Rising Storm/Red Orchestra 2 Multiplayer

Rising Storm/Red Orchestra 2 Multiplayer

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"Defending" Maggot Hill - impossible?
I am sure you are all aware of how seemingly impossible it is for the American team to defend Maggot Hill from the incoming Japanese soldiers, bar any big mistakes in their tactic. In other words, it seems impossible to defend Maggot Hill unless the Japanese ♥♥♥♥ up big time. Frankly it has been like this since the beta testing of the map, all the way to now.

To illustrate my point I put together a small video detailing a typical "defense" of Maggot Hill. Intense, but ultimately unsuccessful.


Is the map fundamentally broken? What can be done to fix it?
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Showing 1-12 of 12 comments
skydancer Aug 27, 2014 @ 5:47am 
I just see defender win once on this map and just becase attaccking team was incredibly inferior.
[Volk]TheDust Aug 27, 2014 @ 6:00am 
I really do enjoy Maggot Hill, on both sides actually.
I feel like because the map is sooo open it really can be described as an "advanced" map.
You really have to stay on ur toes all the time and the entire team has to work together. One or two decent MG gunners can really turn the tide here.
Sadly you often find yourself with defenders camping D the entire match and not checking their maps to see where the Japanese are headed to.
A good TL with a mic is just essential here.

IMO the single most important point to hold is B. It's also very difficult. But everytime I saw US win here was when they held B. From here you can cut off one entire flank of C and also prevent A from getting flanked. Anyone agrees?
It's not broken imo, it's really, really tough.

We all learned how important it is to be inside the cap, but on this map you have to strike a good balance between people outside and inside the cap.
Just my 2cents :)
Last edited by [Volk]TheDust; Aug 27, 2014 @ 6:03am
- Stich - Aug 27, 2014 @ 8:32am 
Defending Maggot Hill requires U.S. team to respond quickly to whatever cap is being attacked.

That requires almost continuous communication and coordination, of which I see very little of on a regular basis with the community, sadly.
Last edited by - Stich -; Aug 27, 2014 @ 12:24pm
-=V=-yourself Aug 27, 2014 @ 3:22pm 
the key to this map is C !!!!
[2.FJg]Jank-Ret. Aug 27, 2014 @ 6:18pm 
I also find that the key to defense is to concentrate on C. I find it the hardest to cap as Japanese, especially when you already have A & B, and you can only spawn over by C. B is useful as American, but I find it is most useful only after you've already lost it. Once you're down to C only and you've repulsed the first big C-only effort, you infiltrate B again (no recapping) and shoot attackers in the flank and in the back. C is your best bet as defense, simply because there's no easy way into C for Japanese, unlike the other two initial objectives.
Killroy Aug 27, 2014 @ 6:19pm 
Hold C.
Save arty for C
Have people on the right left and middle front of C
Few riflemen man the mgs in D.

And thats all you need to do.
I've seen it won while holding A sometimes, but usually it's almost always C; or at least holding C long enough for D cap to only be available for a short time. One of the big problems is that the last cap is the perfect size for an artillery drop (do the Japanese get quicker arty cooldowns?), and coupled with knee mortars...it's nearly impossible to hold on that facet alone - artillery can be dropped near the back of D and kill the majority of the defending Americans while simultaneously cutting off all the American reinforcement approaches.

Holding C almost always requires the defenders to keep a foothold on the overlooking ridge, keep in mind.
droggen Aug 28, 2014 @ 4:00am 
The american team needs to also get up front deep inside D and not sit at the rear of the cap there is plenty of spots to set up MG and cross fire near the front and sides of D as defenders.
[2.FJg]Jank-Ret. Aug 28, 2014 @ 8:26am 
That's true - you cannot defend D when you're on the ropes. You have to hold the forward positions.
georgelopezhook1337 Aug 28, 2014 @ 12:59pm 
My friend ws trying to show me how easy it is to cordinate a team on RS compared to based RO2 and Ironicly attack our team lost on maggot hill...
Derteufel Aug 28, 2014 @ 10:41pm 
Its actually not that hard to defend its just about timing, if you lose points quickly you lose.
Fred Aug 29, 2014 @ 6:08am 
It's a terrible map for anything outside competitive play. Putting the very definition of a map that absolutely requires advanced coordination and tactics in the hands of level 10s isn't a wise move. This map definitely needs some changes.
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Date Posted: Aug 27, 2014 @ 3:31am
Posts: 12