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__________________________/{ DoD_charlie }\__________________________
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>> SETTING: D-Day clone invasion on a sandy beach through a heavily fortified area
Recommended Class: MASTER SERGEANT/SCHARFSCHUETZE
Map Biased for: AXIS
ALLIED:
- SNIPER -
"To start off, you're not going to have much cover with the constant mortar fire bombarding the beach. A few options on the beach include proning next to the destroyed tanks, jumping on metal barriers, and proning, or simply proning along the beachline in an attempt to match with the water. These points give you the best direct shots on the two main Axis bunkers. Snipers who pop their heads up won't be doing so for long if you can hold these areas. However, a much more cautious approach is to run up along the far left/right sides of the map, and prone on the slanted stone barrier. From here, you can take diagonal shots across the map, and take out a spread of targets. Once the shingles have been breached, consider running up to the middle sand bunker, and proning next to it, slightly to the left. Axis will overlook you, and you can usually pop off men who come into the bunkers, from the side entrances, or through the middle barrier. Go up along the left pathway, and take out any MGs/soldiers who are trying to protect the left side."
- COMBAT -
"First off, you really have a series of two shingles to break through on in this map. Grab some satchel charges near the cargo crates on the beach, and crouch next to the left or right sides of the map. A charge will be planted after about five seconds (if your head isn't blown off by then). Once you've breached the first wall, you can now plant a charge on the right, middle, or flank the left side. I'd recommend against destroying the right side as it opens a new path for the Germans to sit and wait for you. Only do it if the situation is dire and extreme. The middle bunker should be blown, with a small group of insurgents heading up the left flank. You can usually cap the left flak cannon easily. Try to get the Radio Tower (which is in the middle) as soon as possible. It can be one of the hardest locations to capture near the end of a round. Try to flank the HQ from behind (in the sewers, via the elevator). Again, toss grenades up the middle, and spray fire around to take down moving targets."
AXIS:
- SNIPER -
"This map is every Axis sniper's dream. To start off, you have two primary bunkers from which you can snipe from. Use the green-vine areas on the side of each for blending in, and providing complete camoflauge. You can crouch, pop up, fire a shot, then repeat the process. If you go outside, and go near the borderline fence that has barbwire, you can prone and snipe off of the edge corners next to the bunkers. This spot is VERY useful as Allied snipers will hardly have a direct line-of-sight to even hit you. Other areas include the far right mortar. You can leap above the sandbags, and prone on the left aclove. If the situation becomes worse and worse, retreat back to the Coastal
Gun, and prone near the sandbags. You can snipe anyone who tries to approach from the front, and guard the elevator in the rear."
- COMBAT -
"Close-ranged combat is out of the question in this mission. You'll want to keep your distance from the Allies since the Germans are provided with the fortifications on this map. Try to spread everyone out, and ensure that if one area is breached, the entire team knows about it. Use the K98 and look near the center for lots of Allies. Most of the time they'll sprint straight up. If they breach your left mortar wall, get an MG setup there to nail anyone who makes it through the shingles. If you want, you can run down to the area between the shingles, and attempt close range combat. For the most part though, make sure the Radio Tower doesn't fall."
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__________________________/{ DoD_chemille }\__________________________
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>> SETTING: A heavily destroyed urban setting during a dark gloomy afternoon
Recommended Class: MASTER SERGEANT/STURMTRUPPE
Map Biased for: 50/50
ALLIED:
- SNIPER -
"Your choices are fairly limited when it comes to sniping on this map. One decent location involves taking the left flank that leads to a desolate square. You'll find numerous spots including dark windows and different height balconies. The only flaw is that this area has too many locations through which you can be flanked. With nearly three entrances, you'll rarely find any secure locations to put your back to. The best spot is under one of the balconies, behind some barbed wire. It provides excellent cover. The right side of the map has an overpass and bridge, but for the most part, is fairly useless when it comes to sniping."
