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Strategies


One of the biggest complaints about Myth was the way that everyone kept their secrets to themselves. Strategies were what made you (or didn't make you) a great player. Rarely do you find a web site with good enough strategies for you to learn from.

Well.... neither was I. Until something happened that made me wanna make it up to ARMY. So I'm pouring out everything I know about WWII: Recon.

And on 01/11/00, I have added this table of contents because this thing was growing freaking huge!


Table of Contents

 

 

 


Lesson I: Basic Soldier Maneuvers

The soldier is an all-purpose unit that requires great deal of experience to handle. One needs time and effort to be able to successfully master the techniques of master WWII players.

Rifle-The primary weapon of soldiers. Clicking on target will shoot 3 rounds of bullets accurately. One can easily distinguish a vetern player vs. a newbie in a one-one combat. A newbie will most likely stay stationery during the entire fight while the veteran will keep his soldier on the move. Targeting a soldier too close to oneself will cause it to back up and then try to shoot, but this is fatal at most times. If desperate, one can control click at the ground behind the enemy and hope to get a kill.

To dodge bullets, run at an angle from your opponent, preferably at a 45 degree angle. As you run, change directions immediately if you hear gunshots.

Bayonets-This type of attack is crucial to winning and those who are inept (as I) at this skill are prone to embarrassing losses. Double clicking the target will cause your soldier to approach the target and stab the enemy. The stab inflicts much more damage than a bullet, and 3 stabs may kill a soldier. The difficulty of using this weapon lies in the fact that you need to be extremely close to your target. If you are not within the range, your soldier will move back and try to get a shot which may give the enemy enough time to shoot you down. You must also seize the higher-ground for this attack.

Nades-Grenades are extremely useful in either eliminations or team games for it can easily decimate an army if used carefully. The nade like the bullets will lead to your target, which is useful only if the enemy is stationery or unsuspecting. Otherwise, it is VERY easy to dodge a nade. It is well-advised that in eliminations, you target a ground rather than a unit but in careful consideration. You must predict the enemy's movements, but the rewards are great.

Incendiary-These explosives, I think, have a shorter range than a nade. I saw that targeting a unit at a farely ranged distance will cause the explosive to drop short. The incendiary bomb causes flames (where applicable) and is useful for eliminating a unit in its med-low health.

RPGs-Many players' and my favorite tool of this game. Their astounding range allows many possibilities in Recon. To aim you need to target 40-50% of the way towards your enemy, and causes fatal or near fatal damage if directly well. One well- known usage is to bomb a nearby ammo dump in the beginning in hopes of eliminating a player. These weapons take EXTREME practices for perfection. I personally think that these weapons are better used in close-range situations. Most people miss by a mile at an approaching enemy, but if you can hold off your urge and fire when your enemy is close, you have a better chance of destroying your target.

Rocket RPG- An RPG bug. With rpg picked up, press t, then click on self. See what happens! And guess what? It works for incendiary bombs too! The soldier will fire straight front, so you need to be facing EXACTLY at your target which doesn't show because the Myth II does not have a 3D engine for each unit. It is polyhedral with sprites used as sides. To ensure you are aiming correctly, drag from your unit and target the arrow to the corresponding direction.

 

Lesson II: Advanced Techniques

This part I didn't really wanna include. A player's gotta have some secrets... So I trust you use this information wisely.

Rifle combat-

The strategy I use for this majority of the time is based on the actions of your opponent. You WANT your opponent to fire his shots before you. Keeping in mind that you are not too close to him, keep moving while he's shooting, and when he's done, immediately click on him. This is because some players take a bit to start moving again after he shoots his three rounds. Through experimentation I learned that there was an even better way to do this technique-- Let the opponent shoot first, but exactly when you hear that second shot, click on your opponent. This is because the third one will 99% of the time miss because of your sudden stop, and that gives you time to give your opponent 3 more headaches. This strategy works for many opponents on b.net as I have tried out.

