Guide/Walkthrough - Guide for Half-Life: Day of Defeat

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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]


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


1.1 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 
"" (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.


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 

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. 
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 

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 

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.


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, 


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 

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.


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.


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.


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 


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 

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.

- 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.

- 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 
- 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.

- 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 
- 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 
- 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.

- 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 
- 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.

- 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 

- Get an MG34 in the 2nd flag and keep the Allies in the building to your left 
- 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 
- 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.

- 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.

- 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 

- 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.

- 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.

- 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.

- 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 
- 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.

- 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.

- 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 
- 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.

- 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.

- 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.

- 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.

- 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 
- 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 
- 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.


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 

- 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 

- 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 

- 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.


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!").


8.1 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 

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 forumgoers; plenty of 
good players influenced me.

Thanks to anybody who still believes in acting civil online!

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