help a lot (and can even cause them to lose if you can do it before they take the beach). A decent Allied team will almost always make it up to the second point despite your efforts, but you should be able to cause unacceptably high casualties between your tanks and APC, the mounted machine guns, and a whole lot of grenades. If they do take the second point, try to push them back with your armor; you're in a pretty lousy position once they get off the beach, even if there is a good choke point leading into your base. 6.II Eastern Europe 6.II.A Berlin April 23rd, 1945 -- Russian forces have fought their way to the German capital of Berlin. Axis forces in the city are still holding out, in what turns out to be the mistaken hope that they can surrender to the US rather than the Russians. Meanwhile, the US and UK have agreed to let the Soviets take Berlin while their forces remain outside the city. The Red Army advanced through Berlin block by block, fighting for every inch, and eventually trapped Hitler in his command bunker, where he committed suicide on April 30th, 1945. Map Details: This is the smallest BF1942 map, encompassing just a few city blocks in the heart of Berlin. The Russians start off to the north, at the end of a long street that cuts the map in half. This base cannot be captured. The Germans have three bases to the south, which they try to defend. This is like Stalingrad to the nth degree, since there's so little room. You'll be fighting your way through pretty much every foot of this map. Note: many of the ammo boxes, etc. on these levels are in buildings and/or upstairs. Look around if you can't find them. Total Control Points: 4 Total Vehicles: 4 (2 Light Tanks, 1 Heavy Tank, 1 APC) Map Size (in squares): 9 Recommended # of players: 8-24 Axis Tickets (default) : Allied Tickets (default): Control Points: Axis: 1. Southeast Axis Base/HQ Features: Medical Lockers(2), Ammo Boxes(5), Mounted MGs(3; 1 directly in front of flag, 2 on NW corner of block covering the approaching streets). There is an additional Medical Locker on the SE corner of the next block to the west. Vehicles: 1 APC 2. Northeast Axis Base Features: 1 Ammo Box Vehicles: None! 3. Southwest Axis Base Features: 2 Ammo Boxes Vehicles: 1 Light Tank Allies: 4. Allied HQ Features: 1 Ammo Box, 2 Mounted MGs (one covering front door, one around the back facing the side street leading to the rear entrance). Vehicles: 1 Light Tank, 1 Heavy Tank Allied Tactics: Tactics? What tactics? This map is straight urban combat. Try to keep your team together, and advance slowly, with your tanks backing you up. This is pretty much the only map where the Allies have an armor advantage on the Axis, so press it. Take 1 point at a time, probably saving the SE one for last. The Germans have good defensive positions, so if you try to assault all their points at the same time, you'll just die over and over and over... and then not have enough tickets left to push through for the win. Axis Tactics: You're going to die. A lot. Unless you're *amazing*, you'll be running smack into a Russian soldier every 30 seconds, since their tactics will be rushing you and trying to drive you back. Use that APC and tank for all they're worth, and don't forget about those machine guns! Sure, you'll probably get sniped in a minute or two, but you can completely wipe out an assault wave in just a few seconds. This map's a battle of attrition; make the Allies pay enough for each flag, and they'll be wiped out by the time they back you into a corner. 