Why I Am Writing This Guide
I wanted to set up a quick and dirty guide to get through the first map, because it seemed insurmountable to me. I never died, but I always lost due to points ticking down for my side and not being able to keep up with control points. It was very frustrating, because I am in love with this game otherwise. So I hope that some tips here will help you get through the map if you are also struggling with it (and that someone better at the game writes something better soon).
What I Was Doing Wrong and How To Do It Better
Basically, I wasn’t treating the game with enough strategy when it comes to the rest of my forces, both my squad and the rest of the company. To start off with, let me say you should take this all with a grain of salt, because I’m no expert on this game. It seems like each member of your squad is worth ten times that of the regular soldiers. Even more, if you use them effectively. Heck, sometimes they seem better in certain situation than me.
It also seems that the best use for the other squads is to keep control over an area. I wouldn’t use them to attack, as losing a soldier loses you a ticket, and they die just as quickly and often as the enemy soldiers (sometimes seems like they die even more often than the enemy). You can send them into a control point you are going to take personally or with your squad, but I would think of them as “bringing up the rear”. Basically just proving some fire support and keeping any enemies from getting past your advancing front line.
I also was not considering leaving any of my own squad members behind at control points (mainly the village control point) to assist in locking down a chokepoint. Your sniper and LMG squadmates (I forget their names but I will update when I get them) are best at this. Order them to a cover point watching over an area and roll out to your main objective. They are extremely effective at locking down a lane of approach. With the two of them on defense, you pretty much can ignore that entry point in to the village while you go take an objective.
On my failed attempts, I always kept my whole squad (or the two that were not on defense) in just “follow” mode. They will get kills just following you, but they will always be lagging far behind you and not be putting down as much fire as they could. Instead, I would have the two squadmates that are with you to use the “bounding overwatch” strategy. Order one into cover at a forward point, while you and the other squadmate cover their advance. Then order the other guy up to a point further up while covering. Your squadmates have a robotic-level ability to acquire targets and start firing on them, so they’re just awesome at watching your back… as long as they’re not constantly moving to keep up with you. On the last part of my first successful run, there was a handful of enemy soldiers I just couldn’t get a bead on and kept chunking down my health every time I tried. So to finish them off I just ordered the whole squad to seek and destroy. Sometimes they’re just better than you (or me, at least).
One thing I haven’t really mastered yet is actually the squad commands. So far I’ve gotten by by just using the cover order (on Oculus, hold down A, point at a cover spot, hold down Trigger, use joystick to pick squad member). Sometimes I’ll use the area command on my position to ask for healing. But I never seem to use the area commands like suppressing fire or grenades. The former doesn’t really seem to do anything, but I haven’t tried it enough yet to say for sure.
Syria Step-By-Step (More-Or-Less)
So, like I keep saying, I’m a noob at this game, but this is what works for me on this map:
- After picking your loadout, before you advance on the enemy, whip out your PDA and use the map to order Alpha, Bravo, and Charlie squads to a building on the south, west, and north perimeters of the village.
- Order your squad to follow you, and sweep the village until you have full control of it.
- Set two of your squadmates to cover on the north perimeter of the village, where they have a clear view of approaching enemies. This means the west and south perimeters will only be defended by regulars, but we’re about to head south, and one soft perimeter isn’t too bad to deal with. I might experiment with having one squadmate each on the north and west entrances, but haven’t tried it yet.
- Send Charlie squad (the squad choice doesn’t matter, will just be arbitrary picks for the purposes of this guide) to a building just outside the south control point (FOB). This control point gives the enemy extra reinforcements, according to the objectives list. We’ll be moving faster than Charlie, so they shouldn’t suffer too many casualties.
- Use bounding cover with your remaining two squadmates to keep moving south until you have full control over the FOB. Usually when you take it, it immediately becomes contested because of one or two lingering enemies. Make sure you finish off the enemy forces before you leave, or they will take it back and enemies will start spawning from the south again.
- If, at any point, the village becomes contested, you have to make a judgement call as to whether to head back and defend it. This is safer to do if you have the FOB contested with Charlie’s help, because (as far as I am aware) control points can’t spawn new soldiers while contested.
- Once the FOB is yours (green), head back with your squad and Charlie. Send Charlie to take a building just outside the west control point, just like you did with the south. Alternately, you could go north. West gives you artillery, north gives you air strikes. Once you have 2/4 control points, assuming your squads aren’t getting mowed down, you’re on even footing with the enemy as far as how fast you lose points (I think).
- Keep your two squadmates on the north entrance where they are as you head west to take that control point in the same manner as the south. Always remember to lean on your squad and not try to go rambo. I’m not positive of this but it seems like, as the enemy loses control points to spawn at, they don’t lose spawn rate which means each new control point will be harder to take.
- Once you have the west point (again, make sure it’s green before heading back with squad and Charlie), you have to make the call on whether to have Charlie assist on this push. Your points are probably getting very low at this point, so taking them with you is a liability, because the enemy will be thicker than the last two control points. But without their help, it will be slow going. Either way, you might lose from attrition. Honestly, this is the part that I know the least about. In my case, I left Alpha, Bravo, and Charlie on defense in the village while I advanced with my full squad, hoping my sniper and LMG buddies could make up the difference.
- Since you have access to artillery for this push, and it seems to recharge pretty fast, I was using it pretty often. Not sure how effective it is, but it sure is fun. It’s extra important to be using cover points for your squad as you move up on the last push, cause you need your teammates on their feet and laying down as much fire as they can.
- Good luck!
Help Me Out If You Can
I don’t think I’m really qualified to write a guide for this game, but I really needed some pointers when I first started. I’m hoping that this will help some new people ease into the very difficult Syria map (or at least difficult when you don’t understand how the game works) enough to master the game and play long enough to see why it’s so much fun. So I’d like to ask for any help in the comments: Corrections, additions, tips, all that stuff is welcome and would be helpful. Or just write a better guide!
Hope you enjoy the post for Tales Of Glory 2 – Retaliation Surviving Syria, If you think we should update the post or something is wrong please let us know via comment and we will fix it how fast as possible! Thank you and have a great day!
- All Tales Of Glory 2 - Retaliation Posts List