hide results

    Engineer Kit FAQ by CaptRory

    Version: 1.01 | Updated: 09/06/04 | Search Guide | Bookmark Guide

    All trademarks and copyrights contained in this document are owned
    by their respective trademark and copyright holders.
    Copyright 2004 Rory Wilkins
    If you wish to use this guide on a website, shoot me an email,
    captrory@email.com and I'll make a decision on a website by website
    basis. As a rule of thumb, if you agree to keep it updated, and give
    me credit for writing it, I won't have a problem so just ask.
    I'm not planning any updates to this guide, that doesn't mean there
    won't be any, I'm just not planning on any as of this writing. If you
    have any questions, comments, or disagreements email me
    captrory@email.com MAKE SURE YOUR EMAIL IS CLEARLY
    MARKED! If I think it is spam mail it gets deleted. If it has an
    attachment it gets deleted. It should look something like:
    YourName/Engineer Guide: A New Use For Landmines.
    Update September 6th, 2004
    I discovered another expack dirty trick and corrected a typo that I
    could have sworn I had corrected at least three times when writing
    Here is an index of the guide. To skip to a section press Control+F
    and type in the code in (parentheses) Using copy and paste is even
    1) Introduction (!ntro)
    2) Landmines (l@ndmines)
    3) Expacks (exp@cks)
    4) European Theatre Rifles (e-r!fles)
    5) Pacific Theatre Rifles (p-r!fles)
    6) The Engineer Wrench (wr3nch)
    7) Engineer Map Strategies (str@tegy)
    ---Pacific Theatre (p-the@tre)
    ---European Theatre (e-the@tre)
    ---African Theatre (a-the@tre)
    8) Conclusion (conclus!on)
    The Big Book of Engineer Dirty Tricks: Battlefield 1942 v1.01
    1) Introduction
    If you are an engineer, and you are playing fair, you are not playing
    the Engineer Kit correctly. Being an engineer is all about fighting
    dirty. Now I don't claim to be the best engineer, but I have learned
    how to exploit the strengths of the engineer kit to the irritation of my
    opponents. I almost exclusively play as an engineer and as such have
    little experience with the other kits. This guide is designed to improve
    upon a players existing skill as an Engineer. It is not designed to be a
    general guide and as such almost all information pertains exclusively
    to the Engineer Kit.
    2) Landmines: Watch Your Step
    There are several methods employed when placing landmines, I will
    cover all of the ones I know of in this section. 
    A) Landmine Basics:
    Landmines guarantee a one hit kill against vehicles. A Tiger at full
    health will take several bazooka rounds to kill, but can be removed
    with one landmine. Landmines are both active and passive weapons.
    You carry four landmines at a time and can have nine placed at one
    time. When you place your tenth the first will disappear.
    Important: If you place nine landmines, and someone drives over
    one, when you replace it the first landmine you placed will disappear.
    This means that if you are maintaining a minefield in an active area
    you will be replacing the entire field quite regularly.
    As an engineer, select your landmines as your active weapon (your
    avatar will be holding a big green Frisbee looking contraption) and
    use your active weapon (default left click) to throw one onto the
    ground. Running, jumping, and moving backwards all change how far
    your landmine will travel. With practice you can throw a landmine
    quite a ways, though not near as far as a grenade. Keep this in mind
    when fighting an active tank by yourself. If it's moving you may
    still have time to destroy it with a landmine if you have practiced
    milking your landmines for distance. In the situation described
    above, a landmine is preferable to two expacks because you only
    need one mine and there is no need to detonate it. When fighting
    armor as infantry there is no guarantee you will be alive to detonate
    your expacks.
    You can spread mines very thin and still have an effective barrier
    against vehicles. If you look at the width of a jeep, you can place 
    mines a bit further apart then that and still stop jeeps. If you're
    interested in only stopping tanks and similar then use the width of a
    tank as your base. Basically, use the smallest vehicle you want to 
    destroy to set the distance between mines. 
    If you want blanket protection over a larger area, you can spread 
    mines up to twice the width of the smallest vehicle and still provide 
    an effective screen so long as the mines are hidden. On El Alamein 
    the one flag in the middle of the desert has a sudden drop facing the
    Allied Base. An Axis engineer can make use of this to hide his 
    landmines out of sight over the lip of the dune. Axis engineers have
    the benefit of knowing that the Allied forces will be coming primarily
    from the main base in a more or less direct line. With this
    knowledge the Axis can effectively screen off the base from Allied 
    ground vehicles. 
    If a team mate has placed mines, you will get a graphic warning
    (a warning icon will appear) to inform you you're near it/them.
    Enemy mines give NO indicator. Beware of sneaky engineers hiding
    their landmines in your friendly minefield.
    Important: Landmines Do Not Work On Infantry
    B) Helter Skelter:
    The dropping of landmines more or less randomly is almost wholly
    ineffective. You may get a lucky kill but odds are not. You are better
    off carrying them for later use then dropping them any old place
    "just in case" an enemy unit happens by.
    Exception: If the enemy is coming at you, and you know you're going
    to die, you can do worse then to drop landmines and hope they run
    over one. Even then though try and survive long enough to form a
    row of landmines that are more difficult to avoid. Like this: O--O--O--O
    C) Blockade
    Using landmines to block passage through an area is very effective
    if you are cognizant of its limitations.