- COMBAT -
"I must warn you that this map tends to change hands very quick if you're not careful. Your primary concerns should be holding at least two flags at any time. Most of the points on this map can be snatched within seconds. There are primarily three routes you can take on this map as allies. If you go into the far left building, the road splits into a wooden door (which can be breached with the help of a bazooka), or a simple path that leads to the middle of the area. The middle area is actually a destroyed plaza with lots of windows, openings, and areas to hide yourself. Always sprint through the middle to avoid being killed. The left path leads to a dark, double-window room that overlooks the plaza. It's perfect for laying down suppressive fire. The right path leads to an overpass and bridge with a capture point. Be careful as
Germans tend to try and sneak through the right side to take down all of the
Allied flags. Also have somebody guard Flag #1 as some people try to come from a left balcony and sprint towards the flag for an easy victory."
AXIS:
- SNIPER -
"Axis sniping on this map is nothing to cheer about. The two best spots you'll find include a tower posted right by your Flag #1. If you climb the ladder, and make it to the top, you can prone, and lay down fire on the left, right, or middle flanks. Your second key spot is to move to the plaza in the middle, and just crouch or prone in one of the dark areas. Most typical soldiers will not have enough time to stop, and shoot at you in the middle of a chaotic battle. However, most of the rooms on this map are fairly small, and do not fit the entire theme of a sniper's scenario."
- COMBAT -
"Again, as Axis members on this map, the key is to move quickly if you want to be victorious. One of the most volatile flanks on your map is the far left side by Flag #1. There's a small window opening/balcony that permits Allies to crawl through, then sneak down easily for the flag. Try to have someone guarding your first flag at a constant rate. Be careful in the center plaza as
Allies will try to nail you down from the dark room on the right side, and via a stairwell on the right side. The left side of this map is your best choice for assaults since you can get cover under the bridge, and hit the Allies on their weak side (where most players tend not to go). Try to keep moving on this map, and camping corners when you know the situation is in dire need."
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__________________________/{ DoD_donner }\__________________________
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>> SETTING: An intersecting town with thunderboomers and gloomy weather
Recommended Class: SNIPER/MG42-Schutze
Map Biased for: 50/50
ALLIED:
- SNIPER -
"Snipers in this map will probably have the wettest dreams when it comes to kill versus death ratios. There are some nasty spots on both the allied and axis sides which can prove to be barriers for each team to overcome. To start off, you can use the back allies on the right or left side of the map for covering your first two flags. The ABSOLUTE best spot on this map to snipe is in the first right building, outside of your spawn. Head out, and enter the door on the right. Go left up the stairs, and you should be in a fairly dark room with two shattered windows. If you go in the rightmost window, you can actually see a back alley in the middle of the map (the entranceway). Many
Germans will try to sneak through this way. Stand up, with only the entranceway to the alley in site, and snipe anyone who tries to pop the corner. You will hardly get hit at all. If some men sneak into the building opposite of your position, just crouch over, pop up, fire, and retreat back.
This little sniper location can literally give you insane kill-to-death ratios. Aside from that, the church tower in the middle of the map is a nice location from a perspective, but fairly limited in sniping options. There is no shelter once you're in the tower, and you'll have to deal with three locations Germans can pop out of."
- COMBAT -
"Again, combat on this map is going to be more camper-orientated because of the lack of movement on the map. As an ally, your best choice is to stick low to the ground, and use dirt piles as shelter. Try to keep the bunker on the right side of the map as it'll heavily dampen Axis progression across the map.
This will force them to go up the left alley, or middle roadway, and both can be covered quite easily. I'd recommend tossing grenades in the narrow alleys, as you can usually score quick double kills. The middle flag will be difficult to capture because Germans will usually hide in the side buildings, and pop out whenever the capture meter lights up. Just hold onto the bunker, and make use of the German's back sneak alley for an easy infiltration behind their lines."
