TGDB.net - Game news, cheats, solutions, walkthroughs, trainers, saved games and much more!

Home » PC » Day of Defeat » Day of Defeat FAQ
Submitted by System on 09/03/2006, 09:50. Print file.
Jump to page:
01 · 02 · 03 · 04 · 05 · 06 · 07

Sponsors:

pick a spot by a wide open sand bag. If your shot is quick enough, you can usually take out any grenade tosses, and rack up kills quickly. Move from location to location to keep your opponents off-guard."

                                ______________
     __________________________/{ DoD_forest }\__________________________
                               ^^^^^^^^^^^^^^^^
>> SETTING: A rural infested, thick tree forest with towering trees

Recommended Class: SNIPER/SCHARFSCHUTZE
Map Biased for: 50/50

ALLIED:
- SNIPER -
"This map is perfect for disguising yourself in the background. There are no real key spots on this map, but rather, how well you can blend in. Some excellent spots includes the right tunnel pathway. It can be reached by destroying the boulders blocking it, with a bazooka. Down this dark alley are plenty of spots to prone and snipe away. If you can make it to the Allied side, you can take cover in some bushes by the entrance, and nail down soldiers who rush down the hill towards your position. Most of the action will take place in the large forest clearing. Here are various structures, bunkers, and snipers positioned throughout. Don't try to sprint this room; you'll die quickly. I find it best to take your time by proning and crawling along.
Exhibiting the minimal amount of motion will result in a lack of discovery, thus yielding more kills. Most Axis snipers will be near the entrances to the forest, usually angled around corners."

- COMBAT -
"If the situation gets sticky, and you're having trouble moving on up, try using one of the sewer routes (which can be accessed via a ladder into the ground). The sewers are the best source of flanking outside targets without being exposed to snipers. Make sure you travel in pairs when advancing upon capture points. Every single point on this map requires two people to be taken over. Without that second person, you're just as good as dead meat. Make use of the bazookas too. You can destroy those gray wall bunkers with the explosion of one direct hit."

AXIS:
- SNIPER -
"Again, use similar strategies as the Allied snipers, except try to stay more on the interior of rooms. Camoflauge yourself inside broken debris, or the outskirts of a sand bag bunker. Germans are usually under more pressure on this map, so it helps to have a precise barrel that cannot be seen. Check out the tunnel path on the left every once in a while to make sure no Allies have snuck through."

- COMBAT -
"If you can, try to control the Allies entrance route to the large room with the two capture points. If you can hold down this position, you'll practically win this map as it's their only stronghold that gives them excellent fortitude. If you manage to sneak through the waterfall below, there's a cabin above the Allied spawn which proves to be a great distraction point to raid down on targets."

                                ______________
     __________________________/{ DoD_glider }\__________________________
                               ^^^^^^^^^^^^^^^^
>> SETTING: An urban setting with key points that must be defended/captured

Recommended Class: SUPPORT INFANTRY/GRENADIER
Map Biased for: AXIS

ALLIED:
- SNIPER -
"Snipers only have two uses on this map. The first use is on the far left portion, in a very long tunnel. Sometimes, German snipers or MGs like to hide in here to prevent access up the ramp. Quickly strafe out, and eliminate any targets that are exposed. The other most useful spot for the Sniper is in the main courtyard by the cabin on the lake. You can usually prone in the boat, behind some bushes, or in the cabin. From here, you can nail down any Germans who try to flank the Americans from the middle. Your only flaw is that there's a huge weakness to your right flank as you have no visibility on the opening."