    1) If you die so do your mines (After a time).
    2) If the enemy has an engineer they can be removed.
    3) They do not stop a tank etc. from firing into the area you've
         blocked off.
    4) If coverage is minimal (only one row of mines) they can sacrifice
         a jeep to clear out the mines and bring in the tanks.
    Knowing these to be true, mines can be used to stall or force the
    enemy to assault with infantry with minimal support from armor.
    Example: Guadalcanal: The Village Flag There are two entrances a
    vehicle can drive through. When mined they can still shoot into the
    base but they can't drive into it. This allows your team to swarm the
    enemy tank or prepare a defense against infantry, or simply slow 
    down the capture of the base.
    Important Note: Whenever possible try and set up the blockade so
    the enemy is stopped where they can not shoot into the area you are
    protecting. Example: The Southwest Flag in Berlin can be mined
    several ways but only one offers almost complete protection from
    tank fire. Actually there is a way to get full protection but your own
    armor would be setting off your mines when leaving the base so you
    must settle for almost complete or replacing mines every time a 
    tank respawns.
    When blocking access across bridges I like to use a diamond pattern
    for my mines. On the other hand you can leave a side of the bridge
    open so they hit a hidden mine further along the bridge. Either way
    works. Here's an example of the diamond pattern:
    O     O
    It's longer then it is wide but then so are bridges. It keeps vehicles
    from rolling down the middle and the sides.
    D) The Stick and Carrot
    If you place several diversionary mines, say on a road, that are easy
    to spot, this forces the enemy to stop or go in a direction of your
    choosing. Example: Mining three quarters of a road and hiding one or
    more mines behind a low hill where they can't be seen. Good places
    to hide landmines include but are not limited to: Plants, barbed wire,
    behind hills and in dips in the road, and near sandbags. Also, laying
    your landmines directly on top of the enemy landmines will give them
    the friendly landmine warning sign so they'll drive over both your
    mine and their teammate's mine. And trust me, they will drive over
    their engineer's mines. They always do. Am I angry at having to
    constantly repair my minefields? No. Not me. Bah.
    E) Bait and Boom
    Sabotage vehicles by mining them. Placing landmines on the tops of
    tanks and APCs, under the wheels of planes, and in landing craft
    will slow the enemy, earn you kills, and get you cursed out. If friendly
    fire is off your team can safely use the vehicles even though they will
    still set off the mines. To mine jeeps you can place the mine on the
    hood, in the seat, or under the wheels.
    F) Mining on the Run
    Throw landmines under the wheels or on the hood of tanks that are
    moving for a cheap kill (and probably a suicide.) A tank or mobile
    artillery firing it's main gun will detonate a mine if it's place on the
    vehicle. APCs and jeeps are best killed in this fashion by going for
    their wheels (treads). You can also destroy planes taking off by
    throwing mines in front of them. Though you don't have much time
    before they lift off the ground.
    G) Targeted Randomness
    This differs from "B" because here, although you're not certain the
    enemy will hit them, you do know they'll be passing by that way.
    Example: On Wake Island, there are small plants all over the place.
    If you know the enemy will be coming down a certain road you can
    mine the roadsides and rack up some kills. I know for one that I go
    off road a lot on Wake Island and I'd never see a mine hidden in the
    3) Expacks: How to Earn the Undying Hatred of the Enemy
    Note, though mentioned, some of these not even I will do.
    Expacks are almost assuredly the cheapest and most effective
    weapon in Battlefield 1942. In the following paragraphs I will detail
    how to use them effectively. Don't forget however if you are killed, or
    an engineer removes them they won't detonate.
    A) Expack Basics
    Select your expacks as your active weapon (your avatar will be
    holding a bundle of TNT) and activate your active weapon (left click
    by default). This will throw the bundle onto the ground in front of you.
    Jumping, running, and moving backwards will alter how far they
    travel. To detonate, bring up the plunger by right clicking or using all
    the expacks you had in your inventory. When the plunger is active
    left click again to detonate your expacks. They last for several
    minutes before self-detonating. To switch back from plunger to
    expacks right click again. You carry four expacks at a time and can
    have nine placed at any one time. When you place the tenth the
    first expack you placed will disappear.
    Expacks work on all vehicles except ships and can be used to destroy
    defguns and flak cannons as well. It takes two expacks to remove
    a defgun or flak cannon at 100% health. One expack will kill a jeep
    and two will destroy tanks. It does matter where you set them.
    Expacking the underside of a tank in the back does more damage
    then the front hood. 
    Example: Panzer (Tank)
    63% damage in the front.
    74% damage in the back.
    The damage is substantial in both cases but you do more damage
    by attacking the back.
    Example: Corsair (Fighter)
    4 1/2 bubbles of damage under the tail
    10 bubbles of damage under the propeller.
    B) Setting Traps for Fun and Profit
    All maps and modes have an objective of some sort.
    In Conquest expacking a flag with a small radius is a cheap way to
    get kills. Take full advantage of it. When the flag goes white detonate.
    In Capture the Flag expacking your teams flag is a good way to halt
    the other team's capture attempt. (Note! I will never expack my own
    flag in CTF! It is cheap and far from foolproof. Some servers will
    vote kick you for doing it. However expacking your enemies flag is
    dastardly and evil muahahaha!)