AXIS:
- SNIPER -
"While sniping on this map is fun, it can be fairly limited at times. Some of your best defensive options with the scoped rifle includes the left corner house between flag #1 and #2. There's a dual window establishment with dark tinting, enough to conceal any defensive sniper. If you go into the back right alley by the middle flag, you can crouch behind some sand bags that lead into a building. From here, you can get a near "invisible" spot by sticking the barrel of your gun out of one of the edges of the bags. Unfortunately, this spot has limited visibility, and is mainly designed for counter sniping any pesky Allies. Before Flag #3 is a desolate building with about four windows, and a top area sandbag. This spot is efficient when two snipers are in the same location, and cover each other in case of a mobile target. One more effective defensive spot is right after Flag #2, along the left house. You can go inside the yellow-lit building, and find two windows for sniping across a large area of potential. Aside from that, German sniping is fairly limited on this map."
- COMBAT -
"Unfortunately, combat on this map will tend to be very linear. The Axis forces have two ways for progress across the map - via the bunker alley or main road. The bunker alley permits quicker access against the Allied second and first flags. It's critical that you place an MG42-Schutze in the bunker, and hold down the area against oncoming forces. The main road is more limited as you'll have to deal with the threats of Allied snipers and moving troops.
Try to take shelter in the buildings on the right, behind the tank in the middle, or in the back alley on the right. Some solid MG spots include the bunker on the left, some dark windows by flags # 1 and #2, or proning by one of the dark doorways near flag #3. DO NOT move forward until you're positive a sniper has been taken out, otherwise, your advancement will be a living nightmare."
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__________________________/{ DoD_flash }\__________________________
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>> SETTING: A bright, vibrant setting with straight-forward design
Recommended Class: RIFLEMAN/GRENADIER
Map Biased for: 50/50
ALLIED:
- SNIPER -
"Sniping and regular combat pretty much intertwine on this map. Some solid locations for British snipers includes the first house on the left, third house at the end of the alley by the third flag, or any of the bushes on the side routes. From here, you can usually crouch, pop up, and fire shots without exposing too much of any body part. If your team is under heavy pressure, go to the first building, and use the window as a base for most of your defense.
The third building by the middle flag gives you an overall perspective of the alley covering the third flag. Just watch for the building opposite with its lone window, as an occasional Scharfschuetze will pop up along the way."
- COMBAT -
"Most of the combat on this map is fast moving, and corner-designed. When popping corners, try to stop for a slight second, and fire off a shot. Most people will sprint around corners. That or tossing a grenade helps in the long run. Take shelter behind hay piles, hills, stairs, and angled windows. Watch out for pesky snipers, and make sure you go straight for the flags. Everything on this map is a one-cap base, meaning it only takes one person to capture a point. Perform your duties wisely, and try to time a coordinated capture of all points. You'll find that flanking the grass fields can be the easiest way of reaching the opponent's #1 flag. Most of the combat will be bolt-action wars, so prepare for some intense battles."
AXIS:
- SNIPER -
"Again, the same strategy for the Allies can be applied here. The Germans third sniper building is not as effective, albeit still a useful location.
Grenadiers are more effective on this map because of their fluent design for angled corners and quick attacks. Try to hold down the Allied field, and you'll discoverd this map to be easy. Try to get a sniper proned in the building overlooking the third flag, and one proned behind the sandbags on the building on the far left (near Flag #3)."