Oh and right when you hear YOUR second shot, click on a ground to your side so you're on the move right after you finish your shots. Trust me. The soldier will not stop after the second shot to move. They are a bit slow on commands.

Now when you do this one on one combat, you probably want to move parallel to your opponent's paths. Usually this is how it looks:

<-----------------X

<-----------------O

Where X is the opponent and O is you. Many times both players move in the same direction. There are instances, however, when you want to avoid this.

<------------------X

O---------------->

This is to be used only when you know you will finish reloading first. Once you think you've moved enough, click on the opponent, and make sure you do this before him. This is because you are towards the back of the opponent so he needs to rotate in place for a longer period of time.

Next, in a combat, If you try to shoot your opponent but fire only one shot then get hit, your man will freeze for a bit. Most people start moving and wait for the guy to reload. HOWEVER, since you only used one of three rounds in your gun, your reload will be faster than normal. Be sure to click on your opponent earlier than normal.

Circular battle occurs when you and your opponent fight while rotating in a circle seemingly chasing each other's tails. You want to engage in this if your opponent does not move in a straight line in order to keep the same distance between you too and remain as parallel as possible. This will provide for a more fair fight.

Dodging---

Dodging is a must-have skill for any gunbattle. The one I used to use the most is moving in a singular line perpendicular to your opponent's shots:

X

 

O------------------->

You almost always have to do this in close range combat, cuz anything else that's fancy will not work well. If you watch higher-ranked WWII players play, some move linear, but hit stop for a brief moment before they continue to move again. This is because rifles lead to its targets and the sudden stopping causes the rifle to get "confused." This skill requires lotsa practice, so don't go trying this in ranked too much.

In longer ranged gun combats, you are better off using fancy maneuvers including the "U-turn" move which lots of players also seem to use. (Eck. This is hard to draw in ASCII characters... Don't mind the underscores. They are there to give accurate spacing between numbers.)

X

 

 

1_____6

2 ________5

3 _____4

 

Okay I did this to the best of my ability, and if it looks messed up, oh well. Your loss. This shows the opponent represented by X shooting at you. The numbers represent your locations chronologically. You almost move in a circle until you reach almost the same spot you started (6) then you shoot at your opponent and repeat steps 1-5. Why does this work? The same reason as the previous technique (stopping spontaneously), to confuse the rifle. The rifle will lead to your "would-be" location, but you will not have gone there, instead you will have curved a bit, and you will have curved all the way around, not receiving any hit. In steps 1-3 and 4-6, you don't want to be moving with your back to your opponent a lot, because that defeats the purpose. The key is moving in a curve.

When you're moving one way and you hear shots coming at you from the back, don't target the opponent right away because your soldier will turn in place trying to face the opponent. But because you stay in the same spot, the opponent probably will have shot you 3 more times before you release your first shot. To avoid this, move like you do on a U-turn. Curve.

RPG Elimination

In Elimination, most players get RPGs. This is mainly because incendiary bombs do not inflict the necessary damage in a game. However, one soldier trying to RPG another single soldier at a distance is almost impossible. RPG works best when performed by a group of soldiers. Consequently, I use RPGs more in close range then long range. You are more accurate that way, but the problem is while you release your RPG, you are stationery for a couple of seconds, during which time you may be hit. The RPG itself might have missed completely. So... This is how I do it. You must fire the RPG while you are moving!!! Normally you have to predict your opponent's location with RPG and fire, but now, you must also add another variable to your equation, your own future location. Good luck with this!

Special Weapons

And in Elimination, people like to use secondary (special) weapons alot, during which time they lose health by being shot at while trying to release those weapons. REFRAIN from using as many of those as possible, although it IS amusing to see your opponent blow up to pieces. Learn to dodge nades, because they lead to you as well. You don't have to be an EMP to know how to dodge nades. HOWEVER, people get smart (evolution?) and they learn to target land with nades, which you too should be doing. This action confuses the person who was about to dodge the nade, but ends up standing right next to it. ANTICIPATION is the key to WWII. Without it you can't win.

