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Not So Common Sense - A Halo 2 Strategy Guide

by Overswarm

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Matchmaking Gametypes - Zanzibar

Team Skirmish

Assault on Zanzibar

We're off to Zanzibar! To meet the Zanzibarbarians!

Offense

Weapon Control

  • Sniper
  • Rocket
  • Sword
  • Shotgun

Overstrat #1-

phase 1

Player 1 grabs the bomb. He goes to the warthog and gets in the passenger seat.

Player 2 gets in the drivers seat for the hog.

Player 3 gets in the ghost and goes on a suicide run to open the gates.

Player 4 grabs the sniper rifle on the sea wall and attempts to cover Player 3 so he can open the gate.

phase 2

(this is assuming that player 3 opened the gate. If not able, repeat phase 1, try a different strategy, or do phase 1 except have EVERYONE run in (no bomb) and try to open the gate)

Player 3 (presumably dead and respawned) gets in the remaining ghost and then boosts ahead, hopefully showing where the RL toting enemy is.

Player 1 and 2 follow close behind in the warthog, and go towards the gate letting the ghost and the sniper cover them.

Player 4 is moving along the camo path, covering the hog from anyone he can see. Player 4 is constantly moving towards the camo-side entrance to the base.

phase 3

The warthog parks outside of the base (right in the door), and the driver and bomb carrier get out. The driver gets in the gun turret and prepares to protect the bomb guy. Player 1 goes to arm the bomb, and Player 2 covers him with the turret.

Player 3 flies in with his ghost, and pretty much just tries to be a big distraction, and tries to flush out anyone hiding in any corners.

Player 4 should be crouch walking up top, and sniping from the second tier, getting anyone hiding on the top floor or the ramp by the stairs.

phase 4

Hopefully, the bomb should be armed. If not, player 4 stays ALIVE, and hidden, and continues repeating his role.

Player 3 has the new role of contesting the bomb nonstop by hiding in rooms and corners.

Player 1 and 2 constantly attempt to arm the bomb.

Remember to communicate, because if all 4 of you are at the base, and there are only 2 enemies, drop the bomb and all 4 of you gang up on them, then arm it. Know when you should drop your roles.

Note: This strategy works great for lower levels, but as you get higher up, it is more likely that for each enemy you take out, they will take out one of yours. It is also less likely for you to be able to open the gate on your first try. This also doesn't work the second round, for most teams tend to react to a common strategy like this.

Overstrat #2

phase 1

Player 1 grabs the bomb and a BR on the seawall.

Player 2 Grabs the BR in the sea cave, and watches the explosive sniper zone.

Player 3 grabs the ghost and drives to the explosive sniper zone and tries to take that sniper. When he does, he runs back to the beach.

Player 4 grabs the sea wall sniper and watches the explosive sniper and tries to get a shot at the rocketeer if he can.

phase 2

player 1 is following the group, going camo side.

player 2 leaves the cove once the explosive sniper is retreived by player 3. He then grabs the shotgun and guards player 1.

Player 3 then gets on the top camo level, and grabs the camo. He knocks down the bridge, and then sneaks around the top. Remember to crouch walk. If he can, he will kill the rocket holder. Otherwise he's just going up top and watching the entrance to the top/camoside entrance.

Player 4 watches the front of the base and camo-side entrance.

Player 1 and 2 go to camo-side entrance, crouch walking so they don't appear on radar.

phase 3

Player 3 sneaks through the top of the base, and goes in the entrance, then proceeds to move towards the left side of the base (the one with the holes in the wall that can be covered).

Players 1, 2, and 4 sneak into the base.

phase 4

Players 3 and 4 snipe from the top, from opposite sides. Their main goal is to make each other stay alive.

Player 1 breaks the glass and tosses the bomb down to the bottom floor.

Player 1 and 2 then unleash grenades and bullets on the enemy, bringing them to the open to be sniped.

After a bit, Player 2 jumps down with the shotgun, and player 1 jumps down and starts to arm the bomb. Player 2 is guarding him with the shotty, player 3 and 4 with snipers.

If player 1 dies, player 2 grabs the bomb (and tries to drop his shotty). Player 3 or 4 then takes the role of shotty.

Remember to look down when arming the bomb.

Note: This normally works fairly well if your snipers are good, and you can take out rockets early. The most common cause of failure here is not communicating to your teamates where the enemy rocket launcher is, and the RL kills player 1 and 2, or both snipers.

Another common cause is someone holding the rockets in the stairway, and just watching the planting zone. Player 2 should look there when he jumps down, and if he sees the rocket guy, should tell the snipers to take him out.

Snipers should always be prepared to drop from the top floor to the bottom through the glass, and switch to their SMG (or other weapon if they picked one up) to attack close range.

Assault on Zanzibar is hard. It will almost always be a tie, sadly, against two groups of good players.

Zanzibar is a bad map for assault. Great for CTF, but bad for assault.

Defense

There's only one main strategy, so I'll give you this in shorthand.

Player 1 - Grab the shotty outside the base, then go grab camo. Then wait for them. Watch and communicate and tell your teamates where they are coming from. Don't engage in combat unless they see you, or you are fighitng the end of their line.

Player 2- Grab rockets, then sit down in the stairway and watch the bomb planting zone.

Player 3- Grab the BR and try to get the explosive sniper. If you can, get to a preferred sniping zone and watch the entrances, but be close enough to where you can get to the base to help if need be.

Player 4- Watch the top, so if someone comes in camoside you can pin them with grenades, and if someone comes in windowside, you can prevent them from opening the gate.

Then, just continually go back to the base and watch the bomb as soon as it is dropped.

RL guy, your job is to keep the RL out of the enemies hands, not get kills. Just keep the RL, use it only when you have to.




Home | Advanced Combat Techniques | Articles and Extras | Map Guides
Matchmaking Gametypes | Movies and Commentary | FAQ

Matchmaking Gametypes
Independent | Ascension | Backwash | Beaver Creek | Burial Mounds | Coagulation | Colossus | Containment | Elongation | Foundation | Gemini | Headlong | Ivory Tower | Lockout | Midship | Relic | Sanctuary | Terminal | Turf | Warlock | Waterworks | Zanzibar



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