- COMBAT -
"Fighting is going to be very difficult on this map. Many Axis forces will pop out of tunnels or corners you'd least expect it. You'll also have to deal with a share of campers that are holding down certain fortifications. Start off by going to your left, and for the reinforcements house. Stay in it for a bit until it's captured, so that you have a continuous supply of satchel charges. Try to rush across the bridge in the middle if possible. This is the biggest weakness in the German defense. From here, you'll have to make your way to the Communications Tower inside the base. It can be fairly tricky as a mix of Axis forces spawn in and out, while protrusively guarding the complex.
You can sneak in via a sewer shaft on the left, but there's usually a guard nearby. Once the comm's tower is destroyed, a hole is blown in the floor. This hole leads to a back flank in the German bunker. If you can get more men with satchels, you can usually take down the bunker from behind without a fight.
Make sure you get somebody from the spawn to bring up a Bazooka to take out the Radio Tower. It takes 3-4 direct hits to knock it down for a capture. Once all points are captured, victory is yours."

AXIS:
- SNIPER -
"There's actually several good sniping spots on this map that are useful for holding back the enemy. I'll start off by naming some of the key defensive spots. The bunker and balcony near it provide excellent coverage/shelter for sniping anyone who dare rushes the hill. Unfortunately, sometimes you may not be given a chance for an angled shot on someone who is RPGing your comm tower.
The best spot for snipers on this map is the center area near the middle lake.
By going in the middle path, you can go to the lower entrance, and prone along the stairwell for some straight-on shots at oncoming Allies. That, or you can go to the second floor, and pop out from behind sand bags for an overall scoped view of the entire arena. While you are exposed, it literally allows you to take out several targets in a matter of seconds. On the right side of the map, you can guard the long narrow sewer tunnel by proning behind the cargo boxes."

- COMBAT -
"First of all, your primary goal on this map is to CAMP, and hold the four major points. Right off the bat, rush the right flank, and try to save the supply house from Allied advancement. While it's extremely hard to hold it down for quite some time, doing so only lessens the amount of time the Allies will have to take over all of your installations. Along the right side of the map (where it branches to the middle and right tunnels), you'll notice a destroyed tank. Prone next to it, and crawl into the crater. This is a VERY
GOOD spot to mount down a FG42 and simply shoot anyone who runs up the path.
As soon as possible, pick up a Panzershreck, and knock out the middle bridge by the lake. This will eliminate one alternate route for the Allies to take.
The left bushy path is not a recommended route to take, but rather sit back and wait for the enemy to approach."

                                ____________
     __________________________/{ DoD_jagd }\__________________________
                               ^^^^^^^^^^^^^^
>> SETTING: Condensed urban roads with large stone buildings

Recommended Class: GUNNER/GRENADIER
Map Biased for: 50/50

ALLIED:
- SNIPER -
"Sniping on this map is both a gift from heaven, and a risky tactic. To start off, there are many long halls you'll encounter on this map, so prepare to be using your scope quite often. Along the right path you'll find a few areas where you can prone behind a stone wall or ditch. You'll only have to worry about troops coming from one direction (in front of you), but grenades and Panzerschreks will prove to be troublesome as well. If you go along the left path, you'll eventually see a door near the edge of the corner. If you go inside, you can go upstairs and snipe from a comfortable window. This spot is well-known to the Germans though. If you go near the cracked wall on the first floor, you can prone, and snipe through the small crease in the wall. There's not much more than this. You can position yourself in the center plaza, and pick off anyone who comes up from the middle road or left flank."

- COMBAT -
"Since your goal is to capture some hidden plans on this map, WHILE defending your own two tanks, I'd primarily play a defensive disposition. To start off, you can easily prone and mount yourself in any position much like a sniper. The plans are located right outside of the German spawn, by the right wing of a large cargo aircraft. The most efficient way of capturing the plans involves sneaking along the left road, that intertwines past a few broken debris and vehicles. From here, you can easily sprint down, snatch the plans, and run back the same way before any of the Germans catch on. At the same time, you're going to have to be weary of your right flank as many Germans will pop out of the double doors with Panzershrecks. They'll usually attempt to blow up your tanks with an armed escort or two. Always focus on killing the objective destroyers."

