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Map Basics and Mission Setup Guide

Rules

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0% found this document useful (0 votes)
22 views2 pages

Map Basics and Mission Setup Guide

Rules

Uploaded by

w.meltdown
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Website: www.91stsb.

com; Facebook: 91st Sturmbattalion


91st Basic Training Guide - (pg.1) – by Krazydog (v.1.09– Mar. 27, 2017) WW2 Online Axis Discord Server: [Link]

1.1 - WW2 ONLINE TERMINOLOGY PPO Player Placed Object 1.2 - DISCORD – VOICE CHAT - SETUP STEPS 1.3 – JOINING MISSION
T0, T1, T2, T3 Technology Tiers
EI, EA, ET enemy infantry / air / tank Players can use the voice chat program DISCORD for free to * Go to the Brigade Roster or Active Battles tab and
TZ1, TZ2, TZ3 Time zones (Euro, US, Asia) click on the brigade you want to join. Defensive
DD destroyer communicate with players in game.. To setup Discord:
TOE Table of Equipment missions are green color.. Attack missions are orange
FMB fairmile gun boat 1. Download, install and register the Discord client color. (Exception: attack missions from spawnable
Spawn a spawnable depot - (see 2.6)
ATG / ATR anti tank gun / anti tank rifle software from: [Link] depots are green color). A checked box means the
Warp means to teleport into CP - (see 2.6)
AAA anti aircraft artillery 2. Verify your email address (Discord will email you link). mission leader has deployed a MS for mission.
Mole a secondary AO with goal of pulling
LMG / SMG / MG machine gun 3. Open browser and go to game’s Discord server link at: * Alternatively if in a squad, you can use the squad tab
defenders away from main AO.
MS / FMS / UMS Mobile Spawn / Fortified - If AXIS use: [Link] as an easy way to join a mission that your squad mate is
Camp to “lock down” an AB, depot. or already on: Click on Squad tab, and then Members tab,
MS / Urban MS. (UMS is for large cities). - If ALLIED use: [Link]
FMS so spawning becomes difficult and then double-click on the squad member’s name
DMS / EMS Defensive MS / Enemy MS 4. In order to join a squad channel, you need to setup a from the member list and you will see a popup
Flood spawn into town (in large numbers)
FB forward base Push-to-Talk button by going to: (Settings > Voice > confirmation window offering to take you to that squad
Cut (strategic) to “cut supply:” (tactical) to
VEH / INF vehicle / infantry (tents at FB) Input Mode ). member’s mission in game. Its that easy.
guard (“cut”) door from outside.
AB / AF army base / airfield
911 situation is very bad, need help now!
CP (cap) capturable building (has a flag) 1.4 - TOWN CAPTURE BASICS
HC High Command (move flags, set AOs)
AO / DO Attack / Defense Objective
OIC officer in charge • Towns can be captured only after the attacking HC places an AO on the town.
P1 / P2 Priority 1, 2 etc…
S! Salute • The CP buildings in town become capturable after 10 minutes pass from the AO’s start.
EWS (early warning system) refers to the
CC copy, confirmed (understand) • To capture a CP building, just go inside it and stay alive for the duration of the capture timer. It takes about 1-7
spotting of enemy presence near a town
SD spawn delay minutes. The exact amount of time depends on the number of people in the CP with you. More people will be faster.
on the game’s strategic map (‘m’ key).
KD kill/death ratio • ABs, AFs, and Docks become capturable only after the attacker captures at least 1 CP building in town and controls it
AI computer-controlled weapons that
TOM time on mission for full 10 minutes. (In other words, the earliest ABs, AFs Docks can become capturable is 20 minutes after AO’s start).
auto fire at enemy in their field of fire.
RTB return to base (equipment is saved) • The town is captured when all the ABs, AFs, Docks and CP buildings in town are controlled by the attacker.
ZOC Zone of Control
