Ways to enjoy Fallen Fighters as the Germans ?

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specta3

FNG / Fresh Meat
Jul 1, 2012
85
2
0
Fallen fighters is the only map in this game that leaves me scratching my head . I have never enjoyed one game on this map ,Have won it a few times as the Germans but that involved a hour of crawling and no firefights just hideing.

Objectives are in the middle of the map with little cover , enemy have the high ground all around you , Few people playing to cap the flags the rest get involved in a game of death match on the flanks , Aim being to spawn rape the Germans .First two caps in the park are easy to get if you just want to spend plenty time on your belly looking at the dirt , third cap it seems no one ever tryes for.

Every time i play this map it just feels like its a campers death match,Unless you have a organised team that communicates this map is like pulling teeth. The map its self is good in design but as a player who likes getting in the cap zone i get little enjoyment from it. Did they change anything in the update?

Well as you can tell i just cant stand this map ,I would be grateful for some ideas as to a better way to approach this map as the Germans and ways to get more enjoyable game play out of it.Because i am sure i must be doing something wrong ,

thanks
 
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Nikita

FNG / Fresh Meat
May 5, 2011
1,874
606
0
1. Seize the street across the square. Dig in with MGs, riflemen, and tanks if applicable, covering the street in front of the Technical School.

2. Drop artillery just in front of the Technical School, or on the roofless part of the building itself.

3. Seize the sewer system. Start sending infiltrators into the Technical School.

4. Win. (assuming you've held your own side of the square).

As a general tip, play as both sides if you find yourself having trouble on a map. Once you know what annoys you most as a Soviet on FallenFighters, you can proceed to do exactly that as a German. I simply don't understand people who play exclusively one side.

I think this map is underrated in general. Don't see what issue there could possibly be with spawn camping--if you're get shot mantling out of the Univermag's ground-floor windows, that doesn't count.
 

specta3

FNG / Fresh Meat
Jul 1, 2012
85
2
0
Thanks for the tips nikita it makes sence. All you say depends on ONE thing a team that communicates and use mics are keyboard are follows orders, and thats a rare thing in most games .The russians often try to flank around and spawn rape the germans in my experiance.

The map its self is very good, but it decends in to everyman for himself in most games were people dont use mics.I often wonder why so few people use thier mics in a hardcore shooter like this ? Seems to be a trend across all MP games these days .
 
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Buzzles

FNG / Fresh Meat
Oct 10, 2011
152
45
0
U.K.
I like FF. It's a good map for the most part, gets a bit rapey on the spawn exits though and it's very hard to move in the middle.

The only issue I have as a German is that the Soviets have an awesome line of sight with MG's and sniper rifles to all the exits of the Unimag from the second floor of one of their spawns and get into position first.

That one thing can make actually playing the map a bit of a ballache as even as a marksman it's hard to knock out their MG'er, especially if he's doing the whole "lean to the side" trick which often hides the gunner but not the barrel, and there's no other way to get a bead on him.

As a Soviet, it's when Germans dig in on the corner near the spawn exit (around C5 iirc), but the tank can deal with them quite effectively, as can snipers spawning at point 2.
 

BigGaayAl

FNG / Fresh Meat
Jun 28, 2012
38
5
0
SPecta I have something you can try. Experiment with just moving up straight trough the middle of the square, preferrably with others from your squad.

I have discovered places in the middle of the square where I almost never get spotted yet can move positions and shoot at lots of enemies.

There are several routes that work nearly all the time. While you are doing this you are also helping with capping. Additionally it is much much harder fro the enemy to root you out of your position compared to if you are hiding e.g. in a tunnel. A tunnel can be cleared by one lucky guy. If your squad is spread out in the square the enemy has to stand up to come for you...That is not something you want to do on this map :D.

When moving trough the middle of the map, go from prone to prone, keeping cover on your right side. In fact prefer the right side; there the enemies cannot shoot you from their main building, making it much safer.

And then, in the square always use this old trick: stand up to make a run, say "I'm up, they see me, I'm down"... at which point you are already supposed to be on your belly again.

I find standing up for four seconds in the square gives you like a 80 percent chance of being dead, while standing up three seconds gives you 90% chance of survival.
 

Dokb

FNG / Fresh Meat
Jul 24, 2012
84
1
0
I love this map, even though it can be annoying to be under constant rifle fire as soon as you leave your respective first point spawn. Here are some tips for Germans on FF.

1. Rush the center. Russians are closer to it and Germans have longer to run to get there, so it is best you just ignore the first capture at the start and just keep sprinting towards the fountain. Once you reached either of the two ruined tanks on German side, either immediately prone to regen stamina ASAP or chance your luck and keep sprinting over the little hill with no stamina and dolphin dive into the center capture point.

