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Call of Duty WWII: Operation Breakout Offense Tips and Strategy Guide ( WW2 )

Updated on November 22, 2017

Intro

Operation Breakout is arguably my favorite War map solely based on the fact that if you work as a team you can easily win on either side, but not working as a team will be something that ruins your chances of winning. In this strategy guide I will focus on tips and tricks that you can follow for each stage of the offense side of Operation Breakout. I will also be writing a defensive guide, and will be writing guides for Operation Neptune and Operation Griffin for both offense and defense. If you have any questions please comment below.

Objective 1: Capture and Secure a manor to use a forward operating base.

First lets talk about weapons. Shotguns are very effective at this objective. I typically will start my first life with a shotgun, run left through the underground hut, and try to immediately make my way into the house. Most games will you get a free pass on the first life as many defensive players are setting up the walls and building the equipment, which also gives you a chance at a couple free kills while players are not paying attention. If I am shut down on this route, then I will use my smoke grenades near the front entrance to allow myself, and the team a way of getting close to the compound without everyone being able to see us push up.

Snipers are very important in War, but I do not think this objective is very beneficial o use a sniper. While some will argue the aspect of quick scoping, I personally believe that you will have much more success with different weapons.

The automatic weapons are important in this game mode. I won't go into specifics on certain weapons, because each player has their favorite core automatic weapon, and on this objective that will work just fine for them. A LMG / Sub-Machine gun on this map, if inside the compound you will be able to take out enemy players, and be able to hold down the compound while your team is capturing the objective.

After choosing your weapon, now you have to talk about your strategy. I highly suggest one player always sits in the far right room with his weapon aimed at the door. This will allow points to be gathered if the enemy steps outside the house, or if another player is able to take out the other players in the main room, the points will be gathered quicker with a second player in that room.

I also suggest the use of smoke grenades being thrown towards the front door, and the windows. While you may have a teammate at one of the windows trying to get kills as players come in, a smoke grenade in the middle will significantly improve your odds of getting that much close to the compound.

I also suggest that a player should lay at the back door with a shotgun. Most enemy players will enter through the back door, instead of going through the window. With that being said, if you are laying there with a shotgun, potentially with explosive shells, you will be able to provide significant coverage for the other players on your team who are capturing the base.

Grenades can be a very important aspect of this game mode. If you are using grenades instead of smoke grenades, I suggest throwing a grenade through the main window every single time you spawn. This will help damage if not kill any players that are trying to take your teammates out, or trying to hide within the compound. This also gives you an insight to whether the enemy is in the main compound or one of the side rooms.

Overall with the time that you are given to complete this first objective, if you follow some of the steps above you should have more than enough time to complete this first objective.

Objective 2: Push into a nearby town and build a bridge.

Once again lets start off with weapons. Snipers are very important for offense on this side, as well as an assault rifle / LMG. I am highly against everyone using snipers, as this lowers the amount of people going to build the bridge, but at the same time there will need to be a few snipers covering the street, and both overlook buildings.

A LMG / Assault Rifle is equally important to cover those who are not sniping on defense and are rushing the bridge. Depending on the team you play against, you could have 6 snipers, or 3 snipers and 3 rushers, and you have to be set up for whatever comes your way.

The most important aspect to this objective is the use of smoke grenades. Since there are no thermal scopes for sniper rifles, if you place a constant smoke grenade on the bridge building location, all of the enemy players are going to have to guess where you are, and will give away their position allowing your teammates to take them out from their locations. For the first 50% of building the bridge a smoke grenade should be tossed directly on the bridge building location. Once you move past the first 50% you should begin throwing Smoke grenades right on the other side of the bridge preventing the enemy players by the tank having any ability to see you building. The barrels at 50% provide decent cover fire from the overlook positions, therefore you should mainly be focusing on preventing the enemies on the ground from having the ability to see you.

Objective 3: Destroy the flak guns' ammo cache.

On this objective, I tend to favor towards an automatic assault file / LMG. This portion is to big at times for a shotgun, at the same time to small and has too many obstacles for a sniper rifle. I typically will use the BAR assault rifle and try to complete this objective.

The first strategy to this is the walls. The enemy will typically build all the walls except the 2 on their side (unless they have newer players who build those up). You should first focus on destroying the 2 walls simultaneously that prevent you from getting in to the objective. Next you and your team should attempt to take out the enemy players inside there as quickly as possible. Next throw a smoke grenade directly on the plant site. While someone is planting the bomb another player should be building the walls on their side to prevent them from coming in. If all goes as planned, this buys you some time as the enemy cannot get in to the objective without first destroying the walls, which will buy you at least 7 seconds.

Smoke grenades can be very useful on this section. While smoke grenades will prevent your team from seeing, it also creates an issue for attackers. While this may allow an enemy to get close enough to start defusing, there should always be one player that is looking directly at the bomb to prevent this. Grenades are also very useful on this objective as you can injure defending players which will help you / your team take these players out. I typically aim for the back right section of the objective as there is usually a sniper sitting in this location.

The tank turret. On the left our tank will be positioned with a turret that looks toward their side, and looks partially over the objective. I find this works best for players that are spawning in after dying. I have gone on 10+ kill streaks kill enemy players trying to defuse and/or defend the ammo cache. I personally suggest that at least 1 player sits in this turret while the bomb is initially being planted. This also created a decent distraction as most players are now focusing on getting you out of that turret, and not focusing on defusing the bomb.

Objective 4: Escort the tank to the church so it can take out the flak guns.

The last objective is a simple escort the tank objective. Here any weapon of your choice will work. If you are directly escorting the tank I would suggest a shotgun. This will let you sit directly behind the tank, and effectively take out any enemies trying to push the tank back.

There is also a place for snipers on this objective. Snipers can easily clear out the road ahead, and allow for a smooth push forward for the player at the tank. There will also be snipers on the enemy side, therefore if you can take them out prior to the tank arriving, you will assist your team greatly.

LMG / Assault rifles equally play a good part as there will be plenty of enemies rushing towards the tank to push it back. If you choose this route you would primarily be fighting the medium range enemies just out of range for the teammate using a shotgun.

The tank gunner is an okay location to be placed and can help the team. This is a good location to take out close to medium range targets and even long distance targets. The only issue is that even myself as a sniper, the first place the I scope on to is the gunner before looking around the tank. I have even seen some players who will only watch the gunner, especially if it being used constantly. This can cause some issues, and may end up hurting your team if you are constantly going into the gunner.

Summary

Overall this is one of my favorite maps on War solely because of how many different aspects you have to take into consideration when playing. Other maps you can just go with a sniper for the whole game and help your team, but in this map they have forced you to potentially have to use a variety of weapons and play styles in order to complete all objectives. With that being said, if you have any questions, or tips please comment below, and I will also be writing defense guide, and guides for the other war maps as well, as well as many other Call Of Duty World War 2 guides that will be being published.

© 2017 John Reid-Roberts

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