What’s up guys Rogue-9 here and today we continue our exploration of the stationary
weapons in Battlefield V. Devastation is quite an interesting map since it contains an AT
gun that can be very useful but I hardly ever see anyone build and there are also a couple
of sneaky ladders that you may not know about yet.
All emplacements that I will show you are for the conquest mode and even though most
will be the same in other game modes, some may vary.
Oh and thank you everyone who suggested Rotterdam as another map to look at in my last video.
I am exploring it right now and will hopefully have a guide ready soon!
But for now, let me show you what you can do on devastation!
Let’s once again go from east to west and first up is this ladder that you can build
in the northern corner of the old mall (also known as “E” cap in conquest).
Once you climb up here, you have a decent overview of the cap but the most useful part
of being up here is surprising enemies trying to push in from the northern corner.
Over on the southern side of the cap on the second floor, you can erect a little bit of
a defensive position with sandbags and an HMG.
Yes, this machinegun will give you a very good overview of the cap but at the same time,
this leaves you relatively exposed to counter fire from more angles than you can cover at
any given time.
Plus, the ramp that leads up to this position is actually difficult to cover from within
the MG itself and this leaves you open to being pushed and taken out once the enemy
knows where you are.
Nevertheless, it’s a useful little gun to build whether you are on the Allied side defending
your home cap or on the German side holding on and harassing the counter attack from the
Allied spawn zone.
Heading a bit further west from there, in an area called CATHEDRAL – FRONT, you will
have the opportunity to build quite an elaborate defensive sandbag position with two machineguns:
one facing west-south west along the road past the church and one facing back towards “E”.
Also part of this position is an ammo crate, barbed wire and anti-tank hedgehogs, so if
you wanted to, you could really dig in here to slow down enemy movement along the southern
side of the church all the way to “E”.
The gun facing along the road past “C” is in a good position to engage opponents
all the way to the ridge half way along the church and you can also fire on anyone coming
out of the collapsed side entrance.
The gun on the other side can cover the road leading to the British spawn as well as two
of the exits coming out of “E”.
So in terms of effectiveness, both of these HMGs are pretty good but they also come with
a decent amount of risk.
Many of the windows along the old mall will allow opponents to shoot down onto you and
the entire position is very vulnerable to being overrun by anyone coming from the ruins
towards “D” cap.
Building up some of the tank traps and sandbags could be worthwhile but all in all, I don’t
think that holding out in this position is viable for more than a couple of minutes at
the most because once the enemy knows that you are here, it’s only a matter of time
before they find a way to flank you.
Plus sitting in a stationary gun like this makes you an easy target for snipers.
If you head north from here, you will find a couple of positions that in my opinion are
far more viable.
In a ruined building (called THE FIRM on the mini map) you can build the 6-pounder AT gun
I mentioned right at the start of the video.
It’s well hidden and behind decent cover and will allow you to stop vehicles and infantry
from moving in along the northern road pretty much most of the way to “A” cap.
You also have a very clear view of the sandbag emplacement half way down the road making
that position very dangerous but we’ll get to that in good time.
Risks for this AT gun are the flanks.
You might be well hidden here but once your position is known, opponents can move in from
“C”, “B” or from “E” through the ruins behind you so don’t get too comfortable
here over the long run.
On a floor just above this AT gun is another room that can be fortified quite well and also comes with
a machinegun emplacement overlooking the same road and part of the front of the church.
The view from here is not as clear as it could be, with a tree quite inconveniently placed
to block part of your shots but you can still have some effect from here with reasonable cover.
So all in all, this building is a pretty decent spot to hole up in with a squad for a little
while if you want to exert some control over the northern road and the path from “B” to “E”.
Moving just across the road to the main entrance of the church there is once again a sizeable
sandbag position to be built, including a machinegun that faces directly toward the old mall.
The arc of fire for this weapon will allow you to target anyone leaving “E” cap but
you’ll be fighting at relatively close distances and great sightlines work both ways of course.
Fighting from this position will require your team to hold the church itself as well protecting
your flank towards “B” and with those directions secured; you stand at least a bit
of a chance to hold down advancing enemies for a while.
Jumping over to the north there is a constructible machinegun position close to the destroyed
library (which is of course “B” cap).
From here you have a clear view across the bridge and all the way to the church.
