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The regular season of one of the most historic seasons of DoD has finally begun. The map selected for week 2 is the one, the only Harrington, acclaimed as the most fast paced and skill based map, this map almost always brings exciting matchs. Ronald Li analyzes the maps general areas, then expanding into some wall spams for the first X-rayed of the season!
Harrington: X-Rayed by Ronald "pie" Li Overview: As this legendary season of cal kicks off, clanners are now facing a map that is basically the opposite of donner. Known for relatively fast caps and flanks, harrington can be played in many ways. Teams can adjust their strategies easily on this map, putting their players where they excel, then from there, it's a test of skill. Off the bat, harrington can be split into three general areas, the Mountain, the Middle and what league players have come to know as Long.
Allies will surely send at least one heavy here, while some teams do a variation of 2 autos, or one auto and a rifle. A push or some form of a hold can suprisingly make all the difference on this side of the map. With the ladder area which permits a flank on the middle, control of this area is a must. Sometimes holding back, while giving yourself constant vision of the ladder area is a better idea than pushing. This area can be split up into a few separate areas. The mountain house, ladder, sewer and bridge. The actual mountain house itself is the base of the axis first flag, where the action centralizes itself. The allies have 3 essential ways of getting into the mountain house. The ladder, the boxes or the sewer. A smart allied player will be able to pick off an axis player trying to get a pick off the top level, while an axis playing carefully on the steps leading to the house can comfortably stop a push. There are many ways to play this side of the map. Many times splitting seems to work on this side of the map, however some teams have been to known to stack this side of the map, in order to gain an extra entrance to middle.
Pressure really builds on the snipers in the middle of harrington. Each team is depending on their respective sniper to be able to take out the other sniper, as that'll simplify the process of capping the middle MUCH easier. A solid strategy for the middle on harrington would be to play to your players strengths, as every single one of your players going to middle, especially the sniper, is going to need to be in a comfortable position where he feels he will be able to take out the other sniper. Off initial, look for the axis team to be trying to nade the double doors very quickly with the axis sniper trying to pick them also. As an allied player, the middle house is MOST definetly your friend, as you will have access to peek the ladder, mountain and the axis side of middle also. In addition, it provides a valuble spot for you to be able to stop a middle cap. A newer strategy that we've seen lately, on both sides, is the axis stacking the mountain with another rifle on top of the autos, then after overwhelming the allies with numbers, the rifle rushs to the ladder and catchs the allied sniper off guard. On allies, some teams like Trademark have also sent a bar rushing through the middle and attacking ladder very quickly. Overall, the middle is an extremely flexible place, where both teams should be able to play their players to their full potentials. Make use of the spots that are provided by the middle and use them well.
If you wanted to get better with your rifles, the long on harrington is the place to do it. Divided into two basic areas, the hallway and the path itself, "long", as competitive players have come to know it as, resembles closely to the long that is Dust2 from Counter-Strike. Sporting a pit on the axis side, and a window and path entrance on the allied side, this area redefines the skill of rifles. Many times on this side of the map, nothing but aim is going to save you, to beat your opponent here, you better be ready to shoot him before he can kill you. If not, your only choice is to hold back and attempt to get your enemies as they run up the path or hallway. Once the axis get up to the allied second, the spawn can be camped rather easily, over and over. The same can be said for the axis spawn, if an allied player manages to sneak himself up close to the sandbags, you can basically say goodbye to at least one or two of your players. Although this side of the map does not provide as big of a flanking opportunity as the mountain side, you will feel pressured if the other team has you fighting just to get out of spawn. |




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