    Expacking a spawn spot (like in Operation Battleaxe) is a good way to
    capture a location. Spawn camping with expacks is cheap and evil
    and something else I'll never do. If you see me expack you at a spawn
    point it means I'm capturing it and not spawn camping.
    Placing expacks at a entrance to a base works as well. You can score
    kills by blowing up enemies as they walk blindly past your
    explosives. Placing them at healing cabinets works great too. If the
    enemy is hurt while assaulting a position he will most likely hide
    near the kit to heal before continuing his attack.
    In Stalingrad there are buildings  with flags on the top floor. An
    engineer can go prone in the flag room, expack it, and blow up
    anyone entering the flag radius. A good place to hide the expack is
    in the corner near the door between the window with the ladder and
    the doorway. It's actually propped up in the corner.
    C) Booby Trapping Vehicles
    Don't do this with expacks. When expacks disappear they explode
    damaging everything around them. If a teammate is near a vehicle
    and it is destroyed by one of your explosions, there's a good chance
    you'll earn yourself a teamkill. It's unavoidable in the heat of battle
    sometimes, but this is one situation where you can avoid it
    On the other hand you can put expacks in a jeep (jeeps that act like
    a bowl are best such as the Axis model). Then drive the jeep to the
    enemy. Jump out and detonate to surprise everyone with a large
    explosion. Useful against tanks, infantry, and darn near everything
    Important Note: Drive carefully or the expacks will fall out!
    See if you can locate other vehicles you can expack. Look for APCs
    with big openings like the Japanese model. The allied truck has a
    machine gun on top, you can place expacks in the hole there if you
    drive very carefully.
    D) In Close Quarters Combat
    As a last ditch effort you can drop an expack at your feet and try to
    detonate it. If anyone complains mention how infantry drop grenades
    at their feet to win. Note it takes several seconds to equip, drop,
    and detonate an expack which leaves you vulnerable.
    When assaulting an enemy flag, running through crowds of enemy
    soldiers and dropping expacks is effective. If you drop enough
    expacks and manage to detonate, you can clear the way for other
    attackers even if you are gunned down in the attempt.
    E) When using expacks against Vehicles and Manned Stationary
    Targets (Defguns, Flak Cannons, etc.) be aware they make a clinking
    sound. If the enemy hears that and recognizes it (as I do) they will
    realize they're going to be expacked and will turn to attack you!
    It takes two expacks to destroy AA guns and defguns and more then
    eight to destroy the radar stations in Battle of Britain.
    F) Fun With Defguns
    A Defgun can be destroyed with one expack if it is placed inside the
    door to the bunker or on top of the defgun. If placed on top of the
    defgun it will be invisible to someone using the defgun. They would
    need to get out and look on top of the emplacement to see the
    expack. Also if they hear the telltale clinking noise and they exit
    to investigate they probably won't notice you on top of their defgun.
    4) The Engineer's Rifles
    The Engineer's rifle comes in two flavors. Old World Single Shot and
    Pacific Spicy Flavor. I will be covering these separately. 
    A) Bolt Action Basics
    The single shot rifles used in the European and African Theatres
    all have the same characteristics. Four clips of five rounds a clip
    equates to you carrying twenty rounds of ammunition. The rifle is
    bolt action meaning you fire, wait, then fire again.
    B) Accuracy Never Goes Down
    As said above the rifle is slow to fire. You need to make your shots
    count. If you don't kill him with the first bullet pull your sidearm, or 
    jump, dodge, and weave (or take cover) until you can fire again. Since
    the accuracy never changes it is just as accurate while you are 
    moving as when you are standing still or kneeling or prone. If you can
    aim accurately while jumping around like a monkey the engineer rifle
    is made for you. If you become proficient with the engineer rifle, you
    will be able to do serious damage with what is considered a "poor
    weapon." It is slow, but it is accurate and very powerful. If your
    opponent is already low on health, you don't even need to score a
    headshot. Hitting him in the torso should be sufficient.
    B) Be an Engineer Sniper
    As a rule of thumb, if you can see your opponent you can kill him. At
    long range the engineer rifle is still accurate enough to kill if you are
    willing to expend some ammunition. At anything closer then long
    range you can out-sniper scouts with actual sniper rifles and can
    easily pick off enemy infantry. A great example of this is Operation
    Battleaxe, where close set bunkers are ranged just right for
    engineer sniping. Depending on the range, aim for the head, neck, or
    torso. The bullet will hit anywhere within the crosshairs, so at closer
    ranges a headshot is something to shoot for, at longer ranger aiming
    for the neck will hit the head or upper body, and at long range placing
    several rounds into your targets body will be just as effective,
    especially if they are wounded. (That's why it's always a good idea to
    be at full health all the time. Even if a sniper misses your head and
    hits your body or limbs he can still score a kill if you're almost dead!)
    C) The Engineer Rifle Hurts Planes and Jeeps
    If memory serves, shooting a German fighter with a full clip of
    ammunition in the nose drops it's health TO approx 62% (feel free to
    test me on that.) At one point I took a potshot at an enemy fighter
    with my rifle and actually scored a kill. So it never hurts to try.
