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Forgotten Hope School

Lesson 1 - FH for Beginners

With Forgotten Hope 0.65 a few new features were implemented that you should actually know. But as we noticed on the forums many of you were not attentive to what the teachers said. So pay attention now and learn something!

Lesson 1.1 - Ballistics

Ballistics are the study of the movements and forces involved in the propulsion of objects through the air. In simple words, ballistics affect the trajectory of your projectile. What does that mean for you and especially your aiming?
First of all: The farther away your victim is the more the trajectory is affected. Due to earth's gravitational pull and aerodynamic resistance your projectile flies in a curve. The result is that you have to aim higher on long ranges.

Short distance Long distance

The second important thing you have to keep in mind is that the projectile has an initial velocity affected by the calibre of the weapon, as well as other factors. This value is important because it determines how fast your projectile reaches its destination and how much gravity and resistance will affect it. That's especially important with moving targets. You have to have to aim a little bit in front of your target, or, “lead“ the target. This effect might also be intensified by your ping. The higher it is the more you have to lead your target.


Lesson 1.2 - Tanksights

You think we removed the crosshair? You are right!
You think you can't aim anymore? You are wrong! We added tank sights to most tanks. So if you don't have a crosshair try pressing "ENABLE NOSECAM" (usually F9) and the sight should show up.


Lesson 1.3 - How to cap a flag

Forgotten Hope plays better in a team. Actually we don't want to see "one man armies" or "Rambos" around on the servers. So we implemented a little feature that forces both sides to operate in little squads, because some of the flags need more than one soldier to cap it. How many players are needed to take control over the outpost are shown on a sign at the mast of the flag.


Lesson 1.4 - 360° artillery

Artillery is unmovable at the moment? More or less actually. it is right that you are not able to move the stationary artillery from one location to another(that's the reason it's stationary :p) but you can turn the artillery 360°. To do that simply press the "MOVE LEFT" or "MOVE RIGHT" keys and the artillery will turn slowly but steadily.

Before After


Lesson 1.5 - Transportplanes

Transport planes have one special advantage: They can be used to build up the focal points of an attack very quick. But to be able to do that you need more than flying over. The door needs to be opened so your comrades can bail out. Sadly too few pilots did. In FH 0.65 the door is always open unless you close it. To do so press your "PRIMARY FIRE" key and hold it. Once you release the button the door will open again. Be sure to use that because otherwise your buddies might fall out of the plane before you gave them the green light.

opened door (standard) closed door (fire button triggered)

Lesson 1.6 - Parachutes

In the lesson before you learned how to use the transport planes correctly. Only thing you need to know now is how to use a chute and you a ready to start your paradropinvasion. Important is that the class you pick or the kit you pickup has a chute. Only thing to do then is to press the "OPEN PARACHUTE" key once you are bailed out. The following symbol in the classmenu shows wether the class has a chute or not.


Lesson 1.7 - Weaponkits

We just spoke about weaponkits with the lesson about parachutes. But there are many more kits. Some of them are placed apparent on the map - others are hidden more or less as a goody (like the StG44ZF). You can pickup a kit by using the "PICKUP WEAPON" key. Watch out for packages looking like these:

Example 1: Sniperkit Example 2: Pilotkit Example 2: StG44 Kit

Within some kits you get deploayable weapons. To place it simply choose it from the weaponsselectionmenu and press the "PRIMARY FIRE" button. You can use the weapon afterwards by using the "ENTER VEHICLE" key. To pick the weapon up again exit it and go next to it. An ammunition symbol will appear and you will pick up the weapon automatically.

Lesson 1.8 - Random Handweapons

Some classes are equipped with random heandweapons. That means you get a weapon by chance. The tank commander class p.e. will wether get a pistol or a smg. To see if your pick is equipped with a random weapon watch out for the following icon within the weapon selections menu:

Lesson 1.9 - Firemodes

Some weapons have alternate firemodes. That applies to handguns and stationary weapons.

a.) Handweapons
If your handweapons has different firemodes for you to choose you can select the one you want within the weapons selection menu.

Satchels have two different fuses - 5 seconds and 10 seconds. But be careful: No fuse works 100% precisely. That means that the 5 second variant actually has a fuse time between 4 and 6 seconds and the 10 second version's time is somewhere between 9 and 11 seconds.

And don't forget: Different firemodes does not mean that they use different ammunition! They share the same ammo!

b.) Stationary weapons
If a stationary weapon allows you to select a different ammunition type you can change the mode by pressing "MOVE FORWARD" or "MOVE BACKWARDS" key. A small indicator will show which shell is selected at the moment.

Antitank shell selected Antiair shell selected


Lesson 1.10 - Ammoboxes and their limits

Ammunition is always limited--it doesn't matter which type. Use the reserves in your ammoboxes wisely and try to use other ways to rearm. Read Lesson 1.14 for more informations on how to rearm without an ammobox.


Lesson 1.11 - Minefields

Minefields were pretty common in WW2. Good luck for you is that warning signs will help you to avoid them.