Trees-

Trees can be the best of friends, or the worst of enemies. When you are down, they provide descent covering while your opponent and you go round and round.... you know the story. However they like to block your nades and RPGs and kill you just that easily as well. Personally I prefer fighting in open plains rather than trees, because there are too many factors to take into consideration. But mastering these are the steps to becoming a better player.

Remember that where there are clumps of trees, it is possible to shoot between trees, although it doesn't seem like it! This is especially valuable when you've been trying to kill that guy in red-health for a while.

Ahhh... And here's a part on doublers...

Personally I HATE doublers. I don't double either. When I hear a fight going on, I stop immediately. Reason one: Do unto others what you would have them do unto you. Reason two: You can clean up the left-overs. Reason Three: Doubling seems to give orders a bad name...

If, however, you are fighting another player and you catch at the corner of your screen another player coming to join in, maneuver your opponent in between you and the third person to use as your advantage. After the sandwich is completed, you can go on and kill the third person... hopefully.

Oh and BTW :P

Say you are desperately lost and you are engaged in a fight with an opponent who likes to use nades. He throws a perfect nade at you and you know you can't dodge it... What do you do? Quickly zoom in and click on that little bastard. If you were quick enough, you have picked it up!!!

The picked up nade will act as a special weapon which you can use just like a normal nade... but I have noticed that the reused nades don't like to blow up as much as the original ones...

How to STAB

I have never been too good at this field and have ventured far and wide to get experts to give me a hint. I have been able to come up with a few "theories" on how to successfully execute this elusive command.

1. If your opponent is getting awfully close to you, he probably wants to stab you. Click madly at your opponent!!! This actually works!!! (rarely)

2. In case of a cannon or a dumb-soldier, zoom in and move really close then double click. Double clicking doesn't mean kliklik. It means click click. Don't click too fast. And once your soldier starts making his attempts to stab, leave him alone!!! If you keep clicking opponent again, he will abort his stab command and try to shoot! If you leave him, he will continue to stab until the target is destroyed!

3. This one I learned from a film with Soldier in it entitled "Soldier's Bayonets." You let your OPPONENT get close to you then stab. NEVER try to stab an opponent about 5 feet away by moving close to him first. He will probably be able to shoot you down.

Power of Bullets

I haven't checked out the tags for Recon so I don't know exactly, but from my experiences, there is a tag that makes a projectile do more damamge if it has more speed. This means if you are shooting at an opponent coming STRAIGHT at you, he will die quicker than when he runs straight away from you. I have learned this because in many occasions I was able to kill off soldier with merely three or four shots.

Play S2!!!

I used to only do elim. Result: I never got over prince. I started playing S2. I became emp. Look at it this way. If there are 12 people playing an elim game, you have 1 in 12 or even less chance of winning depending on your skillz and luckz. In random S2, you have (in theory) 50/50 chance! And they're much more fun! But you should build up your rank through eliminations because most S2 games don't invite low ranks (silverwares) for safety reasons.

S2 Unit Division/Capping

Many people dread the idea of capping a WWII game. If you're like me, you don't really like math all that much either. Well first of all, NEVER GET A CANNON!!!

Secondly, here's a chart to help you distribute units.

Incase there is "x" player(s) on a team, people get "such and such number of soldiers."

1: 20

2: 10, 10

3: 7, 7, 6

4: 5, 5, 5, 5

5: 4, 4, 4, 4, 4

6: 4, 4, 3, 3, 3, 3

7: 3, 3, 3, 3, 3, 3, 2

8: 3, 3, 3, 3, 2, 2, 2, 2

Make sense? Write this down on an index card and keep it next to your keyboard :)

One of my BEST secrets...