6.II.B Kharkov (several battles were fought around Kharkov, so I'm not sure exactly which one is represented in BF1942) October 24th, 1941 -- German forces are in the midst of "Operation Barbarossa", a full-scale invasion of Russia launched in June of 1941. The seemingly unstoppable German blitzkreig has swept across the outskirts of the Soviet Union with little resistsance; Minsk, Smolensk, Novogrod, and Kiev have already fallen, and Leningrad is under seige. Three Soviet armies ran directly into the advancing German forces outside of Kharkov -- and Russia lost over two hundred thousand troops in two weeks before the city fell. May 12th, 1942 -- As the winter of 1941 began to thaw out, the Russian forces, who had used the badly-needed break in the fighting to regroup and reinforce their troops, launched a counter-offensive designed to push the Germans back from the towns and bases taken in the fall. Almost a thousand Russian tanks were sent in, and although they broke through the German line in several places, they had spread themselves too thin. The German counterattack destroyed or captured most of the Soviet forces in the area, leaving the Axis with a clear line to the vital port of Stalingrad. Map Details: This is a fun, mid-sized map with a lot of varied terrain, a good mix of vehicles, and plenty of action. You've got artillery. You've got tanks. You've got planes. You've got bridges. You've got infantry fighting through the ruins of a Russian town. You've got a hill to assault. You've got rivers to cross. Who could want anything more? Pluses include good balance, a largely symmetrical design that doesn't favor one team over the other, and plenty of opportunity for teamwork. Look forward to some great games on this map. Total Control Points: 5 (hold 3 to drain tickets) Total Vehicles: 18 (6(!) Light Tanks, 4 APCs, 2 Jeeps, 2 Mobile Artillery, 3 Fighters, 1 Dive Bomber) Map Size (in squares): 18 Recommended # of players: 32-64 Axis Tickets (default) : Allied Tickets (default): Control Points: Axis: 1. Axis Base Features: 1 Medical Locker, 1 Ammo Box Vehicles: 2 Light Tanks, 2 APCs, 1 Jeep, 1 Fighter, 1 Fighter-Bomber Allies: 2. Allied Base Features: 1 Medical Locker, 1 Ammo Box Vehicles: 2 Light Tanks, 2 APCs, 1 Jeep, 2 Fighters Neutral: 3. NW Outpost Features: 1 Ammo Box, 1 Mounted MG (facing bridge) Vehicles: 1 Light Tank 4. NE Outpost Features: 1 Ammo Box, 1 Mounted MG (facing bridge) Vehicles: 1 Light Tank 5. Hilltop Outpost Features: 1 Medical Locker, 1 Ammo Box, 3 AA Guns (on hillside) Vehicles: 2 Mobile Artillery Tactics: This map is very even, so there aren't any great tactics for one side in particular. *Immediately* take the bridge outpost on your side, and try to get someone up the hill to capture that one as well (it may be worth sacrificing a plane to get someone up there before the other team does). Move your tanks up into the middle of town, and try to pin the enemy back in their base. Mining the bridge leading to their side can be very effective, as you'll likely take the hill easily if they can't get their tanks into play. Sneaky players may want to go around the long way to the north and take the second bridge over to try getting a jump on the enemy from behind. Controlling the air helps a lot -- a few good pilots (or control of the hill and a few good AA gunners) can easily turn the tide of battle here, as the teams' home bases have no AA protection! Allied Tactics: The Germans have slightly better tanks than you, but it's not so much of a disadvantage that you can't make it up. Play smart, use the buildings as cover, and bring along engineers to repair you. Try luring enemy tanks into the fire zone of another tank or an Anti-Tank infantry. You also have two fighters to their one, so try to gang up and shoot down their planes, or take control of the hill and its complement of AA guns. Axis Tactics: Your advantages here are somewhat better vehicles, so a few smart tank commanders can really help you out. If you can hold the center with two tanks, the third can sneak around the long way and either flank the enemy armor, or head to their base and do annoying things like keeping any planes from taking off and killing any enemies trying to leave. Your bomber is a great plane, but the Allied fighters will tear it apart if they gang up on it. Try to shoot them down, since the dive bomber can blow away the Allied tanks if you give it a good pilot. 