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FAQ by Mulliga
Version: 1.03 | Updated: 08/30/02
Mulliga's FAQ/Guide to ---------------------- _ _ _ _ ___ / \ / \ / __--'--__ \ /-_ _ ___ | \__| | | __ \ \ /^^\ / \/ \ _/ \ -- -- \\_/ \ || / \ \ || | | || | | | \_ \ || | || | | || | | || | | | \_/ _// | || | | !! | | || | | / -^^ -- _-- / | || |_ \/'| / | ' / | / /_ , / | '__ / _ / / \_ _/ |/ \_ _ _/ \_/ \_/ -__ / -- | _ _ _ _ ___ / \ / \ /| / __--'--__ \ | \__| / | | | __ \ \ ,^^\ -- -- ,^^\ /^^\ --/ |-- \\_/ \ || / , \ | | / , \ / \ | | \_ \ || | ,! / | | | ,! / | || | | | \_/ _// | ''' | / | ''' | || | | | -^^ -- _-- / | \ _ | / | \ _ | || |_ | |_ /_ , / \_ -_/ |/ \_ -_/ | '__ / \ / \_ _ _/ -- | -- \_/ \_/ \/ ---BETA 3.1--- Guide Version 1.03 Submitted 8/30/2002 by Andrew Kwan RedWolfTrevize@hotmail.com This document copyright 2002 This document can be copied without my permission for personal use, exhibited on a website, or otherwise distributed AS LONG AS the following conditions are met: 1) The document's contents are not changed in any way. 2) The document is freely available to the public; for example, it cannot be on a pay site or on a retail CD. =========== ===INDEX=== =========== 1.0 - General Information 1.1 - What is Day of Defeat? 1.2 - How do I get DoD? 1.3 - What is this guide meant for? 1.4 - Can you give me specific statistics? 1.5 - Who is this guide for? 1.6 - What exactly are the changes in version 3.0 of DoD? 1.7 - Past Version Changes 2.0 - Gameplay Specifics 2.1 - Proning 2.2 - Crouching 2.3 - Recoil 2.4 - Accuracy 2.5 - Stamina and Sprinting 2.6 - Swimming and climbing 2.7 - Jumping 2.8 - Bandaging 2.9 - Reloading 2.10 - Sound and Sight 2.11 - Using Machine Guns 2.12 - Capturing Flags 2.13 - Respawning 2.14 - Getting Hit 2.15 - Mission Timer 2.16 - VGUI 2.17 - Para Gameplay 2.18 - Enhanced Spectator Mode 3.0 - Classes 3.1 - Rifleman 3.2 - Sergeant 3.3 - Support Infantry 3.4 - Sniper 3.5 - Machine Gunner 3.6 - Grenadier 3.7 - Unteroffizier 3.8 - Scharfuhrer 3.9 - Scharfschuetze 3.10 - MG-Schutze 4.0 - Weapons 4.1 - M1 Garand 4.2 - Thompson SMG 4.3 - M1 Carbine 4.4 - M3 Greasegun 4.5 - BAR 4.6 - Springfield '03 4.7 - .30-Cal MG 4.8 - Colt 1911 Pistol 4.9 - U.S. Issue Knife 4.10 - Fragmentation Grenade 4.11 - Mauser Karbiner 98K 4.12 - K43 Rifle 4.13 - MP40 4.14 - MP44 4.15 - FG42 Assault Rifle 4.16 - Mauser Karbiner 98K Sniper Rifle 4.17 - MG34 4.18 - MG42 4.19 - P08 Luger 4.20 - Spade 4.21 - SS Knife 4.22 - Stielhandgranate 24 5.0 - Maps 5.1 - Overlord 5.2 - Dog 1 5.3 - Avalanche 5.4 - Caen2 5.5 - Anzio 5.6 - Zafod 5.7 - Thunder 5.8 - Ramelle 5.9 - Heutau 5.10 - Schwetzingen 5.11 - Cherbourg 5.12 - Koln 5.13 - Kraftsoff 5.14 - Glider 5.15 - Hedgerow 6.0 - Elements of Online Play 6.1 - Lag 6.2 - Dealing with lag 6.3 - Teamplay and You 6.4 - They're beating the @#$% out of us! 6.5 - Tricks and Techniques 6.6 - Day of Defeat British Pak Beta 2.0 6.7 - Anti-cheat Programs 7.0 - Voice Communication 7.1 - How do I set up voice communication? 7.2 - I need more than that! 7.3 - Strategies for voice chat 8.0 - Conclusion, Version History, Other Stuff, and Acknowledgements 8.1 - Conclusion 8.2 - Other Stuff 8.3 - Version History 8.4 - Acknowledgments ============================= ===1.0 GENERAL INFORMATION=== ============================= -------------------------- 1.1 What is Day of Defeat? -------------------------- Day of Defeat (DoD) is a total conversion for Half-Life that attempts to recreate the great feel of WWII small unit tactics in the Western European theater. Currently, it is multiplayer-only (though you can download bots like the excellent Sturmbot available from http://www.wantahome.com/sturmbot/files.html [Thanks to trob32 for this recommendation!]). DoD is free for download, and playable by anyone who has Half-Life or Counter-Strike Retail. Its official headquarters can be found at http://www.dayofdefeatmod.com. As evinced by this guide, it comes highly recommended. --------------------- 1.2 How do I get DoD? --------------------- DoD is a monster download (146.5 MBs!), and that is why I've included here a brief plan for getting this MOD. You can get DoD from the April 2002 edition of PC Gamer magazine (back order it from them), but this version requires a patch from the DoD website to get it to version 3.0. 56kers who are craving their DoD fix must often endure 10 or more hours of downloading from a mirror. First, grab a download manager ("GetRight" works fine). Second, find a mirror that seems stable (FilePlanet never works for me, so I found a third-party site from the table of links at the DoD website). Third, try to download it all at one time, preferably overnight. If none of this works, get a friend to burn the beta onto a CD or something. --------------------------------- 1.3 What is this guide meant for? --------------------------------- I'm no big authority on DoD, so comments/flames/tips/errors/whatever are welcome. I have put in plenty of time, and usually place first in the public servers (unless somebody is using a cheat), so I have some knowledge of what I'm writing about. This guide is meant to help the legit player, not the cheap person who hacks the game or exploits bugs in the maps or the program. It also assumes you want to help your team complete the mission (i.e., you don't hang back with an MG and score a lot of kills with no deaths while your team suffers for the lack of a machine gunner). It is meant to be a supplement for the excellent documentation included both with the mod and on the official DoD website. I really don't want to write the bloated FAQ/Strategy Guides that tell you how to wipe your butt; I assume you have at least a passing familiarity with FPS conventions like moving, shooting, and reloading. ---------------------------------------- 1.4 Can you give me specific statistics? ---------------------------------------- I don't really have the inclination to test all the game's weapons in a controlled setting against a bunch of targets, or to test actual damages by the numbers (all the weapons, even the melee ones, are very deadly anyway). What I _can_ write from is firsthand experience with all the weapons and the strategies for using each. I'm sure future FAQs will go into such detail, but I personally do not see the point. -------------------------- 1.5 Who is this guide for? -------------------------- Although truly advanced players should find no real surprises here, novice and even intermediate players will learn quite a bit. Also, with every version change, I plan to update accordingly, so look here for the newest strategies for new versions and maps. ------------------------------------------------------- 1.6 What exactly are the changes in version 3.1 of DoD? ------------------------------------------------------- Here are the changes from 3.0 to 3.1, complete with my ramblings. ------------------------ 1.7 Past Version Changes ------------------------ Here are the changes from 2.1 to 3.0, along with my usual ranting. - Added para gameplay (CS meets DoD! Purists may scoff, but para is ok to me, not to mention mappers can choose to use infinite DoD wave respawn _anyway_) - Added Hedgerow, Kraftstoff, and Glider (decent para maps) - Added para models (buzz cuts anyone?) - Added FG42 scoped and bi-pod versions (a good addition, and seems balanced) - Added K43 rifle (old Axis sniper rifle from past versions. Now functions almost identically to the Garand) - Added M1 Carbine with collapsible stock (really just a new skin) - Added Greasegun (a weapon that you have to get used to) - Added Cutscenes (some are very cool, some are just okay) - Added removable helmets (NICE, later versions will extend the support to all classes instead of just para) - Added enhanced HLTV mode and enhanced spectator features (all those goodies CS players have? We got 'em too!) - Added custom HUD objective icons (they fit in quite nicely) - Added object required capture areas (a must for para) - Added new player joining server code (seems about the same to me) - Added env_model for model placement (don't quite understand this one...probably for map makers, I'd wager) - Added team chat for dead clients (good for strategy while waiting for the last guy on your team to die) - Added new sniper zoomed-in view graphics (pretty good, but annoyingly low- res...unless they made their sights blocky in WWII) - fixed basic gameplay system issues - fixed hitboxes on players - fixed player animation alignments - fixed sniper rifle accuracy while unzoomed - fixed prone bounding box issues - major updates to DoD manual (but you already know that, right?) Here are the changes from 2.0 to 2.1, along with my bit commentary. - Added Koln and Cherbourg (maps from previous versions of DoD) - Map tweaks and fixes (Heutau respawn advance, for example) - Reduction in map texture usage (not really noticeable for me) - Reduced Kar accuracy (still pretty darn accurate) - Grenadier down to three grenades (good change, I think) - Increased Garand damage (this one IS observable) - Decreased Garand recoil (still pretty hard recoil) - Reduced grenade damage (observable, but they're still deadly) - Increased grenade throwing time (prevents spamming...sort of) - Decreased MG accuracy (visible mostly on MG42 and when undeployed) - Increased sniper rifle damage (observable) - Fixed sniper sway (not too much change here) - Fixed MG42 overheating speed (hmm...never used MG42s that long anyway) - Improved HLTV support (yep) - Optimized netcode (a bit better) - Fixed lag on map start (I think they fixed this one) - Fixed cheats/exploits (some are gone) - Sharp crosshair (a matter of preference) - Removed water sniping (yep) ============================ ===2.0 GAMEPLAY SPECIFICS=== ============================ Day of Defeat has many gameplay elements that may be unfamiliar to newbies. The following is a listing of explanations and strategies of DoD-specific elements aimed at getting people up to speed. A lot of standard FPS conventions work rather poorly in DoD; circle-strafing, for example, is almost always suicide (note the "almost"). You may have to unlearn old habits to be successful in DoD. ----------- 2.1 Proning ----------- DoD, like other realistic games, features the ability to lie prone (default "q" key), called "proning" for short. Proning is an important facet of DoD, and it will increase your chances of survival considerably. Proning has a number of distinct advantages; it renders you much smaller to the enemy (most of the time - watch out if they get the "top shot" on you) and so you avoid most incoming fire. You are also much harder to see, as well, and can hide behind low barriers that would only come up to your knees if you were standing. Your shots are more accurate, and recoil is greatly reduced. The problems? You only move slowly while proning, and you can't shoot and move at the same time. After moving when prone, and upon first going prone, you are also unable to draw your weapon for a split-second (bad news if an enemy runs around the corner while you're creeping up). You also are less mobile since you cannot stand up and move around instantly (again, this is a real problem if a grenade lands in front of you). Proning is good if there's a lot of cover, a large elevation difference between you and your enemy, or if the map is complex and they won't come upon you. Proning is generally bad in the middle of city streets and near corners, though of course there are exceptions. ------------- 2.2 Crouching ------------- Crouching (default is holding "Ctrl") offers a happy medium between proning and standing, and is ideal for Garand users and the like who need to be stationary to fire, but also want to stay mobile. Unlike most games, DoD has no "walk" command, so this is your only option if you wish to move silently. You can instantly and quietly go in and out of a crouch with your weapon ready to fire at all times, eliminating the vulnerable split-second it takes to draw your weapon after going up from a prone position. In fact, whenever I fire a weapon and don't need to shoot over an obstruction, I always crouch to make my shots more accurate. There's only one real downside to crouching - good enemies will adjust their aim rapidly, and thus enemy rounds will generally score head and chest hits instead of leg or stomach hits. Crouching first may also waste valuable time; sometimes it's better to get the first shot in a firefight instead of crouching. Finally, crouching eliminates the tactical option of running around while firing, which is sometimes a necessary tactic in close quarters. ---------- 2.3 Recoil ---------- DoD has a recoil system that drives the muzzle of a weapon up as it is fired. This is especially noticeable with the M1 Garand and other powerful guns. While there is always a raging debate over whether the recoils are too hard or too soft, dealing with recoil is the same across the board. Either aim low and let the recoil take the weapon up (lazy man's approach) or manually adjust the recoil while shooting. I personally prefer the latter since it conserves accuracy and ammunition, but sometimes careful aim just isn't possible or expedient. Use the white puffs of bullet impacts to help train your hands to deal with the recoil of DoD's many weapons. ------------ 2.4 Accuracy ------------ Hitting what you shoot at is always critical, and chest and head hits will do substantially more damage than limb hits. Moving in DoD sucks away your accuracy, just as in real life. This decrease is represented by the moving center part of the crosshair that represents the muzzle of your weapon swinging around. While a stationary shooter can usually land his first shot no matter what his weapon is, this changes when you are jogging around the map. Few weapons are effective on the run; careful control and good strafing skill will expand that selection as a DoD player's experience rises. In my time, I have seen plenty of skilled players nail enemies with weapons like the MP44 and even the Garand when in motion. In very close quarters, however, accuracy concerns go out the window; don't be afraid to move around in