Yes, you can also look left and right to a degree but the main focus of this gun is straight
ahead since you will actually able to put down lead through a broken part of the church
all the way up to the platform around the organ.
There will always be people trying to control the church from this organ balcony and their
attention will almost always be focused on the inside of the church, so quickly building
up a bit of cover plus this MG can really allow you to catch enemies by surprise.
As always, this position has its weaknesses (first and foremost the possibility of enemies
coming up behind you from “B”) but I would say that being able to put down a good spray
of long range fire into a camping spot that will always have players on it is of great value.
HMGs are usually situational weapons but this one will be very useful at some point in almost
any round of conquest.
Use it to your advantage.
Along the northern road is the sandbag and MG position I mentioned earlier.
As useful as the two guns might be at covering the road in either direction, you potentially
have AT guns aimed at from both sides and infantry can simply walk in behind you through
the ruins towards “B” cap and through the church door from “C”.
Basically, you could have someone walk up behind you at any time from either direction.
This makes the position highly risky if you’re going to try to stay there for any length
of time and I would suggest avoiding it as much as possible.
OK, now of course there are still all of the guns around the German spawn and “A” cap
that I need to show you but before that, let’s hop over towards “D” because there are
a couple of ladders that you can build here that could come in handy.
Just outside of the cinema in the south east, there is this ladder that lets you access
a couple of neighbouring buildings.
Getting up here could give you the drop on your opponents but in all fairness, that bit
of collapsed building that the ladder takes you to can also be reached from the other
side so this ladder is not strictly necessary.
This second ladder in the north-west though, is one that I’ve never seen built in an
actual game and it takes you to an area on the second floor of the cinema that many players
won’t expect you to be in.
Until players start catching on, ambushing them from up here could be really effective
or alternatively, you could climb up, break the ladder behind you and hide out in this
spot, forcing a whole squad or two of enemy players to waste their time searching for you.
This kind of sneaky stuff might be a bit boring and it won’t get you a whole bunch of points
but distracting the enemy in this way can play a huge part in helping your team win.
Fight or hide… it’s up to you!
Moving on to the final sector around the train wreck, there is the Pak 40 that is basically
the counterpart to the 6-pounder gun I mentioned earlier.
It also provides some cover along the northern road although debris from the church severely
limits the distance that you can see.
To make up for this though, you can also cover the destroyed rear part of the church which
can be quite useful.
In terms of cover, you can build up some sandbag defences but this gun is definitely not as
well hidden as the previous one so it is best used situationally to support your teammates
rather than playing it solo trying to ambush enemy squads.
And last but not least, in the German spawn zone, there are three machineguns for you to build.
The northern most one is pretty pointless in conquest because the road towards “B”
that it covers is actually out of bounds for the enemy team and so you will never face
anyone coming at you from that direction.
In other game modes, this road can be used by your opponents but even then the advertising
column on the street corner is a real hindrance.
You’re probably better off just using your primary weapon from a slightly different angle
so that you can actually see the enemies.
Slightly further to the west is a machinegun that provides somewhat better firing arcs
although you are covering the area in behind “A”.
You won’t be able to stop anyone from taking over the point but you can make sure that
any enemies trying to flank over the crest in the southwest will struggle.
In terms of cover, this gun is pretty much as good as it gets.
Plenty of sandbags to build, plus you are within the German spawn zone, so there is
no way that anyone can sneak up on you from behind.
Finally, all the way in the west, just outside the German spawn is a machinegun that again
allows you to cover the area in behind “A” but also the part of the collapsed railway
line right next to the cap.
You get a slightly better view but you’re also slightly more exposed, compared to the previous gun.
Both of these last guns are quite situational in that you have to play on the German side
to use them and then you need the enemy to attack your home capture point from behind.
When this does happen though, these guns can provide you with a decent way of pushing back the enemy.
And there we have it.
Lots of HMGs again and for most of them, the risk of staying stationary is probably greater
than the value of having a hard hitting gun in most situations.
Nevertheless, the machinegun up by “B” that can shoot into the church and the one
above the AT gun on the British side can be pretty useful, as well as those in the German spawn.
The 6-pounder AT gun over in the east is a really well-kept secret at this stage, as
is the ladder onto the second floor of the cinema at “D” cap.
Use these assets whenever you can!
As always, feel free to leave your suggestions of which map I should look at next in the
comments section below; thank you so much for watching, I hope you enjoyed the video
and I will see you in the next episode!