Tripwire Interactive Forums

Go Back   Tripwire Interactive Forums > Red Orchestra: Ostfront 41-45 Forums > Red Orchestra General > Red Orchestra Tactics

Red Orchestra Tactics All About Tactics

Reply
 
Thread Tools Display Modes
  #1  
Old 07-30-2006, 11:16 AM
Isaak Johnson Isaak Johnson is offline
Senior Member
 
Join Date: Jun 2006
Location: Maple Grove, Minnesota.
Posts: 546
Question Krasnyi Oktyabr tactics?

Hello, Isaak Johnson here

Now I dont know if its just me or if a lot of people experience this (probably just me since I dont see anyone complain about it on the forums) but I allways find that Krasnyi Oktyabr is extreemly difficult for the Russians to defend. (many times it is insanely hard to defend)

Now youd think it would be easy since all the Russians have to do is get in and defend and the axis are the ones who have to cover ground. But when I ever play that map the Russians allways lose horribly, either losing in a couple minutes or suffereing huge losses before, again, being overcome easily.

Now I have NEVER seen the Russians win on this map, when I play as Axis on that map I can kill even the toughest player on the Russian side with ease, but when I play russian I can't do squat like everyone else on my team.

So I am looking for any useful tactics for Krasnyi Oktyabr for both individuals and teamwork. Like I said, maybe it's just me and no one else has this problem, but I still think that map is a little unbalanced.

Any tips, tactics and tricks for the Russian defence will be greatly appreciated.

Thank you for your time.
Reply With Quote
  #2  
Old 07-30-2006, 11:39 AM
sgt.brutal sgt.brutal is offline
Member
 
Join Date: May 2006
Location: behind enemy lines
Posts: 31
Default

You just have to retreat in time, defending the construction hall. That's all. Cowards and those who cannot resist to roam around the garage deserves to be bashed to death with the kommandir otdelenya's TT33.
__________________
[FONT=Tahoma]
If energy is used to excess, exhaustion follows.
This is not the Way.
Whatever goes against the Way ceases to live.[/FONT]
Reply With Quote
  #3  
Old 07-30-2006, 11:53 AM
King Ragnar King Ragnar is offline
Senior Member
 
Join Date: Dec 2005
Location: Newcastle, UK
Posts: 1,026
Default

The Way the Russians can win is by people defending the right cap points for one the majority of the team should go to central, and the others should waht the exits of the petrol for the axis but not really care about the cap of petrol. The Axis only change spawn when they cap central, so to be honest petrol is pointless, so dont bother to try and defend it. For construction and grage defence its good to use the cellars to flank the attacking side one man can kill the whole cap team by just using the cellars and flanking them
__________________
Reply With Quote
  #4  
Old 07-30-2006, 12:39 PM
perato perato is offline
Member
 
Join Date: Jul 2006
Posts: 82
Default

Nowadays I only play as a russian. I have been on a winning team billion times, and I think that this maps is so much better as a Russian. Yesterday I've played 8v8 game, and we did fantastic teamwork. Germans had no chance, and we won both rounds(the other round we almost lost but teamwork saved the day.)

This map is so easy, if Russian team knows what to do. Usually central and petrol means crap. I don't know why do you keep lifting these two areas as the main battle site, when the real fightin comes inside garage and cons hall. WHEN(not if, since the event is not rare)russians lose central and petrol, RETREAT, and I mean don't run like headless chicken. Shoot few enemies, let other guys protect you and go for the garage. REMEMBER to defend both structures. Germans are not usually attackin Cons hall with full force, before garage is capped, but still it would be wise that atleast few stays at Cons hall to supervise and to preveng guys entering the cons hall through the small garage(not cap point).

IF the germans are superiour, forget the fukin garage, I don't understand what is wrong with some guys; sometimes we can barely hold the Cons Hall, and still these stupid idiots, are running to garage, which is filled with germans anxious to get into Cons Hall glassroom. So when necessary, forget the garage, defend Cons Hall and try to stay alive, this map rarely ends situation where other team has no reinforces(cuz the shor time), but if you die, one guy from the last cap point is missing.