confined battles. ------------------------- 2.5 Stamina and Sprinting ------------------------- Hold the sprint key to move faster (default is "shift key"). You will lower your weapon while running, so beware. Additionally, bunny-hops and wild sprinting are prevented in DoD by the stamina meter, a multicolored vertical column in the lower left part of the screen that rises and falls according to how much physical action you undergo. Jumping, sprinting, and firing a machine gun while moving will all significantly eat away from your stamina (firing other weapons while moving doesn't seem to affect the meter much). Crouching or standing allows you to catch your breath. Keep in mind that THE LOWER THE STAMINA BAR IS, THE SLOWER YOU WILL BE WHEN YOU COME OUT OF SPRINT. It does not pay to sprint at the beginning of the round in an attempt to save time, as soon you will be huffing and puffing as the stamina bar dwindles. Even if you don't let it all run out, you will still go much slower (unlike the stamina system of "Diablo II", for example). Sprinting is extremely useful for slipping past enemy overwatch - if an alley is heavily guarded, toss a grenade and sprint by when it goes off. ------------------------- 2.6 Swimming and Climbing ------------------------- Many maps have ropes, ladders, and other implements to enable you to climb to another level. Simply move forward face first (or very carefully in other directions,) into these objects to climb up or down automatically. Beware, however; weapons are unusable while on a ladder, you make a recognizable metallic noise climbing them, and fall damage can easily kill. Swimming is fairly straightforward in DoD, as the movement controls are the same underwater as on land. Again, it is impossible to use most weapons while underwater (though floating on the service allows you to shoot), and enemy fire can shoot through water to kill pretty easily. Note that MELEE WEAPONS CAN BE USED UNDERWATER. It IS possible to drown, but you have to stay under the water for a long while, and popping up replenishes your air supply immediately. ----------- 2.7 Jumping ----------- As stated before, jumping (hit the space bar) to avoid incoming fire is ineffective, as when you come out of the jump, you move more slowly. It deserves mention that the Half-Life convention of "crouch-jumping" (hit the space bar and then "Ctrl" while in the air while moving forward) is in DoD; it provides a way to get your legs over tall obstacles. Also note that fall damage is modeled in DoD; drop anything more than about 20 meters, and you die (or at least get hurt badly). Jumping is a good way to get into sniper perches and the like, but jumping up and looking over an obstacle can also provide a glimpse of approaching enemies. ------------- 2.8 Bandaging ------------- Some nasty hits, particularly with explosions and high-caliber weapons to the torso, cause bleeding (a blood drop icon appears at the left of the screen, and your health slowly drains away until you die or bandage yourself). Get away from the enemy (eliminate him FIRST if you can) and bandage immediately (default is "z"). You are defenseless while bandaging (indicated by a bandage icon of the left of the screen), so find cover or another teammate to guard you (preferably both). The pain sound you make when bleeding is audible to others. ------------- 2.9 Reloading ------------- Reloading in DoD is much like real life; that is, when you reload, you lose the entire clip, instead of having the empty portion subtracted out of an abstracted "ammo supply." Take this into consideration when using weapons with limited numbers of magazines (i.e., anything that isn't a rifle) and try not to fire any potshots. Ammo can be dropped with the "j" key, but this function of DoD is very rarely employed. Note also that Light Infantry/Grenadier players can drop MG ammo (default is "H" key) to supply MG players who have run out of ammo. This is really only necessary in sustained firefights, or if the machine gunner is either very bad (held down the trigger and burned his supply) or very good (expended his ammo killing the enemy). Reloading an MG takes an eternity, so don't do it on the front lines unless absolutely necessary. -------------------- 2.10 Sound and Sight -------------------- Listening to your surroundings is vitally important in DoD. Learn the weapon sounds and you'll know whether you're dealing with an MP40 or an MG42. Key on movement sounds like people running around, going up ladders, opening doors, reloading, going prone, etc.; these clues will give you advance intelligence on the enemy, especially in a dark house or a crowded alley. Visually, learn to discern the trajectory of incoming fire that is being directed at your teammates, then flank and attack. When you see the corpse of a teammate, be cautious and try not to suffer the same fate. Look closely for flying grenades, hidden snipers, and other elements of the battlefield, but try to keep moving, as a stationary target is much easier to hit. ----------------------- 2.11 Using Machine Guns ----------------------- Machine guns are basically worthless when not deployed (sure they can "spray and pray" up close, but so can other weapons, and a lot more effectively). In 3.0 machine gunners who are undeployed get no weapon crosshairs, either. To deploy an MG, go prone and use the secondary fire key (default is right click). In a split-second, the bipod is down, and you are ready to rock and roll. Your range of motion will be restricted however, both horizontally and vertically, so be careful about where you deploy. Also, it seems that you cannot "undeploy" as fast as you can deploy. Alternately, you can search for MG nests (windowsills, barricades, and bunkers that you can steady the MG bipod on) and simply right click when the "MG Nest" icon appears to the left of the screen (it may take a bit of fiddling around with your placement). Additionally, MGs can only be reloaded when deployed. -------------------- 2.12 Capturing Flags -------------------- Capturing flags in DoD is done in two ways. Some flags need merely to be run over to be taken. Other flags, however, require one or more teammates to capture and hold the position. The required number of men will be shown under the flag in question as a fraction, colored green for Allies and red for Axis. Your progress will be shown by the flag icon (at the top of the screen) gradually turning into your flag. Note, however, that enemies see this icon as well, and will come to off you while you hold the objective to break your capture attempt. Some flags take practically forever to capture, so this can be a major concern. ---------------- 2.13 Getting Hit ---------------- Unlike many other Half-Life engine games, DoD does not feature the standard directional indicator that tells where damage is coming from. In addition to causing damage that is registered on the (rather thin) red "health bar" and body picture in the lower left portion of the screen, getting hit by either friendly or enemy fire flashes your screen red and will also slow you down, if not stopping you in your tracks. Headshots are basically fatal, and chest shots are pretty deadly as well. When fired upon, your first instinct may be to go prone or to whirl around to see who's firing, but most guns don't have tracers. Instead, sprint to hard cover, juking around randomly with your strafe keys. --------------- 2.14 Respawning --------------- When you get killed in DoD, you do not respawn immediately. Instead, you must wait for the next wave of your team to be sent out. At the bottom of the screen is a digital clock representing the time until this next wave can be spawned; this timer is started by the first death on your team and remains the same, no matter how many people die in the intervening time. This is tactically VERY dangerous; smart teams kill off a bunch of enemies simultaneously, and then capture flags or move up their MGs to squeeze their opponents in the time it takes to respawn the wave. On the other hand, in beachhead maps, you can more readily overwhelm the enemy using a large wave attack than with a one-by-one spawning style. ------------------ 2.15 Mission Timer ------------------ Another small clock, located at the top of the screen, represents the time left to complete the mission. Watch your time and plan your strategy accordingly, as losing the round means your team gets ZERO points. As time winds down, don't waste time being defensive; rush and take those flags! --------- 2.16 VGUI --------- The VGUI is a menu that can be brought up using the "k" key. Unfortunately, most of its commands are redundant. Team changes and class changes can be accomplished more efficiently using the specific hotkeys for both. Voice commands are often pointless compared to real-time voice communication and even a quick team chat (press the "u" key); if you're going to use them, you might as well bind keys for the important ones anyway (such as "Grenade!"). Almost nobody ever uses the hand signals on the field of battle, and stopping bleeding should be an instant reflex, not something where you have to go into a menu. When all is said and done, the VGUI is a convenience, but nothing more. ------------------ 2.17 Para Gameplay ------------------ An entirely new way to play DoD, Para(trooper) maps are the ultimate remedy for those sick of taking those flags. Instead, you will take objectives and/or defend objectives as a timer runs down. Para maps may also have CS round-style respawn (games are split into rounds where if you die, you stay dead until that round is over) and cutscenes (short scenes made using the HL engine that explain your objectives...sort of). Para gameplay is loved by some and hated by others, but it's good that the DoD team is trying new things. ---------------------------- 2.18 Enhanced Spectator Mode ---------------------------- With the advent of the round-based gameplay option in Para maps, the advanced spectator features introduced in beta 3.0 of DoD have become important. While the longest a normal DoD player could spectate under the old game was a scant 15 seconds, watching how others play and how the maps are structured gives dead players insight into the objectives and time to strategize. There are now several modes available, depending on the server you play on: free-look (essentially a no-clipping, maneuverable floating camera), chase camera (follows a player), first-person (puts you in other people's views), map view (a squished, 2D map with funny little helmets that represent players), and free map view. Jerry Stevenson points out that it's best to scour the maps for good sniper and MG positions, as well as watching the top players' techniques. Observation is what separates the good player from the mediocre player. ========================== ===3.0 CLASS STRATEGIES=== ========================== DoD is class-based, and after picking your side (or pressing the "change sides" key; default is "v") or upon pressing the "class change" key (default is "c"), a menu will appear that allows you to select your class. Each class has default weapons; you cannot order up a specific loadout. Unlike previous versions of DoD, Beta 3.0's classes move at fairly equal rates of speed. Stamina drain when carrying larger weapons like machine guns or sniper rifles is much greater, however. Allies have light tan/olive uniforms while Axis players wear dark gray or camouflage. ====== ALLIES ====== ------------ 3.1 Rifleman ------------ LOADOUT: M1 Garand w/ 11 clips, Colt 1911 w/ 3 clips, U.S. Knife, 2 Grenades The Rifleman (formerly Light Infantry in previous versions) is a class that can be fairly difficult to play. Lacking an automatic fire weapon, Riflemen must stay out of close combat but must also avoid long-range engagements with snipers, as the Garand isn't accurate enough to make it reliable against an entrenched sniper. In truth, the M1 is best used while completely stationary; wait for Axis troops to advance into your killing zone, fire a few rounds, and then advance or retreat depending on how you fared. Some Garand users even become accustomed to drawing their pistols as soon as the battle comes to close quarters. Crouching is almost mandatory for this class, as the heavy recoil of the M1 becomes much easier to control. Grenade use is also key to performing well; try never to die without first using up your grenades on common camping spots and/or entrenched enemies. ------------ 3.2 Sergeant ------------ LOADOUT: M1 Carbine w/ 11 clips *or* Thompson SMG w/ 7 clips, Colt 1911 w/ 3 clips, U.S. Knife, 1 or 2 Grenades (see below) This is the class for assaults. Sergeants have a weapon (be it either the Thompson SMG or the M1 carbine) that allows them to fire on the move, avoiding many of the fixed ambushes and grenades that would befall a less mobile class like the Rifleman. They are practically useless against distant foes when moving; however, even a Tommygun can turn into an accurate weapon when used in a prone position (perfect for setting up an impromptu defense). In a battle, Sergeant-class players should seek the hidden alleys and tunnels that honeycomb most DoD maps. They should then flank the enemy or support their squad at that advanced position. It is suicide for them to engage MGs, snipers, or assault rifles in the open unless there is a lot of cover. Choosing the Thompson M1 means a deadly close-range attack, good mid-range capabilities, but less effective long range firepower; the M1 carbine is worse at close range, but gives a better chance of hitting the enemy from medium and long range. Additionally, Carbine users get an extra grenade to offset the sheer killing power of the SMG. -------------------- 3.3 Support Infantry -------------------- LOADOUT: BAR w/ 12 clips, Colt 1911 w/ 3 clips, U.S. Knife, 1 Grenade Wielding the Browning Automatic Rifle, the Support Infantryman is able to do most of the things the other classes can do. He can spray in close range fights, but the recoil and slow cyclic speed of the BAR makes this difficult against MP40-using Unteroffiziers. He can successfully