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---BETA 2.0---
Guide Version 1.34
by bad wolf
[email protected]
This document copyright 2002
This document can be copied without my permission for personal use, but not
distributed for public exhibition (displayed on a website, for example)
without my permission. It cannot be copied to a CD for distribution, either.
Basically, don't try to make money off of it.well not without my permission feel
free to send comments, howlers ,corrections ,recommendation ,help as the best ones
will be given as credits [howlers no included]
===========
===INDEX===
===========
1.0 - General Information
1.1 - What is Day of Defeat?
2.0 - Gameplay Specifics
2.1 - Proning
2.2 - Crouching
2.3 - Recoil
2.4 - Accuracy
2.5 - Stamina and Sprinting
2.6 - Swimming and climbing
2.7 - Jumping
2.8 - Bandaging
2.9 - Reloading
2.10 - Sound and Sight
2.11 - Using Machine Guns
2.12 - Capturing Flags
2.13 - Respawning
2.14 - Getting Hit
2.15 - Mission Timer
2.16 - VGUI
3.0 - Classes
3.1 - Rifleman
3.2 - Sergeant
3.3 - Support Infantry
3.4 - Sniper
3.5 - Machine Gunner
3.6 - Grenadier
3.7 - Unteroffizier
3.8 - Scharführer
3.9 - Scharfschuetze
3.10 - MG-Schütze
4.0 - Weapons
4.1 - M1 Garand
4.2 - Thompson SMG
4.3 - M1 Carbine
4.4 - BAR
4.5 - Springfield '03
4.6 - .30-Cal MG
4.7 - Colt 1911 Pistol
4.8 - U.S. Issue Knife
4.9 - Fragmentation Grenade
4.10 - Mauser Karbiner 98K
4.11 - MP40
4.12 - MP44
4.13 - Mauser Karbiner 98K Sniper Rifle
4.14 - MG34
4.15 - MG42
4.16 - P08 Luger
4.17 - Spade
4.18 - SS Knife
4.19 - Stielhandgranate 24
5.0 - Maps
5.1 - Overlord
5.2 - Dog 1
5.3 - Avalanche
5.4 - Caen2
5.5 - Anzio
5.6 - Zafod
5.7 - Thunder
5.8 - Ramelle
5.9 - Heutau
5.10 - Schwetzingen
6.0 - Elements of Online Play
6.1 - Lag
6.2 - Dealing with lag
6.3 - Teamplay and You
6.4 - They're beating the @#$% out of us!
7.0 - Voice Communication
7.1 - How do I set up voice communication?
7.2 - I need more than that!
7.3 - Strategies for voice chat
8.0 - Conclusion, Version History, Other Stuff, and Acknowledgements
8.1 - Conclusion
8.2 - Other Stuff
8.3 - Version History
8.4 - Acknowledgments
=============================
===1.0 GENERAL INFORMATION===
=============================
--------------------------
1.1 What is Day of Defeat?
--------------------------
Day of Defeat (DoD) is a total conversion for Half-Life that attempts to
recreate the great feel of WWII small unit tactics in the Western European
theater. Currently, it is multiplayer-only (though you can download bots like
the excellent Sturmbot [Thanks to trob32 for this recommendation!]). It is
free for download, and playable by anyone who has Half-Life or Counter-Strike
Retail. Its official headquarters can be found at
"http://www.dayofdefeatmod.com" (minus the quotation marks, of course). As
evinced by this guide, it comes highly recommended.
---------------------
1.2 How do I get DoD?
---------------------
DoD is a monster download (142 MBs!), and that is why I've included here a
brief plan for getting this MOD. While it is likely a major magazine (or even
more likely, all of them) will carry the latest beta release on their monthly
CD-ROM in the future, 56kers who are craving their DoD fix now must often
endure 10 or more hours of downloading from a mirror. First, grab a download
manager ("GetRight" works fine). Second, find a mirror that seems stable
(FilePlanet never works for me, so I found a third-party site from the table
of links at the DoD website). Third, try to download it all at one time,
preferably overnight. If none of this works, get a friend to burn the beta
onto a CD or something.
---------------------------------
1.3 What is this guide meant for?
---------------------------------
I'm no big authority on DoD, so comments/flames/tips/errors/whatever are
welcome. I have put in plenty of time, and usually place first in the public
servers, so I have some knowledge of what I'm writing about. This guide is
meant to help the legit player, not the cheap person who hacks the game or
exploits bugs in the maps or the program. It also assumes you want to help
your team complete the mission (i.e., you don't hang back with an MG and score
a lot of kills with no deaths while your team suffers for the lack of a
machine gunner). It is meant to be a supplement for the excellent
documentation included both with the mod and on the official DoD website. I
really don't want to write the bloated FAQ/Strategy Guides that tell you how
to wipe your butt; I assume you have at least a passing familiarity with FPS
conventions like moving, shooting, and reloading.
----------------------------------------
1.4 Can you give me specific statistics?
----------------------------------------
I don't really have the inclination to test all the game's weapons in a
controlled setting against a bunch of targets, or to test actual damages by
the numbers (all the weapons, even the melee ones, are very deadly anyway).
What I _can_ write from is firsthand experience with all the weapons and the
strategies for using each. I'm sure future FAQs will go into such detail, but
I personally do not see the point.
--------------------------
1.5 Who is this guide for?
--------------------------
Although truly advanced players should find no real surprises here,
intermediate and beginner players will learn quite a bit. Also, with every
version change, I plan to update accordingly, so look here for the newest
strategies for new versions and maps.
============================
===2.0 GAMEPLAY SPECIFICS===
============================
Day of Defeat has many gameplay elements that may be unfamiliar to newbies.
The following is a listing of explanations and strategies of DoD-specific
elements aimed at getting people up to speed. A lot of standard FPS
conventions work rather poorly in DoD; circle-strafing, for example, is
suicide. You may have to unlearn old habits to be successful in DoD.
-----------
2.1 Proning
-----------
DoD, like other realistic games, features the ability to lie prone (default
"q" key), called "proning" for short. Proning has a number of distinct
advantages; it renders you much smaller to the enemy (most of the time - watch
out if they get the "top shot" on you) and so you avoid most incoming fire.
You are also much harder to see, as well, and can hide behind low barriers
that would only come up to your knees if you were standing. Your shots are
more accurate, and recoil is greatly reduced. The problems? You only move
slowly while proning, and you can't shoot and move at the same time. After
moving when prone, you are also unable to draw your weapon for a split-second
(bad news if an enemy runs around the corner while you're creeping up). You
also are less mobile since you cannot stand up and move around instantly
(again, this is a real problem if a grenade lands in front of you). Proning is
good if there's a lot of cover, a large elevation difference between you and
your enemy, or if the map is complex and they won't come upon you. Proning is
generally bad in the middle of city streets and near corners.
-------------
2.2 Crouching
-------------
Crouching (default is holding "Ctrl") offers a happy medium between proning
and standing, and is ideal for Garand users and the like who need to be
stationary to fire, but also want to stay mobile. You can instantly go in and
out of a crouch with your weapon ready to fire at all times, eliminating the
vulnerable split-second it takes to draw your weapon after going up from a
prone position. In fact, whenever I fire a weapon and don't need to shoot over
an obstruction, I crouch to make my shots more accurate. There's only one real
downside to crouching - good enemies will adjust their aim rapidly, and thus
enemy rounds will generally score head and chest hits instead of leg or
stomach hits.
----------
2.3 Recoil
----------
DoD has a recoil system that drives the muzzle of a weapon up as it is fired.
This is especially noticeable with the M1 Garand and other powerful guns.
While there is always a raging debate over whether the recoils are too hard or
too soft, dealing with recoil is the same across the board. Either aim low and
let the recoil take the weapon up (lazy man's approach) or manually adjust the
recoil while shooting. I personally prefer the latter since it conserves
accuracy and ammunition, but sometimes careful aim just isn't possible or
expedient. Use the white puffs of bullet impacts to help train your hands to
deal with the recoil of DoD's many weapons.
------------
2.4 Accuracy
------------
Hitting what you shoot at is always critical, and chest and head hits will do
substantially more damage than limb hits. Moving in DoD sucks away your
accuracy, just as in real life. This decrease is represented by the moving
center part of the crosshair that represents the muzzle of your weapon
swinging around. While a stationary shooter can usually land his first shot no
matter what his weapon is, this changes when you are jogging around the map.
Few weapons are effective on the run; careful control and good strafing skill
will expand that selection as a DoD player's experience rises. In my time, I
have seen plenty of skilled players nail enemies with weapons like the Garand
and even the MP44 when in motion. In very close quarters, however, accuracy
concerns go out the window; don't be afraid to move around in confined
battles.