    5) The Engineer Rifle: Pacific Theatre Edition Basic Training
    This model is gas powered meaning you can empty the whole clip
    without stopping. The accuracy is lowered when moving and after
    firing. The American model can not be reloaded until the clip is
    emptied. The Japanese model can be reloaded at any time. The
    American Rifle comes with three clips with eight rounds a clip. The
    Japanese model has two clips of ten rounds each.
    A) This Rifle Kicks Butt
    This model is all around better then the models in the European
    Theatre. It is more accurate and fires more rapidly. You can really
    snipe and I mean if the enemy is a tiny black spot in the distance,
    if you have been practicing, you can get kills. People have accused
     me of cheating because I've gotten so good at sniping with this rifle.
    After you fire, it is best to let the recoil subside and the crosshairs
    come back together before firing again. You can use this rifle to
    assault enemy positions it packs so much firepower. When sniping
    keep shooting even if you miss, if you're American you can't reload
    until you empty the clip anyway.
    B) When sniping with this rifle, aim for the head, or whatever looks
    like the head when the enemy is a black dot way in the distance. 
    Just keep shooting. If you empty a whole clip reload and keep trying.
    If your target is moving wait for him to stop. Always keep an eye out
    for enemy soldiers manning machine gun positions. Even novice
    engineer snipers can pick them off without any difficulty. There's a
    reason the coaxial machine gunner's seat on tanks is called the
    Suicide Seat.
    C) CHARGE!
    When attacking an enemy position with this rifle, take advantage of
    your ability to shoot rapidly. Wait only long enough between shots
    to let the crosshairs come back together (you need not even wait
    for them to come all the way back together, just close enough to be
    accurate.) If you have to, stop-shoot-move stop-shoot-move, the rifle
    is a lot more accurate when standing still so stop moving when you
    fire if you need to.
    6) Throwing a Wrench Into the Works
    The engineers wrench can be used to repair any vehicle or gadget.
    From jeeps to tanks to battleships. Defguns and flak cannons. Even
    the radar stations and factory in Battle of Britain.
    A) "I Need a Grease Monkey!"
    As an engineer you can see the health of a vehicle an ally is currently
    using. If someone requests a repair a wrench icon will appear on the
    mini-map. To repair something, stand or lay prone, equip the wrench
    and use it until the wrench is drained or the object is at 100% or
    whatever percentage you choose. Sometimes you'll need to repair
    two or more objects at once and need to split your healing power so
    that neither is at 100% nor damaged enough to be destroyed the
    next time they take damage. When repairing a vehicle in combat, put
    the vehicle between you and whatever is shooting at it. The tank has
    armor, you do not. 
    B) Eliminate the Competition
    To remove an engineer's expacks and mines, crouch near the item in
    question, equip your wrench, and use it. If you have space for that
    item it will go into your stockpile. (If you have 3 mines, and remove
    one you will now have 4)
    If you spy expacks at a flag, you have 10 seconds to remove all
    expacks before the flag turns white. As stated earlier, a flag turning
    white is an engineers signal to detonate.
    In CTF if the expacks are at the flag pole your best bet is to have
    someone steal the flag, let him die, then have another person grab
    the flag off his corpse before the engineer puts more expacks out. If
    when disarming the expacks you accidentally steal the flag, you are
    out of luck.
    7) Engineer Strategies for Every Map.
    The following section details things an engineer can do to be useful
    on every map. Some like Coral Sea are straightforward while others
    are more ambiguous. This only covers Basic Battlefield 1942. This
    does not cover expansions or modifications.
    Pacific Theatre 
    A) Wake Island
    Engineers on Wake Island are very useful. When the armor starts
    rolling in you'll realize how few people play anti-tank on this map.
    Thus the job of stopping the enemy armor falls to the engineers.
    1 Most flags are surrounded by bunkers. This sets up a perfect
    barricade that allows us to block enemy access with landmines.
    The American Flag in CTF is in a base that is especially suited to a 
    mine defense. Three mines in the middle at the main opening
    between the sand bags. One mine on the right by the drop to the
    beach. And four mines on the left side of the left grouping of
    sandbags. Eight mines completely seal off the base to enemy tanks
    and jeeps. Beware of enemy pilots parachuting out of a plane and
    into the tank that spawns there. You may choose to use your ninth
    mine to booby trap the tank.
    2 Japanese engineers coming over on landing craft can use their
    expacks to destroy shore defenses. You may not want to destroy
    flak guns though. Defguns are almost completely useless against
    the Americans because they are locked into one firing arc, but the
    flak cannons can be used to shoot down American planes until you
    capture the Airfield.
    3 Wake Island roads don't follow a straight path making it common
    to cut corners and go off road. Mining the roadsides, especially if
    using "Landmine Tactic: D The Stick and Carrot" outlined above, can
    be very effective.
    B) The Battle of Midway
    Engineers can play an important role both on the island and at sea.
    1 Anchors Away! You've just set sail on a battleship, and you come
    under enemy fire! Are you gonna go hide under your bunk like a sissy
    medic? Heck no, you stand up on deck in the line of fire and repair
    like a man possessed. 
    Imagine a battle between ships like a scale.
    Every engineer on your ship repairing it adds one marble to your side
    of the scale. All things being equal, the ship with the most engineers
    wins the battle.
