King of the Hill
From Cold War Crisis Wiki
| King of the Hill | |
|---|---|
| Players | 2 - 4 |
| AI | No |
Contents |
Before You Play
This game mode supports only 4 players and 2 players, it will not work with 3 players! Also ensure that you have selected the proper starting points, as players that start next to each other are automatically allied. Additionally, the factions you select will be applied to gameplay, so select your factions accordingly. Note that this map doesn't support AI players.
Maps
Currently there is only one map called "King of the Hill" of this gameplay type, however more will be added in the future.
Gameplay Elements
Starting Assets
Starting Flags
These are given to each player as they start out in the map. They are also what keeps a player from being defeated after they lose their Command Vehicle. Note that the Start Area Defences are initially disabled and are enabled as soon as you capture the flags linked to them.
Starting Units
As you start in this game mode you will be given an infantry squad, an Anti-Air vehicle, and a Command Vehicle. Depending on your faction, the vehicles will be either a Humvee equipped with an M2 machinegun and an M163 Vulcan or a BRDM-2 equipped with a 14.5mm machinegun and a Shilka.
Command Vehicle
This is your one and only Command Vehicle in the field. It is irreplaceable. This vehicle also grants you the ability to call-in support options by spending supplies on them. This vehicle is also capable of capturing flags and is equipped with smoke grenades to get out of sticky situations. If you lose it alongside all your starting flags you will be defeated.
Anti-Air Vehicle
Much like your Command Vehicle, the AA vehicle is irreplaceable and only acquired when you first start out the map. It has no special abilities other than being able to fire at both ground level and air level, doing damage to all ground targets except tank chassis. It can also be upgraded with camonets to hide it from preying eyes, this upgrade costs 2500 supplies and takes quite some time to apply. The AA vehicle will not let you live if you have lost all your other assets.
Starting Defences
As well as those you units, you are also given two initially disabled defensive structures near your flag and outside the starting area, both get enabled as soon as you capture your flag. Note: The M2 position's gunner is very hard to kill to the point it's a lot easier to destroy the whole structure rather than kill the gunner, so take care when you plan on approaching its front.
Supply Flags
Also present outside your starting area is a normal supplies flag that will grant you supplies over time. This flag will not let you live if all the other flags are lost as well as your Command Vehicle.
Support Options
You are given the option to request Paradrop Reinforcements or Artillery Support via your Command Vehicle. Bear in mind that both of these support options require a specific amount of supplies which is 5000 and 2500 supplies respectively. They also take a small amount of time to requisition. When the request order is finished, you will then have to select the target to initiate them. However if you take too long the request will timeout and the supplies you spent will be lost.
Paradrop
After requesting a Paradrop for 5000 supplies, selecting a target and initiating it, you will receive a full squad of infantry at the targeted destination. This squad also includes 2 additional Special Operatives. They are highly important strategic assets that will allow you to perform Search & Destroy, Ambushes, and Reconnaissance tactics, so preserve them whenever possible.
Artillery
As is the case with Paradrop, this support option will be available after you have requisitioned for 2500 supplies it from your Command Vehicle. After it becomes available, you will need to select the target for the bombardment to begin. Take note that it will also timeout if you take too long to use it. After the initiation begins, the area will be saturated with high-explosive artillery shells from nearby allied batteries, the strike itself covers a wide area but is hugely inaccurate, unpredictable, can be heard by all players, and also takes a short while before it arrives.
Central Flag
This is the most important point of interest in the map, this flag represents the objective for both opposing teams in this game mode. In order to win Phase 1 of the game, you must capture and hold this flag for 5 minutes. Losing the flag will result in the counter resetting, so keep that in mind. As is the case with normal gameplay, you can capture this flag with Riflemen or Officers, additionally your Command Vehicle can also capture.
Player Flags
These are what keeps you alive when you have lost your Command Vehicle. They also grant you reinforcements every 2:30 minutes. Each reinforcements has a random chance card for vehicles, with the following percentages:
- 10% Chance of getting an conventional Artillery vehicle.