-------------------------
2.5 Stamina and Sprinting
-------------------------
Bunny-hops and wild sprinting are prevented in DoD by the stamina meter, a
multicolored vertical column in the lower left part of the screen that rises
and falls according to how much physical action you undergo. Jumping,
sprinting, and firing a machine gun while moving will all significantly eat
away from your stamina (firing other weapons while moving doesn't seem to
affect the meter much). Crouching or standing allows you to catch your breath.
Keep in mind that THE LOWER THE BAR IS, THE SLOWER YOU WILL BE WHEN YOU COME
OUT OF SPRINT. It does not pay to sprint at the beginning of the round, as
soon you will be huffing and puffing as the stamina bar dwindles. Even if you
don't let it all run out, you will still go much slower (unlike the stamina
system of Diablo II).
-------------------------
2.6 Swimming and Climbing
-------------------------
Many maps have ropes, ladders, and other implements to enable you to climb to
another level. Simply move forward face first (or very carefully in other
directions) into these objects to climb up or down automatically. Beware,
however; weapons are unusable while on a ladder. Swimming is fairly
straightforward in DoD, as the movement controls are the same underwater as on
land. Again, it is impossible to use weapons while underwater (though floating
on the service allows you to shoot), and enemy fire can shoot through water to
kill pretty easily.
-----------
2.7 Jumping
-----------
As stated before, jumping (hit the space bar) to avoid incoming fire is
ineffective, as when you come out of the jump, you move more slowly. It
deserves mention that the Half-Life convention of "crouch-jumping" (hit the
space bar and then "Ctrl" while in the air while moving forward) is in DoD; it
provides a way to get your legs over tall obstacles. Also note that fall
damage is modeled in DoD; drop anything more than about 20 meters, and you
die.
-------------
2.8 Bandaging
-------------
Some nasty hits, particularly with explosions and high-caliber weapons to the
torso, cause bleeding (a blood drop icon appears at the left of the screen).
Get away from the enemy (eliminate him if you can) and bandage immediately
(default is "z"). You are defenseless while bandaging (indicated by a bandage
icon of the left of the screen), so find cover or another teammate to guard
you (preferably both). The pain sound you make when bleeding is audible to
others.
-------------
2.9 Reloading
-------------
Reloading in DoD is much like real life; that is, when you reload, you lose
the entire clip, instead of having the empty portion subtracted out of an
abstracted "ammo supply." Take this into consideration when using weapons with
limited numbers of magazines (i.e., anything that isn't a rifle) and try not
to fire any potshots. Ammo can be dropped with the "j" key, but this function
of DoD is very rarely employed. Note also that Light Infantry/Grenadier
players can drop MG ammo (default is "H" key) to supply MG players who have
run out of ammo (this is really only necessary in sustained firefights, or if
the machine gunner is very good and has expended his ammo killing the enemy).
Reloading an MG takes an eternity, so don't do it on the front lines.
-------------------
2.10 Sound and Sight
-------------------
Listening to your surroundings is vitally important in DoD. Learn the weapon
sounds and you'll know whether you're dealing with an MP40 or an MG42. Key on
movement sounds like people running around, going up ladders, opening doors,
reloading, going prone, etc.; these clues will give you advance intelligence
on the enemy, especially in a dark house or a crowded alley. Visually, learn
to discern the trajectory of incoming fire that is being directed at your
teammates, then flank and attack. When you see the corpse of a teammate, be
cautious and try not to suffer the same fate. Look closely for flying
grenades, hidden snipers, and other elements of the battlefield, but try to
keep moving.
-----------------------
2.11 Using Machine Guns
-----------------------
Machine guns are basically worthless when not deployed (sure they can "spray
and pray" up close, but so can other weapons, and a lot more effectively). To
deploy an MG, go prone and use the secondary fire key (default is right
click). In a split-second, the bipod is down, and you are ready to rock and
roll. Your range of motion will be restricted however, both horizontally and
vertically, so be careful about where you deploy. Also, you cannot "undeploy"
as fast as you can deploy. Alternately, you can search for MG nests
(windowsills, barricades, and bunkers that you can steady the MG bipod on) and
simply right click when the "MG Nest" icon appears to the left of the screen
(it may take a bit of fiddling around with your placement). Additionally, MGs
can only be reloaded when deployed.
--------------------
2.12 Capturing Flags
--------------------
Capturing flags in DoD is done in two ways. Some flags need merely to be run
over to be taken. Other flags, however, require one or more teammates to
capture and hold the position. The required number of men will be shown under
the flag in question as a fraction, colored green for Allies and red for Axis.
Your progress will be shown by the flag icon (at the top of the screen)
gradually turning into your flag. Note, however, that enemies see this icon as
well, and will come to off you while you hold the objective to break your
capture attempt. Some flags take practically forever to capture, so this can
be a major concern.
----------------
2.13 Getting Hit
----------------
Unlike many other Half-Life engine games, DoD does not feature the standard
directional indicator that tells where damage is coming from. In addition to
causing damage that is registered on the (rather thin) red "health bar" and
body picture in the lower left portion of the screen, getting hit by either
friendly or enemy fire flashes your screen red and will also slow you down, if
not stopping you in your tracks. Headshots are basically fatal, and chest
shots are pretty deadly as well. When fired upon, your first instinct may be
to go prone or to whirl around to see who's firing, but many guns don't have
tracers. Instead, sprint to hard cover, juking around randomly with your
strafe keys.
---------------
2.14 Respawning
---------------
When you get killed in DoD, you do not respawn immediately. Instead, you must
wait for the next wave of your team to be sent out. At the bottom of the
screen is a digital clock representing the time until this next wave can be
spawned; this timer is started by the first death on your team and remains the
same, no matter how many people die in the intervening time. This is
tactically VERY dangerous; smart teams kill off a bunch of enemies
simultaneously, and then capture flags or move up their MGs to squeeze their
opponents in the time it takes to respawn the wave. On the other hand, in
beachhead maps, you can more readily overwhelm the enemy using a large wave
attack than with a one-by-one spawning style.
------------------
2.15 Mission Timer
------------------
Another small clock, located at the top of the screen, represents the time
left to complete the mission. Watch your time and plan your strategy
accordingly, as losing the round means your team gets ZERO points. As time
winds down, don't waste time being defensive; rush and take those flags!
---------
2.16 VGUI
---------
The VGUI is a menu that can be brought up using the "k" key. Unfortunately,
most of its commands are redundant. Team changes and class changes can be
accomplished more efficiently using the specific hotkeys for both. Voice
commands are often pointless compared to real-time voice communication and
even a quick team chat (press the "u" key). Almost nobody ever uses the hand
signals in the field of battle, and stopping bleeding should be an instant
reflex, not something where you have to go into a menu. When all is said and
done, the VGUI is a convenience, but nothing more.
==========================
===3.0 CLASS STRATEGIES===
==========================
DoD is class-based, and after picking your side (or pressing the "change
sides" key; default is "v") or upon pressing the "class change" key (default
is "c"), a menu will appear that allows you to select your class. Each class
has default weapons; you cannot order up a specific loadout. Unlike previous
versions of DoD, Beta 2.0's classes move at fairly equal rates of speed.
Stamina drain when carrying larger weapons like machine guns is much greater,
however.
======
ALLIES
======
------------
3.1 Rifleman
------------
LOADOUT: M1 Garand w/ 11 clips, Colt 1911 w/ 3 clips, U.S. Knife, 2 Grenades
The Rifleman (formerly Light Infantry in previous versions) is a class that
can be fairly difficult to play. Lacking an automatic fire weapon, Riflemen
must stay out of close combat but must also avoid long-range engagements with
snipers, as the Garand has too great a recoil to make it effective against an
entrenched sniper. In truth, the M1 is best used while completely stationary;
wait for Axis troops to advance into your killing zone, fire a few rounds, and
then advance or retreat depending on how you fared. Some Garand users even
become accustomed to drawing their pistols as soon as the battle comes to
close quarters. Crouching is almost mandatory for this class, as the heavy
recoil of the M1 becomes much easier to control. Grenade use is also key to
performing well in this class; try never to die without first using up your
grenades.