N, S, E, W north, south, east, west • If all ABs in town are captured by the attacker, then all of the defender’s flags (land, air, sea) are kicked out of town.
RDP Research Development Plant
(ex: NW = Northwest; NFB = North FB) • if all Docks are captured in town, then the defenders’ naval flags (only) are kicked out of town.
(‘RDP Run’ means to bomb factories).
• If all AFs are captured in town, then the defender’s air flags (only) are kicked out of town.
1.5 - INFANTRY COMMANDS 1.7 - MAP BASICS: EWS & MARKING
W, S , A, D movement keys 1.8 – MISSION CREATION & MOBILE SPAWN - SETUP STEPS
Green Box (DO) blinking around a town’s
Q , E look left / look right
name means your side is defending that 1. Go to Brigade Roster tab.
G auto walk F crouch / stand toggle
town. Red Box (AO) blinking around a 2. Mouse over towns on the map to see popup info of what brigade
V lay down L lower weapon
town’s name means your side is attacking numbers are in which towns.
R reload B arm grenadier
that town. (Besides towns, bridges can 3. After deciding which brigade to use, click on the brigade name from the
0 binoculars Shift run M map
also have AOs and DOs). Flags show the list so it is highlighted, and then click on Brigade HQ button.
1 , 2, 3, 4, 5, 6 switch weapons
4. In brigade screen, click on Theater Map tab and use the map to setup
Left / Right mouse fire / aim weapon location of brigades. Dots by flags show
your mission. Ground missions can be made from FBs, ABs or CP depots.
Page Up / Down +/- weapon range the number of brigades in that town.
5. After clicking on the mission origin point on the map, click on the
9 build PPO. Spacebar toggle PPO Unit Symbols (infantry, tank, ship) show Mission Origin white checkbox to confirm the mission origin point.
J jump on truck / jump out of airplane the attacker’s presence at the town, and 6. Similarly, use the map to select your target – (click on the town, building,
T tow (hitch ATG onto truck) intensity of the attack. Black Unit means bridge, or FB on the map you wish to use) and then click on the Mission
Note: Open Keymapper tab in game to
the unit type is attacking lightly. Red Unit Target white checkbox.
view all other commands .
means that unit type is attacking heavily. 7. Click on Create Mission button. (You can now select equipment &
1.6 – MOBILE SPAWN - DESTRUCTION spawn into game).
Red/Yellow Area Squares show enemy air activity on the map. Yellow shows a light, 8. To set FMS: you need to select the appropriate vehicle type (truck,
FMS can be destroyed by using either: and red shows a heavy air activity. EWS refers to the red & black unit symbols, and halftrack-tower, or armored personnel carrier) from the mission’s
- 4 HE charges from eng., riflemen, sappers the red & yellow air squares on the map. Infantry EWS shows up on map about (1km) equipment list and spawn into the game.
- 4 Bombs (or strafing) from aircraft 9. Drive the vehicle within range of your mission target (~300m – 3000m).
from town, vehicle EWS shows up about (2km). Red Lines show Brigade connections
- 30-40 rounds from armor, ATGs, bofors 10. Press “Z” (twice) to deploy the mission FMS. (Note: boxes will be colored
to their parent HQ. FBs are viewed by clicking on the adjacent controlling town.
UMS are destroyed easier by using either: ‘green’ if you are within valid range, and the location is on valid terrain)
-1 grenade or 1 HE charge from infantry Brigade Flags can be identified when you mouse over the towns on map. Waypoints
Also note: Backspace will toggle between FMS, UMS & other PPOs.
-1 Bomb or 1 HE ammo by air, armor, ATG & Contact Marks can be made by right-clicking on map. Note: when you mouse over
-1 LMG clip at close range (axis side only) a mark on the map, you can see its range from you – (useful for mortars and tankers). © copyright reserved by Krazydog and the 91st Sturmbattalion
Website: [Link]; Facebook: 91st Sturmbattalion
91st Basic Training Guide - (pg.2) – by Krazydog (v.1.09 – Mar. 27, 2017) WW2 Online Axis Discord Server: [Link]