6.II.C Kursk (two major battles were fought around Kursk) November 3rd, 1941 -- Continuing their sweep across western Russia, the Axis forces pressed onwards from Kharkov, and next set their sights on Kursk. The Soviet forces did not hold out long here before the German tanks rolled over them. July 5th, 1943 -- After their failure at Stalingrad, the German forces had regrouped and were being pushed hard by Hitler to launch a new offensive against the Soviets. After a German defeat at Volga and their successful recapturing of Kharkov, the Soviet and German forces came together in a massive battle outside Kursk. In almost a week of heavy fighting, the Axis forces lost nearly a thousand Tiger tanks, shattering their hopes of moving further on the eastern front. It was to be the last major offensive Hitler launched against the Soviets. Map Details: This is a fairly popular map, as it isn't too big and there are a fairly large number of vehicles for the size (plus planes. Everyone loves planes.) Makes for quick games where almost everyone gets to drive something at some point, plus if you die it doesn't take too long to get back in the action. Total Control Points: 4 Total Vehicles: 17 (4 Light Tanks, 3 Heavy Tanks, 2 APCs, 2 Jeeps, 2 Mobile Artillery, 3 Fighters, 1 Fighter-Bomber) Map Size (in squares): 10 Recommended # of players: 16-32 Axis Tickets (default) : Allied Tickets (default): Control Points: Axis: 1. Axis Base (cannot be captured) Features: 1 Medical Locker, 1 Ammo Box Vehicles: 2 Light Tanks, 1 Heavy Tank, 1 APC, 1 Jeep, 1 Fighter, 1 Fighter-Bomber Allies: 2. Allied Base (cannot be captured) Features: 1 Medical Locker, 1 Ammo Box Vehicles: 2 Light Tanks, 1 Heavy Tank, 1 APC, 1 Jeep, 2 Fighters Neutral: 3. Work Camp (western) Features: 1 Ammo Box Vehicles: 1 Heavy Tank 4. Sawmill (eastern) Features: 1 Medical Locker, 2 Ammo Boxes (2nd by AA gun), 1 AA Gun Vehicles: 2 Mobile Artillery Allied Tactics: You have essentially only a few objectives here: keep the Axis from taking the Work Camp (western point), as two Tiger tanks makes for tough fighting, and use the 1(!) AA gun on the map to shoot down their bomber before it kills all your vehicles. This map's pretty cramped, so you'll find that you're running into Axis tanks all the time. Mobile Artillery can help sometimes, but it's hard to find a good spot to shoot from where they can't hit you back! Axis Tactics: Press your tank advantage here. Your side of the map is a bit more open, so try not to let the Allies slip past you and start attacking your base. Both points have good reasons to take: The Work Camp gives you a second Tiger tank (always a good thing), and the Sawmill comes with an AA gun that will make short work of any Russian planes trying to bomb you. Get a good pilot in your bomber, take out the Allied air force, and then pound their tanks into scrap metal. The rest is cake. 6.II.D Stalingrad August 19th, 1942 - February 3rd, 1943 -- Stalled outside Moscow by the brutal winter weather in late 1941, German forces in 1942 turned their attention further south, in an attempt to cut Russian supply lines by capturing the vital port of Stalingrad. The city lay under constant siege for more than six months, as the Russians poured more and more troops into the battle in a desperate attempt to hold the line. The winter weather in 1942 again worked to their advantage by crippling Hitler's armored units, but much of the city still lay in ruins by early 1943. Eventually, the Russians forced back the invading German army, though at a terrible cost. Still, Stalin had won: between defeats here and at Moscow, Operation Barbarossa had failed. The recent movie "Enemy At The Gates" details the (mostly) true story of a heroic Soviet sniper fighting in this battle. Map Details: I keep trying to like this map, because I've seen it work well, but, frankly, it's *way* too easy for the Germans to lock the Russians down in their base if they take all the other control points. Despite the very large size of the map, there are essentially only two ways out of the Allied base: through the buildings to the west (which will be swamped with Axis soldiers and probably a tank if they take the northern point), and to the southwest along the railroad tracks (leading directly into 3 machine guns, a spawn point, and probably another tank). If the map was a little longer vertically, and the Russian base wasn't stuck in the very corner, it would probably work better. Despite all that, it's *still* fun (as long as you don't get trapped), with plenty of house-to-house infantry action. Snipers will have a field day, as long as the server turns off showing you who killed you, as there are literally dozens of second and third story windows to shoot from, and dozens of unsuspecting targets down below. Total Control Points: 5 Total Vehicles: 6 (4 Light Tanks, 2 Jeeps) Map Size (in squares): 22 Recommended # of players: 32-64 Axis Tickets (default) : Allied Tickets (default): Control Points: Axis: 1. Axis Base Features: 1 Medical Locker, 2 Ammo Boxes, 3 Mounted MGs (covering entrance) Vehicles: 2 Light Tanks, 1 Jeep Allies: 2. Allied Base Features: 1 Medical Locker, 1 Ammo Box, 1 Mounted MG (facing RR tracks) Vehicles: 2 Light Tanks, 1 Jeep Neutral: Note: there are Ammo Boxes scattered all over the place on this map. There is also a Medical Locker in the NW corner. 3. Northern HQ Features: 1 Medical Locker Vehicles: None! 4. Railroad Tracks (Middle) Features: 1 Ammo Box, 5 Mounted MGs (facing NW,N,NE,E,S) Vehicles: None! 5. Southern HQ Features: 1 Medical Locker Vehicles: None! Allied Tactics: Get out of your base ASAP and capture the upper control point. Hopefully you can get someone in a jeep down to the middle one as well (though watch trying to drive over the tracks; you can tear up your vehicle pretty bad). Once you get out, it's pretty much infantry fighting between buildings. Stick together in groups for the best chance of success. Axis Tactics: If you can somehow (through Allied ineptitude) take the northernmost control point before they do, you've practically won, since you can easily contain the Russians in their base for a long, long time. Otherwise, try to use your tanks to maximum effectiveness, and keep your soldiers in groups so they have a better chance of survival. 6.III Africa 6.III.A El Alamein October 23rd, 1942 -- Field Marshall Rommel, "The Desert Fox", had just stormed through Gazala and Tobruk with the Afrika Corps, and was aiming to capture the Suez Canal. However, numerous setbacks began to affect him at this point -- increased British air support in the area, a shortage of fuel for his tanks, steady attrition of his forces, and a refusal by Hitler to supply fresh soldiers and equipment (due to his desire to press the Soviet front). British commanders were intent on holding a strong defensive line established at El Alamein, knowing that failure here would leave Egypt and the vital Suez Canal in the hands of the Germans. They succeeded, and this battle was the turning point in the North African campaign. Map Details: Total Control Points: Total Vehicles: Map Size (in squares): Recommended # of players: Axis Tickets (default) : Allied Tickets (default): Control Points: Axis: Allies: Allied Tactics: Axis Tactics: 6.III.B Gazala May 26th, 1942 -- while the British Eighth Army had pushed the German forces back in late 1941, the Afrika Corps was back on the offensive throughout the spring of 1942. British forces had dug in around Gazala, placing fortifications and minefields to slow the German advance, but poor leadership in the Eighth Army and a series of tactical blunders led to another crushing defeat at the hands of "The Desert Fox". Map Details: Total Control Points: Total Vehicles: Map Size (in squares): Recommended # of players: Axis Tickets (default) : Allied Tickets (default): Control Points: Axis: Allies: Allied Tactics: Axis Tactics: 6.III.C Operation Battle Axe June 14th, 1941 -- Armed with a new shipment of tanks, the British Eighth Army planned an offensive that would push the Axis forces back from Libyan border posts and relieve their siege of Tobruk. However, while the Germans were outnumbered, their superior artillery and tanks enabled Rommel to not only hold his positions, but to knock out more than 75% of the British armor in only three days of combat. The Eighth Army would need a change of command and nearly six months to regroup before finally launching a successful offensive in the winter of 1941. Operation Battle Axe had failed. Map Details: Total Control Points: Total Vehicles: Map Size (in squares): Recommended # of players: Axis Tickets (default) : Allied