As strange as this may sound, it actually works. 100% of times for me. Name your soldier. Not just any name. Names of great players on bungie.net all work in different aspects. Using your own name, however, doesn't seem to produce the best results. This secret works in elim, but not as well as it does in S2. This is because the more soldiers you have names something special, the better your chances get. So a strategy to use when you are a captain is naming all your soldiers before distributing the soldiers. This will not work as well if opponents know this secret and use it on their behalf.

My Favorite Strat: Jumping

There are 12 starting locations in the Elimination (or Patrol but I will be focusing on Elimination) map. As you probably know, some are more advantageous than others. The strategy I always use is jumping other players. This is when you deny the cache of ammo you are alotted but proceeding to the adjacent one, hoping to find an opponent approaching it. The opponent will not be expecting this sort of attack (unless he has played against me) and will be caught by surprise when you start shooting at him. Through my experiences, people almost always get the RPG first, then move onto nades then onto the plain of war. Your plan, in return, is to shoot him in these times:

1. He is stooping to get the ammo

2. He has just finished picking up the ammo (because there will be a slight pause before he proceeds)

3. He is moving to his next ammo but happens to be straigh in the line of fire as you are

If you try to shoot him in other instances, you will miss in the most humiliating manner and he will be informed of your presence.

Why jump at all?

The entire purpose of jumping someone is to get 3 (or more) clean shots at the opponent before he starts to fight you. This gives you an upperhand in the following gunfight, and you should use this jumping strategy only if you are excellent at one on one gun battles.

There is a danger, however, in certain circumstances... If you happen to miss all your shots, you are in trouble. He is loaded with an RPG and 3 nades while you only have one nade. In this circumstance, rely on your gun skills only and avoid that RPG!!! Even if you get three clean shots, there are points to be aware about, including the fact that he is better armed than you are. He is probably in a better position than you are in terms of terrain elevation. Another factor is that your jumping will cause other players to hear the gunshots, and the ones nearby, but most importantly the one on the other side of your starting location, will most likely stroll down your way and either double to finish you off, or wait for the remainders and finish you off. You must always keep this in mind and get into a position where no one can shoot you from behind.

Here is a map illustrating the locations:

I'm sorry about the bad resolution. For Now I hope this will do. The number at top left is 1 and going clockwise it ends at 12. These are the 12 different starting locations which I will use to discuss now.

The starting locations most players do not prefer are 2, 6, 8, 9, 10, 11, and 12. Meaning people prefer 1, 3, 4, 5, and 7. People usually do not like the swamps for one reason or the other. Now for the jumping part.

This is, first of all, MY preference. You may come up with your own as you get better. If you start at 8, you can jump the 7 location but people don't like to do this because it takes longer to get around that tree. The secret is, you don't need to get around the tree that you start next to!!! If you click towards location 1, you will find that the soldier goes around that tree. However, to go through the trees as a shortcut, you need to zoom in a bit. You need to move in small steps between the tree to successfully get your soldier through them. If you happen to mess up and your soldier tried to go his way by turning around, you have lost valuable time, and your opponent that might be there at start location 1 might either have left, or have already noticed you.

The second jumping location is from 2. This is one of my best jumping locations. You want to jump towards location 3, but there are points to remember on this one. You don't want to run all the way to their own dump, but rather right next to the clump of trees towards the top of the map. This is because you will almost always get to the location before your opponent does, and he will not fall for the trick. Rather, if you wait next to the trees, he will not notice you and will pick up his RPG. This is where you shoot him. Right after you shoot, however, you have 3 options. One is to run behind the trees right next to you and use it as a shield while you reload, or two is when you go around those trees towards north and towards your opponent so you will not be shot from behind in case someone started at 1, and three is when you go right towards your opponent again to avoid people from behind. Number one is the best for remaining relatively healthy while fighting him off, and two and three are useful for going into straight-forward battle. However, if you decide on using one, some will realize that you are almost invincible from that position and will start going south towards the valley between the other group of trees. From there it is difficult to get rid of him, as are all tree-related fights.

