Zombie’s Verruckt Strategy

Perk and Weapon Costs:
Random Box: 950
Juggernaut: 2500
Sleight of Hand: 3000
Fast Revive: 1500
Bouncy Betty: 1000
Double Tap: 2500

New Strategy:

What to get in order first, right away – you should have almost all of these by round 10-12:

  • Juggernaut
  • Sleight of Hand
  • Bouncing Betty
  • Fast Revive

Crucial to end up getting by around round 14 with all perks:

  1. Ray Gun
  2. FG42
  3. Browning M1919
  4. PPSH-41
  5. STG

This is far yet the best strategy in my opinion though it does leave you without the STG, which can be very useful till up to around round 16.

You hold back inside of the kitchen, your teammates need to be disciplined or you are NOT going to make it many rounds. Always have 1 person on the balcony outside of the kitchen while looking at the window across (inside of the kitchen). His spot is crucial as MOST zombies will see him as the closest person to attack, so while they are going into the room, they are first going to try to go after him, giving the 2 other players in the back of the kitchen a better chance at living.

Now as you can probably read, 2 players will be in the back of the kitchen in the corners. The 4th player is going to be around the power room entrance door, watching the entrance to the kitchen/exit from to make sure that any zombies that get passed the 2 players in the kitchen, do not kill the 1st player on the balcony.

It is very crucial that all of you acquire the Ray Gun eventually and more so by around round 14 or at least make sure 2-3 of you players have it while still going for it. Now you all most have some decent weapons as I have provided for you in a list above. Do not under any circumstances bother changing weapons from a good gun with no ammo to a weapon such as the rifle. Those weapons are ALL useless after about round 6 anyways. Wait and pray for an ammo drop to happen.

Try NOT to kill zombies getting into the building. Why? Because then they have a chance of dropping something, especially ammo drops which is key to surviving many rounds.

You should eventually make your way to the Double Tap room at the end of a round, this is when you have a good foot print and good amount of points to spend.

verruckt

Old Strategy:

What to get in order first, right away:

  • Juggernaut
  • Bouncing Betty
  • STG
  • Double Tap
  • Sleight of Hand

What all or almost all you should have by around around 13:

  • Juggernaut
  • Bouncing Betty
  • STG
  • Double Tap
  • Sleight of Hand

Crucial to end up getting by around round 16 with all perks:

  1. Ray Gun
  2. Browning M1919
  3. PPSH-41
  4. FG42
  5. STG

After around 10 rounds we need to leave alone the first floor windows. period. We need to focus upstairs and stick close together. We can not be wasting ammo on the same zombies unless absolutely necessary (RAY GUNS TOO). No blocking of the doorways either.

Our last final fallback is to open room 1. We should not open this (has one window) till absolutely necessary. Till then, we fallback to room 2 (power room) when necessary and stick to room 3 as much as possible. In room 3, we need to always have someone with a Ray Gun, Browning M1919, STG or similar weapon watching the hallway from the barricade furniture in room 3.

If 1 or 2 of us is left and we feel as if fallback room 1 or 2 can or will not do. We need make a run for the electric fence barricade. Keep in mind, this is a 1 time use per round. While there is one across the map, unless there is only 1 of us left, do not bother going for it.

I know we all probably aim for headshots already but we need to get better at it. While hit detection sucks for zombies especially while shooting them at their sides. Headshots are key to move on to the next zombie. STG is perfect for this but can not be used well in the later rounds where the Ray Gun is key and needed for all of us.