    2 As an engineer, you can gain access to the enemy carrier and
    cause all sorts of havoc. Mining the runway, expacking planes,
    and Frisbee-ing mines into landing craft before they launch are all
    nasty things an engineer can do to an enemy aircraft carrier.
    3 On the island, engineers can mine the bridge connecting the two
    parts of the island. They can stall the enemy airforce by mining
    the hangar. And with the Pacific Theatre rifles you'll have enough
    offensive power to capture points and kill enemy soldiers without
    C) Iwo Jima
    Winning this map is all about air superiority! The Japanese need to
    control the Airfield and the Northernmost flag. The North flag has
    a pair of flak cannons, and the airfield spawns planes and has a
    plethora of flak guns. 
    1) The Northernmost flag is easier to defend then any other base.
    As an engineer, the best way to defend it is to mine the entrance,
    move the tank next to a flak cannon, use the flak gun to destroy
    planes and the tank to destroy infantry, and use your wrench to keep
    both in full health. BEWARE of enemy pilots parachuting into the
    tank. I successfully defended the northernmost point solo for most
    of a round using that strategy. The one time the Americans captured
    it I spawned in and assaulted the position quickly enough I managed
    to retake it alone.
    2) The Airbase is very difficult to defend. It can be attacked from
    all sides. It is impossible to mine effectively without an entire
    corps of engineers. Your efforts are best focused on the
    Northernmost flag.
    3) The American strategy isn't much different from the Japanese
    once they capture the points. Remember to use your wrench to
    keep the American fleet afloat. And when attacking the Northern
    flag you can snipe UP the hill at the people shooting Down the hill.
    D) Coral Sea
    Coral Sea is a air battle between the aircraft flown off of carriers.
    If your carrier is sunk you lose, sinking the enemy carrier nets a win.
    Once in awhile a team will win on points if both sides have an army
    of engineers keeping their carrier afloat.
    1 Repair, repair, repair! If the ship sinks you're sunk. Everyone should
    be an engineer. 
    2 If you're a pilot engineer, use your wrench then take
    off in a plane. Parachuting onto the enemy carrier allow you to
    mine the runway and do nasty things with expacks. Neither mines
    nor expacks hurt carriers but denying your opponent flight, even
    if just for half a minute is a great benefit to your team.
    3 Since expacks don't hurt carriers, use your expacks on your own
    ship to setup explosive ambushes for boarders. Good places are at
    the cargo nets to kills enemies climbing up, near ammo boxes to
    kill grenade spamming enemies, and near the flak gun you're
    manning since you won't always have time to hop out and aim all you
    need to do is hop out and use the plunger.
    E) Guadalcanal
    Engineer sniping at it's best!
    1 Be all you can be in the engineer corps of snipers.
    Copious amounts of hills near spawn points allow you the ability to
    pick off enemy infantry at a good range. Just zoom in and aim for the
    head. Keep shooting as it's easy to resupply on this map. 
    2 There's a flag by the water with a guard tower, one engineer can
    block road access along the water with 7 mines, leaving two as
    extra or as a stopgap measure at the third entrance at the giant
    3 There's another flag that resembles a village (and may very well be
    called The Village) one engineer can block the two entrances with
    mines and hide until infantry come into the base. At which point
    you can try and eliminate them.
    4 In CTF at the American Base, mining the openings to the airfield
    prevents the enemy from swiping a flag and driving to a plane. The
    seconds added to their escape attempt can be the difference
    between a recovered flag and the enemy scoring a point.
    F) Invasion of the Phillipines
    This map isn't exactly engineer friendly. Armor plays a limited role.
    It's mainly an air and sea map as far as vehicles are concerned.
    1 Don't exit a Patrol Boat while it's still moving to repair it. You'll
    just get thrown out of the back of it. 
    2 Repair the big capital ship. If it's sunk you won't have a spawn spot
    until it respawns. Anything that delays your attack costs you ticket
    bleed and helps the other team prepare a more solid defense. If you
    have one or more spawn points the ship is expendable, use it as
    mobile artillery.
    3 Mine the bridges linking the two halves of the airfield island. It
    will keep enemy jeeps from driving into your half. By the same token
    remove enemy mines so your jeeps can attack the enemy half.
    European Theatre
    A) Berlin
    This city map can be confusing for an engineer (and everyone else.)
    There are many paths through the city for infantry which limits
    expack ambush potential, however the tanks and APC can take
    limited routes creating opportunities for havoc.
    1 If working solo pick a location and defend it. A good choice is the
    bottom left hand flag. Four mines behind the tank that spawns there
    (start at the corner of the building by the alley and mine to the
    water) and three to four on the "main" entrance will close it off to
    physical entry by vehicles and prevent most shooting into the base.
    2 If working as a coordinated unit, you can set up an ambush. Place
    landmines in such a way as to herd armor to a specific point,
    preferably one with good cover, and have a few anti-tank kits ready
    to blow the heck out of whatever happens along. There are no Tigers
    so defeating the armor on this map will be no trouble for a pair of
    anti-armor with the element of surprise. On a narrow road, with
    the jump on a tank commander, two bazookas can rip through a
    tank like it's made of aluminum foil.