2. Make sure your MG's are covering the entries to the center point. Punish the enemy, make them duck and cover, just make their life difficult if they want to cross the open ground into the points with sporadic MG fire.

3. The center point is nearly a no standing zone. The only safe spots to stand, or better yet crouch cover, is the fountain wall where the actual fountain dish is blocking the view of their spawn. Even then it can be very risky so it's best to listen to where the enemy is (usually on their lip of the hill which grants them a higher ground of sorts) and flush them out with grenades.

4. The center is where you'll have intense rifle fire. If you don't have a rifle, you can be part of the group that usually rushes down the right flank towards Russian spawn. Having control of the underway sewers is great as you can harass the Ruskies as they leave spawn and if you control the forward one, you have a side access into the middle point. Don't expect the Russians to give these up easily though, for these are their sewers while you only have yours which is on the other side of the map.

5. Make sure you have someone good on the Tank Commander role. If you can disable their tank first, it gives your tank free reign. If you're engineer make sure you clear away the tank traps on the right flank towards Russian spawn so your tank can get closer to their spawn. It also gives more cover from AT rifles if you go far right side.

6. Left side for Germans is a difficult one. There is not much cover save some sand bags and you will need to hug the wall to get up anywhere. Russians will constantly try to push in your left flank and if they manage to break into your little sandbagged basement area, they can get a squad up into your Uni point and start causing havoc, this can be very difficult to flush out.

7. My favourite role is to play the flanking engineer on this map, as you are a great asset with your assault style weapon and any tank that tries to come up the flank will have to make his way past you in the sewer system.
 

Mr Milkman

FNG / Fresh Meat
Aug 10, 2009
401
68
0
If you want to be naughty and just go for kills and generally harass the s@#t out of the Soviets then I like to work my way along the hard right and into their main overwatch building. Here you can go on a rampage and massacre unsuspecting enemy soldiers, just as you can as a Soviet in the German overwatch building opposite.
Even though doing this you are mainly getting kills and not team points, it is still very helpful as it disables snipers and mg's who would otherwise be covering the square.

Another way is to go left and attack from the ruined trams...
 

Cpt-Praxius

FNG / Fresh Meat
Dec 12, 2005
3,300
1,667
0
Canadian in Australia
I have three tactics I use often when I'm not in a tank:

1 - Support Role / Sniper:
If you have your team getting chewed up out in the open, then that usually means you have very few people providing support for your advancing team. Grab a Sniper Rifle, Bolt Rifle, AT Rifle, MG or Semi-Auto and hold up in your buildings. Target enemies from a distance that are targeting your team. Even though you are not in the cap zone, you are taking out enemies that your capping team doesn't have to worry about. This helps them in the following ways:

• They end up having more bodies in the cap zone than the enemy.
• The enemy starts to get suppressed and slows them down as they advance to the cap zone as they try to avoid getting shot up, giving your team more time to cap
• Every enemy you kill is one less your advancing team has to deal with

2 - Advancing Capper:
Whatever team you are playing, in order to live a bit longer, don't wander out into the middle of the cap zone, but stay on your side of the cap zone behind the walls. The cap zones extend beyond the walls so you can cap with decent cover and decent distance from the SMG's. Don't just pop your head over those walls to shoot, as you're easy to spot and easy to kill. Instead, head towards the end of the walls near sandbags or those little booths. You camouflage better against/near those than the white walls. As German, if your team captures the whole square, and you've stay along those walls I spoke about and you're near the trams on the Russian's side, wheel yourself around the corner or those walls so you're looking between the trams and the wall heading towards the final cap. A lot of Russians love to hug up that wall or head to that wall via the trams..... you can easily pick off 6-10 enemies from that vantage point, which causes a lot of confusion on their side, allowing your team to head off to the final cap while the Russians deal with you chewing them up.

3 - Special Operations:
When you have team mates covering from the buildings and keeping the enemy busy and you have a pile of team mates heading for the caps and keeping the pressure on, yet can't seem to get very far in the objectives, your team needs a couple of guys to flank the enemy and cut them off (or seriously disrupt their plans) I find this is the more risky and harder job to do above all others, as you're usually on your own and passing through enemy lines. Hunt down any marksmen, MG's.... pop out of nowhere behind a pile of enemies targeting your team and chew them up, then relocate and hide. Toss a few grenades in some hot spots and cause some chaos.

The other risk you have to worry about when doing this is that you may also get shot by team mates, so keep in communication with your team, let them know where you are on the map so they don't shoot you.... and even ask your team mates if there are any specific hot spots they need flushing out from behind that are giving them trouble. Come in from behind, grenade that cluster of enemies and shoot any survivors, then relocate and hide while informing your team that the target has been cleared.

