Beyond The Wire – Beginner’s Guide
A brief guide on how to improve your gameplay experience as a new player.
Welcome to my guide.
As it currently stands, Beyond the Wire does not have a tutorial for it’s gameplay mechanics.
Often times I will be communicating and directing my section and receive a lot of questions on how to do things in game. This is understandable, as a lot of the game’s mechanics are not explicitly explained to the player.
Hopefully, this guide will prepare you for the trenches of WW1 by improving your K/D and game sense.
Thank you in advance for reading this guide.
Movement, how it affects your aim and holding your breath
This is the most important thing to understand about aiming in this game: Moving fast hinders your stamina, making your gun sway more.
This limitation, combined with a large amount of sway in the game even when resting and most guns are bolt-action, means you must play this game at a slower pace and be more methodical when attacking.
I recommend sprinting to catch up to the front lines, taking a quick rest, and then jogging while in a combat zone. This will drastically improve your weapons handling.
IF you want to be more precise, hold shift while aiming down your sights. This will completely stop weapon sway and allow you a perfect shot on the enemy. Remember to rest after holding your breath as this too drains stamina.
How to attack
The key to victory in this game is location, location, location. Try to occupy the entirety of the enemy’s lines. Do not funnel into a chokepoint with the entirety of your team as it leaves you exposed to focused fire and explosives—flank from unused angles. Go run through an area of the map where no one is fighting and loop around to shoot the enemy in the back.
The aim in the game is so swayed heavy good positioning is more important than anything.
The fault most of the time is positioning, not bad aim.
Good communication is the foundation of turning an adequate offense into an outstanding one. A coordinated section of mediocre players will always yield better results than one outstanding player. I cannot tell you how to organize yourself or the best tactics areas. It is all experience-based. However, I can tell you the basics of communication. Press V to use your local directional chat to talk to teammates around you.
Press B to talk to everyone in your section. People next to you cannot hear you in local chat.
Press Caps Lock as an Officer, Squad Leader, or Commander to talk to other Officers, Squad Leaders, and Commanders.
Forgot what key does what? Press F1
F1 opens a UI summary that shows that all the buttons in the game do.
What is better: A tactical approach or an aggressive approach?
The answer to this question depends on your class. Most bolt-action rifle based classes need to be more tactical, taking the time with lining up their shots and fighting somewhere past the 20m range.
Aggressive classes like pistol users or shotgun users want to be up close and use sprint to disorient their enemies.
Melee and You
Here are the basics of melee: Firstly, do not be afraid to use it. Against inexperienced or surprised opponents, melee can result in an effective and relatively silent kill. It is especially effective if you get behind your enemy, equip your melee weapon and start stabbing people in the back. This is more effective than using your bayonet (equip with C by default) as each swing with the bayonet forces your character to yell a battle cry. Melee weapons are silent. So do not alert your enemy unless they have impeccable teamwork and communication (which they usually do not. Beware melee ambushes a group of people with clan tags, however).
Secondly, if engaged in melee with someone, remember that if you parry their attack and immediately launch your attack, you will hit faster than they can block or swing.
That’s it. The rest is up to you to gain the experience to know when to use melee appropriately.
Sections, Classes and their Gear
Here are all the sections in the game summarised:
Note: All sections can equip gas masks with G to defend against chlorine gas. They will be unable to aim down sights but will be able to shoot and use melee.
The command role is to coordinate the team and support them by calling in off-map fire support. Consists of a Commander and up to two signallers. The signallers are responsible for deploying a radio for the commander. The commander can then use this radio to call in fire support such as chlorine gas, artillery bombardments, and smoke screens to support their team. The commander uses marks that commanders can set by left-clicking while aiming through their binoculars.
The signallers do not have to remain in the section after placing the radio. It will persist.
The sword and shield of your team. Consists of a Squad Leader, Riflemen, Light Machine Gunners, Assaults, Medics, and Grenadiers.Squad Leader
Typically the one who organizes and leads the section.