------------
3.2 Sergeant
------------
LOADOUT: M1 Carbine w/ 11 clips *or* Thompson SMG w/ 7 clips, Colt 1911 w/ 3
clips, U.S. Knife, 1 Grenade
This is the class for assaults. Sergeants have a weapon (be it either the
Thompson SMG or the M1 carbine) that allows them to fire on the move, avoiding
many of the fixed ambushes and grenades that would befall a less mobile class
like the Rifleman. They are practically useless against distant foes when
moving; however, even a Tommygun can turn into a decently accurate weapon when
used in a prone position (perfect for setting up an impromptu defense). In a
battle, Sergeant-class players should seek the hidden alleys and tunnels that
honeycomb most DoD maps. They should then flank the enemy or support their
squad at that advanced position. It is suicide for them to engage MGs,
snipers, or assault rifles in the open unless there is a lot of cover.
Choosing the Thompson M1 means a deadly close-range attack and decent mid-
range capabilities; the M1 carbine is much less effective at close range, but
gives a better chance of hitting the enemy from medium and long range.
--------------------
3.3 Support Infantry
--------------------
LOADOUT: BAR w/ 12 clips, Colt 1911 w/ 3 clips, U.S. Knife, 1 Grenade
Wielding the Browning Automatic Rifle, the Support Infantryman is able to do
most of the things the other classes can do, but less expertly. He can spray
in close range fights, but the recoil and slow cyclic speed of the BAR makes
this difficult against MP40-using Unteroffiziers. He can successfully tag
enemies with 5-6 rounds in medium range confrontations, but a good Grenadier
can kill in a single hit. He can unload into enemy bunkers and sniping nests,
but he cannot sustain this fire, nor can he ever achieve the accuracy of a
true sniping weapon or light machine gun. In light of these shortcomings,
stick with a teammate or two and take the point - you are more likely to
survive an enemy attack than the other classes because you are more versatile.
Lay down bursts of fire to wound or at least drive off enemies if possible. A
real responsibility for the BAR man is the penetration of cover - use the BAR
to shoot through thin obstacles enemies may be hiding behind.
----------
3.4 Sniper
----------
LOADOUT: Springfield '03 w/ 11 clips, Colt 1911 w/ 3 clips, U.S. Knife
Although real WWII sharpshooters were perhaps not quite as important to the
war effort, in DoD, they are essential in many situations. Snipers, especially
in "Beachhead" maps, _must_ hunt for enemy players at all times. Targets
should be queued in priority order: enemy snipers first, MGs second, and then
everything else. When playing a sniper, find a spot and start sniping; trying
to be mobile may be more fun, but sticking to a good perch is far more helpful
(if you're into mobile sniping, try the Rifleman class). Note that sniper
rounds can penetrate thin walls and barricades like other rifle rounds; use
this to kill off concealed crouching and prone enemies. Always crouch or prone
when sniping, and once the enemy knows where you are, displace to a new
position. Draw your pistol when on the move, as the unzoomed sniper in DoD is
far more vulnerable than in other games like CS.
------------------
3.5 Machine Gunner
------------------
LOADOUT: M1919A4 .30 Caliber Machine Gun w/ two 150-round belts
Suppression is the name of the game here. What the .30-cal lacks in accuracy
or raw power compared to the Axis MGs is made up by the ability to keep enemy
heads down, and the dedicated machine gunner is important to team survival.
When an appropriate nest can be found, you can almost play sniper; the
deployed machine gun is surprisingly accurate and spits out a lot of rounds.
At other times, simply cover advances and routes towards the enemy spawning
point by laying down a continuous barrage of fire. Alternately, when there is
no set path of advance, set up in a corner of the map and just wait for the
enemy before plastering him. Shoot at anything that doesn't look right; you
can sustain the longest period of fire in the game. Be sure, though, to move
up when team members clear the visible area. Undeployed, you are totally
defenseless except at point-blank range.
====
AXIS
====
-------------
3.6 Grenadier
-------------
LOADOUT: Kar 98 w/ 13 clips, Luger P08 w/ 3 clips, Spade, 4 Stick Grenades
Even more so than the Rifleman, the Grenadier must expend his stock of
grenades before dying. With four grenades, a few Grenadiers can set up whole
zones of explosions that leave entire squads in shambles. When in doubt about
a door or blind corner, toss a grenade, and then advance. After enemies start
to get wise, toss a grenade, wait a few seconds, then toss another one.
Enemies running through after the first blast will get caught by the second. A
few quick grenades can provide enough cover to get into a position to kill off
that annoying MG or sniper. The Mauser bolt-action rifle served Germany
through TWO World Wars for a reason; a single hit in the chest or head will
drop an enemy, no questions asked. It is also easier to hit enemies while
moving with the kar98 than with other rifles; a common strategy is to pop out
of cover and fire a potshot at an approaching enemy. If you miss, retreat and
prepare again.
-----------------
3.7 Unteroffizier
-----------------
LOADOUT: MP40 w/ 7 clips, Luger P08 w/ 3 clips, Spade, 1 Stick Grenade
Extremely similar to the American Sergeant, the Unteroffizier is adept at
battling just about anything at close range. The Unteroffizier is ideal for
sweeping the side areas of the map, though he is less suited to turning into a
static defender than the Sergeant. He can kill off many unprepared opponents
at a time in close quarters. Because of the nature of the other German troops'
weapons, you may want to lead teammates into hostile territory, as your weapon
puts out a good amount of lead on the move more accurately than the MP44 or
the K98, enabling them to get in position to attack.
---------------
3.8 Scharführer
---------------
LOADOUT: MP44 w/ 7 clips, Luger P08 w/ 3 clips, Spade, 1 Stick Grenade
The Scharführer is a very balanced class much like the Support Infantry of the
Allies, but that is where the similarities end. While the Support Infantry
takes a forward position in a squad to provide overwatch and cover, the
Scharführer class can play lone wolf or hang back and guard the sides and
rear. This class is brutally effective in close combat, and competent in
medium engagements, as well. Long ranges present a slight problem, so use
cover and move up on the enemy, or prone and burst to get good shots off.
Moving and firing is less of an option, but certainly doable. This class
should be the first to confront enemy attackers breaking through the lines,
and the first to counterattack.
------------------
3.9 Scharfschuetze
------------------
LOADOUT: Scoped Kar 98 w/ 13 clips, Luger P08 w/ 3 clips, SS Knife
The German sniper class is basically identical to the American sniper class.
Even the American sniping weapon, the Springfield '03, is basically a copy of
the German Mauser. Play with both classes is essentially identical.
---------------
3.10 MG-Schütze
---------------
LOADOUT: MG42 w/ 2 250-round belts *or* MG34 w/ 5 75-round assault drums
Again, this class is much like the American machine gunner. Keep in mind that
the machine gun is critical to German tactics; German machine gunners must
accompany team members into battle to prevent crowds of distant Garand and BAR
users from ripping apart a squad. Get others to distract the enemy, and
quickly deploy. With any luck, your MG will suddenly become the center of
attention, and your teammates can take their shots at leisure. Avoid deploying
near blind corners and overhangs, lest an enemy toss a grenade or flank you.
The tactical needs of the map should determine your selection of machine guns;
the MG42 is ideal for most maps for general purpose firepower. The MG34 is
_much_ better at long ranges and can shoot decently undeployed; try sneaking
past enemy lines and ambushing enemies from a position that overlooks their
attack lines from a distance.
==========================
===4.0 WEAPON SPECIFICS===
==========================
Day of Defeat brings a good deal of famous WWII-era weapons to life. Each
weapon has its own "sweet spots" and quirks that may not be obvious upon first
playing. With the Allied Sergeant and the Axis MG-Schütze, you can select the
weapon type you want simply by clicking on the image of the weapon you want. I
have elected not to put weapon accuracies, damages, and recoils in a big table
since the values of such numbers change dynamically in combat.
======
ALLIES
======
-------------
4.1 M1 Garand
-------------
This .30-06 semiautomatic rifle was the primary weapon of most American
infantry squads in 1944. In DoD, it kills in a single hit to the chest or
head, but the recoil is fairly heavy. It has a fast rate of fire compared to
bolt-action weapons and a larger clip (eight rounds versus five) than most
rifles, though. Control the recoil either by pushing down hard when the weapon
kicks, or by going prone. The Garand is inaccurate on the move; the "movement
sway" is fairly large. The rifle is best at medium and long ranges, as the
Garand's relatively slow rate of fire pales in comparison to automatic German
weapons. The only major flaw of the weapon is that partially fired magazines
cannot be unloaded, as the internal magazine ejection mechanism is powered by
the same gas blowback that works the bolt. The practical upshot of this is
that to get a fresh clip, you must first fire off your remaining rounds,
revealing your position. When the Garand runs out of ammo, the empty magazine
is ejected, letting out a "ping" sound that alerts everyone that you're out of
ammo. Of course, you should have never let the enemy get that close in the
first place...