For me, FallenFighters is one of my fav maps. It's challenging, but that's the way I like it. :cool:
 
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Golf33

FNG / Fresh Meat
Nov 29, 2005
922
170
0
Smoke rounds only appear in maps with command tank positions. The Combined Arms maps don't feature them because the tanks in those maps are not command tanks.

Not sure if smoke is only for Team Leader command tanks, or if Squad Leader command tanks get it too.
 

Ritterkreuz

FNG / Fresh Meat
Sep 16, 2012
338
0
0
Fallen Fighters is the worst RO2 map I've played so far.

The fog and flat terrain makes it very difficult to maneuver, and it is a deathtrap for attackers.

Both sides get pinned down, and then start shooting 200meter pop-shots at each other. Ammo expenditure in this level is very high, but with few results.

Best weapon for this level is the MG34 because it can actually hit long range fleeting targets. SMGs are near worthless.
 
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Luknron

Member
Oct 15, 2010
97
0
6
Dugout
I know I'm joining this discussion a bit late, but I have to say that I personally have a love-hate relationship with the map fallen fighters. I hate it how there's not enough cover for enough crouch movement, but it also gets extremely intense crawling and now and then making a run for it to another cover while aggressive MG-fire is following your rail and you know it's going to rip you apart any millisecond you're not fast enough. I always get sweaty hands on that map and great experience where I almost shout stuff in the real life too, I do duck in the real life as well as in the game :D.

So in the end, usually things that we don't like in games make it way better experience for us, within limits of course.
 

Nikita

FNG / Fresh Meat
May 5, 2011
1,874
606
0
I know I'm joining this discussion a bit late, but I have to say that I personally have a love-hate relationship with the map fallen fighters. I hate it how there's not enough cover for enough crouch movement, but it also gets extremely intense crawling and now and then making a run for it to another cover while aggressive MG-fire is following your rail and you know it's going to rip you apart any millisecond you're not fast enough. I always get sweaty hands on that map and great experience where I almost shout stuff in the real life too, I do duck in the real life as well as in the game :D.

So in the end, usually things that we don't like in games make it way better experience for us, within limits of course.

Lol, good to know I'm not the only one who has to wipe their palms after a fierce round in RO2 :p

I love Fallen Fighters, personally. I feel like a rabbit, darting from cover to cover... and then there are those moments when you crawl up from behind a snowbank, take careful aim, and pick off an enemy across the square...
 

Rabid Penguin

FNG / Fresh Meat
Sep 6, 2007
770
135
0
Ipswich, Queensland, Australia
Personally I love FallenFighters - it's so much more tactical than most of the other maps - you need to think more about your next move.

I'm surprised that noone has mentioned one key factor though - on attack/attack maps such as FF or Pavlovs or Barracks, a team only needs to hold the majority of the caps to win - you don't need to capture the entire map. If either side on FF can capture and hold C (plus D or B), you can just defend, and win by running out the map time. It's the best strategy if attacking is proving to be too costly reinforcements-wise.
 

Mikeedude

FNG / Fresh Meat
Apr 7, 2009
409
5
0
Penzance, cornwall
Part of the problem with fallen fighters is that it is next to impossible for the germans to cap B, so it becomes a battle to hold C for axis.

This is fine with a good team with a mix of agressive and defensive players, but lets face it most axis players like to camp at the back.
I played three rounds in a row of fallen fighters yesterday :eek: ,as russians we had loads of fun. We took D early on and then were assaulting E for the next 10-15 mins,both rounds.
We were losing on reinforcements but the axis were still held up in E at the end.If they hadn't had an exceptional tank they would have lost in the first 6-7 mins.
I got auto-balanced in the third round(all dem ragequitters I suppose) and what a difference, out of 30 axis players only 6 were not in E after 5 mins.

One was the tank and the rest were myself and members of my squad who were having fun in the sewer tunnels in close quarters with the allies. We held D at the end and lost but we had fun.

So it comes down to the type of axis player in the game, on average they are as skilled at shooting maybe even better but as a team player they suck big hairy ones.
They seem to be so used to easy maps where they find a window and press LMB for 20 mins they have lost the skill of playing the game.

A mix of good team players on the axis side can hold C quite easily with an SL in the tunnels on either side and an average tank and TL.
So Fallen Fighters can be won by the germans if they can be bothered to leave spawn!

On a personal note this map is hard work, because there is nowhere on the map that you can't be killed/sniped at any time, high concentration levels and frustration put off a lot of people