- COMBAT -
"There's not much to be said for this map. Always toss your grenades down the main alley as that's where most of your troop activity will be encountered. Many players will try to get in buildings, and nail you down by strafing back and forth in front of a window. This can be countered by patiently moving across the level, and taking steady aim. Don't rush forward like another dummy soldier, but rather as a stealthy combatant. If the situation gets bleak, become a MG, and move up to where most of your troops are. Find a spot where your platoon has already established a presence, and
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>> SETTING: D-Day clone invasion on a sandy beach through a heavily fortified area
Recommended Class: MASTER SERGEANT/SCHARFSCHUETZE
Map Biased for: AXIS
ALLIED:
- SNIPER -
"To start off, you're not going to have much cover with the constant mortar fire bombarding the beach. A few options on the beach include proning next to the destroyed tanks, jumping on metal barriers, and proning, or simply proning along the beachline in an attempt to match with the water. These points give you the best direct shots on the two main Axis bunkers. Snipers who pop their heads up won't be doing so for long if you can hold these areas. However, a much more cautious approach is to run up along the far left/right sides of the map, and prone on the slanted stone barrier. From here, you can take diagonal shots across the map, and take out a spread of targets. Once the shingles have been breached, consider running up to the middle sand bunker, and proning next to it, slightly to the left. Axis will overlook you, and you can usually pop off men who come into the bunkers, from the side entrances, or through the middle barrier. Go up along the left pathway, and take out any MGs/soldiers who are trying to protect the left side."
- COMBAT -
"First off, you really have a series of two shingles to break through on in this map. Grab some satchel charges near the cargo crates on the beach, and crouch next to the left or right sides of the map. A charge will be planted after about five seconds (if your head isn't blown off by then). Once you've breached the first wall, you can now plant a charge on the right, middle, or flank the left side. I'd recommend against destroying the right side as it opens a new path for the Germans to sit and wait for you. Only do it if the situation is dire and extreme. The middle bunker should be blown, with a small group of insurgents heading up the left flank. You can usually cap the left flak cannon easily. Try to get the Radio Tower (which is in the middle) as soon as possible. It can be one of the hardest locations to capture near the end of a round. Try to flank the HQ from behind (in the sewers, via the elevator). Again, toss grenades up the middle, and spray fire around to take down moving targets."
AXIS:
- SNIPER -
"This map is every Axis sniper's dream. To start off, you have two primary bunkers from which you can snipe from. Use the green-vine areas on the side of each for blending in, and providing complete camoflauge. You can crouch, pop up, fire a shot, then repeat the process. If you go outside, and go near the borderline fence that has barbwire, you can prone and snipe off of the edge corners next to the bunkers. This spot is VERY useful as Allied snipers will hardly have a direct line-of-sight to even hit you. Other areas include the far right mortar. You can leap above the sandbags, and prone on the left aclove. If the situation becomes worse and worse, retreat back to the Coastal
Gun, and prone near the sandbags. You can snipe anyone who tries to approach from the front, and guard the elevator in the rear."
- COMBAT -
"Close-ranged combat is out of the question in this mission. You'll want to keep your distance from the Allies since the Germans are provided with the fortifications on this map. Try to spread everyone out, and ensure that if one area is breached, the entire team knows about it. Use the K98 and look near the center for lots of Allies. Most of the time they'll sprint straight up. If they breach your left mortar wall, get an MG setup there to nail anyone who makes it through the shingles. If you want, you can run down to the area between the shingles, and attempt close range combat. For the most part though, make sure the Radio Tower doesn't fall."
________________
__________________________/{ DoD_chemille }\__________________________
^^^^^^^^^^^^^^^^^^
>> SETTING: A heavily destroyed urban setting during a dark gloomy afternoon
Recommended Class: MASTER SERGEANT/STURMTRUPPE
Map Biased for: 50/50
ALLIED:
- SNIPER -
"Your choices are fairly limited when it comes to sniping on this map. One decent location involves taking the left flank that leads to a desolate square. You'll find numerous spots including dark windows and different height balconies. The only flaw is that this area has too many locations through which you can be flanked. With nearly three entrances, you'll rarely find any secure locations to put your back to. The best spot is under one of the balconies, behind some barbed wire. It provides excellent cover. The right side of the map has an overpass and bridge, but for the most part, is fairly useless when it comes to sniping."