Another jumping location is from 3 to four, but DON'T go in the northern passage towards the corner of the map! Doing this will not give you a clear shot and the opponent will have an advantage of ammo. But by going the other way by the plains, you will see him picking up the RPG. Enemies that I've come across take one of these two options. He comes down from the little bluff and fights in the rocky area of the map in NE or recedes back into the corner where it is harder for you to reach him. When he does this, avoid walking towards him!!! Because in doing so you will get dangerously close to the dump where he can easily nade you to bits. Simply find a better location to fight him from. Although I admit this is one of the harder jumping locations...

My FAVORITE jumping location is at 5. You want to attack 4! This is such a great spot because you get him in sight very early and you can get more than one set of rounds at him before he starts attacking you. Once you hit him, move around the trees towards the corner onto the bluff to block his own way there. Rarely will he attempt to fight you back, and he will move towards 3 behind the trees. You want to have killed him before he does this, because trees are always pain in the rear-end. If you're lucky you can nade him using anticipation and it isn't too tough to shoot him either. But in unfortunate cases the player from start location 3 will pick up your kill, and you will have a ammo loaded enemy to face in plains.

If you start at 10, you should pick up that RPG right in front of you and move around the dump towards 11. Why? The player at 9 will blow your head off before you even get your hands on the second nade! You need to move onto location 11 where you can quickly find out if someone started there by the absence of his ammo. Try to RPG him when he moves towards you before you even start to fight, and then try to do a straight-forward battle. Once in a while, look towards location 9, because once he hears the gunshots, he will cross the water to your location. You need to watch for the ripples, and if you spot one, use that nade at your dump!

And If you start at 11, don't bother with ammo and move straight to 10 where he will have picked up an RPG. The up-side of this jump is that you two will be moving in a straight path, so just as long as you fire first, you will do him a good amount of damage to start the battle.

One person acting as many

In S2 games where you have 4 or more units to deal with, you MUST use the presets to win! If you have 4, you will make 3 into a preset and the other into a preset by itself. the one will be used to scout, and once you spot enemy, quickly toggle the 3 units and RPG away! If you have 5 units, make two presets again, one as a scout and 4 to RPG. If you have 6 or in smaller games 7, split them into groups of 3 & 3 or 3 & 4. Use the smaller group first and fight as you normally would. You will be able to deal the opponent more damage then he will do to you, because most players in smaller games take all his units at once to battle, where you can RPG, then nade them to bits, while the most he can do it take out your 3 while you have 4 more behind them. For a person to act as many, however, you need to control both groups at once. For example, while you are fighting with the group of three, move the group of four into position to RPG the opponent. As long as you can, try to attack the opponent with the first group, but once it is destroyed, move in with your healthy and armed (and larger) group at your enemy. He will be overwhelmed and the victory will be yours.

Cannon

Even more useful in S2 is presets on a cannon. If you are given a cannon AND units, divide them into two presets, one for all your soldiers, and one for your cannon. Locate the opponent with your soldier and QUICKLY toggle your cannon and fire away! Useful in small games where enemies are clumped together. Why do this and not let someone else handle cannon independently? Because YOU will see the enemy before HE does, and will be able to manage it better this way. Cannon's couldn't hit the side of a wall if it was 5 feet in front of it, so in larger games where units are more spread apart, you want to avoid getting cannons at all.

Another good usage for cannon is its secondary attack, the group of shells that act as satchel charges in a way. In CTF or BOP, fire your shells into the lower hill of the enemy territory because they will more likely be there getting ready to attack, AND to fire into the higher hill your canno will have to be dangerously close to the action. In KOTH, fire at the opponent's flag or the higher hill because they will be playing defense there. In STB, or LMOTH where the fighting takes (usually) in the middle, fire your shells in the middle towards the base of the opponent's lower hill. Setting off these charges are easy. Any explosion will set them off and cover more ground damage-wise.

