Strategic Multiplayer Guide to King of the Hill
Firstly watch this guide, to learn how you should be playing this gametype, then look at the teamwork guide below.
Map based Team Work Tips for King of the Hill - Gears of War 3
This guide is from stealthyturtles from the Gears of War forums.
" Now, as I am a semi-frequent active member of the forums, I have noticed that a lot of my fellow Gears feel that there is a problem with KoTH spawns. However, what they fail to realize is that it is very easy to control the pace of the match if you control spawns effectively. This is a guide to help some of you out with spawn controlling, as well as defensive measures that I have found extremely effective if executed properly. Here is some info, map-by-map, how to control where the enemy team will spawn and set up proper defenses. This is just what my primary squad uses. To each their own.
Boom/Digger : Closest spawns are top/bottom scorch. After your team has control of the circle, place one unit at the top scorch. This will usually make the enemy team spawn cross top, bottom scorch, or cross bottom. It is much harder to assault up to this area if your team has the boom/digg then it is to come down.
Torque/Snipe: Closest spawns are top/bottom pistol. Have one unit at both positions and 3 in the circle. This will force cross map spawns on the other team. Your team can then set up proper defense on each side to deal with the oncoming threat, which should be called out by the time they are 1/2 way there.
Top/Bottom Pistol / Scorches: Have a single unit at Boom/Digg Torque/Sniper as the enemy team will usually spawn there, and your team will be on the top/bottom or across the way. If you have the unit there, this will make the enemy team spawn top/bottom or across, giving your team enough time to set up defense in a proper and according manner.
Frags / Mulcher : ALWAYS place a unit in the back of electronics. Electronics is the area where you get the fire extinguisher, atleast thats what my squad calls it. 9 times out of 10, enemy team will spawn here and the Hill controlling team will spawn at digg/snipe or one of the starter spawns.
Left/Right of Digg/Snipe: The area I am referring to are little horizontal shelves. Have one unit placed at Digg/Snipe ALWAYS when you control this spawn. Almost every time the enemy team spawns it will be here. If you have a unit here it will force the enemy to spawn at Starter Spawns or Mulcher. Giving you enough time to see them coming, and spawn protect will have worn off by the time they are in offensive range.
Digg/Snipe: In my personal opinion, this area should have every unit of your team back there at all times. There is not a relatively close spawn, it will be mulcher or starter spawns always. They will be funneled into one of 3 small rows or 2 semi larger rows. Your team can effectively use your rifles to *Drop Thunder and surpress the advance.
Mortar/Oneshot: Every avaible unit should be positioned here. Only two ways up to the hill, easily surpressed with coordination. This area can be key to dicating the pace and flow of the match.
Well/Roadside: Have a single unit or 2 man squad at Mortar/Oneshot. From this area you can call out where the enemy team will be advancing from and possibly get them in cross fire. Also, it will not allow the enemy team to spawn at Mortar/Oneshot, if Mortar is in the enemies possession in can effectively force your team to scatter from either of these hills, making your numbers spread thin, and easily mopped up from an advance. Also, if they spawn at mortar/oneshot they can advance on your position without your squad having visuals, resulting in a sudden conflict. Element of surprise can devastate the best of defenses. If you feel you can spar the unit have one positioned at Frags, or have a single unit at mortar/one and single unit at frags. These areas are very hard to defend if not properly set up, or very easy if effective measures are taken.
Cellar / Library steps: A single unit at roadside / well I find works most effectively. The only areas they will be coming from will be Mortar/Oneshot or Church. Both of which have wide areas in which they must run across without cover and can easily be picked apart. Have a reserve unit in the wine docks (little dark cubby areas on sides of mortar/oneshot) so they can lay down cross fire and have another angle.
Chuch: All avaible resources should be positioned in this area. Easily defended with a *2-1-2 surpress system.
Mortar/Oneshot: All avaible resources should be dedicated here. If you feel your team can fend off better from left/right then have a single unit control that spawn, this is strictly preference. Have *2-1-2 set up.
Torque/Snipe: This area comes to preference. If you want them more funneled then postion one unit bottom right, if looking towards Mortar from Torque/Snipe. This will make them come up from the big tractor-like vehicle and slightly more funneled. If you prefer them to have less cover and more "breathing" room then place one unit bottom left, if looking Mortar from Torque/Snipe, and they will spawn bottom right with only a small block of cover, or at Mortar / Oneshot. Mortar can not hit this area if fully cranked from the spot in which it spawns. Also is easily seen coming if they manuvear it close enough to be a threat.