- 30% Chance of getting a Main Battle Tank.
- 60% Chance of getting a normal 5t Truck.
Gameplay Phases
Phase 1
In this phase, your objective is centered around only capturing and holding the central flag. The global counter is visible to all players and a message will remind the players if the counter has less than one minute.
Objectives at this Phase
- Capture the central flag.
- Hold it for 5 minutes.
- Receive Close Air Support comprised of one heavy attack helicopter (AH-64 or Mi-24) and one light attack helicopter (AH-6 or Mi-8).
Phase 2
After finishing the first phase, regardless of succeeding in your mission or not, the game will turn the winners in Phase 1 to the Attackers and losers to the Defenders. The Attackers who now have Close Air Support have full-map view, and their sole objective is to destroy the Defenders. The Defenders on the other hand must hold their ground and survive this onslaught. Right after receiving Close Air Support, a 5 minutes timer is displayed, this timer represents the time limit in which the Attackers must succeed in their mission in. If the time runs out and the Defenders are not defeated yet, the Attackers will lose the game.
Objectives at this Phase
- Attackers: Defeat the other team by capturing their flags and destroying their Command Vehicles within the 5 minutes time limit.
- Use the given helicopters to destroy the stationary defences.
- And then capture the enemy flags using your ground units.
- Defenders: Survive for 5 minutes by not losing your Command Vehicles or holding your starting flag.
- Use your Anti-Air vehicle to deny the attackers their air support.
- Or simply hold your ground long enough to repel the attackers and stop their advance.
- Use mines or satchel charges if you need to, but do whatever is necessary to stop the attackers.
Tactics
General Tactics
- It should already be obvious that your Command Vehicle is your most valuable asset in the game, never lose it, it may be important in combat, but whenever you can, keep it behind as a support unit rather than assault unit.
- Practically the same goes for the AA vehicle, while it provides you with a significant edge in combat against infantry and other light vehicles, you risk losing it and the little air defence it provides you if you put it at the front.
- Use your SpecOps given to you by the paradrops to target valuable enemy assets, for example enemy tanks, Command Vehicles, and artillery units on the field.
- Artillery strikes take time to arrive, so use them where you predict the enemy to be in the next few seconds, not where they are right now.
- Paradrops require a long clearing to insure that 100% of the troops dropped survive the drop.
Phase 1 Tactics
- You might want to rush the central flag first with your Command Vehicle, but you also risk losing it that way. It will give you an edge, but the risk is not worth the effort.
- After capturing the flag it is wise to prepare for a counterattack. Place some satchels at around the flag, or some mines, and prone your infantry or place them in areas where they can easily ambush incoming enemy forces.
- If you are trying to recapture the flag, then you might want to bombard the flag area first to clear out any mines and hiding defenders.
- If the timer is less than 1 minute, then you might want to just fall back and prepare for Phase 2 rather than lose all your forces trying to recapture.
Phase 2 Tactics
Attackers
- Your first priority is clearing a path for the ground forces to the flag area, but also be prepared for any ambushes that target your helicopters.
- Your light attack helicopter can detect stealth, and since it is less valuable than your heavy attack helicopter, sacrificing it might be worthwhile to destroy enemy AA vehicles.
- Don't underestimate the value of your ground forces at this phase, after all, they are your key to victory. So assault the enemy as soon as there is a clearing, but also keep a sharp eye for ambushes and enemy traps.
Defenders
- The camonets upgrade is essential if you are planning to keep your AA vehicle alive at this phase, since the enemy will be granted full-map coverage and no matter where you hide they will be able to find you, thus cloaking it is your only hope to defend against the air support attacks.
- Hiding your Command Vehicle is probably of little use, but you might want to use it to lure in the helicopters while you attack them with your AA vehicle.
- Plant a lot of explosives near the flags and at their entrances, this will help you significantly at slowing down the attackers.