Tickets (default): Control Points: Axis: Allies: Allied Tactics: Axis Tactics: 6.III.D Tobruk June 21st, 1942 -- Continuing a string of victories throughout 1942, Rommel's Afrika Corps moved on from Gazala to Tobruk, one of the few remaining obstacles lying between him and his goal of securing all of North Africa. While Rommel's earlier attempt to besiege the city in the winter of 1941 had been halted by a successful British counterattack, the Allies would not be so lucky this time. The British forces entrenched here suffered more blunders and miscommunications, while Rommell outflanked the Allied positions and captured the port city. Map Details: Total Control Points: Total Vehicles: Map Size (in squares): Recommended # of players: Axis Tickets (default) : Allied Tickets (default): Control Points: Axis: Allies: Allied Tactics: Axis Tactics: 6.IV Pacific 6.IV.A Guadalcanal November 13th, 1942 -- Guadalcanal was one of the first land offensives to be pursued by the US in WW2, although it recieved less attention immediately than the situation in Europe. US and Japanese forces in the area were relatively evenly matched, and the US fleet was operating far from its established bases. The battle consisted of months of tough fighting in combined land, sea, and air operations -- the Japanese did not withdraw fully from Guadcanal until February, 1943. The film "The Thin Red Line" portrays some of the later operations on the island. Map Details: Guadalcanal is a fun map with a lot of vehicles. It's bigger than it looks at first, especially if there aren't a lot of players in the game. Most of the action takes place on the main island, which runs NW to SE in the middle of the map. Axis and Allies each have a base, and there are four control points in the middle to fight over. Much like the real battle, it's going to be a long, tough fight to win this one, no matter how you fight it. Controlling four points will cause the other team to slowly lose tickets. Total Control Points: 6 Total Vehicles: 35 (10 Light Tanks, 2 APCs, 6 Jeeps, 5 Mobile Artillery, 4 Fighters, 2 Fighter-Bombers, 4 Destroyers, 2 Subs) Map Size (in squares): 12/lots Recommended # of players: 32-64 Axis Tickets (default) : Allied Tickets (default): Control Points: Axis: 1. Axis Base (cannot be captured) Features: Medical Lockers (3), Ammo Boxes (3), AA Guns (3) Vehicles: 3 Light Tanks, 1 APC, 2 Mobile Artillery, 2 Jeeps, 2 Fighters, 1 Fighter-Bomber 2 Destroyers, 1 Sub (cannot be captured, tied to ships) Allies: 2. Allied Base (cannot be captured) Features: Medical Lockers (3), Ammo Boxes (3), AA Guns (3) Vehicles: 3 Light Tanks, 1 APC, 2 Mobile Artillery, 2 Jeeps, 2 Fighters, 1 Fighter-Bomber 2 Destroyers, 1 Sub (cannot be captured, tied to ships) Neutral: 3. Northern Hill Features: Medical Locker, Ammo Box Vehicles: 1 Light Tank 4. Western Outpost Features: 1 Ammo Box Vehicles: 1 Light Tank, 1 Jeep 5. Eastern Base Features: Medical Lockers (2), Ammo Box Vehicles: 1 Light Tank, 1 Jeep, 1 Mobile Artillery 6. Southern Hill Features: Medical Locker, Ammo Box Vehicles: 1 Light Tank Allied Tactics: The Allies seem to have a somewhat easier time of it on this map, mostly because their base is slightly closer to the control points, and the northern hill is easier to hold than the southern one. There isn't a whole lot to say about this map; it's pretty much a slugfest in the middle, although the naval action can be very interesting as well. However, since aren't any water control points like on Midway, and both teams start with permanent land bases, they're not as vital as in some of the other maps. Use the hills if you can to pound the eastern base and Axis HQ with artillery fire, and go around the western coast to capture the outpost over there at the beginning of the game if you can. If you can sink their ships and get into position to shell their base, the Axis team is basically screwed. Axis Tactics: The Axis team seems to be at a slight disadvantage on this map, since their base and the southern hill are just not placed as well on the island. Perhaps it's just that my teammates tend to screw around in the ships and planes while the Allies kill us on the island itself. I don't have any great strategies for this map, except try to use artillery, as there are a lot of mobile artillery units available. 