The squad leaders can place down a rallying point by holding T and selecting the appropriate option. This requires a teammate close to the leader and a lack of enemies in the vicinity of roughly 20 meters (unconfirmed). If there is no rally point, teammates will be able to spawn in on his current location if he is not inside an objective.
The benefits of a rallying point are that it saves the section a trip back to the front lines and improves coordination when attacking objectives.
They can also place orders using T. (hint: Using an attack command makes your squad leader use a loud whistle. Use this to demoralize your enemy and get your section’s focus on an objective. Remember to bind it to a key so that you can use it liberally.)
The bulk of the army. Basic but efficient.
The riflemen typically come equipped with a rifle that can be fixed with a bayonet (press C). They can execute bayonet charges by sprinting and holding MMB, giving them a burst of speed and installing an enemy on the bayonet’s receiving end.
The one-shot nature of the bolt rifle means they are deadly but require a methodical playstyle.
Do not underestimate the power of the grenade for flushing out enemies out of cover. If an enemy refuses to suicide charge into your line of fire, throw a grenade at his position. He will either not notice and die or run, potentially allowing you to push up or eliminate him. I do not recommend randomly throwing grenades; 1 good grenade in the right spot at the right time will do more for your K/D and team than 50 random grenades chucked at the start of your life.
Light Machine Gunners
The kings of holding choke points. Press C to mount your bipod on a piece of cover and go to town.
They are also quite effective at clearing close quarter environments. Beware, you may need more than one shot per enemy due to the smaller caliber of bullet you are using.
Very versatile in terms of playstyle. Aggressive or methodical is completely up to you.
Close quarters demons with their pistols and masters of clearing people in cover and foxholes.
I recommend using the pistol around the close corners as it suffers heavily past 20 meters. Some variants come with a bundle of grenades with a shorter range but have a wider blast radius. Both types of grenades function more or less the same, with the difference being that the bundle of grenades is especially effective at destroying Artillery pieces and HMG nests.
The support of the team. They revive five times faster than a regular soldier, come with four times as many field dressings, and heal.
In the coordinated or semi-coordinated play, the medic wants to stay towards the back of his team and improve his section’s endurance.
Despite this, the medic still comes with a bolt-action rifle, and so is still deadly in the right hands.
Like a regular rifleman but with a noob tube. Most effective at harassing HMG nests and artillery. Still effective at attacking from a longer range and eliminating multiple exposed enemy combatants.
Good fun in close quarters, too, if you do not mind-blowing yourself up.
Heavy Machine Gun Section
This section is responsible for the construction and utilization of Heavy Machine Gun nests. These nests are covered in the front by sandbags, use a small slit for aiming, and have unlimited (reloadable) ammo. Most effective at holding a choke point and suppressing enemy assaults, or, with skill, suppressing enemy positions.HMG officer.
The officer can build up to 1 HMG nest by holding T, selecting the correct option, and then using the HMG Nest’s Ghost to find a valid location. Unable to finish construction. Able to mark artillery marks for the commander as well as a normal squad leader. Able to use the Machine gun nest once built.
Able to finish construction of the HMG nest using his shovel and able to build a sandbag fortification.
Able to use the Machine Gun once built.
Note: This section is not responsible for the off-map artillery barrages that come straight down from the sky. That is a tool that the commander can use. This section is responsible for building and using your team’s artillery cannons. Effective on offense or defense where there is a good, long line of sight to rain hellfire indiscriminately upon your enemy.
Be careful when deploying close to the frontline of the fighting. Enemies will inevitably hear the thunder of your cannons and WILL try to murder you, even ignoring objectives to satiate their hate against you.
Able to build up to 2 artillery cannons using the T functionality. Unable to finish the construction of the cannons without the help of the crew. Able to mark locations for fire support for the commander. Able to use artillery cannon once it is built.
Has a shovel that can finish the construction of an artillery cannon. Able to use said cannon.
Recon The section I play the least because it is always full.
This section has the snipers of the game. These are rifles mounted with a scope.
Seriously, I cannot give that many tips about them. I know they have a deployable shield with a tiny slit you can use, but I am killed by snipers, so rarely I don’t know what to tell you.
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