2.1 - FB (FORWARD BASE) BASICS 2.2 - CHAT COMMANDS 2.3 - MISSION CREATION – ADVANCED

* FBs are a very important part of the game: FBs are part of supply link system between towns. If F1-F6 : selects a chat channel to use (like ‘squad chat’ or ‘side chat’). HQ MISSIONS: You can make missions from
an attacker loses a FB, then the FB loss may stop the entire attack., because if a FB is destroyed, Enter key is used for typing text in chat box, and sending it. Division HQ flags instead of using normal
.m <player name> sends a private message to a player. brigade flags. Supply is less in HQ flags, but it
then the attacker will lose all of his mission spawns in town that originated from that FB. Also, if
.r reply to a message received from another player can be useful at times when supply gets low.
the FB is linked to an attacker-controlled spawnable CP in town, and the FB is lost, then that • You can create a HQ mission just like you
spawnable CP ceases to be come a spawn in town. Finally, if the attacker captures a town, he .s (to say) displays chat in close radius around you in game.
create basic mission (see section 1.8) – with
needs the linking FB between towns in order to move flags into town after the town is captured. .own view damage to FB (must click on FB on map first). one exception: When selecting the Mission
Note: also can be used to check damage on bridges or factories. Origin (step 4), you still select the AB on the
DESTRUCTION / CAPTURE OF FORWARD BASES $miss post your mission (must be lowercase). map where the HQ Flag is located, but when
* All FBs on the map consist of both Infantry (INF) and Vehicle (VEH) tents. A very few FBs on the $here post CP completion percentage (must be lowercase). you select a brigade from the brigade screen
map also consist of (OTHER) tents. FBs can be destroyed by blowing up all the tents. When a FB .hclist view high command online you need to select one of the HQ’s subordinate
blows up, ownership changes. If FBs become damaged but not destroyed , they will auto-repair. .obj n # of AOs on map –quantity depends on server population. brigades located in an adjacent town on the
Engineer units (or Sappers & Infantry) can destroy FBs by placing HE satchel charges on the tents. .obj i <town-name> show the time an AO has been up. map to where the HQ flag is located, and then
The INF tent requires 18 charges to be destroyed. VEH tent requires 10 charges, Other Tents (if .report sends a report to a Game Manager (GM). Its used for pick your target and create the mission.
they exist) require 1 charge on each of the other tent blocks. (Note: Engineers can also reporting players cheating, or billing / account issues etc…
BACKTOWN DEFENSIVE MISSIONS: When a
destroy/repair bridges, damage CPs, repair AI, and build fortifications). New players should be .bug sends a bug report to a GM about a technical issue in game town you are defending runs low on supply,
careful when damaging VEH tents.: If you stand inside VEH tent when it reaches 88% damage, VEH .rdp shows the level of tech tier progress for each side you can drive defensive MS from adjacent
tent changes to a damaged state, and you can die if inside it. 88% damage is reached when the Shift + ↑ repeats the last sentence you typed in chat. towns with friendly flags. Your mission origin
8th HE charge is placed (the exception: is when the FB is already damaged from an earlier attack). Note: (You can customize a chat channel by left-clicking on the chat will be the AB in the adjacent town, but your
* One of the best places to put HE charges on a VEH tent are on the two center poles inside. HE tab. Example: if playing Axis side, a popular custom channel is CH 10). mission target will be the current DO. Set your
charges on these two poles do 2X (double) the amount of damage. (You can put charges on the MS within 3km of target. This tactic is useful
other poles and boxes as well but they will do less damage). Charges on infantry tents can be 2.5 - SUPPLY . RDP & VICTORY for setting defensive MS behind enemy lines,
placed anywhere. or for stealthy backdoor FB attacks.
Campaign Victory Conditions: A
Figure: VEH Tent : You can save valuable Placing 4 HE Charges on VEH campaign is won when one side captures
time blowing up the VEH tent up by placing (Top Down View) almost all the towns on the map. The 2.6 - TOWN CAPTURE - ADVANCED (SPAWNS , WARPING)