- COMBAT -
"I must warn you that this map tends to change hands very quick if you're not careful. Your primary concerns should be holding at least two flags at any time. Most of the points on this map can be snatched within seconds. There are primarily three routes you can take on this map as allies. If you go into the far left building, the road splits into a wooden door (which can be breached with the help of a bazooka), or a simple path that leads to the middle of the area. The middle area is actually a destroyed plaza with lots of windows, openings, and areas to hide yourself. Always sprint through the middle to avoid being killed. The left path leads to a dark, double-window room that overlooks the plaza. It's perfect for laying down suppressive fire. The right path leads to an overpass and bridge with a capture point. Be careful as
Germans tend to try and sneak through the right side to take down all of the
Allied flags. Also have somebody guard Flag #1 as some people try to come from a left balcony and sprint towards the flag for an easy victory."
AXIS:
- SNIPER -
"Axis sniping on this map is nothing to cheer about. The two best spots you'll find include a tower posted right by your Flag #1. If you climb the ladder, and make it to the top, you can prone, and lay down fire on the left, right, or middle flanks. Your second key spot is to move to the plaza in the middle, and just crouch or prone in one of the dark areas. Most typical soldiers will not have enough time to stop, and shoot at you in the middle of a chaotic battle. However, most of the rooms on this map are fairly small, and do not fit the entire theme of a sniper's scenario."
- COMBAT -
"Again, as Axis members on this map, the key is to move quickly if you want to be victorious. One of the most volatile flanks on your map is the far left side by Flag #1. There's a small window opening/balcony that permits Allies to crawl through, then sneak down easily for the flag. Try to have someone guarding your first flag at a constant rate. Be careful in the center plaza as
Allies will try to nail you down from the dark room on the right side, and via a stairwell on the right side. The left side of this map is your best choice for assaults since you can get cover under the bridge, and hit the Allies on their weak side (where most players tend not to go). Try to keep moving on this map, and camping corners when you know the situation is in dire need."
______________
__________________________/{ DoD_donner }\__________________________
^^^^^^^^^^^^^^^^
>> SETTING: An intersecting town with thunderboomers and gloomy weather
Recommended Class: SNIPER/MG42-Schutze
Map Biased for: 50/50
ALLIED:
- SNIPER -
"Snipers in this map will probably have the wettest dreams when it comes to kill versus death ratios. There are some nasty spots on both the allied and axis sides which can prove to be barriers for each team to overcome. To start off, you can use the back allies on the right or left side of the map for covering your first two flags. The ABSOLUTE best spot on this map to snipe is in the first right building, outside of your spawn. Head out, and enter the door on the right. Go left up the stairs, and you should be in a fairly dark room with two shattered windows. If you go in the rightmost window, you can actually see a back alley in the middle of the map (the entranceway). Many
Germans will try to sneak through this way. Stand up, with only the entranceway to the alley in site, and snipe anyone who tries to pop the corner. You will hardly get hit at all. If some men sneak into the building opposite of your position, just crouch over, pop up, fire, and retreat back.
This little sniper location can literally give you insane kill-to-death ratios. Aside from that, the church tower in the middle of the map is a nice location from a perspective, but fairly limited in sniping options. There is no shelter once you're in the tower, and you'll have to deal with three locations Germans can pop out of."
- COMBAT -
"Again, combat on this map is going to be more camper-orientated because of the lack of movement on the map. As an ally, your best choice is to stick low to the ground, and use dirt piles as shelter. Try to keep the bunker on the right side of the map as it'll heavily dampen Axis progression across the map.
This will force them to go up the left alley, or middle roadway, and both can be covered quite easily. I'd recommend tossing grenades in the narrow alleys, as you can usually score quick double kills. The middle flag will be difficult to capture because Germans will usually hide in the side buildings, and pop out whenever the capture meter lights up. Just hold onto the bunker, and make use of the German's back sneak alley for an easy infiltration behind their lines."