    3 As Allied there's a back way out of the base. When the round starts
    an Axis player will always take up position at the end of the alley
    in the upper windows of a building (the building at the end of the
    street.) If he gets there before you, you can pick him off with little
    trouble if he holds still. If you get there before him, setup an expack
    ambush in the alley, when he/they go to enter blow them to
    smithereens. If you try and enter the building before killing him
    you'll probably be shot in the back, or grenaded, or something
    equally not nice. Just wait patiently, he'll be there shortly.
    4 Tanks don't last long on this map, use your wrench to make yours
    last longer. This is especially important as allied because your tanks
    make breaking out a lot easier.
    B) Stalingrad
    This is an interesting map. As an engineer, you'll need everything
    you know about the kit, and have to invent some new things to be
    successful here.
    1) Increase your rifle effectiveness with sniping.
    This map lends itself to engineer sniping, so long as you don't do it
    for too long at one time. A good plan would be to defend an upstairs
    flag (more on that below) and when things quiet down snipe at enemy
    infantry through a window. This is a bad map to stand still on, so use
    your rifle to soften up an enemy base for your team to capture or
    just to generally annoy the enemy into doing something stupid. Just
    don't spend the whole round sniping, it's more of a target of
    opportunity thing for engineers. The middle flag at the railroad tracks
    is a great flag to snipe at.
    2) There are two upstairs flags. Each are accessible by a window
    ladder and the front door and up the stairs. You can hold one of
    these flags single handedly with a cheap expack trick. Between the
    window with the ladder and the door is a corner. Prop an expack up
    in this corner and it will be hard to see (or invisible) to anyone
    assaulting the position. When you see the enemy, detonate. When
    doing this beware of grenades. They can be chucked in any of the
    windows or through the door and catch you unaware. While
    defending these flags, you may find time to take potshots at the
    enemy outside. Go for it, but beware of counter-sniping, and since
    you're looking out a window, the enemy may sneak in behind you.
    3 Landmines are hard to use on this map. The importance of armor
    on Stalingrad ranges from imperative to zilch depending on
    circumstances. Infantry can move freely but vehicles are very
    limited. Just try and choke off access to a key area and hope your
    infantry can deal with the enemy infantry. A good place for mines is
    the middle flag, armor passes it regularly. Cut off easy access by
    mining across the rail lines so the enemy has to go around the base
    C) Kharkov
    This map is all about air superiority!
    No matter whether you're playing Conquest or Capture the Flag (CTF)
    the middle flag is THE MOST IMPORTANT FLAG! The flak cannons
    grant Air Superiority. This is a small map. Flak fired from there can
    reach a long way. In the beginning take the jeep and preferably
    another player. Drive to the middle flag, bypass the first flag. You
    hop out at the entrance and place your first four mines, he runs up
    to capture the flag. If you use five mines on the entrance place
    three more in a triangle shape in front of the ramp. Example:
    o           o
    The idea being they'll expect mines on the ramp (which you'll provide)
    so they won't expect them extending out off of the ramp in front
    of the base.
    Enemy pilots will pick your forces apart if you do not hold this base
    and make use of the flak guns. In capture the flag, without this base,
    enemy pilots can parachute into your base, steal your flag, then take
    off from your airfield and you'll have no way to retaliate if you can't
    get a plane in the air to give chase.
    As an engineer, you can not do better then to defend this flag. In
    Conquest it is an important base to hold as it is defendable and
    grants air superiority. Keep the entrance mined and use those flak
    guns. In Capture the Flag it is even more important. Mine the
    entrance, use the lower flak cannon nearest to your home base to
    shoot at planes and you can get out and snipe enemy infantry on foot.
    You may think it unlikely that enemy infantry will travel on foot but if
    you shoot their plane out from under them they'll have no choice.
    One round I killed the flag carrier, from that base, at least six times.
    Mostly with my rifle after destroying his plane or jeep or tank with the
    flak gun. Remember to also use your wrench to keep your team's
    equipment repaired. There is no repair pad there so your Wespes
    and rocket trucks will take damage as will flak guns as enemy planes
    D) Karkov
    This is an irritating map for engineers. Wide open spaces make mines
    1 There are two capturable bases. Both of them have a very small
    flag radius. Saturate the base with expacks and wait for the flag to
    turn white, then detonate. Use mines to keep tanks from rolling up
    and attacking, with any luck several infantry will attack at once
    netting you a very successful ambush. The flag on the right side of
    the map spawns a Tiger tank. Beware of enemy infantry stealing it.
    It's a good idea to booby trap it if friendly fire is off. 
    2 Sniping is effective on this map. There are plenty of rocks and trees
    for cover, just beware of counter-sniping as it works both ways.
    E) Battle of the Bulge
    This is a good map for an engineer as a defender. 
    1 Allied engineers should spawn in, not at the windmill, but to the
    base to the right of it. It's across the bridge. Spawn in and race to the
    bridge. You need to get there before the German tanks. Mine it and
    hide. Expacks work well in addition to mines. You can hold off the
    German advance by keeping that bridge mined. If you're hurt there is
    a medical cabinet in a bunker high up on the hill behind the base,
    it's at the edge of the map before going out of bounds.
    2 Axis engineers need to support their armor attacking the base
    mentioned in "1." Disarm the mines and expacks on the bridge so
    your tanks can roll through.
    3 With a clear view, this map is great for sniping. You can cover a
    bridge and pick off anyone trying to remove your landmines.