---------------------------
4.2 Thompson Submachine Gun
---------------------------
Developed as a "trench broom" for close quarters, the "Tommygun" was much less
common on the battlefield than the M1 rifle, primarily due to its maximum
effective range of 50 meters. Unlike the rifle rounds used by other weapons in
the game, the .45 ACP rounds used by the Thompson cannot penetrate walls and
doors. A large rate of fire (around 900 rounds per minute) and decent damage
per bullet makes the Tommygun a devastatingly effective weapon for close and
close-to-medium engagements, however; two to three good hits will down an
opponent, and the weapon can be used fairly easily while moving. For players
with less precise aim, the Tommygun allows a high degree of combat
effectiveness, especially those who are cursed with a poor mouse or
connection. Proning makes the Tommygun accurate to medium range, but this gun
should never be used against long-range opponents, except as maybe a
distraction or to add suppressing fire to help other teammates, since three
out of four rounds you fire will miss.
--------------
4.3 M1 Carbine
--------------
Issued to "second line" personnel (such as artillery crews and the like), the
M1 Carbine is smaller, easier to handle, and easier to shoot than the full-
sized Garand, just as in real life. While this weapon didn't see as much
rigorous front-line combat as the Garand (save for the folding stock variants
used by the airborne), the carbine in DoD provides a longer-ranged alternative
to the Thompson. Its shortened .30-06 rounds do far less damage than the other
rifle rounds in the game (they are basically equivalent to the .45 ACP
Tommygun rounds in terms of stopping power, perhaps maybe even a little
weaker), but its recoil is very forgiving. The carbine has a magazine that is
twice as large as the Garand's, shoots about twice as fast, and, unlike the
Garand, can be reloaded at any time. The carbine is almost an ideal medium
range weapon, and can deliver decent long-range fire when used while prone. It
is obviously less effective in close quarters than the Tommygun, but can be
fired on the run, as well. Whenever you use the carbine, tap like mad on your
mouse; single shots are ineffective. Despite its weakened caliber, the carbine
seems to have some penetrating power.
----------------------------------
4.4 Browning Automatic Rifle (BAR)
----------------------------------
Another Browning innovation, the BAR saw limited action in WWI but was
standard issue to U.S. infantry throughout WWII. A combination of the mobility
of the rifle and the power of the machine gun, the BAR is the rare weapon that
can potentially win any confrontation. It is a jack-of-all-trades, but a
master of none. Therefore, your playing style with the BAR will be dictated by
what your teammates lack. Crouching makes short bursts deadly accurate and
automatic fire plausible. Proning turns the rifle into a mini-machine gun;
basically all the benefits of the .30-cal, but with a much smaller clip. As
your skill improves, standing and firing (as the gangsters of the 1920s did)
becomes more of an option. Sometimes, especially when firing from an elevated
position, it is best to let the recoil guide your crosshairs across a line of
enemy soldiers. Unless you are at close range, you will miss a lot when on the
move, so don't move when firing at medium or long range unless you wish to
suppress enemies and get teammates in supporting positions.
--------------------------------
4.5 Springfield '03 Sniper Rifle
--------------------------------
The primary rifle of the U.S. forces in WWI, leftover Springfields were fitted
with scopes and were employed by American sharpshooters. The rifle is very
accurate and can drop a man with a chest or a head hit. The bolt-action design
means that the rate of fire is substantially slower than the other Allied
weapons. Pressing the secondary fire option zooms in; it takes a little bit of
time to level the rifle and a fading in of the scope reflects this. Keep in
mind that moving while zoomed in instantly and automatically takes you out of
zoom. You can, however, move _very_ slowly by gently tapping your movement
keys or even holding them down when crouched (I don't know whether this is an
exploit, but it makes sense in real life; it simulates the sniper slowly
shifting his position). Eventually you will pop out unzoomed, however. Your
breathing affects your aim, and going prone helps alleviate this natural
movement of the crosshairs. There are no crosshairs at all when unzoomed;
firing while unzoomed should only be a panic measure employed when the enemy
is very close to you and there is no time to draw your Colt.
---------------------------
4.6 .30 Caliber Machine Gun
---------------------------
Although it was substantially heavier than the German machine guns (and in
real life was rarely served by a single man), the air-cooled M1919A4 .30-cal
is the most balanced MG in DoD. It has a slower rate of fire than the MG42 but
a larger belt than the MG34, and its accuracy and recoil are somewhere between
the two. It can cover a window or alley with continuous suppressing fire, as
it does not overheat its barrel as the MG42 does. Fire off about five rounds
at a time at irregular intervals to give your team time to move up. In the
context of the other Allied weapons available in DoD, the .30-cal is perfect
for providing heavy automatic fire for assaults, especially if teammates drop
ammo boxes for you to use. It is slightly less effective on the defensive, as
either German machine gun can defeat the .30-cal under the correct conditions.
--------------------------
4.7 Colt Model 1911 Pistol
--------------------------
An incredibly popular .45 ACP semiautomatic pistol, the classic Colt is
available to all U.S. classes but the machine gunner. Pistols in DoD are not
as strong as other games (i.e., the "Deagle" of CS which is commonly used as a
primary weapon); they are less accurate and much less powerful than almost
every other weapon. As such, they should only be drawn when your primary
magazine is empty or if you are moving from place to place with your sniper
rifle. Point the pistol in the direction of a nearby enemy and unload, as
usually you'll need most, if not all, of the magazine to kill. Though the lack
of stopping power for a .45 pistol may seem surprising, note that the military
had to use full metal jacketed (FMJ) bullets; these bullets had somewhat less
manstopping power than the jacketed hollow points of today. The Colt is
basically equivalent to the Luger, since a slightly smaller clip offsets its
slightly better power.
--------------------
4.8 U.S. Issue Knife
--------------------
Though normally called on more for cutting rope and tubing than killing off
the enemy, all Allied classes except the machine gunner have a knife at their
disposal. It doesn't do much damage, and it can only be used when touching the
enemy, so draw it when both you and your enemy have run out of pistol ammo. By
this time you should both be hurt pretty bad, so a good hit to the chest or
head will probably end the fight. The only other real application of the knife
is to breech doors and windows silently and without wasting ammo, but there is
rarely a need to do so. Even the killing of an enemy silently is rendered
pretty moot since a knife kill is fairly noticeable on the kills board,
tipping off the other side to your new position. Some servers even have
special scripts that applaud a knife kill, so this may even be a goal for
those seeking to demonstrate their bravado.
-------------------------
4.9 Fragmentation Grenade
-------------------------
While grenades in the real war were rather limited because of their range
compared to the more powerful mortars, they are _extremely_ important in DoD.
Unlike the weaker grenades in other games like Counter-Strike that cannot
really kill, a grenade in DoD shreds basically everyone within a ten yard
radius, blowing up people who stand too close. The Allied "pineapple" grenade
is smaller and darker than the German stick grenade, making it slightly harder
to see. Note that a well-thrown grenade can shatter a window and travel
through, surprising the heck out of any enemies lurking inside. Grenades take
some of your momentum; moving forward, for example, slings a grenade hard and
long. Grenades should be employed to thin out German MG users, annihilate
approaching squads, and to clear out any suspect perches or rooms. They
generate smoke and noise that can help to cover the advance or retreat of any
team.
====
AXIS
====
------------------------
4.10 Mauser Karbiner 98K
------------------------
Using the heavy 8mm Mauser round, the bolt-action K98 was nearly a half a
century old by the end of WWII, but still served the German army well. The K98
is, like the Garand, primarily a medium and long-range weapon capable of
putting down an enemy with a chest or head hit. It is slightly lighter and
thus more accurate on the move than the Garand. This makes it suitable for
"pop-and-shoot" tactics - just make sure you're behind something solid! It has
very good accuracy and good range, and proning isn't really necessary to
increase the accuracy. Do not ignore the bayonet at the end of the rifle; it
is useful for conserving ammunition by breaking through windows and doors
without shooting a round from the K98's small clip, and for stabbing extremely
close enemies when your first shot misses (which tends to happen when you are
nose to nose with another soldier). The secondary fire key (again, default is
right click) delivers a sharp jab; use it repeatedly for maximum
effectiveness. It is worth noting that there is an ongoing debate about how
powerful the K98 is compared to the Garand (especially since the K98 in DoD is
supposedly a carbine with a shorter barrel and less accuracy than the full-
size rifle).
--------------------------
4.11 MP40 Maschinenpistole
--------------------------
The distinct outline of the MP40 should be familiar to anyone who's seen
"Raiders of the Lost Ark." While it certainly didn't reach the level of
proliferation of the Mauser, the MP40 was streamlined and easy to use. This
German SMG chambered for the 9mm round is very comparable to the Thompson M1;
it's quite a bit lighter, has a very slightly larger magazine, and fires
slightly weaker rounds, but all this is not really noticeable in-game. It can
be used on the run, and is even more important for people who like the
security of automatic fire, as the main German infantry weapon is a bolt-
action rifle that takes a moderate amount of skill to employ and that cannot
deal with multiple close opponents. It can bring down multiple foes, but is
quickly thwarted by cover of any kind. It is slightly less accurate than the
Tommygun but has slightly less recoil, and so is more effective for assault
and less effective for defense.
-----------------------
4.12 MP44 Assault Rifle
-----------------------
The MP44 fires shortened 8mm Kurz ammo, just as the M1 carbine fires special
.30 carbine rounds. It has a little bit more punch than the MP40, but a good
deal more recoil that must be controlled even when crouched. When in motion,
you will only be able to hit targets consistently in close and sometimes
close-medium ranges. When prone, though, you can kill enemies from a
surprisingly long distance (as far as from the edge of the cliff to the ocean
in Overlord), as long as you shoot off enough rounds to guarantee hits; the
recoil of the gun rears its ugly head even when prone, and you'll be hitting
more beach than enemy. The MP44 is a very versatile weapon overall, and it can
penetrate doors, windows, and even bodies. This is especially effective
considering the large clip of the weapon. For best results, find a good ambush
spot and let 'em have it when they come into view.
-------------------------------------
4.13 Mauser Karbiner 98K Sniper Rifle
-------------------------------------
The sniping variant of the K98 has a scope and can be told from its
counterpart at a distance by its lighter color. It lacks a bayonet, and thus
is only useful at range. Substantially heavier than the standard German rifle,
the scoped K98 is just as effective as the Springfield '03 (perhaps even a
little bit more so, as the DoD manual reports that it is even more accurate
than the Springfield '03). It kills with a head or a chest hit, and it can cut
through cover as well. An extra bit of strategy worth mentioning is that
unlike other games, DoD does not let you take a sniper shot instantly after
switching a weapon, hopefully preventing the (somewhat) cheap tactic of
traveling with a pistol and using a script to instantly switch to a sniper
rifle, zoom in, and shoot an accurate shot.
---------------------
4.14 MG34 Machine Gun
---------------------
The older model machine gun for the Axis (it borrowed elements from the Mauser
design) and also the first truly mobile machine gun. The MG34 is seriously
handicapped by its use of the 75-round assault drum, as the ammo often runs
out in the middle of an assault. Thus there is little to recommend the MG34
over the deadly MG42 for close and medium range purposes, except for the fact
that it doesn't overheat. At long range, though, the MG34 is a _lot_ more
effective, as its accuracy begins to conserve ammo and kill enemies faster
compared to the bullet-hosing MG42 (the MG42 is also more likely to overheat,
as well). The MG34 is also usable undeployed (crouch or prone and hold the
trigger to get accuracy roughly equivalent to a moving MP44 user), a fairly
useful attribute which makes it good for getting across a map solo or lending
some temporary supporting fire. In fact, it makes sense to think of the MG34,
at least in game terms, as a bigger, badder MP44.
---------------------
4.15 MG42 Machine Gun
---------------------
Feared by many Allied soldiers for its furious report and ability to turn the
battlefield into a bullet-ridden hell, the MG42 fires at approximately 1200
rounds per minute - basically the equivalent of around 40 Mauser rifleman.
Undeployed, you literally cannot hit the broadside of a barn with the MG42 -
especially if you are standing. Deployed, you become practically invincible to
any attack except grenades and snipers. Ammunition comes on a plentiful 250-
round belt, and the weapon has great penetrating power, easily killing through
obstacles. The only significant downside to deploying is that the gun must
cool down between attacks (no barrel change option, unfortunately); the barrel
icon on the right of the screen shows how much heat the barrel can stand
before the gun starts to jam. Although personally I've never seen any team
take advantage of this weakness, it is important not to be careless with the
weapon on distant targets when an MG34 would be a better option.
---------------------
4.16 P08 Luger Pistol
---------------------
The Luger 9mm was seen in both world wars, and its precision design made it
highly reliable and accurate, if very hard to produce. Like the Colt 1911, the
Luger is essentially ineffective at even medium range, even though its recoil
is slightly lower. It is similarly weak versus any other primary weapon, but
is the best option when your clip runs dry and the enemy is near. It is the
second line of defense for every Axis class except the MG-Schütze, and has a
slightly larger clip than its Allied counterpart. It is therefore a little bit
better for people who just want to put up a lot of rounds without much
precision. It can kill in about three shots, depending on how healthy your
target is.
----------
4.17 Spade
----------
This entrenching tool does more damage than other melee weapons in the game.
You don't see kills with this one too often, if only for the fact that if an
someone has unloaded both his primary and secondary magazines, it's fairly
unlikely they have the skill or the time to pull out another weapon and
physically hit an enemy. If you do find yourself in a sticky situation, the
spade can kill with a hit to the chest or head. It swings pretty quickly, so,
when entering extremely close quarters (the winding tower staircase in
Avalanche, for instance), go ahead and pull it out to mash anyone you run
into.
-------------
4.18 SS Knife
-------------
Only issued to the Scharfschuetze class, longtime DoD players will recognize
this knife - it was the standard emergency weapon for every Axis class in
previous versions. It does less damage than the spade, but, again, this
shouldn't really matter much. It sees a little bit more action as snipers
often run out of ammo using pistols as their only defense while moving, so get
in there and slash the heck out of the enemy.
------------------------
4.19 Stielhandgranate 24
------------------------
The good old German "potato masher" hand grenade is a commonly seen weapon
that scores more kills than the Allied grenade if only because Grenadiers get
four grenades to play around with. Grenades are able to roll down hills, so
Axis players commonly throw grenades down to the beaches to make life
miserable for the invaders. While it is theoretically possible to pick up a
grenade with the "use key" (default is "e") and hurl it right back, it is
nearly impossible to do in practice against decent opponents (they will hold
the grenade for a bit before throwing). By picking up the grenade, however,
you prevent teammates around you from dying [Thanks to Alex Smack for this tip
I missed] An Axis Grenadier or two can turn large swathes of the map into
rubble, so be mindful of that. Also be careful when "spamming" grenades - you
can easily kill yourself or your teammates. Don't spam by throwing all four
grenades one after the other; you're just wasting perfectly good bombs.
==============
===5.0 MAPS===
==============
DoD comes with 10 maps, which may not seem like a lot, but not when you
consider many maps have completely differing objectives for each team. While
the only real way to learn a map is to play it, having help in addition to the
rather vague information in the manual couldn't hurt. Here, I'll outline
useful features of each map and strategies for each side, though many of the
strategies could be used either way (if it's important for one side to hold a
bunker, it's important for the other side to take that bunker, etc.). When I
refer to the "Allies' second flag," I mean the flag that one encounters second
if one were to walk from the Allied spawn area to the Axis spawn area.
Direction indications follow this same convention.
==============
Beachhead maps
==============
These maps pit the Allied invaders versus the Axis defenders. They are thus
slanted in favor of the Axis, and it takes a good deal of cooperation and
communication for the Allies to succeed. The Allies must capture all the flags
within a set time period; the Axis must stop them.
------------
5.1 Overlord
------------
General Tips
- Controlling the beach is the key to winning this map for either side.
- The back area of the map is unimportant until the Allies capture the first
three MG nests.
- The bunkers overlooking the beach are impossible to enter for the Allies
(results in a kill if an Allied soldier attempts to enter).
- The beach area is impossible to enter for Axis troops as well.
- Only twenty minutes for the Allies to complete all objectives.
- SMGs are useless in the first part of this map.
Allies
******
- Get off the beach ASAP! Mortars, mines, and barbed wire will make this
difficult, but try to blow a hole in the barbed wire with bangalores, and then
head to either the left or right beach exits in one piece.
- Don't stand still on the beach at ANY time. Sprint until you get to a
hedgehog (those spiky rusty things that prevent armor from landing on the
beach) and then crouch behind it to regain stamina and help you hide from the
inevitable MG and sniper fire headed your way.
- Deploy at least one sniper on a beach, preferably nestled next to a hedgehog
for cover. This sniper should guard all the bunkers overlooking the beach, as
well as the open top nests on the cliff.
- Lob grenades when you get to the ridge. Be wary of Axis stick grenades
coming your way, however.
- Set up an MG to provide overwatch once you've finally gotten on the ridge.
- Ambushes could happen at any time, so carry grenades and use them.
- The second part of the mission (taking care of the strongholds and blowing
up the flak cannons) is usually a pushover compared to the first.
Axis
++++
- Use MG34s to catch Allied troops who have just spawned or who are on the
beach. MG42s should either defend the two beach exits or the interior line
(out of Allied grenade range, preferably).
- Chuck grenades down the hills whenever possible. You won't hit any of your
teammates, and anything that increases the confusion of the battlefield is
good.
- If all the MGs and sniper slots are taken and you are anxious to keep the
Allies on the beach, become a Scharführer, go prone, and edge over the cliff.
Unload the MP44 into any visible soldiers; you _will_ score kills and, at the
very least, provide another target for snipers. Needless to say, edge away and
reload when you run out of ammo.
- It is very difficult to snipe Allied sharpshooters lying prone on the beach
from the bunkers. It can take two good hits to bring them down, as the prone
position and cover protects them.
- You might try sniping the enemy from the sides of the sandbag barricades or
the sides of the bunkers while prone.
- If the Allies manage to gain a foothold, and time is short, have everyone
become Grenadiers and lob grenades EVERYWHERE. Properly executed, this
maneuver can torch most of the upper section of the map.
---------
5.2 Dog 1
---------
General Tips
- Dog 1 is much like Overlord, except more complex in the rear and underground
and simpler from the beach. There is only 1 "MG nest" bunker covering your
position, but there is no spawn protection here.
- The green and yellow colored central bunker offers a great vantage point for
Allies and Axis alike.
- Don't run through or against barbed wire. It hurts you.
- Channels inside the ground limit your freedom of movement. Stay in the open
at all costs.
- There is a treeline obscuring a whole second part of the map.
Allies
******
- Dog 1 is more dangerous than Overlord on the top of the cliff, but less
dangerous than Overlord on the beach, as there is less horizon to cover with a
sniper rifle, and thus fewer people firing at the Allies on the beach. There
is more mortar fire and artillery fire though, and the MGs are still extremely
threatening. Make a suicide run to blow up the shingle with the bangalores.
- German grenades and sometimes soldiers flow down the gray ramp or the path
on the left side to meet you. Be ready for them and toss some grenades of your
own.
- It might be fun to play Rambo if you do manage to get to the rear of the
map, but you aren't really helping your team. Instead, set up near the green
central bunker and start keeping one of the exits clear (most likely the left
one) of snipers and MGs. If enough people get over, you can start taking
objectives.
- The map seems biased towards the Axis...there are a _lot_ of flags to
capture, and you need a bunch of people to hold them all.
Axis
++++
- There is a large underground complex and plenty of other things you needn't
fuss about unless the Allies have broken through and/or you are having a hard
time defending with just plain MGs and sniper rifles.
- You will get numerous messages about the Allies breaking through. Use these
to your advantage if you have a long range weapon.
- The simplest way to win is to pound the beach and the boats with MG fire.
Allied snipers will eventually get you, however.
- The beach itself seems to be smaller - the MG42 is probably the weapon of
choice here.
- There is a portable radio in a radio room underground (The room has a
lightning bolt and a black box inside). Touch it and bring it to the cliff top
gun bunker (on the far right of the map) and set up an observation post to
increase the mortar fire on the beach. Don't know how effective this is for
small games, but there is a marked difference in large games.
- You can take artillery shells from the ammo store to the bunker artillery
piece to fire on the beach.
=====================
Capture and Hold Maps
=====================
These maps are pretty much symmetrical, sometimes with identical but opposing
sniper windows and MG nests. Capture all the flags to win.
-------------
5.3 Avalanche
-------------
General Tips
- As the name of the map suggests, the action here is quick and dangerous,
with one side often overwhelming the other.
- This is a small map; automatic weapons are the rule of the day on the
ground.
- There are a lot of MG nests available for both sides.
- The central control point requires two men and is often heavily covered by
both sides from the buildings above; be careful when capturing.
- Plenty of side alleys and ruined buildings circling the main area make this
a deceptively complex map. Use these alleys to avoid the deadly streets and to
capture faraway enemy flags.
Allies
******
- The essential point to hold is the 2nd flag and the corridor above it - a
passage left of the spawn point provides access to it.
- Snipers need not be solely perched on the roofs and windows - a sniper on
the ground can surprise enemies as they pop out of the archway.
- Stick grenades will pound the entire map and can knock out several people at
a time - it's best to go the roundabout way than to run into an ambush. Stay
dispersed for maximum protection.
- The .30-cal is especially useful in this map, as the windows of the town
must periodically be "brushed over" with MG fire to kill off any snipers or
enemy MGs. A .30-cal on the ground is unable to hit the tower, however, so
beware.
Axis
++++
- Get an MG34 in the 2nd flag and keep the Allies in the building to your left
busy.
- Taking control of the building near the Allied start position can win the
entire map - focus on putting an MG42 on the windowsill overlooking their
spawn.
- Lob stick grenades out of windows and from roofs - they'll fly far and kill
fast, as there is precious little room to maneuver here.
- An MG42 in the tower provides an almost insurmountable obstacle for
disorganized Allied teams.
- The regular K98 is probably just as effective as the sniper rifle due to the
cramped nature of the map, and you get four grenades besides.
---------
5.4 Caen2
---------
General Tips
- Artillery pounds most of the map, so listen up and stick to the sides of the
map. It's hard to dodge artillery fire (you will hear a large crash...right
before you get blown to smithereens).
- A strong central thrust can cut off the enemy for a while.
- TNT is useful for breaking out if you are defending against an entrenched
attacker that is killing you near your second flag. It is less useful for
attackers, as it gives enemies more chances to break out.
- Buildings with shooters litter the whole map; a penetrating weapon can save
a lot of headaches in dealing with them, as your aim need not be perfect.
- Don't linger near the electric wires or you're toast.
- The map is almost perfectly symmetrical.
- Lots of creaky doors can be used to detect or fake out opponents.
Allies
******
- The BAR is useful here. You can travel the whole map - alleys, rooms,
windows, rooftops and all - while Ramboing through with the BAR.
- Take aim from the high roof of the building near the second flag if the Axis
are invading - they'll generally have to bring in a sniper to kill you if you
get an MG there.
Axis
++++
- Look out for the overhangs past the second flag; they often contain Allies
ready to snipe.
- A small opening in the wall of the building after passing the first flag is
often a spot for Allied snipers.
- The bar after the fourth flag is an ideal ambush spot.
---------
5.5 Anzio
---------
General Tips
- While anti spawn-camping methods are active, good overlooks (the window
overlooking the beach, the top of the Axis base ramp) on both sides of the map
can swing the tide of battle.
- The bridge is easy to take, but hard to keep. Setting up an MG in one of the
MG nest positions may sound like a good idea, but enemies just have too many
ways to break such positions.
- While setting a sniper on the tower might sound like fun, an MG would really
serve better.
- Many flags have hiding positions located near them where smart opponents
will camp in the rubble. Sniff out these ambushes and lob a grenade to break
them.
Allies
******
- Don't get too attached to the storefront. You can easily be shot from the
dark recesses behind it, as one path leads almost directly to the bridge.
- The Hill (the flag nearest the Axis spawn) is easy to take, as it has
several openings that allow you to rain MG fire on approaching Axis.
- Take the ladder near the church that leads to the window and hold it with a
long-range weapon. There is no MG nest there, but a good Garand user should
score plenty of kills. If anyone tries to sling a grenade, retreat temporarily
or throw it back at them; it's a fairly safe position otherwise to guard most
of the common Axis lines of attack on the map.
Axis
++++
- The sewers are the best way to crack a determined Allied defense. They are
slightly easier for the Axis troops to access (the crack in the floor near the
bridge); use that to your advantage.
- Grenades are useful to secure the twists of the streets near the Allied
spawn, so don't skimp.
- The dark house near the beach can be used rather unsportingly to kill off
approaching Allied foes; deploy an MG42 and shoot as they open the door.
- When you are pinned and the Allies are holding The Hill, take the alternate
path that leads to the ruined courtyard and spread from there (watch the
church tower, however).
---------
5.6 Zafod
---------
General Tips
- Take the bridge and hold it. Your team will spawn in a more forward
position, making the going MUCH easier.
- There is more than one way to get across the river; it is often easier to go
in the river and storm over the top using one of the ladders than to run
across a bridge laced with MG fire.
- The sides of the map to either side of the bridge offer great sniping
positions. Go prone and watch the kills pile up.
Allies
******
- When heading for the bridge, save a little time by veering towards the right
after the well and cutting through the house.
- Overwatch is very important here - get a .30-cal up in the open part of the
ruined building on your side of the bridge pronto to provide cover.
- Waste anyone you see making their way up the left ladder to the forested
area on the left side. An MG42 can literally mean disaster.
- The church tower is a fantastic way to stop the Axis from penetrating too
deeply if they manage to get control of the bridge. Kill a few soldiers off,
and then counterattack to retake the bridge.
Axis
++++
- The doors to your fortress can be shot through with MG fire - use an MG34
and shoot through them when Allies have set MGs on their perch overlooking the
bridge.
- When the Allies pin you to the second flag (or worse), spawn as a Grenadier,
take the door on your right after the first flag, and make your way up the
staircase up into the house. Toss all four grenades from different directions
on the balcony to get some easy kills.
- The big castle the Axis control is much easier to snipe from than the
Allies' stronghold. Watch out for enemies coming up the stairwell.
-----------
5.7 Thunder
-----------
General Tips
- Fires are all over this map. Run quickly through them.
- Rain and thunder make identifying enemies by sight or sound difficult. On a
non-FF server, shoot anything you don't recognize.
- Don't use the MG nests when fighting a clever enemy. Instead, set up in a
side alley and riddle anyone who comes by with bullets, then displace to
another position.
- The middle flag requires two men but is relatively easy to take, as the tank
and rubble provide a lot of cover.
- The pools of water can hide you for a while, but don't dawdle. While you may
look like a corpse, the mud doesn't protect you from grenades.
Allies
******
- The left path to the Axis base is always tempting, but ends in an alley that
is often covered extremely well.
- The Axis don't have much of a chance if you get to deploy right near the
ramp that leads from their spawn to the map proper.
Axis
++++
- When going for the throat, deploy an MG42 right outside the Allies' base to
create a lot of havoc.
- The map has a lot of alleyways and cover, perfect fodder for grenades. Hurl
a couple at an Allied flag from a distance and watch the carnage.
-----------
5.8 Ramelle
-----------
General Tips
- This is a popular DoD map, as it is taken from the movie "Saving Private
Ryan." See the movie, as it does give you sort of a layout of the map and an
appreciation of how to play it (not to mention being pretty good in its own
right!).
- The bridge will probably have MG fire and grenades from both sides flying
over it, as well as planes bombarding it sporadically. Don't stay there longer
than you have to.
- Unlike Zafod, there is no special bonus for holding the bridge, so pass it
up if you can't muster the two men required to capture and hold it.
- Each side's part of the map is hard to take, but each also has numerous MG
nests that can be used against the enemy.
Allies
******
- After spawning, you will be pushed forward a short ways towards your first
flag. I always thought this was just my computer, but skapunk2x and Alex Smack
reported the same thing happening. Might be a bug or a map feature. Just run
through it.
- Get an MG to guard the bridge, firing over the slight rise of the bridge to
the building beyond. It may never hit anybody, but it will provide a nice
scare to the enemy.
- Hold the dark second floor of the building near the bridge (the one with the
ladder leading up) at all costs. The Axis soldiers will take it first, but the
Allies can get to the lower dark building faster. Use this to your advantage.
- The most-often missed flag is the Stronghold flag deep inside the upper
stories of a building near the big boxes. Capture it, and wait there for any
Germans to retake it.
Axis
++++
- An MG42 on the riverside facing the window overlooking the river can make
mincemeat out of anyone jumping out the window to avoid crossing the bridge.
- Grenades can be tossed from the surface of the river to many surprising
locations, including the Allies' window and the Allied side of the bridge.
- The fields are a great place for a skilled K98 user - you can often kill
multiple unsuspecting men in a row from a prone position beyond the tree.
----------
5.9 Heutau
----------
General Tips
- This is a big map. It will take a coordinated push from most, if not all, of
your team to win. In fact, it's extremely hard to capture every flag because
of the sheer distances you have to travel.
- The center flag is hotly contested with snipers and machine gunners
jockeying for position; it is almost never safe to capture unless you KNOW the
area is clear.
- There are several side paths in this map, but eventually you will have to
fight through a single lane to reach the enemy's final flag.
Allies
******
- Keep a sniper prone in the corner near the white double doors after the
second flag. He should keep Axis snipers and MGs out of the ruined building.
- It's best not to wind through the residence's many doors unless you have to;
use the path to the left of the residence entrance to speed up your assault.
- The BAR is really the best overall choice for this map - you'll encounter
enemies at basically all ranges and situations, and you'll need firepower.
Barring that, sniper rifles are also more useful than usual.
Axis
++++
- Grenades are useful in this map not so much because of enclosed spaces but
because of the fairly small selection of possible routes. When you finally get
near the Allied base, lob grenades for every dozen or so meters you travel.
- Jump on top of the little diagonal patch of roof overlooking the hall near
the Allies' second flag. Use a K98 to kill enemies as they come, and be
precise, so people following your victims can't see where you're shooting
from. You will be unstoppable until someone wises up and tosses a grenade.
- Taking the last Allied flag is truly difficult. Grenades, snipers, and
liberal MG support might be able to drive the Allies from the tower, but it is
still not likely.
-----------------
5.10 Schwetzingen
-----------------
General Tips
- Schwetzingen is a unique map in that the Axis starts off defending, with the
Allies attacking. The Allies must capture all flags within 15 minutes. If they
fail, the Axis get points, and another round starts. If they win, the Allies
get points, and it is now their turn to defend against the Axis' attack.
- The map is a city, with breakable windows, many doors, and plenty of cover
in the form of vehicles in the road. Not too many alleyways, however.
- The map is large, with an _extremely_ hazardous no man's land between the
two riverbanks.
- Most of the flags need multiple men to capture.
- [A good suggestion by theREALbbobb] I've changed the names of the sides here
because they can change from round to round as described above.
Assaulting Team
***************
- Running across the bridge with no support is suicide. If the other team is
any good, they'll have set up snipers and MG34s to stop your approach.
- Instead, stay inside the building you spawn in and look through the windows
overlooking the riverbank and start countersniping and countermachine-gunning.
You'll suffer casualties, but it's better than running into enemy fire.
- After the Axis are a little softened up, you can THEN get men behind cover
on the bridge or through the window and into the river to get to the other
side.
- The map is won from the top down. Use ropes to get to the roofs of buildings
and proceed down, sweeping for enemies. A few snipers should guard the street
exit to the riverbank.
Defending Team
++++++++++++++
- Sniping is important here, so don't skimp. Shoot at the obscured windows
even if you are unsure if there is a sniper there.
- If the Allies take care of your long-range defenses, set up shop on the
streets and on the roofs of buildings, away from the edges. Throw grenades
down and guard the flags.
- The center building is a tantalizing position, but snipers often heavily
cover it. A perch on the ground, nestled near a building, can be very
effective.
- When it comes down to a single flag, use the entire team to guard it, as
you're unlikely to recapture any other flag if they've pushed you back that
far. Whether it's MG42s, MP44s, grenades, or even a bayonet, do whatever it
takes to hold out. It is difficult, as most flags have two approaches to them.
=================================
===6.0 ELEMENTS OF ONLINE PLAY===
=================================
Here is an outline of many strategies for playing in the great morass that is
the Internet. Playing online is fundamentally different from playing offline,
as greater amounts of interactivity and chaos often push you to new limits as
a general and a soldier.
-------
6.1 Lag
-------
In general, there are two different types of lag - client-side and server-
side. A sputtering computer, a poor phone line, a bad ISP, or a big slowdown
in your region can cause client-side lag. Server-side lag is a result of the
server itself becoming unable to handle all the data being sent to and fro
across it. Which is which? Client-side lag is what many 56k users suffer
through every day - that is, the periodic freezes where you see the game
moving around you and you cannot move yourself. It can also manifest itself as
a general slowness of the game world to respond to your reactions (shooting
rounds and having them appear on a wall a split-second later). Server-side lag
is somewhat common with the new Beta 2.0, as the game design itself overloads
the server with redundant messages that increase exponentially as more and
more players join the game, typically causing bad lag with player loads of
more than 16. Server-side lag causes a "slideshow effect" (no matter how fast
your computer or connection is) and slowdown for everyone on the server.
--------------------
6.2 Dealing With Lag
--------------------
While many of the above problems can be solved relatively simply (upgrade your
PC, get a new ISP, play on off-hours, play on a server with fewer people,
etc.), sometimes you will have to just choke through lag in the game itself. I
personally live in the boonies and have zero access to broadband (aside from
the satellite-based networks, and I refuse to deal with those headaches), so I
know what I'm talking about. If you have cable or DSL, skip to 6.3...
- Choose a good server - You're going to have to make ping your priority.