Lesson 1.12 - Seaplanes - catapult start and spotter

Some ships have planes for reconaissance. These planes need a catapult to start. To activate it press "SECONDARY FIRE" once the engines are running at 100%. After the plane takes off "SECONDARY FIRE" will have another function:
Artillery targets can be assigned.


Lesson 1.13 - Flaps on Vehicles

Some vehicles have flaps that protect the cargo while driving. These flaps can be lowered/raised with the "OPEN SCUTTLE" and "CLOSE SCUTTLE" keys.

Raised flaps Lowered flaps


Lesson 1.14 - All about truckin'

Trucks are well known as vehicles with the ability to transport everything. That's the reason Forgotten Hope has many variants including troop transports in combination with ambulance and ammunition trucks.

Trooptransport Ambulance Ammunition


Lesson 1.15 - StuG Commander

The german Sturmgeschütz has a real weakness: The drivers view is very limited.
But the Sturmgeschütz also has a real strength: The commanders hatch!
Pressing key "3" will get you into that position and allow you a 360° view and the abilitiy to assign artillery targets.

Commander's hatch view Artillerytarget assigned


Lesson 2 - FH for Professionals

Let's head to lesson 2. Have a closer look because new features of 0.66 will be introduced. And what you miss now might be the reason for losing your life on the field.

Lesson 2.1 - Cargoships

Cargo ships are more or less useless within a battle? That was before 0.66! They have now the ability to repair and rearm all the naval vessels on your side. Use them wisely because a naval battle might be decideded by how you use them!


Lesson 2.2 - Mortars

We guess all of you hate mortars, as they were quite useless within 0.65 and were part of the reason that the Pacific maps weren’t working properly in 0.65. But believe us: You will love them within 0.66!
The only hurdle you will have to get used to the aiming. Looking down will increase the mortar’s range et vice versae.


Lesson 2.3 - Special Kits

a.) Call Airborne Reinforcements
With this kit you can call a transport plane as mobile spawnpoint. When you select it from your weapons selectionmenu and press the "PRIMARY FIRE" key you will find yourself in the pilots position. You can steer the plane you called with the "MOVE LEFT" and "MOVE RIGHT" keys.
A special version of this kit is the Waco version where your buddies who spawn in the plane can take control and pilot themselves to their desired destination.

Weaponicon Pilotview Minimap with Waco Waco

b.) Call Air Support
Using the remotebomberkit you will find yourself in a bomber with a bombingsight. You can steer the plane you called with the "MOVE LEFT" and "MOVE RIGHT" keys. The height of the plane depends on the angle you choose with the binocs when calling it.
Be careful when exiting the plane because you will be pushed forward a little bit. That might cause you to fall to your death if you are in certain locations.

Weaponicon Bombingsight

c.) Japanese Suidice Kit
This class will give you a TNT charge that you can use for a kamikaze attack. And this charge is fully loaded. Don't try this at home kids and be sure there are not too many of your buddies around - otherwise the game might be over faster than you think because you get kicked from the server for too many TK's ;)

Weaponicon 1st Person 3rd Person

Lesson 3 - New Features for FH 0.7

Let's look at Lesson 3. Lesson 3 explains some important new gameplay features that will affect the balance of forces in Forgotten Hope.

Lesson 3.1 - Sloped Armor

Tank designers in World War 2 realized that a tank shell did less damage to an armor plate when it did not hit that plate vertical, at a certain angle it even tended to richochet. This lead to the use of sloped armor on tanks to increase the armor without actually using thicker armor.

This feature has been reworked and is now in Forgotten Hope, a tank that has sloped armor will now be a force to reckon with. A good example of the good use of sloped armor is the T34-76, try to hit the parts that are less sloped to deal more damage to this kind of tank.

Lesson 3.2 - Sandbags and Skirts

With the introduction of the hollow charge in World War II tanks faced a serious threat from infantry armed with Bazookas, PIATs, Panzerfausts and Panzerschrecks. These Infantry AT weapons all use the concept of the hollow charge.

Some armored vehicles were designed to carry light armored shields or skirts, and on others, the crews added spare sandbags and other equipment in order to reduce the danger these infantry AT weapons posed to their tanks.

Sandbags and Skirts will reduce the damage dealt by Hollow Charges. Tank shells, however, are not affected by these upgrades and will punch through them as though they were not there. This feature can be found on many tanks in FH but keep in mind that there are still unprotected areas on any tank.

Lesson 3.3 - Ironsights

MG gunners and Anti Tank soldier in the second World War did not have the benefit of a crosshair in the middle of their view telling them exactly where they would hit. They had to know how to use their weapon's sights to aim.

Forgotten Hope tries to simulate this reality by presenting fully functional 3D ironsights for AT weapons like the British PIAT and heavy machine guns like the German MG42. The AT weapons in particular now require skill and cool nerves. Don't forget to wait a few seconds for your aim to steady, or your projectile may not go where you expect.

Lesson 3.4 - Anti Basecamp mod

You know that frustrating feeling when you spawn in your own mainbase and you get immediatly killed by some enemy waiting 3 meters away in a Tank? Don't worry, this won't happen anymore on certain selected maps. The Anti Basecamp Mod will quickly drain the health of all enemies who, instead of fighting with the rest of their team, try to get cheap kills in the enemies main base.

