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03-17-2006, 10:46 AM #1
Arad
Arad is a recreation of a battle between Soviet and German forces that occurred along the Hungarian border in September of 1944. Of the various map types within Red Orchestra, Arad is considered to be a tank map. It's very open, with rolling countryside populated sparsely by groups of trees, two villages, and some other buildings scattered about. A small, easily fordable river winds through the countryside, spanned by a short bridge that connects the two villages.
In terms of structure, Arad is a fairly symmetrical map. At the beginning of a round, each side starts with two objectives. The Soviets start at the north side of the map holding an open field (North Field) and a village (North Village). The Germans start at the south side of the map holding an open field (South Field) and a village (South Village). In order to win the round, a side must capture and hold all four objectives.
Given sufficient forces, a general strategy for either side could have armor concentrate on taking/holding the open fields while infantry focused on the villages. Sending infantry to the open fields just doesn't seem like a good idea to me, as an alert enemy can use armor to decimate them in short order. However, in the villages, infantry can use the buildings for cover and concealment. Armor in this close environment is highly susceptible to both sappers and anti-tank infantry, as well as artillery called in by enemy Commanders.
I haven't yet figured out the best way to use armor. So far the games on this map typically involve a quick thrust by armor toward the enemy's open field, but these fields can be hard to take because each lies so close to the enemy's rear. Reinforcements are fairly close at hand for the defending team, so the attacker must maintain a strong presence in the area if he is to capture and hold a field. It seems the fields are where the stalemates occur most often, with each side's armor eventually taking up covered positions and blasting away at each other across the plains.
Perhaps capturing the villages first is the key. A coordinated infantry/armor push on a village, supported by an initial artillery barrage, could gain a strong foothold. This could be enough of a threat to draw the enemy's tanks into the village, exposing them to anti-tank infantry while leaving their field unprotected. Then, with both villages captured, a push could be made on the enemy's remaining field from multiple directions. This might work if it could be executed quickly enough to prevent the enemy from mounting an effective counterattack.
Any ideas?
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03-17-2006, 11:31 AM #2
Re: Arad
I would have to say getting infantry to the opposing teams village can disrupt the other team drastically. If their are a few infantry troops around you wont be traveling through the village with armor by itself and you will have a hard time calling in artillery if they are around your radios. Plus the guys in the village can also call out armor the enemies as it leaves the spawn so your tanks can get in place. If they want to take the village back they would have to send in troops and armor to clear them out leaving your flanks open for an attack from the fields.
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03-17-2006, 11:40 AM #3
Re: Arad
You did this as Axis last night with great success, and it really opened up my eyes to this tactic. In fact, it changed my whole view of the map. The tank battles are great fun, but the real key to Arad may lie with the infantry.
Originally Posted by Turbo
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03-17-2006, 03:56 PM #4
Re: Arad
Infantry is definatly the key, and i think the AT gun is best used at a height advantage in a building compared to the tank you are engaging. 2 tanks and infantry could attack the village from the front, while the rest of your armor that was in your field pushes in from the villages flank. Meanwhile youd have to watch your flank in case the enemy tries attacking your village from their field.
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03-17-2006, 04:23 PM #5
Re: Arad
I'd go so far as to say that the villages should be uncapturable if infantry are used correctly. There are a huge number of hiding spots in each, and a defensive team with Panzerfausts or PTRDs should be able to immobilise any inbound vehicles.

[conduct][volun][drill][sg-c1][tpf-c1]
|TG-2nd|munchkin
Nec aspera terrent.
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03-19-2006, 01:29 PM #6
Re: Arad
The biggest problem on Arad is on the Soviet side for the commander. The CP is in a horrible location to call in effective artillery strikes. It is not on decent high ground and the woods on Arad block most of the map from view. So you spend half the time trying to find a decent position to view the action and then call a strike in hoping by the time you get back to the radio that the targets have not moved or that they havent already been destroyed.
Second I tried to run through the woods and hit "the wall" came back out and I came upon an axis player and tried to shoot him...nothing. Took my pistol out...nothing. he ran right by me and went prone. Threw both grenades at him...nothing. A second axis player ran right next to me and didnt even flinch. I guess I really did become one with nature.
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03-19-2006, 01:48 PM #7
Re: Arad
Their is a radio that is located in the North Village on the top floor of the house that looks to the South Village and the area between the fields. It is a very good to place but it is not shown on the map.
Originally Posted by aculle01
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