tag enemies with 5-6 rounds in medium range confrontations, but a good Grenadier can kill in a single hit. He can unload into enemy bunkers and sniping nests, but he cannot sustain this fire, nor can he ever achieve the accuracy of a true sniping weapon or light machine gun. In light of these shortcomings, stick with a teammate or two and take the point - you are more likely to survive an enemy attack than the other classes because you are more versatile. That said, the Support Infantry class is probably the best class for beginners, and its versatility means that veteran players will rack up A LOT of kills. Additionally, a responsibility for the BAR man is the penetration of cover - use the BAR to shoot through thin obstacles enemies may be hiding behind. ---------- 3.4 Sniper ---------- LOADOUT: Springfield '03 w/ 11 clips, Colt 1911 w/ 3 clips, U.S. Knife Although real WWII sharpshooters were perhaps not quite as important to the war effort, in DoD, they are essential in many situations. Snipers, especially in "Beachhead" maps, _must_ hunt for enemy players at all times. I realize looking around with the scope can be tiresome, but it is a necessity given how fast enemies can pop up. Targets should be queued in priority order: enemy snipers (including "true" snipers and Grenadiers) first, MGs second, and then everything else. When playing a sniper, find a spot and start sniping; trying to be mobile may be more fun, but sticking to a good perch that overlooks a high-traffic area is far more helpful (if you're into mobile sniping, try the Rifleman class). Note that sniper rounds can penetrate thin walls and barricades like other rifle rounds; use this to kill off concealed crouching and prone enemies. Always crouch or prone when sniping, and once the enemy knows where you are, displace to a new position. Draw your pistol when on the move, as the unzoomed sniper in DoD is far more vulnerable than in other games like CS. ------------------ 3.5 Machine Gunner ------------------ LOADOUT: M1919A4 .30 Caliber Machine Gun w/ two 150-round belts Suppression is the name of the game here. What the .30-cal lacks in accuracy or raw power compared to the Axis MGs is made up by the ability to keep enemy heads down, and a good machine gunner allows his squad to move up the battlefield at will. When an appropriate nest can be found, you can almost play sniper; the deployed machine gun is surprisingly accurate and spits out a lot of rounds. At other times, simply cover advances and routes towards the enemy spawning point by laying down a continuous barrage of fire whenever you sense movement. Alternately, when there is no set path of advance, set up in a corner of the map and just wait for the enemy before plastering him with bullets. Shoot at anything that doesn't look right; you can sustain the longest period of fire in the game. Be sure, though, to move up when team members clear the visible area. Undeployed, you are totally defenseless except at point-blank range, but if you have quick reflexes, you can kill a lot of enemies in narrow alleys and cramped rooms. ==== AXIS ==== ------------- 3.6 Grenadier ------------- LOADOUT: Kar 98 w/ 13 clips, Luger P08 w/ 3 clips, Spade, 3 Stick Grenades With three grenades, the Grenadier has less power than in version 2.0, but that doesn't stop him from being extremely lethal. More important than grenade volume is grenade placement; when in doubt about a door or blind corner, toss a grenade, and then advance. After enemies start to get wise, toss a grenade, wait a few seconds, then toss another one. Enemies running through after the first blast will get caught by the second. A few quick grenades can provide enough cover to get into a position to kill off that annoying MG or sniper. The Mauser bolt-action rifle served Germany through TWO World Wars for a reason; a single hit in the chest or head will drop an enemy, no questions asked. It is also easier to hit enemies while moving with the K98 than with other rifles; a common strategy is to pop out of cover and fire a potshot at an approaching enemy. If you miss, retreat and prepare again. ----------------- 3.7 Unteroffizier ----------------- LOADOUT: MP40 w/ 7 clips, Luger P08 w/ 3 clips, Spade, 1 Stick Grenade Extremely similar to the American Sergeant, the Unteroffizier is adept at battling just about anything at close range. The Unteroffizier is ideal for sweeping the side areas of the map, though he is slightly less suited to turning into a static defender than the Sergeant. He can kill off many unprepared opponents at a time in close quarters. Because of the nature of the other German troops' weapons, you may want to lead teammates into hostile territory, as your weapon puts out a good amount of lead on the move more accurately than the MP44 or the K98, enabling them to get in position to attack. If you encounter a long range weapon, use cover and keep weaving in and out of sight to make your way to a medium range where your weapon will be more effective. --------------- 3.8 Scharfuhrer --------------- LOADOUT: MP44 w/ 7 clips, Luger P08 w/ 3 clips, Spade, 1 Stick Grenade The Scharfuhrer is a very balanced class much like the Support Infantry of the Allies, but this class is more weighted towards closer, faster firefights with enemies than long range combat. While the Support Infantry takes a forward position in a squad to provide overwatch and cover, the Scharfuhrer class should play lone wolf or hang back and guard the sides and rear. This class is brutally effective in close combat, and competent in medium engagements, as well. Long ranges present a slight problem, so use cover and move up on the enemy, or prone and burst to get good shots off. Moving and firing is less of an option than with other classes, but certainly doable. This class should be the first to confront enemy attackers breaking through the lines, and the first to counterattack. ------------------ 3.9 Scharfschuetze ------------------ LOADOUT: Scoped Kar 98 w/ 13 clips, Luger P08 w/ 3 clips, SS Knife The German sniper class is basically identical to the American sniper class. Even the American sniping weapon, the Springfield '03, is basically a copy of the German Mauser. Play with both classes is essentially identical. --------------- 3.10 MG-Schutze --------------- LOADOUT: MG42 w/ 2 250-round belts *or* MG34 w/ 5 75-round assault drums Again, this class is much like the American machine gunner. Keep in mind that the machine gun is critical to German tactics; German machine gunners must accompany team members into battle to prevent crowds of distant Garand and BAR users from ripping apart a squad. Get others to distract the enemy, and quickly deploy. With any luck, your MG will suddenly become the center of attention, and your teammates can take their shots at leisure. Avoid deploying near blind corners and overhangs, lest an enemy toss a grenade or flank you. The tactical needs of the map should determine your selection of machine guns; the MG42 is ideal for most maps for general purpose firepower. The MG34 is _much_ better at long ranges and can shoot decently undeployed; try sneaking past enemy lines and ambushing enemies from a position that overlooks their attack lines from a distance. ========================== ===4.0 WEAPON SPECIFICS=== ========================== Day of Defeat brings a good deal of famous WWII-era weapons to life. Each weapon has its own "sweet spots" and quirks that may not be obvious upon first playing. With the Allied Sergeant and the Axis MG-Schutze, you can select the weapon type you want simply by clicking on the image of the weapon you want. I have elected not to put weapon accuracies, damages, and recoils in a big table since the values of such numbers change dynamically in combat. The new "Para" class in DoD is fairly easy to use, as all you have to do is pick a weapon and you will spawn as a "Para Greasegun" or a "Fallschirmjager K98". The only exception here is for the Axis; the FG42 is available in scoped and bipod forms. ====== ALLIES ====== ------------- 4.1 M1 Garand ------------- This .30-06 semiautomatic rifle was the primary weapon of most American infantry squads in 1944. In DoD, it kills in a single hit to the chest or head, but the recoil is fairly heavy. Version 2.1 reduced this recoil slightly and brought up the Garand's damage, making the weapon a little bit more effective. It has a fast rate of fire compared to bolt-action weapons and a larger clip (eight rounds versus five) than most rifles. Control the recoil either by pushing down hard when the weapon kicks, or by going prone. The Garand is inaccurate on the move; the "movement sway" is fairly large. The rifle is best at medium and long ranges, as the Garand's relatively slow rate of fire pales in comparison to automatic German weapons. The only major flaw of the weapon is that partially fired magazines cannot be unloaded, as the internal magazine ejection mechanism is powered by the same gas blowback that works the bolt. The practical upshot of this is that to get a fresh clip, you must first fire off your remaining rounds, revealing your position. When the Garand runs out of ammo, the empty magazine is ejected, letting out a "ping" sound that alerts everyone around you that you're out of ammo. Of course, you should have never let the enemy get that close in the first place... --------------------------- 4.2 Thompson Submachine Gun --------------------------- Developed as a "trench broom" for close quarters, the "Tommygun" was much less common on the battlefield than the M1 rifle, primarily due to its maximum effective range of 50 meters and its rather complex design. Unlike the rifle rounds used by other weapons in the game, the .45 ACP rounds used by the Thompson cannot penetrate walls and doors (Strangely enough, however, I have seen cases of SMG bullets penetrating doors - a bug in the game?). A large rate of fire (around 900 rounds per minute) and decent damage per bullet makes the Tommygun a devastatingly effective weapon for close and close-to-medium engagements, however; two to three good hits will down an opponent, and the weapon can be used fairly easily while moving. For players with less precise aim, the Tommygun allows a high degree of combat effectiveness, especially those who are cursed with a poor mouse or connection. Proning makes the Tommygun accurate to medium range, but this gun should never be used against long-range opponents, except as maybe a distraction or to add suppressing fire to help other teammates, since three out of four rounds you fire will miss. -------------- 4.3 M1 Carbine -------------- Issued to "second line" personnel (such as artillery crews and the like), the M1 Carbine is smaller, easier to handle, and easier to shoot than the full- sized Garand, just as in real life. While this weapon didn't see as much rigorous front-line combat as the Garand (save for the folding stock variants used by the airborne), the carbine in DoD provides a longer-ranged alternative to the Thompson. Its shortened .30-06 rounds do far less damage than the other rifle rounds in the game (they are basically equivalent to the .45 ACP Tommygun rounds in terms of stopping power, perhaps maybe even a little weaker), but its recoil is _very_ forgiving. The carbine has a magazine that is twice as large as the Garand's, shoots about twice as fast, and, unlike the Garand, can be reloaded at any time. The carbine is almost an ideal medium range weapon, and can deliver decent long-range fire when used while prone. It is obviously less effective in close quarters than the Tommygun, but can be fired on the run, as well. Whenever you use the carbine, tap like mad on your mouse; single shots are ineffective unless you are sniping a distant enemy (you shouldn't be doing that anyway, but sometimes it happens). Despite its weakened caliber, the carbine seems to have some penetrating power. The folding stock M1 Carbine in version 3.0 functions identically to the regular one. Additional note: the carbine's report has been beefed up considerably - much scarier! ---------------- 4.4 M3 Greasegun ---------------- Making its first appearance in DoD, the "Greasegun" was a cheaper, less complicated alternative to the M1 Thompson for the Allies in WWII. Shell casings were simply thrown out of the top of the gun, the muzzle was unprotected, and the weapon's stock was a simple bent piece of steel. Its crudity, however, masks its better qualities. The M3 SMG fires _much_ more slowly than the Thompson - it is ill-suited for close quarters unless you can hit the enemy in the head. It's best to think of the weapon as a modified M1 Carbine - larger clip, same decent rate of fire, same low recoil, less accurate. It reminds me of the HK UMP45 of CS - that is, it possesses a slow cyclic rate, higher accuracy than most SMGs, and good damage. Aim for the heads of your enemies, and you will do well. The greasegun has a distinctive "pum-pum-pum" report that will soon become feared by your enemies! ---------------------------------- 4.5 Browning Automatic Rifle (BAR) ---------------------------------- Another Browning innovation, the BAR saw limited action in WWI but was standard issue to U.S. infantry throughout WWII. A combination of the mobility of the rifle and the power of the machine gun, the BAR is the rare weapon that can potentially win any confrontation, and often does. It is a jack-of-all- trades, but a master of none. Therefore, your playing style with the BAR will be dictated by what your teammates lack. Crouching makes short bursts deadly accurate and automatic fire plausible. Proning turns the rifle into a mini- machine gun; basically all the benefits of the .30-cal, but with a much smaller clip. As your skill improves, standing and firing (as the gangsters of the 1920s did) becomes more of an option. Sometimes, especially when firing from an elevated position, it is best to let the recoil guide your crosshairs across a line of enemy soldiers. Unless you are at close range, you will miss a lot when on the move, so don't move when firing at medium or long range unless you wish to suppress enemies and get teammates in supporting positions. -------------------------------- 4.6 Springfield '03 Sniper Rifle -------------------------------- The primary rifle of the U.S. forces in WWI, leftover Springfields were fitted with scopes and were employed by American sharpshooters. The rifle is very accurate and can drop a man with a chest or a head hit. The damage was brought up in version 2.1, and you can kill wounded enemies off with limb hits, as well as always killing with a chest hit. The bolt-action design means that the rate of fire is substantially slower than the other Allied weapons. Pressing the secondary fire option zooms in; it takes a little bit of time to level the rifle and a fading in of the scope reflects this. Keep in mind that moving while zoomed in instantly and automatically takes you out of zoom. You can, however, move _very_ slowly by gently tapping your movement keys or even holding them down when crouched (I don't know whether this is an exploit, but it makes sense in real life; it simulates the sniper slowly shifting his position). Eventually you will pop out unzoomed, however. Your breathing affects your aim, and going prone helps alleviate this natural movement of the crosshairs. There are no crosshairs at all when unzoomed; firing while unzoomed should only be a panic measure employed when the enemy is very close to you and there is no time to draw your Colt (except for experts - more on that later). --------------------------- 4.7 .30 Caliber Machine Gun --------------------------- Although it was substantially heavier than the German machine guns (and in real life was rarely served by a single man), the air-cooled M1919A4 .30-cal is the most balanced MG in DoD. It has a slower rate of fire than the MG42 but a larger belt than the MG34, and its accuracy and recoil are somewhere between the two (its accuracy was decreased in version 2.1, but you'll hardly notice with this MG). It can cover a window or alley with continuous suppressing fire, as it does not overheat its barrel as the MG42 does. Fire off about five rounds at a time at irregular intervals to give your team time to move up. In the context of the other Allied weapons available in DoD, the .30-cal is perfect for providing heavy automatic fire for assaults, especially if teammates drop ammo boxes for you to use. It is slightly less effective on the defensive, as either German machine gun can defeat the .30-cal under the correct conditions. -------------------------- 4.8 Colt Model 1911 Pistol -------------------------- An incredibly popular .45 ACP semiautomatic pistol, the classic Colt is available to all U.S. classes but the machine gunner. Pistols in DoD are not as strong as other games (i.e., the "Deagle" of CS which is commonly used as a primary weapon); they are less accurate and much less powerful than almost every other weapon. As such, they should only be drawn when your primary magazine is empty or if you are moving from place to place with your sniper rifle. Point the pistol in the direction of a nearby enemy chest or head and unload, as usually you'll need most, if not all, of the magazine to kill, though sometimes you'll luck out and get a head shot. If you can attack an opponent from behind or from the sides, you're almost certain to kill him, however. Though the lack of stopping power for a .45 pistol may seem surprising, note that the military had to use full metal jacketed (FMJ) bullets; these bullets had somewhat less manstopping power than the jacketed hollow points of today. The Colt is basically equivalent to the Luger, since a slightly smaller clip offsets its slightly better power. -------------------- 4.9 U.S. Issue Knife -------------------- Though normally called on more for cutting rope and tubing than killing off the enemy, all Allied classes except the machine gunner have a knife at their disposal. It doesn't do much damage, and it can only be used when touching the enemy, so draw it when both you and your enemy have run out of pistol ammo. By this time you should both be hurt pretty bad, so a good hit to the chest or head will probably end the fight. The knife is the only weapon that can be used while swimming (mostly in Ramelle and Schwetzingen). The only other real application of the knife is to breech doors and windows silently and without wasting ammo, but there is rarely a need to do so. Even the killing of an enemy silently is rendered pretty moot since a knife kill is fairly noticeable on the kills board, tipping off the other side to your new position. Some servers even have special scripts that applaud a knife kill, so this may even be a goal for those seeking to demonstrate their bravado. Thankfully, if you can surprise an opponent, the knife will kill in one or two quick slashes. -------------------------- 4.10 Fragmentation Grenade -------------------------- While grenades in the real war were rather limited because of their range compared to the more powerful mortars, they are _extremely_ important in DoD. Unlike the weaker grenades in other games like Counter-Strike that cannot really kill healthy opponents, a grenade in DoD shreds basically everyone within a ten yard radius. In version 2.1, the grenade damage was toned down (enough so you can just barely survive at about ten yards out), but the grenade is still extremely formidable. The Allied "pineapple" grenade is smaller and darker than the German stick grenade, making it slightly harder to see on most maps. Note that a well-thrown grenade can shatter a window and travel through, surprising the heck out of any enemies lurking inside. Grenades take some of your momentum; moving forward, for example, slings a grenade hard and long. Grenades should be employed to thin out German MG users, annihilate approaching squads, and to clear out any suspect perches or rooms. If you are fighting an opponent who is hiding, reloading, or retreating, a well-placed grenade will flush them out...explosively. Grenades also generate smoke and noise that can help to cover the advance or retreat of a team. ==== AXIS ==== ------------------------ 4.11 Mauser Karbiner 98K ------------------------ Using the heavy 8mm Mauser round, the bolt-action K98 was nearly a half a century old by the end of WWII, but still served the German army well. The K98 is, like the Garand, primarily a medium and long-range weapon capable of putting down an enemy with a chest or head hit. It is slightly lighter and thus more accurate on the move than the Garand. This makes it suitable for "pop-and-shoot" tactics - just make sure you're behind something solid! It has very good accuracy and good range, and proning isn't really necessary to increase the accuracy - just stand still. While the accuracy was decreased in version 2.1, the Kar is _still_ more accurate than the Garand, and can nail people on the beach in Overlord without too much trouble. Do not ignore the bayonet at the end of the rifle; it is useful for conserving ammunition by breaking through windows and doors without shooting a round from the K98's small clip, and for stabbing extremely close enemies when your first shot misses (which tends to happen when you are nose to nose with another soldier). The secondary fire key (again, default is right click) delivers a sharp jab; it stabs slower than you might expect, so charge your enemy with it to ensure a hit. -------------- 4.12 K43 Rifle -------------- Veteran DoD players will recognize the K43 from previous betas where it served as a sniping weapon. Ultimately, its semi-automatic design and ten round magazine made it unbalanced compared to the good old Springfield, but it returns in beta 3.0 as an alternative to the Kar98. It is essentially a Garand for the Axis now; it has good accuracy, a decent rate of fire, and does a good amount of damage. The advantage of having a bigger clip that can be reloaded at any time is offset by slightly reduced accuracy compared to the Garand - your first shot will probably be wide on distant targets, so don't duel with snipers unless you are skilled at aiming. -------------------------- 4.13 MP40 Maschinenpistole -------------------------- The distinct outline of the MP40 should be familiar to anyone who has seen "Raiders of the Lost Ark." While it certainly didn't reach the level of proliferation of the Mauser, the MP40 was streamlined and easy to use. This German SMG chambered for the 9mm round is very comparable to the Thompson M1; it's quite a bit lighter, has a very slightly larger magazine (32 rounds), and fires slightly weaker rounds, but all this is not really noticeable in-game. It can be used on the run, and is even more important for people who like the security of automatic fire, as the main German infantry weapon is a bolt- action rifle that takes a moderate amount of skill to employ and that cannot deal with multiple close opponents. It often brings down multiple foes, but is quickly thwarted by cover of any kind (Again, I have seen SMGs penetrating doors and I think it's a bug). It is slightly less accurate than the Tommygun but has slightly less recoil, and so is more effective for assault and less effective for defense. ----------------------- 4.14 MP44 Assault Rifle ----------------------- The MP44 fires shortened 8mm Kurz ammo, just as the M1 carbine fires special .30 carbine rounds. It has a little bit more punch than the MP40, but a good deal more recoil that must be controlled even when crouched. When in motion, you will only be able to hit targets consistently in close and sometimes close-medium ranges. When prone, though, you can kill enemies from a surprisingly long distance (as far as from the edge of the cliff to the ocean in Overlord), as long as you shoot off enough rounds to guarantee hits; the recoil of the gun rears its ugly head even when prone, and you'll be hitting more beach than enemy. Be wary, then, when facing BAR users - their weapon will win at long range. The MP44 is a very versatile weapon overall, and it can penetrate doors, windows, and even bodies. This is especially effective considering the large clip of the weapon. For best results, find a good ambush spot and let 'em have it when they come into view. ----------------------- 4.15 FG42 Assault Rifle ----------------------- This is not a true assault rifle like the MP44, as the FG42 has so-so accuracy and hideous recoil. It should not be used on the move save for the most dire circumstances. This gun is best at close or at most close-to-medium range - it will make short work of almost any other class in the game. The bipod version offers one way to get reliable medium range performance out of the gun, but twenty rounds is not a lot of ammo, so be VERY careful about your firing and stay light on the trigger. The scoped version offers another way to be effective at mid-ranges; in scoped mode, the weapon is about as accurate as an M1 Carbine, but it can't compete with good Garand and Springfield users. ------------------------------------- 4.16 Mauser Karbiner 98K Sniper Rifle ------------------------------------- The sniping variant of the K98 has a scope and can be told from its counterpart at a distance by its lighter color. It lacks a bayonet, and thus is only useful at range. Substantially heavier than the standard German rifle, the scoped K98 is just as effective as the Springfield '03 (perhaps even a little bit more so, as the DoD manual reports that it is even more accurate than the Springfield '03). It kills with a head or a chest hit (this damage was increased noticeably in version 2.1), and it can cut through cover as well. An extra bit of strategy worth mentioning is that unlike other games, DoD does not let you take a sniper shot instantly after switching a weapon, hopefully preventing the (somewhat) cheap tactic of traveling with a pistol and using a script to instantly switch to a sniper rifle, zoom in, and shoot an accurate shot. DoD 3.0 changed the graphic for the zoomed-in view, but it functions identically. --------------------- 4.17 MG34 Machine Gun --------------------- This is the older model machine gun for the Axis (it borrowed elements from the Mauser design) and also the first truly mobile machine gun. The MG34 is seriously handicapped by its use of the 75-round assault drum, as the ammo often runs out in the middle of an assault. Thus there is little to recommend the MG34 over the deadly MG42 for close and medium range purposes, except for the fact that it doesn't overheat. At long range, though, the MG34 is a _lot_ more effective, as its accuracy begins to conserve ammo and kill enemies faster compared to the bullet-hosing MG42 (the MG42 is also more likely to overheat, as well). The accuracy of all machine guns was decreased with version 2.1, so the MG34 is now even more valuable. At long range, fire in short bursts of around five rounds for best results (you may even want to lead the target slightly). The MG34 is also usable undeployed (crouch or prone and hold the trigger to get accuracy roughly equivalent to a moving MP44 user), a fairly useful attribute which makes it good for getting across a map solo or lending some temporary supporting fire. In fact, it makes sense to think of the MG34, at least in game terms, as a bigger, badder MP44. --------------------- 4.18 MG42 Machine Gun --------------------- Feared by many Allied soldiers for its furious report and ability to turn the battlefield into a bullet-ridden hell, the MG42 fires at approximately 1200 rounds per minute - basically the equivalent of around 40 Mauser rifleman firing as fast as they can. Undeployed, you literally cannot hit the broadside of a barn with the MG42 - especially if you are standing (its accuracy was even further reduced with version 2.1). Deployed, you become practically invincible to any attack except grenades and snipers. Ammunition comes on a plentiful 250-round belt, and the weapon has great penetrating power, easily killing through obstacles. The only significant downside to deploying is that the gun must cool down between attacks (no barrel change option, unfortunately); the barrel icon on the right of the screen shows how much heat the barrel can stand before the gun starts to jam (MG42 overheating was "fixed" in 2.1). Although personally I've never seen any team take advantage of this weakness, it is important not to be careless with the weapon on distant targets when an MG34 would be a better option. I've seen MG42 users that use this weapon quite effectively, undeployed, and at close range - it becomes like a gigantic shotgun (2.1 decreases the effectiveness of this tactic somewhat). --------------------- 4.19 P08 Luger Pistol --------------------- The Luger 9mm was seen in both World Wars, and its precision design made it highly reliable and accurate, if very hard to produce. Like the Colt 1911, the Luger is essentially ineffective at even medium range, even though its recoil is slightly lower. It is similarly weak versus any other primary weapon, but is the best option when your clip runs dry and the enemy is near. It is the second line of defense for every Axis class except the MG-Schutze, and has a slightly larger clip than its Allied counterpart. It is therefore a little bit better for people who just want to put up a lot of rounds without much precision. One advantage of using pistols is that they are relatively quiet weapons; shoot someone from cover, and it is likely your enemies won't know where you are. It can kill in about three shots, depending on how healthy your target is. ---------- 4.20 Spade ---------- This entrenching tool does more damage than other melee weapons in the game. You don't see kills with this one too often, if only for the fact that if someone has unloaded both his primary and secondary magazines, it's fairly unlikely they have the skill or the time to pull out another weapon and physically hit an enemy. If you do find yourself in a sticky situation, the spade can kill with a hit to the chest or head. It swings pretty quickly and it can be used underwater, so, when entering extremely close quarters (the winding tower staircase in Avalanche, for instance), go ahead and pull it out to mash anyone you run into. ------------- 4.21 SS Knife ------------- Only issued to the Scharfschuetze class, longtime DoD players will recognize this knife - it was the standard emergency weapon for every Axis class in previous versions. Historically, knives like the SS knife came from Solingen, Germany, in an effort to improve the economy of Germany. In game terms, it does less damage than the spade, but, again, this shouldn't really matter much. It sees a little bit more action as snipers often run out of ammo using pistols as their only defense while moving, so get in there and slash the heck out of the enemy. As with the Allied knife, it is usable underwater. ------------------------ 4.22 Stielhandgranate 24 ------------------------ The good old German "potato masher" hand grenade is a commonly seen weapon that scores more kills than the Allied grenade if only because Grenadiers get three grenades to play around with. Grenades are able to roll down hills, so Axis players commonly throw grenades down to the beaches to make life miserable for the invaders. While it is theoretically possible to pick up a grenade with the "use key" (default is "e") and hurl it right back, it is nearly impossible to do in practice against decent opponents (they will place it right in front of their field of fire). By picking up the grenade, however, you prevent teammates around you from dying on a non-FF (friendly fire) server [Thanks to Alex Smack for this tip I missed]. An Axis Grenadier or two can turn large swathes of the map into rubble, so be mindful of that. Also be careful when "spamming" grenades - you can easily kill yourself or your teammates if FF is on. Don't spam by throwing all three grenades one after the other; you're just wasting perfectly good bombs. ============== ===5.0 MAPS=== ============== DoD version 3.1 comes with 15 maps (3 new ones added). That might seem inadequate, but not when you consider many maps have completely differing objectives for each team. While the only real way to learn a map is to play it, having help in addition to the rather vague information in the manual couldn't hurt. There are also many excellent tactical maps on the Internet; the DoD website usually has a current table of links to clan sites that have such resources. Here, I'll outline useful features of each map and strategies for each side, though many of the strategies could be used either way (if it's important for one side to hold a bunker, it's important for the other side to take that bunker, etc.). In the future, I plan to cover popular custom maps like "Flash". When I refer to the "Allies' second flag," I mean the flag that one encounters second if one were to walk from the Allied spawn area to the Axis spawn area. Direction indications follow this same convention. ============== Beachhead maps ============== These maps pit the Allied invaders versus the Axis defenders. They are thus slanted in favor of the Axis, and it takes a good deal of cooperation and communication for the Allies to succeed. The Allies must capture all the flags within a set time period; the Axis must stop them. ------------ 5.1 Overlord ------------ General Tips - Controlling the beach is the key to winning this map for either side. - The back area of the map is unimportant until the Allies capture the first three MG nests. The map then switches over to "the Allies are inland" mode and gives the Allies a whole new timer. - The bunkers overlooking the beach are impossible to enter for the Allies (results in a kill if an Allied soldier attempts to enter). - The beach area is impossible to enter for Axis troops as well. - Only twenty minutes for the Allies to complete each set of objectives. - SMGs are essentially useless in the first part of this map. Allies ****** - Get off the beach ASAP! Mortars, mines, and barbed wire will make this difficult, but try to blow a hole in the barbed wire with bangalores, and then go past the wire and head to either the left or right beach exits. - Avoid those big craters. Explosions will probably kill you. - Don't stand still on the beach at ANY time. Sprint until you get to a hedgehog (those spiky rusty things that prevent armor from landing on the beach) and then crouch behind it to regain stamina and help you hide from the inevitable MG and sniper fire headed your way. - The only weapon accurate enough to reliably score kills from the beach to the cliff top is the sniper rifle. Don't take potshots with your M1 or BAR - enemy K98s will kill you before you kill them. - Deploy at least one sniper on a beach, preferably nestled next to a hedgehog for cover. This sniper should guard all the bunkers overlooking the beach, as well as the open top nests on the cliff. - Lob grenades when you get to the ridge. Be wary of Axis stick grenades coming your way, however. And make sure you get the grenade OVER the ridge, or it'll come bouncing back at you. - Throwing a grenade into a bunker opening may sound cool, but will often get you killed as enemy soldiers rush forward to stem your advance. Enemies can also see incoming grenades and will retreat into the bunkers temporarily to avoid such attacks, so if you want to attempt it, throw two. - Set up an MG to provide some overwatch once you've finally gotten on the ridge. - Ambushes could happen at any time, so carry grenades and use them in and around the trenches and emplacements. - The second part of the mission (taking care of the strongholds and blowing up the flak cannons) is usually a pushover compared to the first. Axis ++++ - Use MG34s to catch Allied troops who have just spawned or who are on the beach. MG42s should either defend the two beach exits or the interior line (out of Allied grenade range, preferably). MG42s can also go to the extreme right or left of each bunker to defend the two inland entrances. - K98s are very good at picking off Allies here. Step up to the bunker window, choose a target (look for movement), shoot, and step back quickly to avoid sniper retaliation. The unscoped K98 can even take out snipers if you're good enough. - Chuck grenades down the hills whenever possible. You won't hit any of your teammates, and anything that increases the confusion of the battlefield is good. With a little finesse, you can sling grenades almost all the way to the enemy spawn. - If all the MGs, grenadiers, and sniper slots are taken and you are anxious to keep the Allies on the beach, become a Scharfuhrer, go prone, and edge over the cliff. Unload the MP44 into any visible soldiers; you _will_ score kills and, at the very least, provide another target for snipers. Needless to say, edge away and reload when you run out of ammo. - It is very difficult to snipe Allied sharpshooters lying prone on the beach standing from within the bunkers. It can take two good hits to bring them down, as the prone position and cover protects them. - You might try sniping the enemy from the sides of the sandbag barricades or the sides of the bunkers while prone. - If the Allies manage to gain a foothold, and time is short, have everyone become Grenadiers and lob grenades EVERYWHERE. Properly executed, this maneuver can torch most of the upper section of the map. --------- 5.2 Dog 1 --------- General Tips - Dog 1 is much like Overlord, except more complex in the rear and underground and simpler from the beach. There is only 1 "MG nest" bunker covering your position, but there is no spawn protection here. - The green and yellow colored central bunker offers a great vantage point for Allies and Axis alike. - Don't run through or against barbed wire. It hurts you. - Channels inside the ground limit your freedom of movement. Stay in the open at all costs. - There is a treeline obscuring a whole second part of the map. Allies ****** - Dog 1 is more dangerous than Overlord on the top of the cliff, but less dangerous than Overlord on the beach, as there is less horizon to cover with a sniper rifle, and thus fewer people firing at the Allies on the beach. There is more mortar fire and artillery fire though, and the MGs are still extremely threatening. Make a suicide run to blow up the shingle with the bangalores. - German grenades and sometimes soldiers flow down the gray ramp or the path on the left side to meet you. Be ready for them and toss some grenades of your own. - It might be fun to play Rambo if you do manage to get to the rear of the map, but you aren't really helping your team. Instead, set up near the green central bunker and start keeping one of the exits clear (most likely the left one) of snipers and MGs. If enough people get over, you can start taking objectives. - The map seems biased towards the Axis...there are a _lot_ of flags to capture, and you need a bunch of people to hold them all. Axis ++++ - There is a large underground complex and plenty of other things you needn't fuss about unless the Allies have broken through and/or you are having a hard time defending with just plain MGs and sniper rifles. - You will get numerous messages about the Allies breaking through. Use these to your advantage if you have a long range weapon. - The simplest way to win is to pound the beach and the boats with MG fire. Allied snipers will eventually get you, however. - The beach itself seems to be smaller - the MG42 is probably the weapon of choice here. - There is a portable radio in a radio room underground (The room has a lightning bolt and a black box inside). Touch it and bring it to the cliff top gun bunker (on the far right of the map) and set up an observation post to increase the mortar fire on the beach. Don't know how effective this is for small games, but there is a marked difference in large games. - You can take artillery shells from the ammo store to the bunker artillery piece to fire on the beach. ===================== Capture and Hold Maps ===================== These maps are pretty much symmetrical, sometimes with identical but opposing sniper windows and MG nests. Capture all the flags to win. ------------- 5.3 Avalanche ------------- General Tips - As the name of the map suggests, the action here is quick and dangerous, with one side often overwhelming the other. You even start new rounds with all but the middle flag taken by either side, making for quick innings. - Eyes on the skies - enemies in buildings will inflict heavy casualties if you aren't wary, even near your spawn. - This is a small map; automatic weapons are the rule of the day on the ground. - There are a lot of MG nests available for both sides. - The central control point requires two men and is often heavily covered by both sides from the buildings above; be careful when capturing. It captures fairly fast, though. - Plenty of side alleys and ruined buildings circling the main area make this a deceptively complex map. Use these alleys to avoid the deadly streets and to capture faraway enemy flags. Allies ****** - The essential point to hold is the 2nd flag and the corridor above it - a passage left of the spawn point provides access to it. - Snipers need not be solely perched on the roofs and windows - a sniper on the ground can surprise enemies as they pop out of the archway. - Stick grenades will pound the entire map and can knock out several people at a time - it's best to go the roundabout way than to run into an ambush. Stay dispersed for maximum protection. - The .30-cal is especially useful in this map, as the windows of the town must periodically be "brushed over" with MG fire to kill off any snipers or enemy MGs. A .30-cal on the ground is unable to hit the tower, however, so beware. - Watch out for spawn campers in the big ruined building, as they can knock out a whole squad. Axis ++++ - Get an MG34 in the 2nd flag and keep the Allies in the building to your left busy as they stumble out of the doorway to attack. You can also cover most of the map here. - Taking control of the building near the Allied start position can win the entire map - focus on putting an MG42 on the windowsill overlooking their spawn. If that fails, getting to the top of the building and sitting over the Allied spawn works well, but veterans know this trick all too well. - Prone and sit near the first flag with an MP40 or MP44. Kill off Allies as they pass. - Lob stick grenades out of windows and from roofs - they'll fly far and kill fast, as there is precious little room to maneuver here. - An MG42 in the tower provides an almost insurmountable obstacle for disorganized Allied teams. - The regular K98 is probably just as effective as the sniper rifle due to the cramped nature of the map, and you get three grenades besides. --------- 5.4 Caen2 --------- General Tips - This is the DoD equivalent of "De_Dust" for Counter-Strike, so you'll be spending a lot of time on this map. There are plenty of "Caen2 24/7" servers out there, as well. - Artillery pounds most of the map, so listen up and stick to the sides of the map. It's hard to dodge artillery fire (you will hear a large crash...right before you get blown to smithereens). - A strong central thrust can cut off the enemy for a while. - Plant TNT merely by running into the section of wall or door you want to burst open. Note that you must approach it from the correct side (if you try to plant and nothing happens, the spot is designed for the enemy). - TNT is generally useful for breaking out if you are defending against an entrenched attacker that is killing you near your second flag. It gives you a third path of attack to play with, and will make your team that much deadlier. Thus, it is less useful for attacking, as it gives enemies more chances to break out. Of course, stay away from dynamite when it's about to blow! - Coordinated teams (i.e. in clan matches) must plan which places to bomb and which places NOT too. Some sites give a huge advantage to the enemy if detonated too soon in the course of a game. - Buildings with shooters litter the whole map; a penetrating weapon can save a lot of headaches in dealing with them, as your aim need not be perfect. - Don't linger near the electric wires or you're toast. You can't duck and go through them safely, either. It's more practical to run through, staying hard to the opposite wall. - The map is almost perfectly symmetrical. - Lots of creaky doors can be used to detect or fake out opponents. Allies ****** - The BAR is useful here. You can travel the whole map - alleys, rooms, windows, rooftops and all - while Ramboing through with the BAR. - Take aim from the high roof of the building near the second flag if the Axis are invading - they'll generally have to bring in a sniper to kill you if you get an MG there. - Garand users are also good here; hide somewhere high and down enemies with single shots for maximum impact. Axis ++++ - Look out for the overhangs past the second flag; they often contain Allies ready to snipe. - A small opening in the wall of the building after passing the first flag is often a spot for Allied snipers. - The bar after the fourth flag is an ideal ambush spot. --------- 5.5 Anzio --------- General Tips - While anti spawn-camping methods are active, good overlooks (the window overlooking the beach, the top of the Axis base ramp) on both sides of the map can swing the tide of battle. - The bridge is easy to take, but hard to keep. Setting up an MG in one of the MG nest positions may sound like a good idea, but enemies just have too many ways to break such positions. - While setting a sniper on the tower might sound like fun, an MG would really serve better. - Many flags have hiding positions located near them where smart opponents will camp in the rubble. Sniff out these ambushes and lob a grenade to break them. Allies ****** - Don't get too attached to the storefront. You can easily be shot from the dark recesses of the cellar behind it, as one cellar path leads almost directly to the bridge. - The Hill (the flag nearest the Axis spawn) is easy to take, as it has several openings that allow you to rain MG fire on approaching Axis. - Take the ladder near the church that leads to the window and hold it with a long-range weapon. There is no MG nest there, but a good Garand user should score plenty of kills. If anyone tries to sling a grenade, retreat temporarily or throw it back at them; it's a fairly safe position otherwise to guard most of the common Axis lines of attack on the map. - Watch out for that long alleyway leading up to the Axis spawn. An MG42 is usually lying in wait. Axis ++++ - The sewers are the best way to crack a determined Allied defense. They are slightly easier for the Axis troops to access (the crack in the floor near the bridge); use that to your advantage. - Grenades are useful to secure the twists of the streets near the Allied spawn, so don't skimp. - The dark house near the beach can be used rather unsportingly to kill off approaching Allied foes; deploy an MG42 and shoot as they open the door. Alternately, you can hide in the crack in the floor, but that is even cheaper. - When you are pinned and the Allies are holding The Hill, take the alternate path that leads to the ruined courtyard and spread from there (watch the church tower, however). --------- 5.6 Zafod --------- General Tips - Take the bridge and hold it. Your team will spawn in a more forward position, making the going MUCH easier. - There is more than one way to get across the river; it is often easier to go in the river and storm over the top using one of the ladders than to run across a bridge laced with MG fire. - The sides of the map to either side of the bridge offer great sniping positions. Go prone and watch the kills pile up. - In the new 2.1 revision of this map, a new attack path has been added via the side of the map (the treeline). It is EXTREMELY useful. Allies ****** - When heading for the bridge, save a little time by veering towards the right after the well and cutting through the house. - Overwatch is very important here - get a .30-cal up in the open part of the ruined building on your side of the bridge pronto to provide cover. - Waste anyone you see making their way up the left ladder to the forested area on the left side. An MG42 can literally mean disaster. - The church tower is a fantastic way to stop the Axis from penetrating too deeply if they manage to get control of the bridge. Kill a few soldiers off, and then counterattack to retake the bridge. - Beyond the bridge and in the Axis castle, there is a square tunnel in the shadows to the right of the entranceway to Axis territory - don't overlook it, as it's rarely guarded as heavily as the main entrance. When it is guarded, though, hurl grenades and get a BAR man to fire down the hole. Axis ++++ - The doors to your fortress can be shot through with MG fire - use an MG34 and shoot through them when Allies have set MGs on their perch overlooking the bridge. - When the Allies pin you to the second flag (or worse), spawn as a Grenadier, take the door on your right after the first flag, and make your way up the staircase up into the house. Toss all three grenades from different directions on the balcony to get some easy kills. - The inner structure of the Axis castle has changed in 2.1, so make sure you guard every way in. - The big castle the Axis control is much easier to snipe from than the Allies' stronghold. Watch out for enemies coming up the stairwell. - The church tower presents an imposing obstacle, but once in Allied territory, the enemy will have a hard time tracking you; it's like a maze. ----------- 5.7 Thunder ----------- General Tips - Fires are all over this map. Be careful, and run quickly around them. - Rain and thunder make identifying enemies by sight or sound difficult. On a non-FF server, shoot anything you don't recognize. - Don't use the MG nests when fighting a clever enemy. Instead, set up in a side alley and riddle anyone who comes by with bullets, then displace to another position. - The middle flag requires two men but is relatively easy to take, as the tank and rubble provide a lot of cover. Be wary of grenades. - The pools of water can hide you for a while if you prone, but don't dawdle. While you may look like a corpse, the mud doesn't protect you from grenades. Allies ****** - The left path to the Axis base is always tempting, but ends in an alley that is often covered extremely well. - The Axis don't have much of a chance if you get to deploy right near the ramp that leads from their spawn to the map proper. Axis ++++ - When going for the throat, deploy an MG42 right outside the Allies' base to create a lot of havoc. - The map has a lot of alleyways, corners, and cover, perfect fodder for grenades. Hurl a couple at an Allied flag from a distance and watch the carnage. ----------- 5.8 Ramelle ----------- General Tips - This is a popular DoD map, as it is taken from the movie "Saving Private Ryan." See the movie, as it does give you sort of a layout of the map and an appreciation of how to play it (not to mention being pretty good in its own right!). - With version 2.1, Allies now spawn from the previous Axis spawn point, and Axis now spawn from the previous Allies spawn point (necessitating a rewrite of this whole map strategy; thanks DoD team :P)!) - The bridge will probably have MG fire and grenades from both sides flying over it, as well as planes bombarding it sporadically. Don't stay there longer than you have to, and _don't_ set up an MG on top of the bridge. - Use a melee weapon when swimming, and don't spend too much time in the water, as many players routinely spray rounds into the river. - Unlike Zafod, there is no special bonus for holding the bridge, so pass it up if you can't capture and hold it. - Each side's part of the map is hard to take, but each also has numerous MG nests that can be used against the enemy. Allies ****** - An MG on the riverside facing the window overlooking the river can make mincemeat out of anyone jumping out the window to avoid crossing the bridge. Spray around the window slightly to kill anyone inside. - Grenades can be tossed from the surface of the river to many surprising locations, including the Axis' window and deep into the Axis side of the bridge. Practice this, however. - The fields are a great place for a skilled Garand user - you can often kill multiple unsuspecting men in a row from a prone position beyond the tree. - If a single enemy gets behind the front line, don't chase after him, since the map is too complex. Merely prone and wait for him to pass by. Axis ++++ - After spawning, you will be pushed forward a short ways towards your first flag. I always thought this was just my computer, but skapunk2x and Alex Smack reported the same thing happening. This is the anti-spawn camp part of the map, so just run through it. - Get an MG to guard the bridge via the second story window overlooking the bridge, firing over the slight rise of the bridge to the building beyond. It may never hit anybody, but it will provide a nice scare to the enemy and dissuade enemy grenade use. Keep their window intact (if it has not been broken); enemies will have to break it to shoot, alerting you to their presence. - Hold the dark second floor of the building near the bridge (the one with the ladder leading up) at all costs. It provides the enemy with an easy-to-defend staging area for attacks against you. - The most-often missed flag is the Stronghold flag deep inside the upper stories of a building near the big boxes. Capture it, and wait there for any Americans who try to retake it. ---------- 5.9 Heutau ---------- General Tips - This is a big map. It will take a coordinated push from most, if not all, of your team to win. In fact, it's extremely hard to capture every flag because of the sheer distances you have to travel. - Capturing the center is VITAL to winning after version 2.1 modified this map. Just like Zafod, this map will now advance the respawn point of whichever side holds the center flag (Effektor Place). - The center flag is hotly contested with snipers and machine gunners jockeying for position; it is almost never *safe* to capture unless you KNOW the area is clear. However, contrary to what you might expect, it changes sides with a single touch, so if you're low on health, you might as well "take one for the team" and sprint over the flag (probably getting killed in the process). - There are several side paths in this map, but eventually you will have to fight through a single lane to reach the enemy's final flag. All flags have been moved closer to the "center" in 2.1, so it is MUCH easier to win on this map now. Allies ****** - Keep a sniper prone in the corner near the white double doors near the residence. He should keep Axis snipers and MGs out of the ruined building. - It's best not to wind through the residence's many doors unless you have to; use the path to the left of the residence entrance to speed up your assault. Keep in mind there is now a flag _inside_ the building, so if it's your last flag, two or more people should guard it. - The BAR is really the best overall choice for this map - you'll encounter enemies at basically all ranges and situations, and you'll need firepower. Barring that, sniper rifles are also more useful than usual. - Set up an MG on the little ramp overlooking the Axis path of advance (get there by getting up the multiple ramps into the ruined building beyond the middle flag). They'll be expecting you, though, so set up fast and spray the double windows opposite you. - Don't ignore the window exit out of the Residence - it might be the best way to get out, as it is less vulnerable to grenades. Axis ++++ - Grenades are useful in this map not so much because of enclosed spaces but because of the fairly small selection of possible routes. When you finally get near the Allied base, lob grenades for every dozen or so meters you travel. - The little L-curved tunnel leading towards the middle flag area is a risky proposition, but don't toss grenades - they'll just alert the enemy to your presence. Instead, sidle out and be cautious. - Jump on top of the little diagonal patch of roof overlooking the hall near the Allies' second flag. Use a K98 to kill enemies as they come, and be precise, so people following your victims can't see where you're shooting from. You will be unstoppable until someone wises up and tosses a grenade. - Taking the last Allied flag is much simpler in 2.1. Get a few runners and get the flag inside the building before the enemy can move up. ----------------- 5.10 Schwetzingen ----------------- General Tips - Schwetzingen is a unique map in that the sides alternate. For example, if the Axis starts off defending, the Allies attack. The Allies must capture all flags within 15 minutes. If they fail, the Axis get points, and another round starts. If they win, the Allies get points, and it is now their turn to defend against the Axis' attack. - The map is a city, with breakable windows, many doors, and plenty of cover in the form of vehicles in the road. Not too many alleyways, however. - The map is large, with an _extremely_ hazardous no man's land between the two riverbanks. - Don't try to swim in the river for too long. - Most of the flags need multiple men to capture. - [A good suggestion by theREALbbobb] I've changed the names of the sides here because they can change from round to round as described above. Assaulting Team *************** - Running across the bridge with no support is suicide. If the other team is any good, they'll have set up snipers and machine guns to stop your approach. - Instead, stay inside the building you spawn in and look through the windows overlooking the riverbank and start countersniping and countermachine-gunning. You'll suffer casualties, but it's better than running into enemy fire. - After the defenders are a little softened up, you can THEN get men behind cover on the bridge or through the window. - The map is won from the top down. Use ropes to get to the roofs of buildings and proceed down, sweeping for enemies. A few snipers should guard the street exit to the riverbank. Defending Team ++++++++++++++ - Sniping is important here, so don't skimp. Shoot at the obscured windows even if you are unsure if there is a sniper there. It may be easier if you snipe from the streets instead of the buildings. - If the attackers take care of your long-range defenses, set up shop on the streets and on the roofs of buildings, away from the edges. Throw grenades down and guard the flags. - The center building is a tantalizing position, but snipers often heavily cover it. A perch on the ground, nestled near a building, can be very effective. - When it comes down to a single flag, use the entire team to guard it. Do whatever it takes to hold out. It is difficult, as most flags have two approaches to them. -------------- 5.11 Cherbourg -------------- General Tips - There are two main paths in this map - the central path that includes the v- shaped ramps, and the right path that cuts through the German outpost and the hotel. - A "minor path" for each side leads to the courtyard (I consider it minor because it doesn't lead straight to the other teams' spawn. These minor paths, however, can be useful flanking tools, and, if the flag near the spawn is overrun, last-ditch strongholds. - Clotheslines and planks provide impromptu but effective catwalks throughout the map. - An extremely common (and admittedly effective strategy) is lobbing grenades down the center ramp to kill anyone trying to capture and hold the central flag. Consider going through the alternate path, laying siege to the enemy, and THEN safely capturing the central flag. - MG nests are on the railings of many fences and guardrails (particularly overlooking the courtyard flag). - Deadly overwatch points on the top of the central building overlook both spawns; point your muzzle at these cracks and let loose a few rounds. Allies ****** - The central path is fairly obvious. The minor path is to the left of it, and the other path is to the right. - There is plenty of cover available in the initial courtyard if enemies take the tower above the center flag. Axis ++++ - Get out of the spawn area pronto. There's seldom time to dilly-dally. - For the Germans, the minor path is to the right, while the other one is to the left. - The railings near the spawn are useful for bringing up MGs to guard the flag. --------- 5.12 Koln --------- General Tips ------------ - Koln is probably the single most confusing map in DoD. Take heart, though, as you WILL learn it eventually. - The central railyard is often guarded by MGs and campers waiting to strike. Run quickly in between the railway cars to avoid most incoming fire. - Tunnels, ladders, holes, and catwalks not only provide a means of getting around, but a LOT of ambush opportunities. When in doubt, blow 'em out. - The central flag is the hardest to take - it's fairly open to fire from two sides, and enemies often lob grenades right near the flag. It's also frustrating to get anyone to back you up, especially on a public server :P. - Surprisingly enough, the map is fairly symmetrical, at least on a superficial level. Very few servers run this map, though. Allies ****** - Watch out when exiting the spawn, as a window overlooks the exit ramp. An MG or even an MP44 there can rip apart a squad. - Get familiar with the three story sniper's nest...it covers most of the major thoroughfares of the map, and it's usually the first target of the German advance. - The large factory area should be guarded if at all possible by a Sergeant- class player. Axis ++++ - The doorway past the fountain is often inhabited by a spawn camper. - The Railway Arch is tricky to defend from on the ground...set up shop above it for best results. - The best weapon for this map is probably the MP44 - its versatility and emphasis on short-to-mid-range combat make it a way to get some quick kills. -------------- 5.13 Kraftsoff -------------- General Tips ------------ - This is a Para map, and most often (at least on the servers I frequent) it is round respawn. - There are three main paths bridging the Axis and the Allied start points. - Axis are trying to capture a fuel truck. Allies are trying to stop them. - The bushes littering the map are great for concealment but poor for actual hard cover. Stick to the sandbags if you have an MG or are guarding a thoroughfare. Allies ****** - There are _two_ trucks. Split the team up and guard both. If it is apparent the Germans are rushing hard to one truck, some of the other truck's guard should go and support (this takes communication, since once you see the icon changing possession at the top, it's too late). Beware, though: smart opponents will fake a rush. - Have no shame about camping. Take a .30-cal and set up near the doorways present on either the left or right side, out of grenade range. - Don't go into the Axis side unless you outnumber them and you want to finish them off. There are many ambush spots on various elevations. Axis ++++ - It takes two people to capture a truck, but the capture itself happens fairly quickly. There are several options: split your team and head for both trucks, rush one truck and hold it before the Allies flank you, wait for the Allies to get anxious and THEN make a move, or even neglect the objective altogether and search and destroy (somewhat "gamey", but it's good to have options). - Use your grenades. Rather than popping out from cover, hurl them at angles, and then advance after you kill something. ----------- 5.14 Glider ----------- General Tips ------------ - This is a Para map, and it is usually on round respawn. - Again, there are three main paths to the objectives. - Allies are trying to bomb the radio room or the two guns. Axis are trying to stop them. - Remember that messages pop up when certain actions are taken ("The Allies are in the Radio Room!"). Plan your actions accordingly. - The vent at the top of the tunnel ramp (with the boxes) is mostly useless. If an enemy is in there, chuck a grenade and laugh as they struggle to escape. Allies ****** - It will take _two_ gammon bombs to win (either bomb the two guns, or bomb a path to the radio room and bomb the radio room itself). Everyone should pick up a bomb. - There is an extra bomb upstairs in the building overlooking the river on the Allies' side. Don't miss it in large games! - In large games, bombholders should hang behind. They won't get as many kills or deaths, but the objectives are too important. - The Germans initially have the high ground (on all paths). Move fast and get one or two people to give covering fire. - Again, you have several tactical options - split, rush, wait, hunt, etc. Axis ++++ - MG42s are very useful on this map. Two of them guarding the field in front of the guns can be virtually impenetrable. - Once the first path to the radio room has been opened, new defensive options are available in the form of more building beyond the radio room door. - If the Allies rush, grenades can decimate entire squads of them in the narrow paths to the guns. - Destroying the bridge is usually not worth it. The Allies commonly watch carefully and kill anyone attempting to do this. - Stay with the objectives. It is _very_ difficult to kill off that last annoying camper, so don't try to and your team will win. ------------- 5.15 Hedgerow ------------- - This is a Para map. It is usually round respawn. The Axis are constrained to non-Para classes (depending on the server). - There are three main paths to the objectives (sort of, the map is _very_ complex). - Allies are trying to blow up the 88s. Axis are trying to stop them. - The map is dark. Watch for muzzle flashes and other signs of the enemy. - The infamous bocage hedgerows of Western France are as thick as a wall and just as strong. The dips and curves in the hedgerows make excellent cover. Allies ****** - Unlike most maps of this kind, it is best to split up. With grenades and gunfire from all directions, the Axis won't be able to zero in on lone runners. - Grenades are essential. DO NOT WASTE THEM. There will likely be a dozen Germans camping the entrances of the guns. - Take a bundle of TNT. - Stay mobile when you are near the 88s. You will be harder to hit and will draw attention away from your teammates. Axis ++++ - Camp. Camp hard. Perhaps one or two snipers can cover the long path near the estate, but even this is redundant. Camp well, and most of the time you will win. - The trenches dug into the ground are usually used by the Allies. Wait near them to give anyone popping up a warm welcome. - While all the weapons are good here, I lean towards the MP40, since it works at exactly the ranges present near the 88s. ================================= ===6.0 ELEMENTS OF ONLINE PLAY=== ================================= Here is an outline of many strategies for playing in the great morass that is the Internet. Playing online is fundamentally different from playing offline, as greater amounts of interactivity and chaos often push you to new limits as a general and a soldier. ------- 6.1 Lag ------- In general, there are two different types of lag - client-side and server- side. A sputtering computer, a poor phone line, a bad ISP, or a big slowdown in your region can cause client-side lag. Server-side lag is a result of the server itself becoming unable to handle all the data being sent to and fro across it. Which is which? Client-side lag is what many 56k users suffer through every day - that is, the periodic freezes where you see the game moving around you and you cannot move yourself. It can also manifest itself as a general slowness of the game world to respond to your reactions (shooting rounds and having them appear on a wall a split-second later). Parts of your HUD (the ammo counter, for instance) may flash in and out. Server-side lag was somewhat common with Beta 2.0, but has been fixed (mostly). Server-side lag causes a "slideshow effect" (no matter how fast your computer or connection is) and slowdown for everyone on the server. -------------------- 6.2 Dealing With Lag -------------------- While many of the above problems can be solved relatively simply (upgrade your PC, get a new ISP, play on off-hours, play on a server with fewer people, etc.), sometimes you will have to just choke through lag in the game itself. I personally live in the boonies and have zero access to broadband (aside from the satellite-based networks, and I refuse to deal with those headaches), so I know what I'm talking about. If you have cable or DSL, skip to 6.3... - Choose a good server - You're going to have to make ping your priority. Fastest servers first. Use the console and judge from the "seconds count" that appears after you're connected to gauge the lag (I usually bail out after it goes below a certain amount of "seconds left"). - Choose a good weapon - You won't get many kills with a single shot weapon. The SMGs and assault rifles are a decent compromise. - Camp. You aren't going to win a "run and gun" encounter. It may be frowned upon in typical shooters, but DoD practically encourages camping with elements like proning, MG nests, and sniper rifles. The enemy has grenades to drive you out anyway. - Lead. Perhaps the hardest skill of all to learn, you must sometimes shoot where your opponent is GOING to go. Usually only necessary in 300+ ms conditions. - Help out in other ways. Dog 1 is a great example of this. You can help defend by taking artillery shells and the radio to the cliff bunker instead of duking it out on a lagged connection with hard-to-kill Allied snipers. -------------------- 6.3 Teamplay and You -------------------- Getting people to play like a team on a public server is often pretty hard, but it happens if YOU make it happen. Something as simple as a teammate covering your flank or shooting an enemy that had ambushed you is enough to reinforce the DoD feeling and throw off the deathmatch doldrums. - When you spawn, stick with somebody and cover each other. This "buddy system" is by far the easiest way to team up with strangers. Take turns going first through alleyways and rooms. - Something as simple as looking at a teammate (turning to face them) can provoke them to at least stay with you. Adding voice communication only strengthens the message. - DoD is a team game for a reason. If anyone hangs back to get easy kills, they are hurting the team. For instance, one time in Zafod, a stupid machine- gunner just parked himself in the tower and never helped in my team's assault. If something like this happens to you, just go up to the guy in question and keep hitting him with your melee weapon until he gets the message or leaves the server. - Drop ammo for machine gunners whenever you get the chance. They WILL appreciate it. - Suppressing fire was a hallmark of WWII strategy, and DoD is no different. Empty your clip into halls and windows where enemies might be to cover the advance of your teammates. Don't forget to shoot through walls and doors to cover routes whenever possible. - Though this may be a bit underhanded, after you die, tell your teammates, preferably through voice chat or team chat, about the sniper or MG emplacement that took you out. No reason THEY should get ambushed, too. - Wait for people. Especially in maps where teamwork is essential to capture multiple flags, you have to stay around for a bit of backup before you advance. --------------------------------------- 6.4 They're beating the @#$% out of us! --------------------------------------- Sometimes, it seems like you just can't win. Your team is on the ropes, losing multiple rounds in a row or barely holding on to the last flag while the other side outpaces you in scoring. There are only so many things you can do, however. Here are a few of them. - Wait. When you control only the last flag, don't run off and try to capture another one. Kill a few enemies, make sure the flag is guarded, and then try to capture more territory. I don't know how many times I've run from the Fields in Ramelle only to have a hidden Allied soldier pop up and take the flag. - Take a different route. This is often essential if the map is new to you. Try any path you can find - dark hallways, the sewers, windows, the bombed-out hulks of buildings - and follow it. Be alert, and you might find a good overlook. - Learn how to take rooms. This is important in door-to-door combat. First, use a BAR or MG to make sure no one is on the other side of the door. Then, have one man run up and quickly open the door. Two (or more) others should lob grenades inside, just as the door closes. - Track your enemies. This could be seen as cheap, I suppose, but the game gives you a little message saying when, who, and where a flag capture happens. Learn to track people (especially good players) by the flags they capture. Wait for them in a logical place and open fire when they come across you. - Grenades. Throw one before you stick your head out. Don't throw blindly, however - pop out to see what's there, and then chuck the grenade. - Snipers. When in MG42 in the window has pinned your whole team to one side of the bridge in Ramelle, a sniper is the only class that can take him out. Good snipers can turn the tide, or at least make the other team work a little harder. - Do a team rush. Especially in maps like Schwetzingen, the enemy may have trouble taking on all of you at once, rather than the "sniper-bait" one at a time deployment. - Stay in it. No matter how badly you lose, you always learn something. Or at least you should. Quitting every server where you suck is easy; you will always find newbies to kill off and increase your score. Turning around a losing battle - well, that's another story. ------------------------- 6.5 Tricks and Techniques ------------------------- - With experience, you may be able to use sniper rifles unzoomed. In close combat situations, it is sometimes impractical to draw a pistol. Point the rifle in the direction of the enemy, squeeze the trigger, and get ready to hightail it out if you miss. Bumping into someone in a narrow alley while you wield the sniper rifle usually nets you a kill if your reflexes are fast. If you're lucky and/or skilled, you could try using the sniper rifle at medium range in this fashion. - While you may think that you throw away old, partially loaded clips when you reload, you don't. While having a handful of rounds left in your last magazine may not sound useful, every bullet counts in DoD. Hide in the shadows and unload into someone's back as they pass, then whip out the knife for a last, desperate charge. - The flashlight (defult is "f" key) is a major liability in most situations - it lights your immediate area up, giving enemies a large target. That said, newbies should never neglect the usefulness of the flashlight in rummaging around the guts of dark buildings. - Try not to screw up when you pass through a door - go through straight and fast. If not, you may get caught in the door, creating the distinct Half-Life door sound - an extremely loud creaking. If you DO happen to hear this while opening a door, open fire on the door at once! An enemy is usually on the opposite side. - You gain velocity going down a flight of stairs - this makes you nearly impossible to hit if you're coming down on an enemy who is traversing up the staircase. - Think the knife is useless? Try hiding in a shadowy area near the enemy spawn. Wait for a group of people to pass, and sprint to catch up with the last one. Knife him in the back and retreat ASAP to your hiding place. Annoying and sweet use of the knife [Disco Joe's "Koln knifing post"]. -------------------------------------- 6.6 Day of Defeat British Pak Beta 2.0 -------------------------------------- What's this? A mod within a mod? Well, sort of. Captain Glimsharp and his team have made a neat collection of British skins and weapon models for download. Their Pak also modifies the flags and even the splash screen to more accurately reflect the importance of "that other country" fighting against Hitler. What's more, most of them are on par with what the Day of Defeat people have done (Lee Enfield rocks pretty hard); the Pak was even featured on the Day of Defeat website - high praise indeed! If you'd like to see some Limeys in action, get it at http://glimsharp.pyr0.com! ----------------------- 6.7 Anti-cheat Programs ----------------------- Sadly, some people cheat in DoD. Maybe they lack the mad skillz, maybe their mothers spanked them too hard, maybe they're just bored...who knows? There are quite a few anti-cheat programs out there, but there is no "magic bullet" for the cheating phenomenon. Several popular ones are CSGuard, HLGuard, and Cheating-Death. With Cheating-Death you must download a client-side program to be authenticated; the other two do not use such programs. Personally, I have seen auto-aim programs at work...be aware and be active in spotting nay cheaters. Use spectator mode and look for people who magically seem to snap their reticle to enemies EVERY time. Don't accuse people unless you are sure, however. ============================= ===7.0 VOICE COMMUNICATION=== ============================= Got a decent sound card and a microphone? You can use voice to communicate with your teammates, bringing a whole new level of coordination to DoD, even on public servers with total strangers. ---------------------------------------- 7.1 How do I set up voice communication? ---------------------------------------- This is really dependent on your system. Most of the time, if you plug in a microphone and can set that to work using Valve's "voice setup" utility, you're in business. -------------------------- 7.2 I need more than that! -------------------------- Talk to others in the DoD (or even Counter-Strike) forums. Most of them are techheads, and they can help you with that stuff. ----------------------------- 7.3 Strategies for Voice Chat ----------------------------- - Command...but don't conquer. No one minds a leader requesting people fulfill certain roles for team survival, but everyone minds a you-know-what TELLING people what to do. Often, asking whether someone wants to do something ("Private, can you follow me? I'm going to the left flank.") is a lot more effective, and certainly more polite. It _is_ a game, after all. - Keep it simple. The best voice messages are not too complicated. You aren't talking on the telephone, after all. When someone's shooting at an enemy to save his life, he doesn't want to hear your doctoral dissertation on the strategy of Ramelle. - Repeat. Explosions and gunfire can swallow up even urgent messages. When you shout warnings or other important messages, be sure to say them again. If there's a sniper in the tower, say "sniper in the tower, guys" twice. - Cut the chatter. Make sure what you say is game related. Often, it helps to be "in character" (the immersion factor is one of the strengths of DoD, after all). Scrounge up every war movie you've ever seen and play the part of an embattled WWII squad leader (especially eerie if you speak German). And please, please, PLEASE no stupid racist/homophobic/rude remarks. The occasional obscenity, is, I think, okay, but a "Fargo"-esque stream of vulgarities helps no one. - Make sure of the volume. Sort of a Goldilocks phenomena here; you must not be so soft as to be incomprehensible and not be so loud as to have your words blurred into a meaningless slurry. That transmission symbol other players get doesn't tell you squat about whether other players hear you. - Don't criticize. Life is hard enough without people busting your chops over a GAME. When someone is playing poorly, just suck it up and tell yourself the other side has poor guys, too, making it just like the real war. If the other side doesn't have poor guys...well, that's just like the real war, too. - 56kers need a break. I speak from experience here. While the occasional command or warning is great, a constant stream of "enemy down" and "okay, let's go on the bridge" is unnecessary and adds to the lag. No one needs a running commentary of where and what you are doing. - There is no overhead map. Unlike other online games like CS, there is no radar that indicates where you are when you voice chat. When you do say something like "I need ammo," tell where you are in a simple fashion with landmarks ("Need ammo, I'm in the tower!"). ======================================================================= ===8.0 CONCLUSION, VERSION HISTORY, OTHER STUFF, AND ACKNOWLEDGMENTS=== ======================================================================= -------------- 8.1 Conclusion -------------- 3.1 is here, and is generating controversy. There is apparently a lot the hardcore DoD players will have to get used to as DoD becomes a AAA mod, so be sure to keep playing. Well, DoD is a great game. A great, free game. There are still some balance issues and bugs, but, overall, it is a fantastic approximation of the feel of WWII. The bottom line is to have fun. Next version of this FAQ, I hope to cover all new version changes, and everything you can think of besides. This is Captain Mulliga, signing off... --------------- 8.2 Other Stuff --------------- Here are some random gripes, wishes, and thoughts for anyone interested... - I think DoD is better than Counter-Strike. Why? CS is totally unbalanced. In serious play, no one ever uses the semi-auto sniper rifles, the AK-47 is ridiculously cheap in view of its effectiveness, and most of the pistols are crap compared to the mighty Deagle. In DoD, no major weapon imbalances are present. - The DoD team should really add more team types to the game. Although modeling Japanese, Russian, Italian, Free French, and British soldiers would be an incredible challenge, the game would probably live on forever. - In addition to the above, new theatres would be FANTASTIC - imagine crawling through the jungle in Iwo Jima or fighting through the rubble of Stalingrad in the winter snow! - New weapons would also be sweet. Usable mortars, flamethrowers, rifle grenades...there's a lot more WWII goodness to come. - The invasion maps are heavily tilted towards the Axis, especially on public servers. If this was how D-Day really went, we'd all be under Nazi rule. - DoD doesn't really glorify Nazi ideology. It's obvious (and was obvious to many even then) that the extremist policies of Hitler and his cronies both started the war and ensured German defeat (the resources spent on the Holocaust, the war on Russia). The individual soldier certainly had no say in the insane strategy and racism of the leaders of the Third Reich. While making them out to be heroes may be out of line, they certainly demonstrated bravery and to forget lives lost on any side is a tragedy indeed. ------------------- 8.3 Version History ------------------- Version 1.03 - Submitted September 4, 2002. Version 3.1 has been released! This is a big revision, so it took awhile. Para gameplay, three para maps, more tweaks, new weapons. "Past version changes" section introduced. Converted to Word XP format (new computer). Still stomping errors, but the damn thing is 40 pages long!. Version 1.02 - Submitted May 30, 2002. Version 2.1 released! Plenty of tweaks to the map write-ups, and two new map strategies covered. Expanded "Elements of Online Play" section. Errors and other gremlins squashed. Version 1.01 - Submitted February 26, 2002. Converted to Word 2000 format (for my convenience mainly, as I disabled all the automated features). Added an index at the front. Structure change. Added section on "Elements of Online Play" that will be much expanded in the future. Small things added and general errors fixed. Changed my position on Dog 1 after a LOT of time on it. Added some truly l337 ASCII artwork for the title. Gotta love that crazy medieval type! Man, this thing is getting big... Version 1.0 - Submitted February 23, 2002. Basic guide, including general info, gameplay, classes, weapons, maps, voice communication tips, and a conclusion. -------------------- 8.4 Acknowledgements -------------------- I'm ashamed I forgot this...thanks to GameFAQs and Jeff for a wonderful site and for showing my FAQ. If you're reading this on another site (and it should be free to view), I thank that site as well. Thanks to Valve for creating and maintaining the best FPS ever! Much thanks to the entire DoD team for creating and maintaining such a fantastic MOD! Thanks to the DoD website forumgoers and the GameFAQs forumgoers; plenty of good players influenced me. Thanks to anybody who still believes in acting civil online!