AXIS:
- SNIPER -
"The German snipers have an advantage over the Allied ones on this map. Not only do you have the debris (for cover) and destruction (to wreak), but you can also use the church tower on the far right for sniping. To get up there, enter through via the lower church entrance, and then climb the ladder up top.
This window gives access to a small portion of the middle plaza, which is enough to rack up pesky kills. Be weary though as Allies can use the Piat and destroy the church tower with a few well-placed missiles. Another unique spot is right near the beginning of the left roadway. Go into the door, and climb upstairs. There's a very dark window which is perfect for providing a defensive establishment on this route."

- COMBAT -
"Again, you must defend your plans, while being able to take out the two
British tanks near the British spawn. I find it best to take the left route, and get yourself perhaps three armed men (besides yourself with the
Panzershreck). Once you make it to the double doors, have two of your men sprint out to draw fire. When this occurs, quickly sprint out and up to the left. Pop around the corner, fire one missile, run to the corner for cover, then repeat the process for the second tank. I must warn you that there's usually a British sniper on the second floor of the HQ, usually targeting the double doors. If this route is heavily guarded, you may also go through via the middle plaza, then flank left, and catch them by surprise. I'd highly recommend against taking the right route because of its narrow, long design.
This can backfire in the long run, especially if you get picked off by a sniper. Make sure you destroy the cracked wall in the middle plaza for an easier way of flanking the Allies."

                                ____________
     __________________________/{ DoD_kalt }\__________________________
                               ^^^^^^^^^^^^^^
>> SETTING: A snowy town with sewers, small roads, and chokepoints

Recommended Class: MASTER SERGEANT/UNTEROFFIZIER
Map Biased for: 50/50

ALLIED:
- SNIPER -
"Sniping on this map can be useful only if you can get in the right positions. By your second flag is a building with two windows. Positioning yourself there is excellent for stopping a German rush as you can pelt down visitors from the mill doors or around the bridge corner. Another excellent sniper spot is in the mill. Climb the wooden wheel, and prone on the upper left portion of it. From here, you can hit any Germans who try to go through a wooden gate, or through the double doors themselves. You'll also be fairly invulnerable to grenade attacks. Other than that, the sewers are the only other viable place where you can sit and wait for opponents."

- COMBAT -
"Most of your fighting is going to be close quarter battles due to the small design of the map. The most efficient way to flank your opponent is to go via the sewers. There are five hatches spread across the map. In the sewers, you'll mainly navigate through narrow tunnels with dark backgrounds. The best part about this is that you can easily reach your opponent's #1 flag without them knowing until you capture the point. The only problem is that you're vulnerable when climbing the actual ladders themselves. Toss your grenades on the bridge to rid of any troublesome forces. Be careful when going around the corner towards German territory. The enemy will usually setup one or two MGs just to hold back the oncoming rush of people. Be weary not to fall into a trap and lose many men. Try to hold the mill at all costs. It basically determines victory on this map."

AXIS:
- SNIPER -
"There are hardly any advantages for Axis snipers on this map. You can hide yourself in your own apartment building near Flag #2, however, your shots are often cut off by the limited view of the window. The sewers are great for popping anyone who dares climb down a ladder. Aside from that though, you'll rarely find a spot worth sitting at for any moment. Just avoid sniping on this map."

- COMBAT -
"Again, there are five capture points on this map, with every single one being a lone cap. The sewers are your best option for flanking your opponents.
Sometimes it can help in the long run to take down three defenders, so that your team can advance - rather than attempting to go for the home flag. Be careful in the mill since you'll meet many Allied soldiers around corners and small boxes. Make sure you nade the exposed corners of the bridges, and watch for any troops under it as well."

                                __________________
     __________________________/{ DoD_kraftstoff }\__________________________
                               ^^^^^^^^^^^^^^^^^^^^
>> SETTING: A town with various supply points and building openings

Recommended Class: MASTER SERGEANT/STOSSTRUPPE
Map Biased for: ALLIES

ALLIED:
- SNIPER -
Jump to page:
01 · 02 · 03 · 04 · 05 · 06 · 07

Sponsors:

Other files from this game:
  1. Day of Defeat FAQ by System on 09/03/2006, 09:50