The Minimap will show you if the Anti Basecamp Mod is in effect or not. Areas surrounded by red lines can not be entered by the allied team. Areas behind a blue line are tabu for Axis soldiers. You better not dare stepping into a base where you are not wanted.

Lesson 3.5 - Armory

Ever wonder why every single guy on the other team seems to be running around with an MG42? Did the Germans really equip every single soldier with heavy support weapons? No, they didn't. Certain weapons were less available than others during the war and most soldiers were usually equipped with rifles. And where to get those less available weapons? In the Armory of course.

There will be maps where you can't just spawn with an Mp40, Panzerfaust or Piat, you gotta get it from the Armory. This way the mappers can make sure there is only a certain amount of the given weapon. What kind of weapons are limited this way varies from map to map and there will still be maps where you can spawn with your favourite weapon right away.

Lesson 3.6 - World Kits

Still remember the awkward Backpacks dead soldiers dropped in the old Battlefield 1942 ? Those are now gone forever, each kit now has its own main weapon model as the new world kit. That means you know exactly which main weapon you will pick up.

old new

Lesson 3.7 - Windshields

APCs and Jeeps in the new Forgotten Hope version will feature a nice little goody for all you drivers out there. The windshield of certain vehicles can be moved up and down, using the same keys as for the ramp of a landing craft. You decide whether you want to have a better view on the road. In some cases, having an armored windshield up will provide more protection, at the cost of limited visibility.

Cruise to the frontline in style with the windshield of your GAZ up or down.

Lesson 3.8 - Push mode

A lot of maps can get spoiled by a Rambo in a jeep capping a back flag while everyone else was fighting at the frontline, Push-Mode will prevent this on certain maps. Push-Mode is a feature which was already in Forgotten Hope 0.67a and will continue to focus the action in FH 0.7.

There is an easy way to spot maps with the Push-Mode--your minimap will look different. It has the flags numbered. Your team either needs to attack these flags in numerical order or defend the flags in that order. In some cases, flags cannot be recaptured, once they have been lost to the enemy.

Lesson 3.9 - Mobile Spawns

Attacking an Island with a well-prepared enemy on it is not an easy thing. Mobile spawn points such as the LVT-4 or the GPA come in handy for such a task.

These vehicles can determine the outcome of a battle. They are teamwork vehicles so use them accordingly. If the driver can bring it into a good position your team can spawn in on it and attack from there. Make sure to clear the seats once you spawned in, to give the rest of the team a chance to spawn in there as well. Use this feature wisely. Sure, a mobile spawn point right on the enemy flag is dandy but it can get destroyed easily there, so it is usually better to keep it in a safer location nearby.

Lesson 3.10 - Saipan 1944 for Dummies

This new 0.7 map is sort of an experiment because it has a very extreme game play design, feedback will be appreciated, and could influemnce our FH2 map designs. Saipan 1944 must be played with very good teamwork and concentration or your side will lose quickly.

Allies: Take the whole island or you will lose, you will bleed points until you cap the last flag, and the Japanese have very good defensive positions. It is essential to coordinate your naval, aerial and ground forces to achieve success. Your side spawns no tanks on the island so you need to use your LCT's to get armor support.

Axis: It's a push map...BUT you can't recap the flags 1 to 4, so you must defend them till the last. If you lose them there is no returning. ALWAYS defend the back flag because there may be Allied infiltrators waiting for their mates to take the previous flag. If you are not careful about this you can loose 4 flags in 30 seconds. Also, if you loose one of these flags you must fall back fast to defend the next one, even suicide and spawn there because the axis team doesn't care about tickets, they just need to hold one flag to win. A last tip,if you see the Ford GPA destroy it ASAP, it's a fast mobile spawn.

Lesson 3.10 - Midway 1942 for Dummies

Midway is a mixed objective-conquest map: It has one sea flag, the team that looses it bleeds, but either team can win if it destroys the enemy objectives.

  • Destroy the hangar in the west island and the Allies will lose that island's spawns and bombers.
  • Destroy the four huts in the east island and the americans will loose their spawns in that island and fighters.
  • Destroy the ships.
  • Destroy all these objectives and when the last enemy is dead you win.

  • Destroy the enemy ships and when the last enemy is dead you win.

Useful tips:
Move your ships, avoid the enemy, and protect them with your AA. Destroyers and fighters must support and protetct the carriers, a B17 bomb attack or a torpedo/dive bomber can destroy them. It's recommended (and very fun) to have support gunners in your bomber. The island has reef so ships can't operate inside the atoll, even the U.S. PT boats can't pass them.

All AA, planes and ships are locked for the enemy so don't waste your time trying to do use them, a bailed pilot is not useful for your team, die with honour in your plane.

Winning this battle requires a combined effort, if the Allies just use planes and forget their ships they will soon find the Axis have destroyed them and taken the sea flag. They need also to use the AA defences of the islands. The Axis also need to use the ships efficiently or those Allied bombers will eat them for breakfast.


Take care of what you have learned and use the knowledge wisely. It might serve you well on the battlefield.

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