Fastest servers first. Use the console and judge from the "seconds count" that
appears after you're connected to gauge the lag (I usually bail out after it
goes below 101 or 102 seconds left).
- Choose a good weapon - You won't get many kills with a single shot weapon.
The SMGs are a decent compromise.
- Camp. You aren't going to win a fair fight. It may be frowned upon in
typical shooters, but DoD practically encourages camping with elements like
proning, MG nests, and sniper rifles. The enemy has grenades to drive you out
anyway.
- Lead. Perhaps the hardest skill of all to learn, you must sometimes shoot
where your opponent is GOING to go. Usually only necessary in 400+ ms
conditions.
- Help out in other ways. Dog 1 is a great example of this. You can help
defend by taking artillery shells and the radio to the cliff bunker instead of
duking it out on a lagged connection with hard-to-kill Allied snipers.
--------------------
6.3 Teamplay and You
--------------------
Getting people to play like a team on a public server is often pretty hard,
but it happens if YOU make it happen. Something as simple as a teammate
covering your flank or shooting an enemy that had ambushed you is enough to
reinforce the DoD feeling and throw off the deathmatch doldrums.
- When you spawn, stick with somebody and cover each other. This "buddy
system" is by far the easiest way to team up with strangers. Take turns going
first through alleyways and rooms.
- Something as simple as looking at a teammate (turning to face them) can
provoke them to at least stay with you. Adding voice communication only
strengthens the message.
- DoD is a team game for a reason. If anyone hangs back to get easy kills,
they are hurting the team. In Zafod, a stupid machine-gunner just parked
himself in the tower and never helped in the assault. If something like this
happens to you, just go up to the guy in question and keep hitting him with
your melee weapon until he gets the message or leaves the server.
- Drop ammo for machine gunners whenever you get the chance. They WILL
appreciate it.
- Suppressing fire was a hallmark of WWII, and DoD is no different. Empty your
clip into halls and windows where enemies might be to cover the advance of
your teammates.
---------------------------------------
6.4 They're beating the @#$% out of us!
---------------------------------------
Sometimes, it seems like you just can't win. Your team is on the ropes, losing
multiple rounds in a row or barely holding on to the last flag while the other
side outpaces you in scoring. There are only so many things you can do,
however. Here are a few of them.
- Wait. When you control only the last flag, don't run off and try to capture
another one. Kill a few enemies, make sure the flag is guarded, and then try
to capture more territory. I don't know how many times I've run from the
Fields in Ramelle only to have a hidden Axis soldier pop up and take the flag.
- Take a different route. This is often essential if the map is new to you.
Try any path you can find - dark hallways, the sewers, windows, the bombed-out
hulks of buildings - and follow it. Be careful, and you might find a good
overlook.
- Grenades. Throw one before you stick your head out. Don't throw blindly,
however - pop out to see what's there, and then chuck the grenade.
- Snipers. When in MG42 in the window has pinned your whole team to the spawn
in Ramelle, a sniper is the only class that can take him out. Good snipers can
turn the tide, or at least make the other team work a little harder.
- Do a team rush. Especially in maps like Schwetzingen, the enemy may have
trouble taking on all of you at once, rather than the "sniper-bait" one at a
time deployment.
- Stay in it. No matter how badly you lose, you always learn something. Or at
least you should. Quitting every server where you suck is easy; you will
always find newbies to kill off and increase your score. Turning around a
losing battle - well, that's another story.
=============================
===7.0 VOICE COMMUNICATION===
=============================
Got a decent sound card and a microphone? You can use voice to communicate
with your teammates, bringing a whole new level of coordination to DoD, even
on public servers with total strangers.
----------------------------------------
7.1 How do I set up voice communication?
----------------------------------------
This is really dependent on your system. Most of the time, if you plug in a
microphone and can set that to work using Valve's "voice setup" utility,
you're in business.
--------------------------
7.2 I need more than that!
--------------------------
Talk to others in the DoD (or even Counter-Strike) forums. Most of them are
techheads, and they can help you with that stuff.
-----------------------------
7.3 Strategies for Voice Chat
-----------------------------
- Command...but don't conquer. No one minds a leader requesting people fulfill
certain roles for team survival, but everyone minds a you-know-what TELLING
people what to do. Often, asking whether someone wants to do something
("Private, can you follow me? I'm going to the left flank.") is a lot more
effective, and certainly more polite. It _is_ a game, after all.
- Keep it simple. The best voice messages are not too complicated. You aren't
talking on the telephone, after all. When someone's shooting at an enemy to
save his life, he doesn't want to hear your doctoral dissertation on the
strategy of Ramelle.
- Repeat. Explosions and gunfire can swallow up even urgent messages. When you
shout warnings or other important messages, be sure to say them again. If
there's a sniper in the tower, say "sniper in the tower, guys" twice.
- Cut the chatter. Make sure what you say is game related. Often, it helps to
be "in character" (the immersion factor is one of the strengths of DoD, after
all). Scrounge up every war movie you've ever seen and play the part of an
embattled WWII squad leader (especially eerie if you know German).
- Make sure of the volume. Sort of a Goldilocks phenomena here; you must not
be so soft as to be incomprehensible and not be so loud as to have your words
blurred into a meaningless slurry. That transmission symbol other players get
doesn't tell you squat about whether other players hear you.
- Don't criticize. Life is hard enough without people busting your chops over
a GAME. When someone is playing poorly, just suck it up and tell yourself the
other side has poor guys, too, making it just like the real war.
- 56kers need a break. I speak from experience here. While the occasional
command or warning is great, a constant stream of "enemy down" and "okay,
let's go on the bridge" is unnecessary. No one needs a running commentary of
where and what you are doing.
- There is no overhead map. Unlike other online games, there is no radar that
indicates where you are when you voice chat. When you do say something like "I
need ammo," tell where you are in a simple fashion with landmarks ("Need ammo,
I'm in the tower!").
=======================================================================
===8.0 CONCLUSION, VERSION HISTORY, OTHER STUFF, AND ACKNOWLEDGMENTS===
=======================================================================
--------------
8.1 Conclusion
--------------
The "water snipers" and other map bugs (i.e., falling into that slot in
Overlord next to the barbed wire where you can't move) are likely to be
tweaked. The lag problems will be addressed, hopefully, and maybe some small
gameplay balance tweaks for Beta 2.1.
Well, DoD is a great game. A great, free game. There are still some major
balance issues, bugs, and, of course, the omnipresent lag, but, overall, it is
a fantastic approximation of the feel of WWII. The bottom line is to have fun.
Next version of this FAQ, I hope to cover emergent facets of the DoD
experience, such as OwP, anti-cheat software, and all sorts of other things.
This is Captain Mulliga, signing off...
---------------
8.2 Other Stuff
---------------
Here are some random gripes, wishes, and thoughts for anyone interested...
- The DoD team should really add more team types to the game. Although
modeling Japanese, Russian, Italian, Free French, and British soldiers would
be an incredible challenge, the game would probably live on forever.
- In addition to the above, new theatres would be FANTASTIC - imagine crawling
through the jungle in Iwo Jima or fighting through the rubble of Stalingrad in
the winter snow!
- New weapons would also be sweet. Usable mortars, flamethrowers, rifle
grenades...there's a lot more WWII goodness to come.
- The invasion maps are heavily tilted towards the Axis. If this was how D-Day
really went, we'd all be under Nazi rule.
- DoD doesn't really glorify the Nazis. It's obvious (and was obvious to many
even then) that the extremist policies of Hitler and his cronies both started
the war and ensured German defeat (the resources spent on the Holocaust, the
war on Russia). The individual soldier certainly had no say in the insane
strategy and racism of the leaders of the Third Reich. While making them out
to be heroes is out of line, they certainly demonstrated bravery and to forget
lives lost on any side is a tragedy indeed.
-------------------
8.3 Version History
------------------- Added an
index at the front. Structure change. Added section on "Elements of Online
Play" that will be much expanded in the future. Small things added and general
errors fixed. Changed my position on Dog 1 after a LOT time on it. Added some
truly l337 ASCII artwork for the title. Gotta love that crazy medieval type!
Man, this thing is getting big...
Basic guide, including general
info, gameplay, classes, weapons, maps, voice communication tips, and a
conclusion.
--------------------
8.4 Acknowledgements
--------------------
I'm ashamed I forgot this...thanks to cheatcodes for showing my FAQ. If you're
reading this on another site (and it should
be free to view), I thank that site as well.
Much thanks to the entire DoD team for creating and maintaining such a
fantastic MOD!
Thanks to the DoD website forumgoers and cheatcodes.com forumgoers; plenty of
good players influenced me.
Thanks to anybody who still believes in acting civil online!