Ps. Remember that you can cap the cons hall on the roof of glassroom, but not on the roof over small garage.
Reply With Quote
  #5  
Old 07-30-2006, 03:01 PM
Phoenix-D Phoenix-D is offline
Senior Member
 
Join Date: Feb 2006
Posts: 706
Default

Petrol definitely matters. If they don't cap that they can't cap the construction hall, and the Petrol/Garage combo is a hell of a lot easier to defend than Garage/Construction Hall.
Reply With Quote
  #6  
Old 07-30-2006, 03:23 PM
vr6r vr6r is offline
Member
 
Join Date: Apr 2006
Posts: 62
Default

Playing as allies, I have been on MANY teams that have shut out the Germans by simply holding Central. Petrol doesn't matter - just ignore it (this does not mean let the axis flank you at central... it just means ignore petrol cap zone). Axis gain nothing by capping Petrol as long as allies hold central, and any flanking attempt should be able to be held off by the continual flow of allies from spawn. As soon as germans cap central, the allied spawn moves way to the back of the map and you can pretty much forget about Petrol - or are, at the very least, at a big disadvantage to defend it.

At that point Allies should be be working together, and quick to respond to requests for backup in Const Hall & Garage. Basic teamwork stuff. You also can't forget about the basement. I know several who feel (and have shown) that whoever controls the basement controls the last two cap points.
__________________
xfire: VR6R

www.GTactix.com
Reply With Quote
  #7  
Old 07-30-2006, 03:44 PM
Phoenix-D Phoenix-D is offline
Senior Member
 
Join Date: Feb 2006
Posts: 706
Default

The spawn doesn't move all the way back until Petrol falls. If Central is capped but not petrol, you spawn right at those first doors instead of farther back in the yard.
Reply With Quote
  #8  
Old 07-30-2006, 03:46 PM
King Ragnar King Ragnar is offline
Senior Member
 
Join Date: Dec 2005
Location: Newcastle, UK
Posts: 1,026
Default

OMG im telling you guys petrol means nothing, it really annoys me when im on axis and people go to petrol and not central, petrol does nothing to help the axis team win...
__________________
Reply With Quote
  #9  
Old 07-30-2006, 06:06 PM
Shadehunter Shadehunter is offline
Senior Member
 
Join Date: Nov 2005
Location: Seattle, WA
Posts: 227
Default

And if petrol and garage is capped, they spawn a hell of alot closer to boot... (the germans that is) which makes it alot easier to reinforce garage, and attack cons. from the back (as well as through the garage).

Personnaly, the best defense, is simply prevent them from capping the yard (easier said then done though...) If you can keep the germans at bay, its quite the morale killer for them (been there done that... painfull)

Shadehunter
Reply With Quote
  #10  
Old 07-30-2006, 08:34 PM
Munkie Munkie is offline
Senior Member
 
Join Date: Mar 2006
Location: usa
Posts: 643
Default

Quote:
Originally Posted by Phoenix-D
The spawn doesn't move all the way back until Petrol falls. If Central is capped but not petrol, you spawn right at those first doors instead of farther back in the yard.
Sorry, you're wrong. It's the other way around. If Petrol is capped prior to Central, allies still spawn at sniper tower. Only when Central is capped does the spawn point move back. There's no real point in capping Petrol before Central. Petrol can be capped back, but not Central.

Quote:
Originally Posted by LemoN
oh yes it DOES matter
if a good part of the axis go for petrol they can infiltrate the allies from the back m8
Fair enough, but you can do that without capping Petrol and just flank.
Reply With Quote
  #11  
Old 07-30-2006, 09:34 PM
Bat Guano Bat Guano is offline
Senior Member
 
Join Date: Mar 2006
Posts: 188
Default

Interesting differences of opinion here. My own take on it is that defending petrol is the key for the Russians. There should be enough of an initial defense at central to buy some time and wear the Germans down, but if the Russians have some good team players petrol is the most easily defended objective, and they can hold it for the rest of the round.