6.IV.B Iwo Jima February 19th, 1945 -- Everyone's seen the photo, the Pulitzer-winning one of the American flag being raised over Iwo Jima by a troop of Marines. What they didn't show was the month of hellish fighting, soldiers clawing their way inch by inch against a reinforced, heavily armed defensive garrison that was absolutely ready for them. The Americans needed the island to launch attacks against Japan; the Japanese defenders knew that losing Iwo Jima would be a crushing blow to their country. Eventually, the Allies won. But the attack would take far longer than the US originally planned, and over 35,000 total casualties would be incurred. Map Details: Iwo Jima is similar to Omaha Beach, but somewhat larger (or at least less linear). There are also planes and a few ships for you to use. Other than that, it's pretty straightforward. The Allies lose tickets until they've captured at least two control points on the island, and the Axis loses tickets if the Allies capture four or more of them. Total Control Points: 5 Total Vehicles: 13 (4 Light Tanks, 3 Jeeps, 2 Fighters, 2 Fighter-Bombers, 1 Battleship, 1 Carrier) Map Size (in squares): 9/lots Recommended # of players: 16-32 Axis Tickets (default) : 200 Allied Tickets (default): 300 Control Points: Axis: 1. Northern Hill Features: Medical Locker, Ammo Boxes (2), Mounted MGs (5), AA Guns (2), Fixed Artillery (1) Vehicles: 1 Light Tank 2. Upper Bunker Features: Medical Locker, Ammo Box, Mounted MGs (2 overlooking beach, 2 facing down the road) Vehicles: None 3. Lower Bunker Features: Ammo Boxes (2), Mounted MGs (5, overlooking beach) Vehicles: 1 Light Tank, 1 Jeep 4. Axis Base Features: Medical Lockers (2), Ammo Boxes (4), AA Guns (4), Fixed Artillery (2, on north shore) Vehicles: 2 Light Tanks, 1 Jeep, 1 Fighter, 1 Fighter-Bomber There is a small cluster of buildings to the south of the main base with another Medical Locker, 2 AA Guns, a Jeep, and another Fixed Artillery facing SE. Allies: The Allies start with no control points in their possession. Battleship, Carrier (tied to ship, cannot be captured) Neutral: 5. Landing Beach (cannot be captured by Axis) Features: None! (except lots of machine guns pointed at you...) Vehicles: None! Allied Tactics: Obviously, you need to get ashore and establish a beachhead as quickly as possible. Your best bet is probably to have a few people pound the machine gunners with planes and the battleship's guns, while everyone else frantically scrambles ashore. It's a tough fight, since you'll most likely get caught between the hill and the large (and often well-defended) Axis base for most of the battle. Try to take the middle two control points, then launch an attack on the southern base, and then fight your way up the hill. Use your planes and artillery to soften them up. Axis Tactics: You're probably not going to keep them off the beach, but you should do your best to contain them there. Use your fixed artillery and AA guns to keep the ships and planes away, and man as many of the machine guns as you can to mow down scores of Allied troops as they disembark their landing craft. Tanks are also very effective; just sit at the beach entrance and shell the advancing troops. Once they've gotten on the island, things shift gears; you'll want to make sure you hold the southern base and its small army of vehicles and planes. Losing that will screw you majorly. Try to stay on the offensive -- you have a big advantage in being able to hit them from both sides at once. 6.IV.C Midway June 4th, 1942 -- the Japanese navy had engaged and beaten the US forces in the South Pacific numerous times in 1941-42. They were larger, better-equipped, and fighting closer to home. Japanese Admiral Yamamoto planned to attack the tiny but strategic island of Midway to draw the US navy into a devastating defeat that would cripple Allied efforts to turn the war around. However, US intelligence intercepted his plans, and instead of being a defenseless atoll, Midway