Oh and if you have the time, go ahead and taunt with your cannon.

Hidden Ammo

God I love playing with high-ranked in S2. You learn lots of stuff from them.

Anyway, if you are towards the end of the game with both teams having small number of units, don't you ever have a thought saying, "God I wish I had an RPG right about now..."

Well your prayer has been answered. If you are in the northeastern HQ, the clump of bushes next to the ammos hides an RPG for usage. If you are in the southwestern HQ, there is a small clump of bushes in the corner (more to the West side) between trees. This one is harder to find then the northern one, but at desperate times, this will be very useful.

Elimination revisited (My FAVORITE Elim Strategy)

It isn't difficult to locate your enemy in Elim. You can see ammo mysteriously disappearing or you can see ripples. Although most of the time this information leads you to a normal fight, you must recognize your enemie's movements.

1. At the eastern edge of the plains in the rocky sides, there lies a single RPG. If you see an enemy who you definitely know is moving straight for that AND hasn't seen you yet, wait until he gets as close as 5 feet within that thing, and fire the RPG at the other RPG!!! The 5 feet that he needs to walk will give time for the RPG to sail across the air and set the RPG off which the opponent will be standing right above. IT'S SO MUCH FUN TO WATCH THIS HAPPEN!!!

2. For the same method, there lies another RPG to the south of the lower hill of the northern HQ hidden half in water. If you see an enemy of ripple moving towards this, blast it like you did in 1!!! SO FUN!!

3. Yet 2 more RPGs are there for your amusement, one next to the crates a bit off to the middle of the map, and one towards the swamps from the middle of the map.

4. I THINK this is towards the northern hill... I must recheck this, but to the east of the northern hill stands a bunch of white crates in water. Most veterans of WWII: Recon know what that thing is full of: RPGs!!! No you can't open it and get them, but you CAN blow it up to create the BIGGEST explosion in WWII: Recon! If you see ripples in that area, aim for the crates!!! BOOOOOOOM!!! And keeping in mind that there is also an RPG laying near the crate at the rise of the hill, if you see someone getting close to that, blow the crate!!! It will set off the RPG, killing the opponent!

In all these circumstances, if you don't hear the satisfying "Player Eliminated" narration by the man, go straight there! The soldier who has not yet been killed by these explosions will be incredibly close to meeting his maker! You MUST help him meet him!

Priorities of Teamwork

In s2 or patrol where you are faced against multiple targets, be sure to attack the one that is stationery. Attacking the moving targets will almost always result in a miss, while the others pound on your from the other sides.

OOOPS

I forgot that this strategy guide would be separated into Roman numerals... Oh well..........

Auxiliary Tips

Play WWII with headphones on!!! This can help you direct yourself towards (or away from) the action/RPG/gunshots/nades/taunts/body-parts-landing sounds.

Oh and say you got pissed at Jane one day and when she wasn't there, you started saying some long and nasty stuff about her. When you filled the entire text box and were about to press return, suddenly Jane comes into the room and asks, "Whoever thinks I should take over ARMY say 'aye' or else...." Well in this case you will want to type 'aye' as fast as you can, but with all that junk already typed into your space, it takes forever to delete it. Solution?

His the Tab key. It automatically selects the entire text and you can then hit Delete to purge that 'nonsense.'

(And Jane, I made this up. I couldn't think of any other good examples. None of us would really do something like this in real life...)

Newbie?

To quickly find out if someone's a newbie, select his name, and type '.userid' which will display a number. The higher the number, the more newbie he is. Or at least the account...

What'd you get a degree in? Slow?

You know what frustrates EVERYONE on b.net? No not droppers. No not cheaters. No no BNA. No not celests. No not Jane. SLOW LOADERS!!!

They completely waste people's valuable times by having them wait for you!!! By playing 5 games, the waiting time would have probably been as long as another full-length WWII game!!! People drop because they think the entire game didn't load, and the host gets pissed off too!