They need to set up a perimeter, with the submachinegunners up on the embankment at the corner of the building at the border of petrol and central and at the two entrances to petrol that are further back, so they can get the Germans coming around the corners. The guys with SVTs need to be a little further back and concentrate on the Germans running out of central toward the garage. Rifleman, machine gun and sniper further back inside petrol.

If the Russians can get this perimeter set up, it's really hard for the Germans to get into petrol. Their best bet is to go through the garage, but the forward elements of the Russian defense can take a heavy toll on the Germans going into the garage, and if the Germans do get into the garage the rearward elements of the defense can move in and stop the cap or recap it.

Even if the Russians do lose petrol eventually, if they mount a proper defense there it will eat up so much time that it will be hard for the Germans to take the construction hall before time runs out. If both central and petrol fall quickly, there are so many entrances to garage and construction hall that the defense will be split up and the Germans will eventually find a weak point or batter their way through.
Reply With Quote
  #12  
Old 07-30-2006, 10:04 PM
Phoenix-D Phoenix-D is offline
Senior Member
 
Join Date: Feb 2006
Posts: 706
Default

Quote:
Originally Posted by Munk Polkadot
Sorry, you're wrong. It's the other way around. If Petrol is capped prior to Central, allies still spawn at sniper tower. Only when Central is capped does the spawn point move back. There's no real point in capping Petrol before Central. Petrol can be capped back, but not Central.
No, you misread. The allies have THREE spawns points on this map- the sniper building, the front of the "back yard", and the back of the "back yard". There's just enough distance between the later two to make a difference in the defense.
Reply With Quote
  #13  
Old 07-31-2006, 04:09 AM
King Ragnar King Ragnar is offline
Senior Member
 
Join Date: Dec 2005
Location: Newcastle, UK
Posts: 1,026
Default

I disagree alot Phoenix, the space between the two is nothing to be honest, and still even when the germans cap petrol all it is only 10 points for them because their spawn point does not move, in fact if anything the petrol yard being capped is an advantage to russians because the sill people who are defending petrol will come back to garage/construction and it will have a stronger defence.

Lemon it does not matter because even if they do flank from the back they will be eventually killed and will still have to respawn from the same place.

Ive seen it in clan wars time after time, every respectable clan ( the vets ) all go central first, sure they may send someone to flank but i can assure you they are still set on capping the central but will go past petrol, and all good clans practically put all their people in the central cap to defend it they may have one guy watching the other petrol exits but that is it.

Once again i must state that from playing this map int he mod and ost that petrol does not matter!!!
__________________
Reply With Quote
  #14  
Old 07-31-2006, 04:34 AM
Creutz Creutz is offline
Senior Member
 
Join Date: Mar 2006
Posts: 129
Default

Yesterday I played this map, The germans hardly got out of there spawn.
I had to quit the map because it got boring.
Tactics we used ?, don`t know but is shows that its not always the case of Soviets loosing.
Reply With Quote
  #15  
Old 07-31-2006, 04:55 AM
Gardner's Avatar
Gardner Gardner is offline
Senior Member
 
Join Date: Jun 2006
Location: Washington, DC
Posts: 174
Default Interlocking Fields of Fire

Isaak,

I hate the Russians and wouldn't want to help any of them out by admitting this, but I've played with great German teammates at times and we couldn't take a single Russian objective regardless of avenue of approach or amount of overwatch. Every possible route was covered by at least two Russians using a mix of semi- and fully-automatic weapons, and all of our possible overwatch positions were pinned by Russian bolt-action weapons.