    4 The main allied base way in the back is mineable. You'll need
    another engineer to help though. The back entrance can be mined
    with five mines, the northeast entrance two, a small gap near the
    front entrance with one. You'll need another engineer to completely
    mine the main front entrance.
    F) Operation Market Garden
    There are two locations that need mining and one that benefits
    heavily from it.
    1 The two bridges leading to the axis base need mining. The big main
    bridge is often mined. Just make sure the sides of the bridge are
    mined as well, I've driven jeeps down the sides and only once were
    they mined. The second bridge is easy to mine using the diamond
    pattern mentioned earlier in this guide. "Mining Technique C
    2 The place I defend (and you'll need another engineer's help) is the
    first base off of the bridge. If you're Axis and coming off of the
    bridge, it's the base on your left. Two mines on the ramp, one in the
    narrow passage with the giant hill thing, three at the entrance
    looking out at the guardhouse (it's white) and two behind the
    buildings starting at the stone pillar jutting out. That leaves four
    mines for the big opening in back that leads to a narrow path under
    the bridge and four mines at the entrance with the anti-tank
    obstacles. When mining the ramp, keep in mind the path tanks
    will have to take around obstacles to find where to place them
    exactly. The area I said can be mined in three, you need to use the
    corners of the buildings to good effect to make the three stretch
    across the entrance.
    G) Omaha Beach
    This is an interesting map for engineers. Be aware that what's
    working now may not be ten seconds from now, as both sides try and
    adapt to what the other side is doing.
    1 In general, you *can* engineer snipe here but the terrain makes
    seeing scouts hard and for some reason both teams are usually
    saturated by scouts who'll pick you off without much trouble.
    2 Allied Engineers have several roles. Keep the ship repaired, keep
    the tank repaired, and remove obstacles like landmines and expacks.
    3 Axis engineers, keep your defguns repaired, keep mines and
    expacks active on the ramps, and keep your tigers repaired.  A good
    place to defend is at the uppermost base. There's only one approach
    and it is filled with obstacles. Mine it to death, and what the heck,
    expack it too. In a building overlooking this entrance, is a machine
    gun emplacement. Using that to remove infantry trying to get by is
    not a bad idea. Just be aware that you're a sitting duck while using it.
    Best bet is to watch from a window and be ready to hop in and fire.
    Your engineer rifle will work to pick off the enemy as well. Alternate
    so the enemy won't know where you're at.
    H) Bocage
    This is a fun engineer map. Lots of not nice things to do here.
    1 Engineer sniping at its best. You can see a long way on Bocage,
    and with so many rolling hills sniping frequently happens at
    mid-range. A good place for sniping is near the lumber mill. The base
    itself allows you to shoot into the flag near the Axis Main Base. And
    the windmill is right there. Climbing to the top of the windmill allows a
    great view of the flag closest to the Allied Main Base. Also, you can
    fire out of several small windows in the windmill to good effect.
    2 As Allied, the lumber mill is a great defensive position. Mine from
    the corner of the building across to the water (well to the dropoff
    down the hill that leads to the water.)  If you beat the Axis there mine
    immediately. Your first four will keep you within flag radius as will
    resupplying at the ammo box. By then you'll have captured the flag
    and you can finish placing mines. Frequently Tigers thinking they'd
    have an easy capture are stopped at the mines. It's an opportunity
    to sneak out one of the other exits, get to the Tiger, and blow it to
    scrap with expacks. You may want to wait til it's engaged by your
    team mates before doing this. Remember, if you die so do your
    3 As Allied, if you capture the flag closest to the Axis base, you can
    mine the main exit of the Axis Main Base. Hide the mines behind
    hills and in dips in the road for maximum effect. 
    4 Both teams can defend their side of the river by mining the small
    narrow bridges that lead across. 
    5 Axis engineers, take advantage of the windmill to snipe into the
    Allied half of the map.
    6 Axis engineers, keep those Tigers running. They are very potent
    weapons if used well. Keep an eye out for landmines and don't be
    afraid of dying to remove a minefield.
    7 In CTF, Axis engineers can really help there team by holding the
    flag closest to their base. It has a flak cannon to shoot down enemy
    planes, and it's accessible to armor only by that bridge. If infantry
    are spawning right outside your base, you're going to have a hard
    time holding onto your flag.
    I) The Battle of Britain
    Engineers will make or break this map for the Allied team.
    1 Allied Engineers! Man and repair the radar stations. And keep the
    factory repaired as well. 
    2 Axis engineers, expack and destroy the radar stations. Swipe a
    truck or APC and use it to resupply right at the radar stations. If
    you have several engineers with you, using the truck, you can almost
    win the map single handedly.
    J) Liberation of Caen
    This map requires critical thinking skills to make good use of the
    engineer's equipment.
    1 Mine the bridge to keep the Allies out. 
    2 You can mine interior roads at the back bases to slow down Allied
    3 Expacking the flags is efective, but be careful of expacking flags
    with lots of vehicles. Even if friendly fire is off, if you trash a neutral
    or unfriendly vehicle with a team mate next to it you can score a
    team kill.
    4 There are these funny bike-like halftrack things. Since helmets
    count as part of the head model, you can get headshots on people
    riding in them. Aim carefully!