was surrounded by the US carrier fleet, ready to ambush the would-be attackers. In the largest aerial naval battle in history, the US soundly defeated the IJN in two days of heavy fighting, sinking four essentially irreplacable Japanese carriers while only losing one of their own. Weakened, Japan was never to truly take the offensive again in the South Pacific. Map Details: Midway is almost entirely a naval battle; the only land is the tiny island of Midway itself, which is barely big enough for a small base and an airfield. There are also two control points located in the middle of the water, so you basically have to use the ships if you want to succeed. Hold 3 Control Points to slowly drain tickets from the other team. Total Control Points: 4 Total Vehicles: 21 (1 Light Tank, 2 APCs, 1 Jeep, 2 Fighters, 4 Fighter-Bombers, 1 Torpedo Bomber, 4 Destroyers, 2 Battleships, 2 Carriers, 2 Submarines) Map Size (in squares): 4/lots Recommended # of players: 16-32 Axis Tickets (default) : 200 Allied Tickets (default): 200 Control Points: Axis: The Axis team starts with no Control Points. The Axis team has 2 Destroyers, 1 Battleship, 1 Carrier, and 1 Submarine. Allies: The Allied team starts with no Control Points. The Allied team has 2 Destroyers, 1 Battleship, 1 Carrier, and 1 Submarine. Neutral: 1. Base Features: Medical Locker, Ammo Box, Fixed Artillery (faces SW) Vehicles: 1 Light Tank, 1 APC 2. Airfield Features: Medical Lockers (2), Ammo Boxes (3), AA Guns (4), Fixed Artillery (2, facing NE) Vehicles: 1 APC, 1 Jeep, 2 Fighter-Bombers, 1 Torpedo Bomber 3. Northern Water Flag Located in the middle of the ocean, north of Midway Island. 4. Southern Water Flag Located in the middle of the ocean, south of Midway Island. Allied Tactics: You'll have a better chance of survival if you can take the central island and its airfield; the Axis has better planes and a tougher Battleship. However, your Destroyers are pretty good, and your Carrier can take more damage than theirs. Sink the enemy carrier for a big advantage. Axis Tactics: Your planes are better at dogfighting than the Allied ones, so try to maintain air superiority by taking the Airfield and shooting down as many Allied bombers as you can. Other than that, it's a naval battle extraordinare; your Battleship is the toughest vehicle in the game, so use it to tear up their fleet. 6.IV.D Wake Island December 11th, 1941 -- Japanese forces were closing in on the American position at Wake Island. The entrenched forces, trapped by the IJN, managed to bravely fight off several Japanese landing attempts. However, with a limited supply of troops, planes, and munitions, the US soldiers eventually capitulated after almost two weeks of bombing. Despite all that, they caused over 700 Japanese casualties while taking only 100 of their own. However, the loss of Wake Island was sorely felt, as the US suffered a string of defeats at the hands of Admiral Yamamoto and the IJN. Map Details: Another beachhead map, but this time it's the Axis that gets to do the amphibious landing bit. The island itself is shaped like a horseshoe with the opening facing west; the Axis forces start on their ships to the west of the island. The Allies actually have a pretty fair shot at repelling them, as long as they can keep air superiority and especially if they can sink either (or both) of the Axis ships. Total Control Points: 5 Total Vehicles: 21 (5 Light Tanks, 2 APCs, 7 Jeeps, 2 Fighters, 3 Fighter-Bombers, 1 Destroyer, 1 Carrier) Map Size (in squares): 10/lots Recommended # of players: 16-32 Axis Tickets (default) : Allied Tickets (default): Control Points: Axis: The Axis team starts with no control points. The Axis team has 1 Destroyer and 1 Carrier. Allies: 1. Northern Village Features: Medical Locker, Ammo Box Vehicles: 1 Light Tank, 1 Jeep There is a Fixed Artillery (facing NW) at the tip of the peninsula; there is a Jeep and Ammo Box there as well. 2. Northern Base Features: Medical Locker, Ammo Box, AA Gun, Fixed Artillery (facing NE) Vehicles: 1 APC, 1 Jeep 3. Airfield Features: Medical Locker (in main building by Fixed Artillery), Ammo Boxes (3), Mounted MGs (3, in guard