Solution:

1. Do a LARGE INSTALL!!! This reduces the need for the slow CD-ROM drive to function during the entire gameplay and since everything is in the HD, everything will load faster!!!

If you don't have the 500 megs for the LARGE INSTALL, that means you're computer's not worth playing Myth II on anyway. Throw that junk away and get yo-self a G4!

2. Make a Disk-Image of your Myth II CD!!! If you still load slow after you do the LARGE INSTALL, use Apple's Disk Copy software bundled with most OS and make an image of your CD!!! That means the CD will NEVER have to function at all!!!

3. Get yo-self some RAM!!! No not VM. VM (virtual memory) is not recommended by me because it increases the memory requirements for most Applications. Get yourself some hard RAM and turn off VM entirely. Then open up the Get Info window for Myth II and allocate as much memory as you can!

And in saying this I would also like to add: Don't run any more applications while running Myth!!! This slows the computer down drastically and if you are the host, this will most likely kill your game! Among other programs Netscape, Explorer, GoLive, Dreamweaver, Photoshop are the prime suspects for causing this sort of lag.

4. Purge your pref menu: Yes the menu next to the Local menu that gives you remote access to other WWII games. This is said to reduce chat lag drastically... but I personally will NEVER get rid of my pref window. I love that thing...

5. "Stop talking! It just creates lag!" Well I haven't yet tested this hypothesis yet, but this came from a high-ranked player, so I shouldn't be questioning the validity of this statement.

6. Take out those plugins you will NEVER use!!! (i.e. <censored>, <censored>, and <censored>.) The two you need, and the ONLY two I carry are Titans, Titans Unit, Titans Solo, and Recon. Come on. Have you seen anyone play Amsterdam lately?

7. If the Ping is anything over 400ms, DON'T JOIN! There is an exception, when the title reads: NOLAG!1!I SWEA

8. Get a G4, T3, and Gigabytes of RAM.

THE secret of secrets Part II:

This is a hidden yet unconfirmed cheat that I use almost everyday. In Elim, press Caps Lock and you will be given a wonderful starting location!

And NO. Toggling Caps lock will NOT put you in the best team that game. It will, however, increase your chances of being Cap.

Invisible Man!

Remember the Into the Breach mission in the Normal Myth II: Soulblighter campaign? Remember your dwarf who was invisible to your opponents but not to you who can see it sort of? Well it is possible in WWII! This technique is used by few players who always seem to get their units behind your hill and maul you down unnoticed.

<Like the dwarf, once your invisible soldiers attack, taunt, or get close to your enemy, he will be seen and act normal again.>

This is pretty simple: Select ONE of your soldier. More than one will NOT work and the game will quit all multiplayers to desktop. This means that whenever your b.net games crash to desktop, someone had tried to activate multiple invisible units.

Select ONE soldier, and name him LolUFoolzUkantCme!!! exactly as is.You must also avoid all damage, for once you are hit, you will return to normal. Use my Dodging techniques above to perform your maneuvers.

Wow

Wow this page is getting REEEEEEAAALLLY long.

Other auxiliary tips

1. Brush your teeth: When you meet someone new in b.net, you want to make sure you give them a nice first impression.

2. Set your clocks 5-10 minutes ahead of time like I do. This will make sure (um.... most of the time) that you can meet the schedule.

3. Try not to play after midnight... You're in a pooped out condition and will lose hundreds of points like I did that one terrible nite...

4. Don't drink and play. You'll only be saying AFK one too many times.

5. If you find a really hot chick at school, hook me up!

6. Read the books: The Prince by Niccolo Machiavelli and The Art of War by Sun Tzu.

7. Don't cuss...

8. Learn a foreign language.

9. Dropping sucks. So don't. ESPECIALLY if you are captain.

10. Make friends in high places. They come in handy.

11. Strive for your beliefs.

12. Listen to Hip Hop R&B.

 

Fin!