Pistols or Bottoms of Torque/Snipe : Have a unit at Mortar/Oneshot or Torque/Snipe. This will generally force them to spawn parallel or on the opposite side. Both of which can easily be seen coming.
Hotel: *Note: Always keep an ear out for the *dinge!* from the elevator spawn. Tac-com immediately, if possible, to see if your team or enemy team spawned there. This will give an idea of where the next advance could possibly come from.
Torque/Snipe: Have an even distribution of units. *2-1-2 set up works very effectively.
Middle Counter: Have one unit at Torque/Snipe, enemy team cannot spawn in elevator if this postion is secured. This unit will also be able to lay down cover fire from an elevated position, as well as cover nades from afar. *2-1-2 works here also. Two units watching starter spawns, single unit watching nade area.
Nades: Three units inside area watching the inside of the Hotel. Two units on stairs each watching stair set. No spawns are to close for a hostile action to be taken without some form of recognition before the attack occurs.
Boom/Digger: No spawns are danger close. Cover this area any way you see fit.
Pistols: No spawns are danger close. However, every avaible unit can be safely behind cover watching all angles from inside these cubbys. *Drop Thunder on any advance, have a spar unit always watching flank. i.e. 3 enemy units coming from tank/car and one friendly unit watching stairs/boom for possible flank while other 4 *DT. If possible, hold atleast 1 hostile grenade for the duration of the hill so it will not spawn. Flame/Frag nades can flush out defense in this position easily forcing you to become overwhelmed. Nothing else can really devastate this area so effectively.
Trenches: *Note: Not my most played map so guide and tips will be less elaborate.
Mortar: Have one unit at mine car and blocks. Enemy team will spawn at starters, scorch, Mulcher/Oneshot. *1-3-1 works effectively here. The single units watch flanks and can call out any hostile advance they can not handle alone.
Mulcher/Oneshot: Every avaible unit should be at this location. Easy to *Drop Thunder down the slope. Two on sandbags, three in hill usually works best.
Nades: Once captured secure area outside of nades. Enemies have clear line of sight from just about every area on map. Very vunerable position to stay in once captured. Have *2-1-2 set up. Watching both sides with spare.
Digger: Once captured position a single unit at Mulcher/Oneshot. The other four team mates can secure the area as they see fit. Make sure the top unit falls back from the sandbags to the Mulcher/Oneshot spawn before the enemy team spawns, or they will spawn behind him. This area is hard to hold effectively. Keep that in mind.
Scorcher: Have *2-1-2 set up. No spawns danger close, every entrance will be funneled. Make sure to pick up Scorcher, do NOT under-estimate this weapon. If enemy team breaks the lines this weapon is extremely effective in a tight situation vs. enemies who already have any amount of damage. It can also be shot down funnels and devastate advances in more than satisfactory fashion.
Mine cart / Blocks: Have one unit at opposite position, that is Mine cart have one at Blocks, Blocks have one at Mine cart. Enemies will spawn at Starter Spawn or Mulcher/Oneshot. The enemy advance will be seen from a far and proper defensive measures can be taken.
Thrashball and Sandbar will be left out of O.P. If you request this information, I will post what I know about these maps in a secondary Main Post. Please let me know what you think about the information I have provided and if you fell it will help you and your squad. If you come to find it useful in a match, please let us know what helped you, as well as your tips for other players. Hopefully this will encourage KoTH gameplay and I hope to have more great matches because these tactics are implemented!
*1-3-1 - one unit postioned on right/left side of area of interest, three units in close proximity of hill.
*2-1-2 - two units on each entrance/exit with a spar unit that can reenforce either position if it gets to aggressive.
*Drop Thunder - Have all avaible rifles lay down surpressive fire on location. i.e: "DROP THUNDER ON THE SPOT, THREE ENEMIES BEHIND COVER!" Every unit not in a firefight at that moment that can safely dedicate resources to the "spot" should light up area.
See you all in the field! "
i appreciate the guide. your play style is a lot like mine. now it would just be nice if i could find teammates with similar thinking. hope to play with you again sometime