the HE charges on the center 2 poles exactly game uses a formula to decide when
as shown in the diagram to the right.: Stand VEH TENT victory is achieved. Campaigns can also
be won early if one side loses 9 factories.
SPAWN -- is a special kind of CP building in town that has a supply
connection to flags in an adjacent town on the map. Spawns can
at the back of the VEH tent and face outward The Allies have 18 factories (9 French and
to the open side. Put the charges on the 9 British) located in 6 towns. The Axis be captured by attackers (or defenders), and used as a new a
poles at the exact angles shown in the have 9 factories located in 3 towns. spawn point inside a town – even when that side does not have a
diagram by the arrows. You can place all 4 RDP: As time passes, factory towns brigade flag in that town. The side that owns the spawn CP can
charges at once! - 2 charges on each pole - automatically produce research create new missions from the spawn depot (so long as they have a
and run out to the side of the tent and not technology and supply tickets which brigade flag in the linking town, and they control the linking FB.
OPEN SIDE resupply equipment for each side. It Spawns are easily identifiable: they will have the same name as the
kill yourself. The blast from the first two takes about 12 hours for undamaged
charges will not hit you as you place the OUT IN factories to resupply a piece of town they are linked to. Spawns are always high priority objectives.
second two charges on the second pole. equipment that is lost in game.
WARP – is a special kind of FMS which is located minimum distance
* You can check the damage of FB tents by opening your game map, clicking on a town linked to Bombing factories: Players can slow to friendly-controlled depots (about 300m) and allows players on
down their opponent’s RDP cycle - that is the mission to despawn and teleport into a depot. This warping
the FB, and then click on the FB, and then open your chat box and type the chat command: .own - the pace of new technology and
It will show you the current damage percentage on INF, VEH and OTHER tents. equipment that is resupplied to their game mechanic (although strange) is considered to be a legal
opponent in game by damaging their tactic. The main reason to “warp” instead of run into depots is to
2.4 – TIPS - FOR NEW INFANTRY PLAYERS opponent’s factories with bombs from keep your MS hidden from the enemy. Steps to Warp: (1). Spawn
aircraft (or by ships in a few locations). on mission & hit ‘escape.’ (If you do not see a “RTB to … Depot”
* First Person Perspective: When lying down on the ground to hide in a bush, your point-of-view
shifts from your head to your stomach. (You might be sticking out of bush without realizing it). Surrender of Flags: If a town is cut off message when you try to despawn it means you are out of range
* Clipping Through Walls: When guarding a room, never lie down with you feet backed up against from its supply lines running back to its and need to run closer to the depot). (2). Repeat first step until
a wall, because your feet can clip through the walls, & you can be killed from outside the building. factories, then the flags in that town will
turn white, and eventually surrender. you see “RTB to … Depot” message and despawn. (3). Click on
• Guarding & Movement: If stealth is not a priority, when guarding a depot its often best to keep Surrender takes place over time (in Ready Room tab and uncheck the green “Mission Available”
moving & adjusting your position slightly, because WW2 Online is an internet game, and there will waves). Frontline towns surrender first. checkbox (do not change your equipment). (4). Click “Enter World”
always be a few milliseconds of lag. If you let the attacker do all the moving, he will have a small When a flag is removed from the map button to go back into the game. You should now be in the depot.
advantage because the game is constantly updating his coordinates while yours are fixed. due to surrender its gone for 12 hours.
• Killing AI & ATGs: The best way for infantry players to kill ATGs (or AI if LMG) is to shoot gunner
crew from behind in the butt (not head). Alternatively, 1 grenade will also kill enemy ATGs or AI. © copyright reserved by Krazydog and the 91st Sturmbattalion

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