towers), AA guns (3, on southern shore), Fixed Artillery (1 facing NW into harbor, 1 facing SE) Vehicles: 1 Light Tank, 2 Jeeps, 1 Fighter, 1 Fighter-Bomber, 1 Torpedo Bomber (becomes another Fighter-Bomber if the Axis takes this point) 4. Landing Beach Features: Ammo Box, Fixed Artillery (facing S) Vehicles: None for Allies, 2 Light Tanks for Axis 5. Southern Base Features: Medical Locker, Ammo Box, AA Gun Vehicles: 1 Light Tank, 1 APC, 1 Jeep There is a Fixed Artillery (facing N) at the end of the peninsula, with a Jeep and an Ammo Box next to it. Allied Tactics: Basically, keep them off the island! The easiest places to attack are at the aptly-named Landing Beach, and at the two western peninsulas (since you don't have any spawn points near them), so do your best to rush some defenders out there ASAP. You have the upper hand in terms of air power (at least as long as you hold the Airfield), so go after their ships right away. Sinking their Carrier can cripple them, and sinking both ships will more or less kill them off (although they do come back after two or three minutes). The fixed guns at the western tips of the island can also sink their carrier and destroyer if they don't move them (or shoot the guns). Axis Tactics: Get on the island, quick! If they keep forcing you back, you can try an aerial insertion behind their lines, or circling around to the eastern shore in your landing boats, where they probably won't expect you to hit them. And for Christ's sake, move your ships before they get sunk by those artillery guns! Remember, you get a couple of light tanks if you take the Landing Beach (the Japanese tanks aren't very good, but you need all the help you can get here). Use your destroyer and planes to pound their beach defenses until you break through, and try to attack from multiple directions at once to catch them off guard. -------------------------------------------------- 7. FAQ Version Stuff / Legal Stuff / Contact Info -------------------------------------------------- VERSION INFO: FAQ Version 0.81 (1/26/03): First released version. Includes general strategies and writeups for 8 of the 16 maps (the Pacific and Western European theaters). FAQ version 0.82 (2/10/03): Still only 8 maps written up, but includes updates pertaining to version 1.3 of the game. FAQ version 0.85 (3/13/03): 12 maps written up, includes updates for newly released version 1.31. Those North Africa maps are so big... FAQ version 0.86 (3/17/03): Added some FAQs to the "questions" section. Moved the controls reference to its own section. FAQ version 0.87 (3/19/03): Added a few more FAQs, fixed formatting problems that were introduced in my last update. LEGAL CRAP: BATTLEFIELD 1942 is a registered trademark of DICE and EA Games. BATTLEFIELD 1942 and all related materials are copyright 2002 DICE and EA Games. All other material in this FAQ is mine, and is also copyright 2003, except where noted. This FAQ may currently only be hosted on www.gamefaqs.com. You may not sell, reprint, distribute, or reproduce this FAQ or the information in it, in any way, without my express permission. CONTACT INFO: Email Contact: Matthias99 brown edu Insert '@', then '.' for my email address. Please put "BF1942" somewhere in the subject line of your email so that I know what you're writing about and don't delete it as spam (I auto-sort my email, so this is important). I'm happy to take corrections and suggestions on how to improve this FAQ, or questions that you'd like answered in future updates. If you can't write clearly, maintain decent spelling and grammar, and demonstrate that you actually read the FAQ (ie, you ask questions that the FAQ already answers), don't expect a reply. ;) NEEDED: Writeups and strategies for the other maps (I'll get to it eventually, but if you're reading this and have free time...). Any other strategies (map-specific or otherwise) you can offer. Questions you want answered in the "Questions" category. Anyone who owns Road To Rome and wants to write up the new stuff. Anyone who wants to write up the differences between the different armies' weapons and vehicles. BF1942 FAQ by Matthias, v0.86, 3/17/03