Multiplayer Guide for Call of duty 3 for the Xbox 360 I. Introduction II. Version History III. General Tips IV. What's different from Call of duty 2 V. General Class Tips VI. Gametype Strategies VII. Map Strategies A. Argentan B. Verdun C. Les Ormes D. Rouen E. Poisson F. Merville G. Mayenne H. Eder Dam I. Fuel Plant VIII. Acknolwedgements and Contact info IX. Legal Info I. Introduction Well here we are. I've been waiting for the release of this game for about 7 months now, eagerly anticipating the day the game came out. More so than Gears of War, or Rainbow six vegas. This was my game, and I am very pleased. Anyway, about the guide. I will have general tips that you can use in any situation, then I'll have a section saying what's new from Call of duty 2, because many of you, including me were old Call of duty 2 vets unsatisfied by it's weak multiplayer mode. Well now we have good old call of duty action with 24 people in one game with vehicles and a class system. There we go. After that I'll go through general class tips for each class, then on to gametype strategies we go. I'll give general strategies for each game type. Lastly, are the map strategies, where I'll give general tips for each map, and on the war mode, tips on how to conquer each point. If you want to tell me anything or have any questions or anything like that, just send me an email at, you can also send me a voicemail or text message at my xbox account. My gamertag is bigbadblubanana. Yes, that's right. bigbadblubanana. I also know a good chunk about the singleplayer game, and seeing there aren't any guides up that I know of, you could ask me for help too. Do understand that that is not my area of expertise. One tip to help you scroll through my guide is use the Ctrl+F. This will bring up a little thing that will say "find what". Type in what you want to find in the guide and it will take you to it. II Version History Version .1 November 10, 2006 Finished intro and did a couple general tips. Version .11 November 11, 2006 Finished General Tips Version.12 November 12, 2006 Finished What's new from Call of duty 2, as well as the Class General tips. Version .13 Novemeber 13, 2006 Finished Verdun and Argentan map parts. Version .14 November 14, 2006 Wrote up Les Ormes map part Version .15 November 15, 2006 Wrote up Rouen Map Part Version .16 November 16, 2006 Wrote up Mayenne, Merville, and Poisson map parts. Version .17 November 17 2006 Finished my guide, wrote up acknowledgements and contact info, Fuel Plant map part as well as the Eder Dam map parts. Oh and I wrote legal info today. III. General Tips 1. Communicate with your teammates!!! If you're familiar with my guides, this has always been my first general tip. That's because this is really, really important. Especially in this game where you have different classes that each have different jobs. It's even more important to have good communication between your team. The team with better communication will in most cases win the game. This communication will allow you to tell people to snipe a certain guy, hit an airstrike in an area, or setup a machine gun overlooking a certain spot. All of these are strategies that will make your, or the lack thereof will kill you. Especially in War, Single Flag, and Capture the Flag game types. 2. Aim Down the Sight!!! This is one of the things that makes call of duty, well, call of duty. The aim down the sight feature makes you way more accurate then you could ever be without it. I have sniped people easily with my Kar98, but there's no chance in hell I ever do that without aiming down the sight. Aiming down the sight also causes a slight auto aim, and over a long distance this can be huge. This is probably the most important game mechanic in the game. 3. Spread out the Classes!!! This game is all about adjustment. You have to be able to change to anti tank and take out a tank after just getting blasted by him. You have to be able to adjust your game plan to suit the flow of the game, because if everyone is a support gunner, then how are you going to take out a tank? This will enable you to counter whatever your opponent is doing. If you're playing on a team, this is a big part of playing together. You have to have everyone with a job doing something, because if everyone is one class, you'll be easily killed. 4. Use Vehicles! These are a new entry into the series, but play an important part. Vehicles will enable you to kill large amounts of people, as well as travel around the map a lot faster and have more protection. In the case of tanks, vehicles will enable you to support your allies in a much stronger way than without a vehicles. You will also be able to act as a diversion, taking attention away from the point that you're capturing or that flag, and bring the attention to yourself, giving your team a chance to make something happen. Tanks are also great because you're going to find in this game that there are going to be lots of times when a couple of machine gunners are covering a plce really well, or snipers have made an area impassable, that the only way out is to have a tank come in, or use an artillery strike from a scout. 5. Flank your Objectives!! I can't tell you how many times I have attacked an objective from a different angle and been able to achieve my goal. Another spin on this is that you don't necessarily have to attack the objective, but you can sneak behind your enemy. In this game, there is no Kill cam, so they won't have any idea where you're coming from. I remember one game of War I played where I snuck around all of the guy and was behind their spawn. I was capping them off one by one, and they had no idea where I was shooting from. Doing this will enable your team to have a better chance to capture that point or get a hold of that flag. IV What's new from Call of duty 2? Many of you, (me included) are old Call of duty 2 vets eagerly awaiting the release of this game. When I first got this game I was wondering, how is this going to be different than Call of duty 2, other than the obvious vehicles and class system. Well I'm here to tell you some of the big differences. 