    African Theatre
    A) Tobruk
    This map is a nightmare for the Allied team.
    1 Enough landmines will choke the Axis. If you can organize four
    or five engineers, you can choke the Axis offensive. The line is HUGE
    but using sandbags you should be able to close off enough map to
    really slow down the Axis assault. But getting that many engineers
    together and coordinated would require you all be in the equivalent
    of a clan.
    2 As an Allied engineer, try and close off the path around the base to
    the rear flag. I've seen (and taken) jeeps, tanks, and APCs through
    this hidden route to capture the rear flag without much difficulty.
    One guy even tried it in a wespe.
    3 If you can badly damage the Tiger, the driver will hop out. This is
    your chance to steal the Tiger and repair it. You'll need to be quick
    though as your team will be shooting at it as will the Axis. I was
    playing Tobruk one time, I did this and they accused me of going to
    their base and stealing it. I replied "I didn't steal it, it was left parked
    at our base." Ok so it's only funny if you were there, and were me.
    4 Engineers from both teams should keep their tanks running. It is
    important to keep your tanks intact if you want to sustain an
    5 Axis engineers, I haven't found anything for you to do here that
    isn't allready outlined in the guide above. If anyone knows of
    anything let me know.
    B) Battleaxe
    This is a great map for engineers. The sniping alone makes it worth
    taking the engineer kit.
    1 The distance between bunkers is such that sniping is a worthwhile
    2 Landmines can be used to block off more easily accessible tank
    routes forcing them to detour through areas with obstacles thus
    slowing the enemy's attack.
    3 In capture the flag, mining the upper lip of your base's hill is just
    as important as mining the entrance ramp. Tanks can drive right
    up the steep cliff face.
    C) Gazala
    There are so many paths through Gazala it makes landmines
    difficult to use effectively. 
    1 In one area of the map, are three capturable bases all in a line.
    The base on the right is accessible by a bridge and a road. Mine the
    main entrance and the areas to the sides of the sandbags. Tanks
    can drive across the cliff face and around the mines if you only mine
    the middle. Don't forget to mine the bridge too.
    2 The middle flag can be blocked off by mines, but it's easy to attack
    with infantry. The best way to hold it is to control all three bases.
    3 The flag on the left is accessible from the mountainous area (the
    back road leads there) and from the direction of the two other flags.
    Be sure to mine both. If a tank parks on the repair pad, you can
    sneak into the garage building and landmine it. If you choose to use
    expacks use all four, even if it catches on fire the repair pad will heal
    it, so make sure it's a complete and utter destruction.
    4 You can mine the entrances to your enemy's main base to rack up
    some kills. Some people will think your mines belong to their
    engineers and some simply won't see them. Either way works.
    D) El Alamein
    This map, with it's wide open spaces, makes landmines harder to use
    just anywhere. You really need to pick your location well.
    1 Axis Engineers the middle flag in the desert is a great location to
    defend. You know the Allies will be coming from there base, so mine
    the upper lip of the hill the base is situated on. Spread your mines
    thin and you're still guaranteed kills. Hop into a tank and harry the
    Allies as they approach so they hit your mines.
    2 Allied engineers do something ultra not nice. Grab a buddy or
    three, take a truck, and mine the access roads from the German
    main base. Use the truck/APC to resupply. Two engineers and two
    anti-tank should be able to cause some real havoc. 
    3 The southern base is extremely mineable. Place one mine visibly
    and eight hidden behind the hills and in the barbed wire. You'll rack
    up jeep kills. Tanks, being slower and having guns, will pose more of a
    problem. Just try and get them to hit a mine. You are most vulnerable
    while re-mining the area. Use the flak cannon to fend off air attack
    and harry enemy vehicles.
    4 The Northern base has more entrances then one of those circular
    mousetraps you see in the Tom and Jerry cartoons. Even when mined
    this area is hard to defend. For the effort you put in defending that
    flag you could more easily defend either of the other two.
    E) Operation Aberdeen
    This is decidedly an engineer unfriendly map. Armor is prevalent
    making sniping difficult. Wide open spaces and bases make
    landmines less useful. 
    1 Keep tanks repaired. In fact, one engineer and one anti-tank in
    each tank will help sustain an offensive. 
    2 Mines are useful almost exclusively in defending the main bases.
    The access roads can be mined.
    3 In The Village, the flag radius is miniscule. Drop an expack there
    and you're guaranteed a kill. Watch for grenades thrown from
    street level. Tank and artillery shells are less of a concern when at
    the flag if you remain prone.
    4 The Village area is one of the areas where sniping is effective.
    With the flag uncapturable by tank your rifle can make a difference.
    Especially if you're covering the flag radius from another building
    while your team assaults it.
    8) The Conclusion
    The Engineer Kit is one of the most difficult kits to play correctly.
    Knowing what tool to use, and how to employ it in any given situation
    is difficult, yet only the tip of the iceburg. To be a "Master Engineer"
    means being able to use every tool in the engineer's bag of tricks.
    Mining, Expacking, Sniping, Close Quarters Combat, Ordinance 
    Removal, all of these things comprise the role of...
    The Engineer.
    Copyright 2004 Rory Wilkins
    All trademarks and copyrights contained in this document are owned
    by their respective trademark and copyright holders.

    View in: