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McBeth
09-28-2009, 09:30 AM
Oasis Strategies

Summary
Oasis is one of my favorite maps. It's well-designed and can be suitable for either pub play with long campaigns or short competitive stopwatch matches. It doesn't tend to favor one side much more than the other.
Map layout
In this section, we'll go through the names of all the locations on the map, so you know what we're talking about when we refer to them.
The Allies start out in the "Allied camp", and can attack from 3 routes. You can repair the water pump and go through the water cave, or you can go through the low tunnel or high tunnel.
http://www.enemy-territory.net/images/oasis1.jpghttp://www.enemy-territory.net/images/oasis2.jpgAllied Camp
Oasis water pump
http://www.enemy-territory.net/images/oasis3.jpg Routes to old city

If you go through the tunnels, then you again have 3 choices of which route to take. Probably the most common is the low route, which just goes through a doorway and into the old city. You could also go through the command post area and then go into the left route, which takes you through some tunnels. These provide pretty good protection because you're not out in the open, but they are also very easy for the axis to camp. The high route can also be taken from the command post area, and is often a good choice if you can make it there without getting shot up since you will be running out in the open. Finally, you could also try just going straight up the hill on the main route- this is seldom done though, because then you are an easy target for MG's or pretty much any enemy who spots you.
http://www.enemy-territory.net/images/oasis4.jpghttp://www.enemy-territory.net/images/oasis5.jpgLow route
Side route
http://www.enemy-territory.net/images/oasis6.jpghttp://www.enemy-territory.net/images/oasis7.jpgHigh route
Main route
Finally, you will arrive in the old city. In the picture below I've highlighted some common landmine spots (red) and spots where enemies might be (blue).
http://www.enemy-territory.net/images/oasis8.jpg
After you take the old city and blow the old wall, you have 3 choices of what route you can take to get to the old city. The first is to go through the water caves. The other two are the low and high tunnels which are located beyond the old wall. Sometimes these are called the "dual tunnels".
http://www.enemy-territory.net/images/oasis9.jpg
Now finally we get to the Axis Garrison, a huge fort which houses the anti-tank guns. It's good to understand your map on this point: just remember, the anti-tank guns point EAST. Based on that, hopefully you can figure out most directions.
The north wall of the garrison is the one where Allies will probably be coming to. It's a bit hard to see in the picture below, but the north wall includes the main spawn exit, and the garrison entrance which leads to the north anti-tank gun. The south wall is where Allies will probably go if they come from the water caves. From here they can enter in to the south anti-tank gun area, or continue around to the back of the anti-tank guns (the East wall) and lob grenades or airstrikes in to protect dynamite. Finally, there is the west wall, i.e. the wall which connects the dual tunnel exit and the water caves exit. Some Allies who come out of the dual tunnel exit will take the west wall route to get into the base.
http://www.enemy-territory.net/images/oasis10.jpghttp://www.enemy-territory.net/images/oasis11.jpgNorth wall
South wall
http://www.enemy-territory.net/images/oasis12.jpghttp://www.enemy-territory.net/images/oasis13.jpgEast wall
West wall

Now let's take a closer look at the Garrison and see what landmarks are there... There's the water cave exit, where you should set up some defense on people coming through. Then there's the Axis spawn... If you're on Allies, a good route to take is to go through here, and up the stairs. This way you can get to the 2nd floor of their base, and either go to the north gun, south gun, command post, or the ledge above their spawn. The inner courtyard is the name I made up for the place where the anti-tank guns are located. Finally, there is the "box room", which is the room the stairs in the Axis spawn lead to. This is a good room to defend because then you can stop enemies trying to come up the stairs. You also have a quick route to either gun in case you need to fall back.
http://www.enemy-territory.net/images/oasis14.jpghttp://www.enemy-territory.net/images/oasis16.jpgWater cave exit
Axis spawn
http://www.enemy-territory.net/images/oasis15.jpghttp://www.enemy-territory.net/images/oasis17.jpgInner courtyard
Box room

Allies Strategy
Stage 1 - Blow the old city wall
This part can be very difficult if the Axis is any good. You should expect some sort of heavy weapon camping the tunnel exits (panzer or MG), in addition to lots of SMG gunners positioned on high ground at various places within the old city. Some Axis may even try to come into the tunnels (usually the lower tunnels) and camp you from there. If you build the water pump, an enemy engineer may try to come and mine it up.
The side route is pretty good especially if you're a medic. You'll get shot up like crazy the moment you come out the upper tunnel exit (out of the room which has the command post), but once you get down into the passageways of the side route, you can often stop and heal yourself (assuming no enemy is camping that spot).
The low route is also very good and you can usually make it through without getting camped so badly. However, when you go through the doorway on the way to the old city, the small room on the way there tends to be landmined, so be careful to jump over the dirt areas.
The water cave is also a good route since the Axis tend to leave it somewhat unguarded. If they are guarding it, they will probably only expect 1 or 2 Allies to occasionally come from there, but would not be prepared for a rush.
It's probably best to be as unpredictable as possible. Your team could divide themselves among all the routes for example, and then suddenly all attack one route.
Try to capture the flag as close to the spawn time as possible. For example, if there are 5 seconds left, wait til the very last second. However, if there are say, 20 seconds left, then capture it right away. You can't just sit and wait for 20 seconds- the Axis will spawn some time during that wait and clobber you. One good tactic is that if you manage to capture the flag with only 2-5 seconds left, and you're CONFIDENT that the Axis will not reclaim the flag, tell everyone on your team to /kill. That way you can all spawn at the flag and then it will be very difficult for the Axis to recapture the flag.
As soon as you claim the flag, engies need to plant dynamite at the wall. Expect plenty of landmines right next to the old city wall. Don't assume the friendly covert ops has spotted them all for you- just crouch and walk slowly, defusing landmines as you go until you are right up near the wall.
The best way to plant, actually, is to avoid the landmines altogether. Notice there's a ledge running along the left wall. You can run along that ledge and then plant the dyno at the point where the ledge meets the wall, as shown in the picture below. That way, you never even have to run on the parts which might be mined.
http://www.enemy-territory.net/images/oasis18.jpg
There are lots of different strategies you can use on this part. You could try repairing the Old city water pump WITHOUT capturing the old city and then swimming to the Axis garrison to plant dyno while no one is there. (You'll usually get caught though!) Or you could try planting the dyno and holding it without even worrying about capturing the flag. There's also the infamous "Oasis walljump" that lets you jump over the wall in the first place. Try to observe how your enemy's defense is set up and then choose a strategy based on that.
Stage 2 - Blow the Anti-Tank guns
Once you blow the old city wall, expect heavy resistance in the area near the dual tunnels entrance. While the dyno was ticking away, the Axis was probably busy setting up a strong defense. Things to expect include rifle nades, panzers, MGs, rambo medic, and field ops with lots of arty. In short: hell.
So the first thing you need to do is clear the way. Panzers, airstrikes, and nades are good for this. If you're having trouble breaking through, a smoke nade can also be useful.
Once you've shaken their defense around the dual tunnel entrances, you should start pushing those tunnels hard. You want to keep pushing so you can get engies into their base (escorted by medics ideally), and also by pushing, you prevent THEM from coming thorugh the dual tunnels. The last thing you want is for field ops to start appearing and calling arty on your spawn.
You should also push the water caves early, doesn't have to be a huge force but at least a couple of guys. This way you can hopefully keep the cave clear of mines. You might even be able to sneak into their base if they don't have a defense set up early on the water caves, although this is rare.
Be careful of artillery, don't just run into it blindly. Either wait for it to end, or modify your route.
This map requires lots of teamwork. Travel with teammates, but don't cluster up and become easy bait for panzers. If you're running somewhere and you're alone, use your command map and get to where everyone else is. They could probably use your help, especially if you're a medic. Try to coordinate what everyone is doing. For example, if you have an engy going to plant, he can tell the team so anyone near the east wall can get there to defend the dyno with nade spamming, people inside the base can seize the crew-served MG and use it against the Axis, etc.
Coverts should be spotting landmines, destroying their command post, and assassinating people on Axis. Destroying the command post is helpful because then Axis can't call artillery as often, and it distracts enemy engineers. Don't let this become an obsession though- only bother to do it if it won't take too much work. Assassination is a good idea- this is one of the strengths of covert ops but so few people understand this point. If you can use your stealth skills to take out specific enemies like a field ops, a mortar, or enemy engineers, that really helps your team because you might be able to stop an artillery from being called, or stop them from defusing dynamite because their engineers are dead, etc. Note this all mainly applies to covert ops on pubs, in a clan match you won't have the luxury of sneaking around and assassinating enemies, etc.
If you are a high-level engy planting dyno, try to plant on top of the gun (by jumping from the crate) first, then plant one dyno on the ground. This way, if an engy walks into the room he'll see the 2 dynos and go for the easier defuse first (the one on the ground). This forces him to defuse in the wrong order. Also, if you get killed while doing the second plant, at least you'll have put the 1st one in a tough spot.
Keep in mind it takes about 13 seconds to get from the Axis spawn to the north gun and defuse, and about 17 seconds for the South gun. So, if you can plant when the enemy's respawn time is around 15 seconds, then that means reinforcements won't have time to defuse, because by the time they spawn 15 seconds will pass, and then they'll spend another 15 seconds getting to the dyno and trying to defuse it.
Axis Strategy
Stage 1 - Defend the Old City

This stage can be easy if you set up your defense well, but if your team is uncoordinated, then it is extremely hard.
Firstly, try to spread out. If everyone goes and defends the side route but leaves the other routes unguarded, you will lose. Also try to keep at least 2 guys staying back and playing defense. The biggest mistake is that everyone runs out and plays outer D, then some guy pokes a hole in your outer D and gets through without any opposition. Then he seizes the flag right at 1 second til respawn and suddenly that 1 dude who got through has screwed your entire team.
Avoid running out of ammo in this stage. If you are a medic, go to the ammo cabinets and pick up 1 or 2 extra packs.
The guys who play inner D can find some high ground from which they have a good view of incoming Allies. You want at least 1 guy defending the doorway to the old city, since any Allies attacking from the water caves, the low route, or the high route will come through here. At least 1 more guy should be near the area above the spawnpoint, defending against Allies coming from the side or main route.
For your outer D, you will definitely want some heavy weapons, probably both an MG and a panzer if you can afford having both of those on your team. They can camp the low and high tunnel exits. An engy or two should plant mines on major routes, including the water caves if they have been repaired. Hopefully you can discourage the Allies from using this route so your team can concentrate all their fire on the upper and lower tunnel exits. A field ops should call artillery on the area near the lower tunnel exits. Finally, medics should be distributed over the area, supporting each major defense sub-team.
If your team has some good gunners, you can have some medics and field ops shooting with their SMGs from across the map, concentrating fire on the tunnel exits. People who can shoot well from a distance are thus very useful for defending the side route and helping to "thin out" the enemy before they get very far. If you are more effective at a close range, then you could camp near the water cave exit, and catch any stragglers wandering into the Old city.
If you have a large team, one engy can spawn at the Axis Garrison and construct the command post. If your team is 8 ppl or less I'd say don't bother with it. Try to get plenty of mines up and let your team know where you are placing them. Here are some screenshots showing some good places for mines... Notice that I didn't bother putting any mines near the old city wall or the water pump. These are just stupid- as soon as the Allies capture the old city, they'll spot all those mines really fast anyways. Or just blow them up "manually".
So here are the screenshots of good mining spots: Spot #1: This is always a good idea as long as your teammates aren't mine magnet noobs :) You can plant these before the first rush.

http://www.enemy-territory.net/images/oasis19.jpg Spot #2: A couple of mines along the high route can discourage Allies from trying to come in through this sneaky path.

http://www.enemy-territory.net/images/oasis20.jpg Spot #3: These mines can stop Allies coming in through the side route. Anyone your mines don't get, you can finish off with rifle nades or MP40. Be warned though: these are "high maintenance mines", meaning that the Allies are constantly going to be coming through this route so you'll either keep dying or have to replant these mines. However, if you do a good job here, you may be able to discourage the Allies from taking this route. Remember: the less avenues of attack they have available to them, the easier it is to camp the choke points.

http://www.enemy-territory.net/images/oasis21.jpg Spot #4: This is a great spot, you can set a couple of these before the first rush. There's usually no reason for your own teammates to use this doorway, just let them know you're planting here just in case.

http://www.enemy-territory.net/images/oasis22.jpg Spot #5: Planting a couple of mines above your spawn point can prevent people from sneaking down at the last second. You can also use this to catch would-be walljumpers.

http://www.enemy-territory.net/images/oasis23.jpg Spot #6: These mines are kind of high maintenance, but assuming your team is staying back and playing defense like they should (instead of rushing into the tunnels), then these mines can help to discourage enemies taking this route. This isn't a great spot though because you're also vulnerable to your own team's artillery...

http://www.enemy-territory.net/images/oasis24.jpg Stage 2 - Defend the Anti-Tank guns
A proper defense usually should focus on holding the choke points. There's 3 exits the Allies can invade from- the water cave exit and the dual tunnel exits. But since the dual tunnels are basically in the same place, that really only means it's 2 choke points you have to guard.
However, keep in mind that clan play may make defending these points difficult. Your enemies might use the fact that you are spread out over 2 areas against you, and exploit this by rushing all together on alternate points. For example, everyone will go through the water tunnel, then everyone will go through the main entrance, etc. Thus your strategy for inner D can become more crucial in this case.
For your outer D, MG's, panzers, medics, and field ops are crucial. Artillery on choke points plus MG fire will hopefully thin out the offense. Then between Panzers and SMG fire you can stop the rest of them. Each major defense sub-team should have 1 medic who tries to stay alive at all times and heals/revives teammates. Try not to let anyone through- as soon as they start penetrating your outer D, you'll end up getting trapped and falling back to inner D. At this point it can be really hard to ever break out and re-establish outer D.
Your inner D should mostly consist of medics and engies. A field ops or panzer may also be helpful for fighting and supplying you with ammo. Try to stay perched on the 2nd floor of the Axis garrison, so you have a height advantage if enemies get through. The best places to be if you're on inner D are somewhere on the 2nd floor near either of the guns, OR in the box room. As I've said before, the box room is a very good spot because from here you can catch enemies trying to sneak in through the staircase.
I wouldn't recommend constructing the crew-served MG in the inner courtyard. More often than not, the Allies just use it to their own advantage. I've rarely seen Axis use it properly, because you have almost 180 degrees of view to guard, and it's easy for an enemy to see you up on the MG and shoot you down before you have a chance to kill him.
The job of inner D is basically to plant mines, and be there if anyone gets through. Also, if there are 1 or 2 Allies sneaking around your East or South walls, you could go out and kill them before they build up and try to rush you. Make sure engies stay in good health, you never know when suddenly they'll get attacked.
The game style will vary a lot depending on how your enemy's offense is and whether you're on a pub or a clan. But, I think the style I've outlined here is a pretty good starting point, and in general it will work pretty well.
If the Allies plant at either of the guns, try to note what time the plant occurred, so you know when it will blow. If you're an engy or a medic, you definitely need to fall back to the gun. If you're some other class, you should fall back only if you are close enough to the gun that you can actually be of some help, or if one of the guns has already been blown. Try to note what time the dyno is planted. If you're dead at the time, but you know the dyno won't blow up until at least 17 seconds after you respawn, then you could switch classes to engineer. Usually at this point it's already too late, but it's maybe worth a shot.
Use your compass map to see if any teammate is in the gun room. If not, prime a nade and throw it in to clear it out. BE CAREFUL, you don't want to kill your own engy in the middle of defusing. If an engy gets in and starts defusing, then if you're a medic, stand outside, ready to revive him in case suddenly a nade goes off or something. No one should be inside the gun room except the engineer though- give him space to work. If you don't have anything to do, don't just sit and watch- go outside to the east wall and make sure no allies are there. The last thing you want is for the engy to start defusing, and then suddenly an ally lobs a nade inside the gun room and gibs him.
Another important note: if you are the engy going in to defuse the dyno, hopefully you have already mentally noted the time the dyno was planted. If you have time, wait a couple of seconds before you go in to defuse. Sometimes you might kill an Allied engy in the gun room, but while you killed him, he was priming a nade. That nade could still kill you if you charge in without any caution.

McBeth
09-28-2009, 09:32 AM
Goldrush Strategies

Summary
Goldrush is a good map, and tends to be pretty balanced so no team has a definite advantage. I like it because I can get a pretty good FPS on this map. Also, there are lots of short alleyways and corners where you can hide and ambush enemies. It's a very good map for close-range fighting. (Sorry, snipers!) There's also plenty of spawncamping on the Allied Spawn #2 and Axis Spawn #2, and arty spamming can help a lot.
Map layout
In this section, we'll go through the names of all the locations on the map, so you know what we're talking about when we refer to them.
The Allies start out in "Allied spawn #1", and can attack from 3 routes. The main route (going through the main entrance), the side route (going through the hallway near the Axis command post), and the back route (by going up the big hill). There's also a large yard which has some health/ammo cabinets. I don't think this has a name so let's just call it the "town center" :)
http://www.enemy-territory.net/images/goldrush1.jpghttp://www.enemy-territory.net/images/goldrush7.jpgAllied Spawn #1
Main Entrance
http://www.enemy-territory.net/images/goldrush4.jpghttp://www.enemy-territory.net/images/goldrush2.jpgTown center
Back route

After the Allies steal the tank, they get to spawn at the Tank Depot, a.k.a. Allied Spawn #2. From here they basically escort the tank down the big hill, over the bridge, and finally to the courtyard near the bank. While they are trying to move the tank, some Axis may be camping them from the balcony.
http://www.enemy-territory.net/images/goldrush6.jpghttp://www.enemy-territory.net/images/goldrush3.jpgTank Depot
Balcony
http://www.enemy-territory.net/images/goldrush5.jpghttp://www.enemy-territory.net/images/goldrush8.jpgBridge
Axis Spawn #2

In the final stage of the map, the Allies will be entering the courtyard, and finally making their way to the bank to steal the gold.
http://www.enemy-territory.net/images/goldrush10.jpghttp://www.enemy-territory.net/images/goldrush9.jpgCourtyard
Bank

Allies Strategy
Stage 1 - Steal the tank
Rush, and have plenty of engineers. If you want to take the tank, you have to rush it. There's no way you will kill every single Axis defender, so instead of focusing so much on killing, you need to think of it more as getting in there and creating chaos so that the engies can repair the tank before they get shot down. Don't be afraid to have a lot of engineers- I've seen teams where EVERYONE was an engineer, and we got the tank on our first try. A good rule of thumb might be, have 2/3 of your team be engies. If you have place for a covert ops, you can throw smoke. You could also experiment with other strategies like have a field ops run in ahead of everyone, throw an airstrike. As soon as it clears, everyone runs in.
A big part of your strategy will be where everyone should enter from. Rushing the main entrance is generally a good idea, because if you don't, you'll give the axis engies a chance to mine up the tank area, making it extremely difficult for the engineers. Keep that route exercised though, and you can keep the mines down (both by killing those engies, and by tripping over their mines!) You could also have 2-3 guys going thru the side entrance and distracting the Axis.
You can also try alternating routes. For example, every time you spawn, you can announce which route your team should attack this time. This works best in a clan of course, although if the people you're playing with are willing to go with your strat, you might be able to coordinate something like this.
When you get near the main entrance, prime up a nade so you can take out at least 1 guy before you die (hopefully)! If you're a medic with adrenaline, you could go thru the main entrance and trip some mines on purpose so your engies don't die on them.
Usually if your team is rushing like they should, you should have the tank within 2-5 minutes.
Note, it's very popular for 1 engy to go by himself to the Axis Spawn #2 and mine up the exits. This helps because it buys your team some time when you are trying to get the tank past Tank barrier #1. If you have a large team, this is probably a good idea. If you are in a tense clan match or something though, then stick to the main objective.
Stage 2 - Get the tank past tank barrier #1
I don't know why, but this part always seems to be really easy or really hard. It really helps if you can have some guys go up ahead of the tank, down to the bottom of the hill, and keep that area clear of Axis who are trying to come up the stairs. If you had a lot of engies in the last stage, some of them can switch to other classes like medic, fdops, or panzer. Don't bother with covert ops, there's not much need for them here. Still keep at least 2 engies, or 1/3 of your team, whichever is more.
If you managed to steal the tank very early on, then there's a good chance they never even constructed tank barrier #2.
If it is constructed, try to place the dyno as far away from the tank barrier as you can. This way, Axis engies have to run right really far to defuse it. In the picture below, I planted the dyno to the left of the tank, and pretty far from the tank barrier. The dyno is a little hard to see, so I put a red arrow pointing to it... You don't have to worry about the dyno damaging the tank, because you can't damage your own team's tank! If you are lucky enough to place the dyno in this spot, then it's pretty easy to defend. You could use an MG, artillery on the other side, nade spamming, and good ol' trusty SMGs.
http://www.enemy-territory.net/images/goldrush11.jpg
Notice, I put the dyno to the side of the tank, not in front of it! If you put it in front, you're only putting it in a place where Axis engies be able to use the tank as cover so you won't be able to kill him.
It's also pretty popular to place the dyno to the side of the tank barrier. This is a safe place to plant because you have a lot of cover here. However, it's also fairly easy for Axis engies to reach this spot. Here is a picture showing this spot:
http://www.enemy-territory.net/images/goldrush17.jpg
You can even plant the dyno ON the tank itself while you're at the top of the big hill, and then just move the tank near the barrier to blow it up! I call this the "Trojan horse" tactic. It takes about 18-20 seconds to get the tank down the hill assuming that you don't get stopped on the way. This is always a fun trick to try although if the tank gets stopped then that's a waste of 1 good dyno.
Have plenty of guys take the side route to get to tank barrier #1 so they can avoid going down the big hill and get camped there. By going through this route, they can hopefully shake up the Axis defense a bit, and regain control of the balcony.
As with many things, the key on this part is to push early and push hard, before the Axis set up their defense. Once they have control of the area, it's going to be really hard because they'll be artying like crazy, and they'll have a huge height advantage.
Stage 3 - Get the tank past to barrier #2
On this part, it helps if you spawncamp a bit- get a field ops spamming the Axis spawn exit and possibly a panzer up on the bridge. Most of the Axis will be coming out of the main spawn exit (the one closest to tank barrier #2) so that's where you should concentrate most of your spawncamping.
Usually if your engies are good and the rest of the team is putting up a strong push against the Axis, you can get the tank to tank barrier #2 eventually, even if you get stuck once in a while along the way. Just make sure your medics escort the engies, and everyone else focuses on keeping the Axis away from the tank. Also watch out for enemy field ops or panzers who climb up on to the balcony and harrass you from there.
Once you get to the barrier #2, actually planting dyno it can be pretty difficult. It's right next to the Axis spawnpoint, so they can get reinforcements to it very easily, and call constant artillery. As always, keep enough medics around to escort your engies, and continue spawncamping the Axis.
If you're any engy, don't be a martyr. Don't just jump down and be shredded by Axis while you plant dyno. Approach this area very carefully, and don't go down there if there's 5 Axis guys roaming around near the tank. Even if you manage to plant, which is unlikely, they will quickly disarm the dyno. The best thing to do is, if you see some Axis running around on your side of the tank barrier, kill them first and then plant. You can try to kill them either from the top of the staircase, or from the bridge. If you have a medic who is escorting you, you could also try going the long way: i.e. go across the bridge, then down, and around to the tank barrier #2.
Remember to gib enemies on this part especially. There are often some very pesky Axis medics who will keep their teammates alive, so don't let this happen.
If you do manage to plant dyno though, it's usually easy to defend it since there are a lot of really good places you can plant it. Whatever you do, DON'T plant it right next to the barrier, because it's easy to defuse there. Ideally the perfect dyno spot would be somewhere that (a) you could plant it without being in the line of fire of the enemies and (b) it would be easy to hide somewhere and protect the dyno.
There are about 4 (!!!) places which are all pretty good for planting the dyno. Let's go through each of these.
Spot #1: On the edge of the stairs
http://www.enemy-territory.net/images/goldrush12.jpg
The trick here is to plant it right on the very edge. If you can plant it here, there's a very good chance that you'll blow the barrier, because you can easily camp the dyno from above the stairs.
I give this plant a rating of 5/10. Although it is easy to camp there are some serious problems. First of all, what if you throw the dyno off the ledge by mistake, or not far enough? Also, you'll be right in all the Axis' line of fire. Finally, this position puts you far away from any medics on your team so essentially you're "all by yourself" if you try this.
Spot #2: On the white cloth thingy
http://www.enemy-territory.net/images/goldrush13.jpg
I'm not sure what this cloth thing is called, but if you can jump down on to it, and plant dyno right at the edge of it, then you have a very good chance of getting past the barrier.
I give this plant a rating of 7/10. It's hard for enemy engies to defuse, but then again, it's hard to plant there! You're right in everyone's line of fire. Even if you go prone, this is a pretty risky spot.
Spot #3: To the right of the tank
http://www.enemy-territory.net/images/goldrush15.jpg
As you can see, this is a pretty decent spot because you can hide behind the wall while you're planting it. Also, since it's behind all those wooden planks, the Axis might have a hard time seeing where it has been planted.
I give this plant a rating of 8/10. It's good because it gives you a bit of cover, BUT the main problem with it is that it's slightly hard to camp the dyno if it's in this spot. Most of the Allies usually tend to hang out to the left of the tank. But since the dyno is to the right of the tank, they won't have a line of fire to where the dyno is. If you plant it in this spot, the best place to camp it from is back near the mobile MG (but then your enemies will have a line of fire to you), or above the dyno, near the stairs. This may work- you can just perch above the dyno and keep spamming nades on it.
Spot #4: To the left of the tank
http://www.enemy-territory.net/images/goldrush18.jpg
This spot gives you a fair amount of cover, yet it's in a place which is really easy to camp. The key to planting here is to plant the dyno as far away from the tank barrier as possible.
I give this plant a rating of 9/10. It's just about perfect- it's easy to plant and easy to camp. The only downside is that stupid teammates might get TK'ed in the dyno explosion since this spot is near where they might be hanging out.
Anyways, those 4 are the major spots where you can plant dyno, although don't forget you can also try the "Trojan horse" tactic, where you plant the dyno on the tank and then just keep moving the tank towards the barrier.
Once the tank barrier is gone, repair the tank ASAP and then just keep pushing it. Usually it's pretty easy to get the tank to blow up the bank doors once it's past Tank barrier #2.
Stage 4 - Get the gold!
Hopefully if you were successful in the earlier stages you will have at least 10 minutes left in the game. Ideally 15-20. You need to leave at least 3-4 minutes for moving the truck (and that's assuming you are able to move the truck without any major hitches), so keep that in mind.
This part requires a lot of teamwork, whereas for the most part, the other stages were easy if you just had 2 or 3 really good engineers. You should have a couple of people spawncamping the Axis to cut off reinforcements to the bank, while everyone else rushes. Try to also get in an early rush as soon as the tank blows the bank doors, because then you can get in the bank before the Axis do. One really fun thing to do is set up your own defense in the bank as soon as the doors blow! You could go mobile MG, and then camp the gold so that no Axis can get in to defend their own gold, while meanwhile you allow your teammates to run in and steal it.
For spawncamping, artillery and panzers are probably the best. Camp the route which goes from the Axis spawn, to behind the bank. You can even call artillery on that route (in the little area with the crates directly outside the Axis spawn). Another fun thing to do is mortar that room. Or, you could set up your mortar right seconds before the enemies spawn and then fire a shot at 90 degrees. Just stay there and then when all the Axis spawn, instead of running out like they should, they'll all freak out and try to kill you before you mortar them. But, 3 seconds later their invulnerability will wear off and your mortar you fired will come back down and kill them! This is pretty funny and probably won't work against good players, but on pubs I've seen it take out 1/3 to 1/2 of the Axis at once!
The people who are rushing the bank should divide themselves among the 2 spawnpoints. People at the tank depot can enter the courtyard from the bridge, while the others attack from the town center.
You have 3 main routes to choose from. You can go through the Axis spawnpoint itself and then sneak in behind the bank, you can go straight down the stairs and go through the main entrance, or you can go in from the right side of the courtyard and sneak up behind the bank from that side. For the most part, I think you just have to be observant and see which route is easiest. Usually the spawnpoint route is pretty easy, but if the Axis get smart and start setting up a defense on their own spawnpoint to prevent you from coming in, then this can get tough.
One cool thing you can do is use a bunny hop to get across the courtyard very quickly. If you don't know about bunny hopping, then read the trickjumping section. Here is a demo showing me bunny hopping. The key is to use the sloped surface next to the stairs to jump on first to build up speed, then to land somewhere on the grassy area to get in your next bunny hop, which will take you all the way across the grassy area. From there, you can either go up the stairs and to the bank from the front, or behind the bank (in this demo, I go behind the bank):
Download goldrush_courtyard.dm_83 (http://www.enemy-territory.net/demos/goldrush_courtyard.dm_83)
Once you get near the bank, the biggest problem will be any mobile MG's. Just be smart about it, don't run in there and try to kill the MG with your Thompson. There are a few good ways to neutralize the MG's:

Rifle nades! These work like a charm- all you have to do is peek into the bank to see what side the MG(s) are on, and then strafe out into the bank entrance just long enough to get off your shot.

Primed nades. These are the hardest to use since you might die before you get a chance to throw it. However, if you are a medic with adrenaline, you can usually get close enough to the MG's before you get mowed down.

Smoke grenades: this may allow you to run to the bank of the bank, and then throw a primed nade at the MG(s) or just shoot them at close range. If you're lucky and you can clear out the bank, then you can run off with the gold. Even if there aren't any MG's, throwing a smoke nade can really help on this part.

Covert ops with a uni. You could get in the bank, and run backwards so you don't look so suspicious. Then get near the MG and lay a satchel on him.

Panzer: peek in to see where the MG is. Then charge up your panzer and strafe jump out into the doorway at the last second and fire off your shot.
Prime nades and "spray and pray" before you rush some area. Use your compass map to make sure you don't "spray" your own teammates. But, in general, nades can be very useful on this part, especially in the bank itself.
This is the stage where most teams get stuck. Just be persistent, and use explosives and medics effectively. Focus on rushing, don't hang back and snipe or repair the tank, etc. Everyone needs to focus on the gold. Don't repair the tank, because then the Axis can use it against you. Watch out for mines near the truck. If you get to the bank, use team chat to inform everyone about what's in the bank. For example, "1 medic, 1 MG on the left side". If you see someone running with the gold, run near them and give them covering fire. Stay close, so if they die, you can pick up the gold and complete the run.

Stage 5 - Escape with the truck
This tends to be the easiest stage most of the time. It takes about 50 seconds to move the truck to the end of the map, IF there are no hitches. You may want to blow truck barrier #2 ahead of time, so that when you DO have the gold, you can get away with it very quickly. You could also blow TB #1, although this one is slightly easier for Axis engies to come and construct.
Make sure you have enough engies, especially if some of the engies switched classes during stage 4. If truck barrier #1 isn't already blown, dyno it while the other engies work on getting the tank moving. Spawncamp the Axis like crazy: most of your team should be pushing the Axis back and keeping them contained to the courtyard, while meanwhile 2-3 engies+medics can stay close to the truck and keep it moving.
Now, the roles are kind of reversed. You're really playing defense now, because you have to defend against the Axis who are coming and trying to stop the truck. So, remember defense always has the advantage: you can set up some defensive measures in the town center, such as MG's and possibly landmines. Another thing you can use to your advantage is the fact that almost all the Axis will be chasing you from a single route (the passageway between the Axis Spawn and the town center).
Axis Strategy
Stage 1 - Prevent the tank from being stolen

This is very tough to do if the Allies are any good. Have 1 or 2 engies mine up the tank area, build the command post, and then build tank barrier #1, in that order. Do not put mines right in the way of the main entrance, since this prevents your teammates from leaving the tank depot if they want to go attack the Allies.
Remember, you are playing DEFENSE! So you want to have an outer defense and an inner defense. Outer D is important: without it, Allies will come in huge rushes, and enemy field ops can run in and airstrike you which really is disrupting. Inner D is also important: if everyone runs out to fight the enemy, that leaves the tank wide open to any engy who sneaks through.
Inner D
First of all, you should have a couple of medics- they can throw med packs in little "piles" and teammates should know they can just run over the pile when they are low on health. The meds should also be ready with their SMGs in case someone comes in.
One or two engies (depending on the size of your team) should work on getting landmines up near the tank. Don't place landmines in the doorway of the main entrance, because this will make it difficult for your teammates who are playing outer D to exit.
Spread out so you can get good coverage and crossfire. Don't stay too close to the tank: if the enemy trips landmines coming in, then the landmine will also kill you. This can get really messy! Also don't stay right in the middle of the tank depot area where you'll be an easy target for anyone coming in, and airstrikes as well. Try not to wander out too far- keeping enemies out of the tank area is outer D's job. You want to be somewhere in the main tank depot yard so that you have a line of fire to engies coming in.
Try to keep everyone in your inner D in good condition. If you are low on health and/or ammo and the respawn timer is near 1, just /kill yourself so you can come back fresh.
Watch out for airstrikes. If you are close enough to it, and it was thrown by a low level field ops, cancel it by going prone on the cannister and then getting off of it before the small explosion occurs.
One or two MG's is a very good idea, depending on the size of your team. This works well on defending any of the 3 routes: back route, side route, or main route, especially since the Allies are generally coming in through narrow choke points.
You could TRY using a flamethrower, but I usually avoid it because first of all, rifle nades and regular nades can often take you out effectively. But also, you often block your outer D from doing their job, which can be really annoying to them. You might think that your teammates are smart enough not to try to go somewhere when you're flaming that area but they're often impatient and will try to just go past your flames anyways, e.g. for throwing an airstrike outside the main entrance. Also, flaming may delay allies from rushing, which causes them to clump up and then the moment a rifle nade kills you, they all rush in together and overwhelm your defenses. Just to test my theory that flamers are evil on this part, I just went and tried being a flamer on a pub, and the result was horrible as I expected. I kept getting rifle naded, and my teammates kept running into my flames. Then, as soon as I died, suddenly a bunch of engies who had been waiting for me to die, would rush the tank together and my teammates had a hard time dealing with such a big rush.
If you must use a flamethrower, you could try going on outer D and camping the little hallway (the side exit from the Allied Spawn #1 which leads to the side entrance to the tank depot). However, I still think it's a bad weapon to use since it's so easy for a good rifle nade to take you out.
Outer D
Maybe 1/3 to 1/2 of your team can be outer defense, definitely no more than that. Also if your team is small, like 7 people, then only a couple of people should be on outer D. The people who go out to fight can be field ops (artillery), panzer, or rambo medic. If you have enough people on your team to spare a medic, that can also help so he can work together with a field ops or panzer to watch their back and heal/revive them.
There are many strategies you can follow for outer D. For example, you could have everyone primarily camp the route to the main entrance. This is nice because then you can use the Allies' own health and ammo packs for yourself, and also the main entrance tends to be the easiest one for allies, so keeping this one from being invaded really helps. Also, by keeping them away from the main, you may be able to force them to rush the side entrance, which makes it easy for your inner D to catch them because they'll all be coming through a small doorway which you can easily aim an MG on.
You should also try to watch the back route so Allies don't come up on you and take you by surprise. If Allies manage to come in through the back, this is outer D's fault. To defend the back route, you could have a panzer who stays up near the balcony and surprises any Allies running towards the big hill, or going to blow tank barrier #1. You could even have a field ops, although I think it's usually best to concentrate artillery near the main entrance to the tank depot. Stage 2 - Don't let the tank get past barrier #1
Once the Allies have the tank, they will all spawn at the tank depot and slaughter whatever remaining Axis are left. So, if you are still alive when the tank is stolen, feel free to try to hamper the Allies, but make sure you /kill before respawn time. There's no point sticking around past that, because you'll get slaughtered anyways.
Good field ops and panzers are very important on this part. Keep constant artillery and airstrikes on the tank. (Remember: artillery for a tank that's not moving, airstrike for a tank that is). Everyone on the team should help to disable the tank using nades and whatever else they got up their sleeves. Most importantly though, keep the area near truck barrier #1 clear of any Allied engineers!
Take control of the balcony, so your field ops and panzers can have a height advantage. Support them well with a medic or two. Keep heavy fire with your SMGs, don't hesitate to fire even if the Allies are all the way on the other side of the big hill.
Watch out for enemy panzers who can shoot you from the other side of the big hill, so try to stay moving every once in a while so you don't present an easy target.
This part tends to be the hardest for Axis, because you get sent back all the way to the second spawn point, so don't worry if the tank gets past tank barrier #1, it's usually not a big deal.
Stage 3 - Don't let the tank get past barrier #2
Be very persistent in stopping the tank at every point. To do this, don't just disable the tank from a distance, you have to get up there and take control of the area around the tank so that once it is disabled, engies can't just run in and repair it again.
It's usually fairly easy to camp the tank area if the tank is on the bridge. First of all, take control of the balcony, and use that to take out groups of enemies (artillery+panzers+medic to support them). Around the tank itself, you can have more guys defending, including 1 or 2 mobile MG's. Don't try to use the tank MG: as good of a weapon as it is, you don't want to give them a fighting chance to move that tank!
Some people like to plant a cluster of mines in the tank's path, so that as soon as it starts moving, it will get disabled again. In my opinion, this is a bad idea, because even if you disable the tank, the engy will still be there to just repair it again. So, if you want to plant mines, plant them in front of the tank so that engies can't get there in the first place. Be careful though, mines are messy and if you go overboard, you can hinder your own team as much as theirs!
Once the tank gets down to the tank barrier, that's your last chance to stop the Allies, so fight them with everything they got. Take control of the yard where the tank is parked, so that engies who come down to plant dyno get slaughtered. These guys are essentially your inner D. For your outer D, you should keep control of the balcony and the bridge. I'd probably concentrate artillery on outer D. If the Allies have control of the tank area, then you can call an airstrike there, but ideally Axis should be camping that area, so calling airstrikes would be counterproductive 'cause you'll just TK your own guys who are down near the tank.
If they plant dyno, and the Allies have a strong control over the area, then it's unlikely your engies will be able to defuse the dyno. So what you should do is, disable the tank about 5 seconds before the dyno blows. Throw everything you got at it- airstrikes, nades, the works. If you can disable the tank while the barrier is down, then you can quickly re-construct the barrier. That way, by the time the tank is fixed again, the barrier will be up. Make sure you have enough engineers! 3 or more guys, or about 1/3 to 1/4 of your team should be engies, whichever is bigger.
Stage 4 - Defend the bank
As soon as the tank gets past tank barrier #2, everyone should fall back to the bank. Why? Because if you stay out in the courtyard and a lot of your team gets killed, the Allies might start an early rush and try to get the gold before you have your defense set up.
Plant some mines near the truck, so any Allies trying to come from that side get killed. You could also plant mines right behind the truck so that anyone who is about to secure gold will get blown. However, from what I've seen, usually the mine doesn't activate until a certain radius, so even if the mine kills the guy securing the gold, it will kill him AFTER the gold is secured. (I hope that makes sense!) So, be intelligent about where you put your mines, and be VERY careful not to harm your own teammates. For example, you could plant mines around the stairs and grassy areas, but if you're on a pub where people won't be familiar with your mine placement, this is a bad idea.
The Allies will be coming from all directions, and probably spawning at both spawnpoints, so be ready. If your team is pwning them, don't get overconfident. For example, sometimes I see the Axis team camping the Tank depot and completely obliterating the Allies there. Then suddenly all the Allies switch to the other spawnpoint and steal the Gold before the Axis have time to realize what just happened. So, set up your outer D intelligently, in a way that you can effectively push them back as far as possible, yet remaining flexible in case they switch spawn points.
As always, you should have an inner D and outer D.
Inner D
The standard fare is to defend the bank with 1 or 2 medics + 1 or 2 MGs. From what I've seen, this seems to work pretty well. The only problem is that the MG's are very susceptible to explosives. If the Allies are well-coordinated, they may have little trouble taking out your MG's. (That's why you need medics so badly!) On the other hand, on a pub where most people aren't terribly skilled, MG's can prevent 90% of the people trying to come in. Thus, keep this in mind and consider moving around the placement of your MG's to stay unpredictable. For example, instead of just defending the bank itself, the MG is also good when placed somewhere behind the truck, for camping Allies coming in from the side. An MG could also be used to camp the route behind the bank, for Allies trying to sneak in from your own spawn point.
Anyways, this is a bit of a controversy. Some people think it's important to keep people centered in the bank, while others feel it's better to move your inner D out to the courtyard, simply because the bank itself is such a small area that it's easy for rifle nades or panzers to wreak havoc on you. However, leaving the bank completely empty is usually a bad idea. At the very least, keep a medic there, since medics are sturdy, versatile fighters who can beat most enemies except panzers and sometimes rifle nades.
Don't use a flamer in the bank... They're just very messy and annoy everyone.
In general, medics are extremely important to winning in this stage. The easiest way to lose this map is to have all your medics die. Then it's only a matter of time before everyone gets wiped out and the Allies run in and get the gold with no opposition. So be careful if you're a medic, don't make big runs across the courtyard if you can avoid it, since a panzer might camp you from the bridge. You have to stay alive so you can keep your buddies alive.
Besides defending the bank, it might be wise to also defend your own spawn point. The spawn is a popular route for getting to the bank, so you can almost always bet on some allies trying to come through there. If you leave this route open to them, it's a big advantage to them, because firstly, they can get behind your lines and sneak up on you. Secondly, field ops or panzers coming through this route can hide on the route to the bank and spawncamp you.
If you're playing inner D, but you're not in the bank itself, try to avoid being out in the middle of the courtyard. Even if you're defending the courtyard, you can try to do so from behind a corner or some place where you have some amount of cover. If you go out, then you'll just be easy picking for a panzer up on the bridge. You may also get caught in all the crazy arty spamming that's going on in this stage.
Outer D
A good outer D is very important, because if everyone stays back, or clusters in the bank, the Allies will just keep pounding you with huge rushes. You need ot wear down their numbers by the time they get to the bank. However, be careful your outer D isn't too heavy or too aggressive! For example, you could spawncamp the Allies at the tank depot, but if your whole team starts doing that, then what do you do when you realize their whole team has switched to the other spawn point?
Camp the balcony with artillery and panzers, possibly an MG set up somewhere. The town center can be camped by rambo medics, field ops, or engies. Make sure they don't set up a mobile MG in the town center overlooking your main spawn entrance.
Stage 5 - Stop the truck!
If there's more than 5 minutes left and you're at this stage, you're basically screwed. Eventually, the Allies WILL escape with the truck. It's just a matter of time, and your job is to delay them so that time runs out before they have a chance to escape.
Right after the truck is stolen, the Allies will most likely be spawncamping you, so be careful as you get out of the spawn point. Don't cluster. Also don't go out the main spawn exit if you can avoid it, it's likely to be either mined, or camped very badly.
Try to avoid having everyone all take the same route. The obvious route is to go straight out the main spawn exit, and then chase after the truck by running to the town center. However, this way you'll just be running straight into the Allies' trap. Remember, in this stage, roles are reversed. In a way, you are playing offense, while the Allies are playing defense. Just like any team playing defense, the Allies have the advantage because they know where you're coming from and they're preparing for you to come after the truck. And just like the Allies had to vary their routes they took when they came to get the gold, you have to as well.
So, the main route to the town center is just to go the same route as the truck's escape route. The other route you can take is to go up the stairs near the bridge, go to the end of the hallway under the balcony, and then emerge at the town center. Some Allies may try to set up a mobile MG to defend the main route, so this is why the side route is particularly useful- then you can sneak up and flank those MG's.
Throw airstrikes on the truck if it's moving. In general, good gunners will be important on this part. As great as soldiers are for fragging, they are very slow; you want your team to be able to move quickly because they'll be chasing after the truck. Rambo medics with adrenaline can be very helpful since they are the fastest.
Don't try to construct the truck barriers. If they haven't been constructed at this point, it's very likely that you'll live long enough to construct them. Focus on a strong offense of mostly medics and field ops. Try to take control of the town center, and call plenty of artillery.
Remember, as the truck gets further and further, it's going to take longer to get reinforcements to it. So, even having the truck moving for 10 seconds can seriously damage your team's hopes of winning. The truck only has to be moving for 50 seconds for it to get to the end of its escape route. This is why you want to keep the truck damaged during stage 4. It might not seem important at the time, but when the Allies load the gold on the truck, you want that truck to be damaged, otherwise the Allies will be able to get a head start on you before you respawn.
As I said, if you're at this point, you're probably going to lose if there's enough time left. But be very aggressive and don't give up- I've seen Axis hold the truck for 10-15 minutes before, so don't give up til it's over!!

McBeth
09-28-2009, 09:33 AM
Fueldump Strategies

Summary
Fueldump is an interesting map, in that there is a good purpose for every class. It's probably slightly biased towards Axis, because there's lots of opportunities to set up a strong defense and to camp the Allies. The distances on this map are very long, so if you want to be a sniper, this is probably the best map for you.
Map layout
In this section, we'll go through the names of all the locations on the map, so you know what we're talking about when we refer to them.
Here are the major landmarks for Allies at the beginning of the map. Hopefully the names are pretty obvious, like "bridge construction" means near the construction boxes for the bridge.
http://www.enemy-territory.net/images/fueldump_alliedspawn.jpghttp://www.enemy-territory.net/images/fueldump_cabinets.jpgAllied entrance spawn
Health/ammo shack
http://www.enemy-territory.net/images/fueldump_footbridge.jpghttp://www.enemy-territory.net/images/fueldump_bridge.jpgFootbridge construction
Bridge construction

Then there is the axis ridge, where they set up their original defensive line. The tunnel gates are accessable from here. They have an MG tower on top of the ridge (the "tunnel MG") and a command post off to the side near the footbridge. Here is a bird's eye view of it, below:
http://www.enemy-territory.net/images/fueldump_ridge.jpg










Some of the major routes are shown in that picture:

Sewer route (blue)
Bridge route (green)
Wirejump route (red)
Footbridge route (purple)

The Sewer and Bridge route both lead into the tunnels, which contains the tunnel store room (i.e. the original axis spawn point).
The tunnels have 3 exits which all lead to a large, open field (shown below). The Red exit is the "Far tunnel exit" since it's furthest from the fueldump. The Yellow exit is the "Main tunnel exit" because it's where the tank comes out from. The Green exit is the "Near Tunnel exit" because it's the exit closest to the fueldump.
http://www.enemy-territory.net/images/fueldump_exits.jpg









On the other side of the field is the allies command post, located in the building circled in red, i.e. the "Allies Garage HQ". Next to it (in blue) is the "side MG" tower. The two main routes to the allied command post are shown..
http://www.enemy-territory.net/images/fueldump_field.jpg









Then there is the dump itself. Here is a picture of the fueldump, showing the major landmarks:
http://www.enemy-territory.net/images/fueldump_landmarks.jpg









The landmarks highlighted on the map are:
1. Crate house. (named because it stores a bunch of crates)
2. Side entrance (a.k.a. west entrance)
3. West room
4. MG room
5. Main entrance
6. Water tower
7. West defenses
8. Fuel tanks
9. East defenses
Allies Strategy
Stage 1 - Destroy the Tunnel Doors
Get an early rush going. At the very beginning of the map, most of the Axis will be too far away to shoot effectively at you, so now is a good opportunity to rush the bridge area. Artillery will probably be called by this point, but who cares if you all die from artillery while constructing? Even if each of you can construct a fraction of the bridge, together you'll get it done. If you can get the tank over the bridge within the first few minutes, you'll have a very good chance of winning the map. So, make sure you have a good number of engineers (they can switch classes later), and at least 1 or 2 medics to support them. Make sure to provide cover for the engies. They are going to be defenseless because they'll have their pliers out, so whoever is covering them (most likely medics) should anticipate Axis jumping down near the frozen river and harrassing the engies.
If you are an engy, then focus on the bridge before you worry about the tank. Hopefully this is already obvious to you... Also, if you are constructing the bridge and your charge bar runs out, don't just keep repairing, you won't get much done and you'll be a sitting duck. Instead, if it's almost respawn time, /kill yourself so you can start fresh. If not, then take cover somewhere out of the range of artillery- for example you could stand right next to the tunnel grate.
Distract the Axis. Another very good strategy is to have 2-3 guys run over the footbridge route and attack the Axis, most likely through the wirejump spots. Talented SMGers can do quite well here. A covert ops could also assist in the attack, if he is looking to get a uni to infiltrate with as soon as the tunnel grate blows. Be careful however: experienced teams will anticipate your attack, and may plant landmines on the wirejump spots or set up some kind of defensive measure to counteract your rush.
Infiltration: the right way
Here is a quick guide on how to infiltrate on fueldump. (i.e. using an engy + covert ops to sneak into the base)
First of all, don't get hung up on infiltration. Although it can occasionally get you a quick victory, it is at best a risky strategy. The best thing to do is make an honest attempt at infiltration the moment the tunnel grate blows. If you're lucky, it will succeed. If it doesn't work, then most likely your enemy will be smarter and more prepared next time, so don't just keep trying to infiltrate and forget about moving the tank. You should always focus on moving the tank- this game's been out long enough that EVERYONE knows about infiltration on this map. It's not some big secret, so don't think that getting 2 guys through a tunnel automatically means you are going to win the game, especially if your enemies have any sense.
Now, say the tunnel grate has just blown. You want to get into it ASAP. Here's what you should do:

If you're a covert ops, it doesn't even matter if you have a uni. Just get inside the tunnels. If you get attacked on your way up the ladder, maybe you can kill someone and steal their uni. If no one is there defending, then go hide, and use every ounce of your stealth skills and intelligence to determine if you should wait there for some teammate to get through the defense and then nab a uni, or if you should go ahead and sneak up on the defense and take a uni. After that, go straight to the fueldump, don't hang around, or an angry axis might come looking for his uni!

If you're an engy, get through the tunnels immediately if you can, and take cover somewhere. The fueldump may not be a good choice because you don't want to get caught by an axis if you're standing around near the main entrance. A better spot might be somewhere near the Allies command post. Don't construct the command post, as this will alert the Axis of your position. The only time it might be wise to construct it is if you're playing on a server which allows you to spawn at the command post. (This is a new feature of etpro 3). This way you can just have a bunch of engies spawn there and then stack up on top of each other to get into the fueldump, or something like that.

If you're anyone else, then find a spot to hide in the tunnels, and then sneak up on any Axis trying to set up a defense at the tunnel grate. This way if a covert comes through, things will go smoothly- he can grab a uni from whoever you killed and then be on his merry way. If you already have gotten some guy(s) through the tunnels, then go out to where they are so you can support them if some pesky Axis finds them near the fueldump and tries to kill them.
If you are a covert ops going to the fueldump, take the near tunnel exit, and spot mines. Here is a picture showing where the main mining spots are as you get out of the near tunnel exit:
http://www.enemy-territory.net/images/fueldump_neartunnel_mines.jpg
Don't actually blow up any of the mines since an observant Axis engineer might notice the number of mines he can plant has increased. If the mine is in your way though, and you don't feel confident about being able to jump over it, then by all means, blow it up.
When you actually get to the fueldump door and get ready to go through, you should be prepared for even more mines, as well as the possibility of engineers (and possibly other enemies) who have stayed back to defend the dump. If the defenses aren't constructed yet though, it's a pretty good indication that your enemy is unaware.
Here is a picture showing the main mining locations you have to watch out for inside the dump. I've also marked the path you should take to get into the truck room, in green:
http://www.enemy-territory.net/images/fueldump_base_mines.jpg
Note, there may be additional mines inside the fuel tank area or near the defenses themselves. But ideally you won't even go near those because you can jump on top of the fuel tanks from the roof.
So, once you get to the the fueldump door, if no engy is nearby, then open the enemy door for yourself, STAND there and spot mines (don't run through). Once you've spotted most of the mines, throw a nade on the ones that are directly in your way, and go around the ones which aren't. Unless you're a good jumper, don't try jumping over mines, it's too risky. Now proceed up to the water tower, and from there you can spot any remaining mines in the base (both near the entrance, and near the fuel tanks themselves). Now, let your team know you're waiting for an engy, and pay attention to your compass map so you know when an engy is at the door waiting for you.
Now, suppose you get to the front door of the fueldump, and an engy IS nearby, then go in first, and spot mines in front of you, then walk a bit, then spot more mines in front of you, etc, as you go towards the truck room. Do NOT be impatient and run. If you walk, then if you trip a mine, the engy can defuse it for you.
If the engy gets in the fueldump, but the covert dies, then the engy has two options: wait for another covert ops to come, or try to jump over the east defenses (assuming they are built- of course if they aren't then just go ahead and plant!) If you are good at this trickjump, you should be able to jump over the east defenses and only lose 25 HP. If you're a bit sloppy, then maybe you will lose 50-75 HP. If you're low on health then you should go hide in the truck room and wait for a covert ops. If you have enough health to survive the east defenses jump, then go for it.
Note, you could also plant dyno at the west defenses, and you might actually blow them up successfully, but most likely the Axis will kill you while you are planting at the Fuel dump. However, planting at the defenses might possibly be a good move because then you could distract the Axis and give your team a chance to push the tank further. If you are pretty sure the enemy isn't on to you and you have some time to just wander around their base, you could even be really evil, and plant some landmines before you blow the defenses, to hamper enemy engies trying to defuse.
If you aren't familiar with the east defenses jump, here's what it looks like:
http://www.enemy-territory.net/images/fueldump_eastjump.jpg
Basically you run up the slope on the right, then jump on to the barbed wire, then jump over the gate and land somewhere on the wall of the dump building, then jump over the east defenses and into the fuel tank area. It's actually not that hard of a jump, the tough thing is doing it without getting yourself killed! If you do it flawlessly, you should only have to take damage from barbed wire once (25 HP). If you're really sloppy though, it's quite easy to hit the barbed wire 3 or 4 times (75-100 HP) which will probably kill you. If you want to learn how to do this jump, I suggest you host a game, build the east defenses, and then just practice jumping over them again and again.
Note that there's another trickjump that lets you get into the depot without a covert ops, by going over the roof. So technically you could infiltrate without a covert ops by getting into the depot and then jumping over the defenses. However, getting into the depot is a MUCH harder jump, I've never even seen anyone do it including myself. Here is how this would be done:
http://www.enemy-territory.net/images/fueldump_trickjump.jpg
You have to do it in two jumps. The reason for this is because of how strafe jumping works- if you don't understand this don't worry, you'll learn more about it in the trickjump section. Anyways, as you can see, this jump puts you right on the roof of the fueldump, so from here you can jump down and make a run for the east defenses.
Stage 2 - Get the tank through the tunnels into the field
The most important thing in this stage is to take control of the tunnel exits and keep pushing, don't sit in the tunnels because then the Axis will trap you. Other than that, just help to escort the tank. Also have 2-3 guys go out the far tunnel exit. From here they can get in a good position to fight any Axis who are camping the main tunnel exit, and also build the command post. If nothing else, at least you will provide a distraction from the Axis' main goal of destroying the tank.
Stage 3 - Get the tank through the field to blow the dump gates
This is the axis's last chance to stop you from blowing the entrances. They will be spamming you with airstrikes/arty, as well as trying to push you back into your spawn as much as possible. Keep their crew-served MG down with a panzer, keep pushing hard. Help the engies escort the tank. Coverts can work on getting a uni, smoking the tank, or even sniping. Do whatever you can to keep the axis contained within their own base. This includes nade spamming through the windows and on to the ledge, panzering, and maybe even sniping or a mobile MG set up at a strategic location.
Field ops can be pretty effective if used properly. For example, if you throw an airstrike right up against the main entrance wall, it's unlikely that any Axis will be able to see it. However, its area of effect will include all along the ledge, and also the area directly outside of the base, which may be helpful if any axis try to drop down and harrass you.
Another good tool at your disposal is the crew-served MG near the command post. This can be pretty effective for killing or just scaring away Axis. You want to keep the fueldump wall as clear as you can, so the Axis basically stay off your backs and you have some space to breathe.
This is also a good time to sneak in a covert ops into the dump. Sneaking an engy may be harder though since he won't have a uni so you could wait until the next stage before getting him in.
Make sure to gib your enemies especially in these stages. This is a pretty good map for axis medics, so give them a hard time.
Stage 4 - Escort the tank around back so it can destroy the side entrance
This is optional, but unless you're low on time, you really should do this, so the axis has to split their defense, and you have an easier route to the west defenses.
So, the strategy for this part is mostly similar to stage 3. Still have the engies focusing on the tank, and even if you're not an engy, help to escort it. Only rush their base if you manage to get a covert with a uni inside. Continue pushing aggressively out of the tunnels and don't get camped.
Stage 5 - Plant dynamite at the fuel dump
Basically, this is the biggest portion of the map if the axis didnt get you camped down in Stage 1. There are two ways this map is typically won. The first way is to have a covert ops and engy sneak into the dump building, go up to the roof, and then plant while both defenses are up. This makes it difficult for the Axis because then the only route their engies can take to defuse the dyno is through the dump building. Also, this way the covert can camp the route leading to the roof and nail any engies trying to come and defuse. Alternatively, he can just wait until the engies go to defuse the dyno, and then shoot them from the water tower. I've done this plenty of times, and it works well as long as the engy plants the dyno on top of the fuel tanks. (This way, I have a clear shot at any engy trying to defuse).
The other strategy is to go through the west defenses. To do this you either have an engy plant dyno or have a covert satchel it. (Covert is obviously better since satchel is faster). However, this strategy requires the whole support of the team. What you need to do is really get a bunch of guys flooding in through the side entrance and distracting the axis, giving your engy/coverts time to get in and plant. To aid in this, you can have artillery going in the front to cut off the Axis from getting over to the west side, as well as rambo medics or other sturdy fighters who go and spawncamp the axis to cut off reinforcements. You should try to rush the side entrance early, as soon as it blows, basically. This way you can gain control over this area and hopefully hold it for as long as possible without giving the Axis time to plant a ton of mines there. Mines at the side entrance can be a real pain, because there are some places where the axis can plant them which are not visible to covert ops trying to spot them from outside the base.
Ideally, your strategy on this stage should be to do both of these things at the same time. As I've said many times, infiltration is a risky strategy at best, so any strategy that focuses solely on it has a high chance of failing. (This is why having 5 covert ops is not a good idea!) On the other hand, planting on the roof makes it so much easier to defend the dyno, so it's still a worth risk taking.
Coverts should work on getting a uni, and getting in the dump building, while everyone else rushes the base. It's very important that Allies actually rush inside, instead of just staying around the perimeter of the base. You need to create some level of chaos, so that your engies and coverts can do their jobs. If you don't do that, and just stay outside the base, then the engies/covies will get nailed before they take 5 steps inside the base. This part really takes some coordination and teamwork.
Often you will manage to sneak in a covert ops or an engy, but not both at the same time. In this case, here's what you should do:

Engy: Hide in the dump building, either under the truck, or upstairs behind the desk in the little room. Hiding behind the truck is generally safer; however, if you hide in the room, then you may be able to get in the roof by yourself. Just wait until some Axis opens that door, then sneak up and kill him, and then go through the door.

Cvops: Assuming you already have a uni, either hide behind the truck, or get up on to the roof of the fueldump and get to the water tower. From here you can spot mines so that your teammates stand a better chance of getting in and meeting up with you. Be very careful that nobody sees you. Not only does that mean holding your fire, but it also means that while you are spotting mines, nobody can be looking at you because that results in your uni being lost.

If you aren't sure if the roof is clear, you can always try asking your team. If you have someone who is up on the big hill, he may have a good view of the roof and be able to give you information, or even snipe the guys on the roof for you so you can get up there.
Axis Strategy
Stage 1 - Prevent the tank from crossing the bridge

This is the part that Allies may often get stuck on. If you play your cards right, you can keep the Allies here for a long time. The key things to do here are to seize control of the bridge construction area, and to prevent the Allies from swarming through the footbridge route. Also, watch out for people trying to infiltrate coming through the sewers.
To control the bridge, you should use constant artillery strikes and/or airstrikes, along with a small team camping the area. This team should definitely include at least 1 medic. Also good would be a field ops (supply ammo, call airstrikes), MG, panzer, or engy. The engy can plant landmines near the construction boxes if they aren't being bombarded. Another possibility is to have a mortar, mainly just bombarding the construction site. Depending on how much Engineering XP the allies have vs. how much Heavy weapons XP the Axis has, you may be able to bombard the construction so often that no engy can stay alive long enough to finish the construction. This doesn't guarantee that you will win, of course, because of the fact that construction can be done cumulatively by many engineers- this is why you need to also have some troops camp the construction area and push the Allies back.
To prevent the Allies from coming on to your side, at least 2 of you should defend the footbridge route. In addition, an engy should plant landmines along the barbed wire spots where people might try to cross over. A panzer can be a big help in keeping enemies away. Do Not underestimate the Allies crossing over from the footbridge. If they get a couple of highly skilled rambo medics coming across, they can completely wreck your defense and the tank will be over the bridge in no time. Another possibility for poking a hole in your plan is they could have a a mortar raining shells down on the ridge. In this case, just be perceptive and see if you can notice the mortar's firing pattern so you can avoid it. For preventing infiltration, there are two options. The first is to guard the sewers, by standing near the top of the ladder, or somewhere in the sewer itself. The other option is to move your defense forward and take control of the bridge construction area so that basically nobody will get to the tunnel grate in the first place. You can also keep 1 guy staying back at the base so that if someone does get through, you'll get him. Personally I'd do a bit of both- have one MG stay in the sewers- from here he can shoot people either trying to come in, or even people up near the bridge construction. The rest of the people should take control of the bridge construction area. To get to the bridge construction area, you should go through the sewers, firstly because it's probably quickest, and also because that way you constantly you are exercising that route so that if any enemies are near there you can clear them out. If the tank makes it over, destroy the bridge and do everything you can to stop allies from coming over, including landmines and more artillery. Don't give up too easy on this part, you can still hold the Allies for a while even after the tank is across. Note that you could use the tank as a weapon against the Allies, but it's probably better to destroy it and not give them the opportunity to move it any further.
Stage 2 - Stop the tank from getting through the tunnels
When the tunnel doors are blown, you want to immediately take control over the tunnels. If you can keep a strong hold on the tunnel exits and camp the Allies in their own tunnels, it will be very hard for them to break out. Panzers, MGs, Rifle nades, and Rambo medics can be very effective here. Be very aggressive here, don't sit around in the base, there's nothing going on there. Call artillery on the far tunnel exit, because that's the one which takes the longest to get troops to. The allies might try to come out of there to harrass you or set up a command post.
Use the tower MG near the Allies command post against Allies coming out of the main tunnel exit. Other than that, just have lots of guys go into the tunnels and camp the Allies with plenty of nades, rifle nades, panzers, and medics. A well-placed MG can also be of great use on this part. It doesn't even matter so much if the Allies get the tank through the tunnels (this is usually inevitable anyways), what is important is that you take control of the area so that you can continue holding it through the next stages.
If the tank gets through the tunnels, its not a big deal, and it's usually inevitable in the end. Your main goal is to slow them down so you cut more time off them having a gaping hole into the dump. Engineers should be putting mines inside the gate and outside the defenses and dump building entrances, plus building the depot defenses if that hasn't already been done. Put up the MG tower if you havent done so yet and man it. If you can spare a mine or two, mine the command post entrance and close the garage doors so that they are forced to go through the mined area.
Stage 3 - Don't let the depot gate be destroyed
This is your last chance to prevent the tank from destroying the doors. Train your heavy weapons, fieldops skills, and grenades on the tank. If your team allows the tank to move even a bit, you aren't doing your job! Don't just assume the field ops will damage the tank every time with airstrikes, everyone should take responsibility for stopping the tank, which includes rifle nades, panzers, and nades.
Field ops should try to throw airstrikes rather than arty if the tank is currently repaired, because that does the job quicker. Once the tank is damaged, call arty on it to basically make the area surrounding the tank a very nasty place for engineers.
Rambo meds and other teammates should go out into the field and kill and engis that try and take shelter behind the tank while repairing it. If you don't do this, too often, the field ops will use his charge bar in stopping the tank, but 2 seconds later the engy will have the tank up and running again.
Snipers may be useful in thinning the ranks of the allies, or if you see an engy heading for the tank, or if he's hiding behind it but his head is slightly exposed, you can kill him. Don't forget to exploit hitboxes here, you may be able to kill him even if you can barely see him.
Stage 4 - Prevent the allies from destroying the side entrance
At this point the main entrance will be wide open, so although the Allies will still be trying to move the tank to the side, they may choose to start storming the front early. So now is a good time to set up some defensive measures, most importantly, a mobile MG guarding the front can be a big help.
Also make sure landmines are placed properly. I would argue against placing them in the main entrance itself, because those mines always seem to make a mess. Trust me, I have played medic so many times where I spend my time reviving people who got TK'd by those mines. Those mines are also bad because the engy may get shot while planting them, and because any Allied covert ops worth his salt will be constantly checking for mines at the main entrance. Places to plant landmines which would be good at this stage would be: the entrance to the dump building (since this is where infiltrators will inevitably head), the spots near the east And west defenses, and also some "last resort" mines placed inside the fuel tanks area itself.
Take the command post and hold it against the allies... Its where they resupply when escorting the tank, but if you take control of it then you can resupply yourself while fighting them. Thus I would actually suggest to NOT destroy their command post if you are able to control it since it helps you more than them. Of course this is different if the server allows Allies to spawn at the command post- then you definitely want to destroy it. Keep the tank destroyed, and use heavy artillery and airstrikes. As long as the tank is kept from advancing, then you only have to defend one entrance. This makes it almost impossible for the Allies to win unless the teams are horribly unbalanced, or unless they manage to infiltrate.
Stage 5 - Defend the dump
Protect the dump in any way possible. The best defense is a good offense, so try and camp the 3 exits from the tunnels, if possible. As long as they are contained to choke points, everything is so much easier. If you allow the Allies to clump up at the perimeter of your base unopposed, then you are really in for some hectic fighting. If they are any good, they will airstrike your base like crazy, and meanwhile charge in creating chaos. You should leave some guys to hold down the fort, however. MG's and landmines are very effective. If the side entrance is blown, make sure to spend plenty of landmines there, because that is the area where most Allies tend to attack. Try to plant the mines slightly out of sight so they can't be spotted by Allied covert ops, yet so that they will be in the path of enemies trying to sneak in.
It's also a good idea to have 1 guy always on the roof of the dump. He can do some job like sniping or mobile MG. However, just having him there is good because that way if some engy sneaks on to the roof, at least you'll have a last line of defense before he gets to plant dyno. Occasionally also make a run of the dump building, checking important spots like behind the truck or behind the desk where Allies like to hide while waiting for a covert ops with a uni or whatever. The dumbest thing is when the Allies sneak a cvops in who hides there for the entire map, and then 20 minutes later an engy manages to sneak in as well, and that costs you the game.
The engies should also stay close to home for the most part, repairing and mining the dump, and just being there in case things go to hell. If you have 3+ engies, then one or two can go out and fight, since rifle nades are so effective in camping the small tunnels.
Don't forget about the tank! Even though it's not moving, it's still a devastating weapon and can help to clear the area before a rush is made to the west side of your base. If the tank is repaired, let your team know immediately over team chat so everyone can avoid getting in it's view, and disable it if you can. As always I would recommend using an airstrike to disable the tank. However, it won't be easy for your field ops to get all the way to the tank if someone is manning its MG. So before you disable it, try to kill the guy manning the tank. If you have level 3 light weapons or a Sten, this is feasible as long as you're careful and you're quick about it. Once the immediate threat is gone, it helps to have a couple of guys (ideally medic+fdops) approach the tank, clear out any remaining enemies from there, and disable the tank with nades or an airstrike if you have a fdops.

McBeth
09-28-2009, 09:34 AM
Railgun Strategies


"A huge part of the work for Axis is in the last part of the map, when they want to fire the big gun. Allies are defending the gun very well from the top of it. The Allies spawn is near the gun with two ways (one behind and one in front of it). A good thing to do is to construct the gun control if it was blown. OK. And next? Go hide behind it before the Allies set up their last line of defense. The only thing your teammates must do is to drive the second thug near the gun (a medic with many packs can do that). The Allies will defend the path to gun control (i.e. the ladder).... But you are already here! In two seconds, go and fire the gun... They will not understand what happened: nobody has climbed the ladder!"

McBeth
09-28-2009, 09:35 AM
Radar Strategies


- Be unpredictable! (Fooling the Axis at Radar)
This tip from Patator_Warrior shows that sometimes the most unusual way is the best:
"Another funny tactics I tried is for Radar. When you have the East Radar Part and there is nothing around, go hide in the garage. It is very common for Axis to secure the truck to kill you before you can secure the radar part. And this is very common, too, that some Axis will try to kill you by getting by the command post. They think that you will hide somewhere (for example in the mansion or in the forward bunker or in the wooden barracks). After a moment, go to the truck by the main entrance WITHOUT firing as long as possible. If your teammates are distracting the Axis, you can secure the radar part without a shot... And the Axis will be VERY nervous.... :-)"

McBeth
09-28-2009, 09:35 AM
Battery Strategies

" Fast way to plant the dynamite to Gun Controls at Battery:
Usually, when you play Battery as Allied, you first take the forward bunker, and after that start attacking to the Gun Controls or try to go in from the back door. I consider this a better tactic:
When you start Battery as allied engineer, run straight to build the assault ramp. Then run up the assault ramp, and run to the door that leads to the Gun Control/Axis second spawn. Secure your back, and run to plant the dynamite. Also, there are some alternative tactics:
A: If the server doesn't have friendly fire on, you can ask someone to Support fire-,grenade or panzerboost yourself to the upper area.
B: After you have climbed up the assault ramp, you can try to trickjump to the window with the MG42. It is very, VERY hard, if you haven't done it before, but it isn't impossible. This way there is less chance of someone noticing you, and it is faster, too. I have done this many times, even against players, who can be considered as pros."
There I only can agree to [YT]PetriP-TNT. If you manage to run to the Gun controls instead of focusing on the forward bunker, the Axis surprise especially on Pubs is great. Nearly every time someone sneaks in from the front they think you came from the back. Funny :)
Mining the Entrance to the main bunker
Every tip has its counter-tip! :-) Thanks to Patator_Warrior for this one:
"For example, on Battery, you can place one or two mines in front of the door that leads to the gun room. It has two advantages: first, you ensure that nobody can sneak in by this door (in fact, the tip must be done very quickly without watching at the mines). Second, it delays the possible entering of Allies if you loose the forward bunker at the bad moment (full time before spawn! :-( ). The drawback is that you must watch out if you want to take the spawn again. But, a very useful tactic is to go through the MG42 nest to the forward bunker when the allies are in the first room. First, destroy the ramp if you are a covert and go to the flag... If you can defend the flag, your teammates must kill the Allies in the room, allowing you to prevent the Allies from rebuilding the ramp."

McBeth
09-28-2009, 09:39 AM
caen

Command Map


http://www.enemy-territory.net/images/caen-commandmap.jpg

Axis Spawn #1
Axis Spawn #2
Gate
MG
Ammo/Health (in spawn)
Ammo/Health
Allied Spawn #1
Allied Spawn #2
Command Post
Tank (start)
Tank (finish)
Escape Boat
Bridge
Tank Barrier
MG
Objective (in Battalion HQ)
The map is not very large compared to other maps and movement is restricted by the terrain and buildings. There are a few bottlenecks where the Axis can be held, but it is a fairly even design with probably an advantage for the defending Allies.
Spawn Locations:

http://www.enemy-territory.net/images/caen-axisspawn1.jpg The Axis begin at a spawn point in the extreme south of the map
http://www.enemy-territory.net/images/caen-alliedspawn1.jpg The Allied initial spawn can be capture by the Axis and ...
http://www.enemy-territory.net/images/caen-axisspawn2.jpg ...will become the new Axis spawn
http://www.enemy-territory.net/images/caen-alliedspawn2.jpg Once the Axis capture their second spawn point the Allies will spawn at the extreme north of the map


Objectives

Axis Objectives:


Get tank across bridge http://www.enemy-territory.net/images/caen-tank.jpg

Tank at starting position
http://www.enemy-territory.net/images/caen-bridge.jpg Bridge must be built for tank to cross river
http://www.enemy-territory.net/images/caen-dynoatbarrier.jpg Dynamite planted at tank barrier


Get tank to document building http://www.enemy-territory.net/images/caen-preblast.jpg Tank ready to destroy Battalion HQ wall
http://www.enemy-territory.net/images/caen-bathqhole.jpg Tank destroys wall
Steal documents
http://www.enemy-territory.net/images/caen-objective.jpg Objective on table in Battalion HQ
http://www.enemy-territory.net/images/caen-bathqantenna.jpg Alternate #2 to Objective is through roof of HQ once wall is destroyed by tank
http://www.enemy-territory.net/images/caen-bathqbackdoor.jpg Alternate #3 to Objective is through the locked door at back of the HQ
Take documents to boat
http://www.enemy-territory.net/images/caen-escapeboat.jpg Escape boat sits in river waiting for objective
Allied Objectives:


Delay all Axis objectives
[/URL]

Constructibles

Allied Constructibles:


Gate http://www.enemy-territory.net/images/caen-gate.jpg The gate blocks one route for the Axis to get to spawn #2
Command Post
There is only one command post on the map and it sits to the right of the arch facing Allied Spawn #1 (aka Axis Spawn #2). Once the Axis have taken the spawn, it would be very difficult for the Allies to keep the command post.
MG Nests
There are two MGs for the Allies to build: One is located through a back door in Allied Spawn #1 and faces Axis Spawn #1 through a small window; the other is on the opposite side of the bridge facing the Axis approach route to the bridge. Neither is easily defended and can rebuilt many times during the game.
Tank Barrier
The tank barrier is not built at the map start and must be built by the Allies. The tank barrier is in the open area just after the bridge. Defending this point is relatively easy for the Allies. It may have to be built several times if the Axis engineers are good. Once the tank crosses this point the barrier cannot be rebuilt.
http://www.enemy-territory.net/images/caen-dynoatbarrier.jpg The Axis tank cannot reach the Battalion HQ if the tank barrier is built adjacent to the bridge
Axis Constructibles


Command Post
Once the Axis captures Axis Spawn #2, the command post is located on the right side above the arch facing the spawn.
Bridge
The Allies can destroy the bridge with dynamite to prevent the tank from reaching the Battalion HQ. The bridge can be rebuilt many times during the map, but an aggressive Axis team can usually keep Allied engineers out of the area.
Tank
The tank must be repaired before it will begin its path to the Battalion HQ building. The tank must be escorted or it will not move. Because the tank is such an easy, slow-moving target for airstrikes and mortars, it may be repaired many times during the map.
[URL="http://www.enemy-territory.net/caen.html#TOC"] (http://www.enemy-territory.net/caen.html#TOC)

Vehicles

Tank


The Axis have a tank waiting to be repaired to help them break into the Allied Battalion HQ. The Axis must:
Repair the Tank
Escort the tank across the bridge (if built)
Destroy the Tank Barrier (if built)
Escort the tank to the Battalion HQ
Keep the tank running until it blasts through the wall of the HQ.
The Escape Boat

The boat does not move and cannot be damaged. Getting the documents to the boat will win the game for the Axis.

McBeth
09-28-2009, 09:41 AM
Venice is a fairly large and complex map: The Allies must escort a tank out of the range of an AT gun and into position near the Axis spawn to destroy an outpost to cross the river. Then they must escort the tank into a position where it can blow a hole in the library where the objective is stored. Then they must cross the river, get into the library, get the objective and deliver it to a boat. THEN they must escort the boat down the river to an awaiting truck!
The map is spread out and is built as one great big battleground: this map has places for snipers, mgs, great airstrike locations and plenty of things for engineers to build and destroy. This means that you will need all classes to win this map for either side. Of course, a one-on-one would probably have to be two engineers, at least at the beginning.

McBeth
09-28-2009, 09:41 AM
Supply Depot overview

by Raj (a.k.a. "velocity")

http://www.enemy-territory.net/images/supply_overview.jpgThis is a small map compared to the stock maps, which makes for great fast-paced gameplay. Most competitive players like supplydepot.

The objective for this map is the Allies must steal gold (G) from the Axis, and drive off with it on their truck. The way of the truck is marked with blue arrows in the picture.

Here's the sequence of events on this map:

1. Drive the truck to the axis forward bunker (in the picture the blue 2) and plant dynamite at the gate (FBG - forward bunker gate) to blow it.
- At this point you can also run upstairs and capture the flag, so you can spawn at the forward bunker. However, once the dyno blows, you'll get the bunker as your spawnpoint anyways. Upstairs you can also blow the rear forward spawn door (FSD) to get quickly outside from upstairs.

2. Drive the truck to the main gate (DG) of the supply depot and blow it with dyno.
- At this time, you can also build a command post (CP) at the shack which is on the way to the depot. This command post can be built by either side, but if the Allies build it, they can spawn there.
[wWw]Stablo submitted a demo of how to get on top of the command post shack. A great camping spot, especially for Axis!

Download demo0006.dm_84 (http://www.enemy-territory.net/demos/demo0006.dm_84).

- You can also plant dyno on some weak areas of the supply depot wall to create 2 additional entrances for you to enter the depot from (in the picture WDW - west depot wall and EDW - east depot wall). However, the main gate MUST be blown so you can get the truck through.

http://www.enemy-territory.net/images/depot.jpg

3. Move the truck into position to receive the gold (G)

4. Construct the crane controls and load the gold on to the truck
- You must go into the Axis warehouse, then go up the stairs. On the 2nd floor, you will find some construction boxes. Construct those to build the "crane controls". Then all you have to do is go up to the controls and touch them to load the gold on to the truck. (Assuming the truck is in position.). The Axis can dynamite the crane controls once they are built.
- Note, instead of going into the warehouse and climbing upstairs, another route to get to the 2nd floor of the warehouse is by going in the fenced area and climbing up the long ladder. Unfortunately, the Axis will close up the fenced area with a bunch of wooden planks (DF - depot fence) to keep you out. You can destroy this barrier with a satchel or dyno though.

5. Drive away with the truck! - The truck can't be damaged like it can in Goldrush, so this makes things a lot easier.

McBeth
09-28-2009, 09:42 AM
Beach
This is a conversion of Beach from RtCW. For the most part it seems to be a pretty faithful conversion; the only big difference that I have noticed is that there is a command post you can build. There are also other maps based on the RtCW Beach map such as D-Day, but mp_beach is the "official" Beach map for ET.

The objective for this map is the Allies must steal war documents from the Axis and transmit them with the Axis' own radio equipment.

Here's the sequence of events on this map:

1. Allies start on the beach. Plant dyno at the two main gates along the wall of the Axis compound. Meanwhile, it's possible to also get over the wall by stacking and jumping over, although you'll take 25 HP damage from the barbed wire along the top of the wall.

2. Capture the forward bunker after you blow the sea wall door. It's optional but definitely a good idea because it gives you a much closer spawn point.

3. Run in and steal the axis documents. The documents are lying on a table inside the War Room, which is in the lower floor of the Axis base. The most common way to get there is to first climb up to the top floor of the Axis base, and then take a long set of stairs down to the basement. You can also go through the Axis spawn to get there, or you can crawl through the ducts.

4. Once you steal the documents, you need to go to the axis spawn area, on the top level of the base. Near the spawn, there is a room with a bunch of radio equipment. To secure the parts, you simply need to run into the room and go near the radio equipment while holding the parts.

McBeth
09-28-2009, 09:43 AM
Ice
This is a conversion of Ice from RtCW.

The objective for this map is the Axis must steal war documents from the Allies and transmit them with radio equipment. (Yes, that's right! ALLIES playing defense for once).

Here's the sequence of events on this map:

1. Axis can capture the forward bunker and build a command post.

2. Axis must get into the Allied base and steal the secret War Documents.

3. Axis runs away with documents and transmits them using radio equipment.

McBeth
09-28-2009, 09:43 AM
TC_Base

This is a very simple map in terms of objectives. Most maps consist of several stages, but with TC_Base, the Allies just need to complete 2 objectives:

1) Dynamite the North radar
2) Dynamite the South radar

The Axis's job is to stop the Allies from planting. Usually the Axis camps the high ground near the radars, employing panzers, field ops, and medics to stop the Allies from getting
in. There are also some places where a mobile MG can come in very handy.