AXIS:
- SNIPER -
"While sniping on this map is fun, it can be fairly limited at times. Some of your best defensive options with the scoped rifle includes the left corner house between flag #1 and #2. There's a dual window establishment with dark tinting, enough to conceal any defensive sniper. If you go into the back right alley by the middle flag, you can crouch behind some sand bags that lead into a building. From here, you can get a near "invisible" spot by sticking the barrel of your gun out of one of the edges of the bags. Unfortunately, this spot has limited visibility, and is mainly designed for counter sniping any pesky Allies. Before Flag #3 is a desolate building with about four windows, and a top area sandbag. This spot is efficient when two snipers are in the same location, and cover each other in case of a mobile target. One more effective defensive spot is right after Flag #2, along the left house. You can go inside the yellow-lit building, and find two windows for sniping across a large area of potential. Aside from that, German sniping is fairly limited on this map."
- COMBAT -
"Unfortunately, combat on this map will tend to be very linear. The Axis forces have two ways for progress across the map - via the bunker alley or main road. The bunker alley permits quicker access against the Allied second and first flags. It's critical that you place an MG42-Schutze in the bunker, and hold down the area against oncoming forces. The main road is more limited as you'll have to deal with the threats of Allied snipers and moving troops.
Try to take shelter in the buildings on the right, behind the tank in the middle, or in the back alley on the right. Some solid MG spots include the bunker on the left, some dark windows by flags # 1 and #2, or proning by one of the dark doorways near flag #3. DO NOT move forward until you're positive a sniper has been taken out, otherwise, your advancement will be a living nightmare."
_____________
__________________________/{ DoD_flash }\__________________________
^^^^^^^^^^^^^^^
>> SETTING: A bright, vibrant setting with straight-forward design
Recommended Class: RIFLEMAN/GRENADIER
Map Biased for: 50/50
ALLIED:
- SNIPER -
"Sniping and regular combat pretty much intertwine on this map. Some solid locations for British snipers includes the first house on the left, third house at the end of the alley by the third flag, or any of the bushes on the side routes. From here, you can usually crouch, pop up, and fire shots without exposing too much of any body part. If your team is under heavy pressure, go to the first building, and use the window as a base for most of your defense.
The third building by the middle flag gives you an overall perspective of the alley covering the third flag. Just watch for the building opposite with its lone window, as an occasional Scharfschuetze will pop up along the way."
- COMBAT -
"Most of the combat on this map is fast moving, and corner-designed. When popping corners, try to stop for a slight second, and fire off a shot. Most people will sprint around corners. That or tossing a grenade helps in the long run. Take shelter behind hay piles, hills, stairs, and angled windows. Watch out for pesky snipers, and make sure you go straight for the flags. Everything on this map is a one-cap base, meaning it only takes one person to capture a point. Perform your duties wisely, and try to time a coordinated capture of all points. You'll find that flanking the grass fields can be the easiest way of reaching the opponent's #1 flag. Most of the combat will be bolt-action wars, so prepare for some intense battles."
AXIS:
- SNIPER -
"Again, the same strategy for the Allies can be applied here. The Germans third sniper building is not as effective, albeit still a useful location.
Grenadiers are more effective on this map because of their fluent design for angled corners and quick attacks. Try to hold down the Allied field, and you'll discoverd this map to be easy. Try to get a sniper proned in the building overlooking the third flag, and one proned behind the sandbags on the building on the far left (near Flag #3)."
- COMBAT -
"There's not much to be said for this map. Always toss your grenades down the main alley as that's where most of your troop activity will be encountered. Many players will try to get in buildings, and nail you down by strafing back and forth in front of a window. This can be countered by patiently moving across the level, and taking steady aim. Don't rush forward like another dummy soldier, but rather as a stealthy combatant. If the situation gets bleak, become a MG, and move up to where most of your troops are. Find a spot where your platoon has already established a presence, and
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- Day of Defeat FAQ by System on 09/03/2006, 09:50