I envy the Russian commander who orchestrated such a defense.
__________________
[FONT=Tahoma]21.FD(Lw)Gardner is the one-man clan![/FONT]
[FONT=Tahoma]21st FeldDivision (Luftwaffe) "Meindl"[/FONT]
Reply With Quote
  #16  
Old 07-31-2006, 07:17 AM
Lonyo's Avatar
Lonyo Lonyo is offline
Senior Member
 
Join Date: Nov 2005
Posts: 380
Default

Quote:
Originally Posted by Creutz
Yesterday I played this map, The germans hardly got out of there spawn.
I had to quit the map because it got boring.
Tactics we used ?, don`t know but is shows that its not always the case of Soviets loosing.
Did the germans not use their smokes?
Two smokes between the burnt truck and the wood pile thrown from the middle spawn exit = perfect cover for the germans when capping central.
This means all the Russians need to charge straight for central yard, totally ignore petrol, go down the left (far side) of the 2 warehouses, and towards the back. There are 3 possible ways to get LOS on the germans, one os on the right, where the germans should throw their smokes for maximum cover from Russian spawn, and then there is the gap between the warehouses, and the top of the map. If the Russians rush down the left of the arehouse things, the commander throws his smokes into the top corner of the map, where the germans come out of their top spawn exit, then the Russians can cover the smoke cloud as the germans run out of it, and kill them. In theory.

http://lonyo.co.uk/kras.jpg
Green = troop movements, red = smoke grenade movement (including commander movements), grey cloud = smoke cover.

Last edited by Lonyo; 07-31-2006 at 07:35 AM.
Reply With Quote
  #17  
Old 07-31-2006, 08:36 AM
Creutz Creutz is offline
Senior Member
 
Join Date: Mar 2006
Posts: 129
Default

[quote=Lonyo]Did the germans not use their smokes?
Two smokes between the burnt truck and the wood pile thrown from the middle spawn exit = perfect cover for the germans when capping central.
[quote=Lonyo]

Yes there was smoke, A lot of it. But I think the commander made the misstake of not throwing it far enough from the spawn. Yeah that might be it .
I think the german team must have been exeptionally poorly organized.
The smoke did`nt do any good because we had atleast 4 guns well aimed and waiting at every spawn exit.
For the germans to acomplish anything at that situation they had to organize themselves and break trough in force.
I think many of them were "psyked" .

I know the feeling myself , when you know you just get your head blown to bits by showing one pixel outside the spawn, and you and your mates don`t seem to get in any common pace.

It`s hard to break those situations.

I realize this incident must be kind of rare, luckily now there is smoke to break that kind of standstills .
Reply With Quote
  #18  
Old 08-07-2006, 05:44 PM
Brotherington Brotherington is offline
Junior Member
 
Join Date: Mar 2006
Posts: 6
Default

Quote:
Originally Posted by Gardner
Isaak,

I hate the Russians and wouldn't want to help any of them out by admitting this, but I've played with great German teammates at times and we couldn't take a single Russian objective regardless of avenue of approach or amount of overwatch. Every possible route was covered by at least two Russians using a mix of semi- and fully-automatic weapons, and all of our possible overwatch positions were pinned by Russian bolt-action weapons.

I envy the Russian commander who orchestrated such a defense.
theres a simple trick ive seen pin germans like that: at the begining if at least 5 russians dash up the left hand side of the 2 buildings oposite where the germans come out they can check the initial german attack and cover the spawn entrance with smgs and semi-autos. |So long as the remainder of the team covers the rest of the spawn exits (there are only 4) the germans dont really have a chance.
Reply With Quote
  #19  
Old 08-08-2006, 10:21 AM
Harry S. Truman Harry S. Truman is offline
Senior Member
 
Join Date: Mar 2006
Posts: 584
Default

It's really quite simple. If the Germans haven't captured petrol by the time they capture central yard they have a headache as the Soviets can continually flank the position at central. Plus, once you capture central and move up the spawn, you lose the ability to flank directly into Petrol.

With a few Germans in the petrol yard before you capture central, it's the other way around.
Reply With Quote
  #20  
Old 08-08-2006, 11:24 AM
Bloodspitter's Avatar
Bloodspitter Bloodspitter is offline
Member
 
Join Date: Jan 2006
Location: Oregon, USA
Posts: 57
Default

Hold Petrol as long as possible and you'll win. Simple.
__________________

{sBc} Blood
Hero Rifleman, Pre-Steam RO Vet
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 05:02 AM.


Powered by vBulletin®
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.
Copyright ©2005 - 2013, Tripwire Interactive, LLC