1. Class System! New to the series is a class system where each class has distinct advantages and Disadvantages. I'll go more into this later in my Class section. This is huge because now this forces everyone to work together, at least up to an extent. Now a new thing in the game is that you now have a support gunner, and a medic class. The support gunner can lay down supressing fire, and the medic can revive fallen allies. Let's not forget about the anti tank who can take out tanks. This is a big deal and adds a whole new element into the game. 2. Vehicles! Vehicles add a whole new dynamic to the way the game is played. Now you can zip around the map, kill tons of enemies and make a fool of your enemies, all without having to expose yourself, in the case of the tank. This actually makes the antitank class important, albeit boring, but he is important because I can't tell you how many times I've been playing Capture the Flag or some other objective game, only to have a tank come in and basically rule the game. 3. There are 3x the amount of people in a server! This makes the game much more chaotic and much more of a fragfest than Call of duty 2. This makes it feel much more like a battle than a small skirmish. For this reason teamwork is even more important because you now have a much larger enemy force to contend with. 4. Machine Guns are killer! In this game the submachine guns are much more powerful and well rounded than in Call of duty 2. Some people might disagree with me on that, but for me it's true. The machine guns are actually very accurate. I have sniped guys with my .30 Cal over massive distances. No joke. 5. Maps are a lot bigger The maps are a lot bigger, so snipers are going to be pretty useful, as well as rifleman and support gunners. This allows for more tactical based gameplay, and the use of smoke grenades, more than a reflex based game of close combat. 6. The Pistol can actually be used! When you're a scout, it sucks when a machine gunner gets up close and personal with you. But now the pistol can actually be used right. The Recoil has been brought down dramatically from Call of duty 2. It is also more powerful, so don't be afraid to whip this baby out when you're a scout and up close. Pull it out and you'll see what I mean. 7. You can actually cook the grenade now! Now you can hold onto it, and let the fuse timer run out a bit, then throw it, that way it will blow up before they have an oppurtunity to get out of the way. This is big, and makes grenades a very effective weapon, especially in room clearing situations. 8. The Melee attack doesn't kill in one hit! The melee no longer kills in one place, so don't use this very often. The melee attack was already not so good in call of duty 2, now it's basically useless in Call of duty 3. 9. There's a sprint feature This is a multiplayer only feature. If you click the left stick down and hold it you'll put your gun to your side and run a lot faster. Use this when you're traversing territory that isn't infested with enemies. You can only sprint for 3 or 4 seconds, so just be aware of that. V. General Class Tips In this section I will go through each class and give general tips and strategies for each. I'll tell you how to use them, what they're good for, and how to play them well in general. I will also tell you what weapons they have and their special abilities Rifleman Main Weapon: M1 Garand/Kar98k Unique ability: Rifle Grenades Grenade Type: Frag Grenades The Rifleman is adept at mediam to short range combat, and they are armed with a rifle. The M1 Garand kills in about 2 shots, but is semi automatic, where as the Kar98k kills in one shot usually but is bolt action. Meaning that you have to cock it after each shot. This is a good class for medium range, but they don't have much in the ways of abilities, the only one being the ability to launch grenades, but I find that it's almost easier to just throw the grenades. Use these on maps where you're shooting at mid-range and you want some accuracy over distance, but you feel a little too cramped and vulnerable using a sniper rifle. Light Assault Main Weapon: Thompson/MP40 Unique Ability: Plant mines Grenade Type: Sticky Grenades This is a good antipersonnel unit adept at short range. They are good for rushing certain objectives and holding them. These are your standard shooters, adept and expendable. If you're a light assault, get used to getting killed. One thing they have that is good is that they can plant mines, which will basically kill or seriously wound people who walk over them. Be aware they can only be placed in dirt or grass or other soft surfaces. Placing them by flags or on chokepoints is a good way to cover areas, as well as get some kills and points. I also like their grenades. They have sticky grenades that can stick to anything, including people. These are perfectly ideal for latching onto tanks and running away as you gleefully watch the tank explode. The way to look at this class is the class that leads the assault, the class that captures the points. The other classes are there for the light assaults support. Heavy Assault Main Weapon: BAR/MP44 Unique Ability: Plant Mines Grenade Type: Frag Grenades This class is similar to the light assault, but has heavier weapons that are more powerful but have a slower rate of fire, and are good cross between a machine gun and a rifle. They are good for supressing enemy positions, and assaulting the base. I still prefer light assault because they are better for purely killing people, in the sense that they have a higher rate of fire in their guns. Heavy assault is good on maps where you still have to attack objectives, but there is going to be large spaces in between. Spaces where you're going to want to have a little more accuracy and range than your Thompson/MP40. They also have the same ability as light assault by the way, which is the ability to plant antipersonnel mines. Medic Main Weapon: M1987 Trench Gun Unique Ability: Revive Grenade: Smoke Grenades Medics are a very interesting class, albeit a fun one to play at times. They are good on maps where there is lots of close quarters combat for a couple of reasons. One, they have a trench gun, and in terms of combat the only chance they have is if it's point blank. The second is that close range combat tends to be more lethal, and this will give the medic plenty of opportunities to work his magic and revive his fallen comrades. Assuming you have a full server with 12 guys on each side, you probably only need like 2 of these guys, and while there aren't many of these guys, they sure as hell are important. Think of this. What if there was a tank that was blasting the hell out of everyone, and the Anti Tank guy just got shot up. Having a medic sprint over, heal the anti tank, and then the anti tank gets up and blows the tank up. That's HUGE!!! That alone could change the tide of battle. Now that's just one medic revival. If you do 10, 15 or 20 of those in one game, you're making a huge difference. That's one guy. Multiply that by 2 and now you're starting to see the effect that a a couple of medics can make. Now of course the medic won't beable to do Jack diddly squat if he's not covered, so you better cover his back. Scout Main Weapon: Springfield/Scoped Kar98k Unique Ability: Artillery Strike Grenade: Smoke Ah yes. The sniper class. Every game has them, and they play an important part in the game. Especially in this game. In call of duty 2 people complained of the "snipewars" that were happening where everyone got a sniper rifle and camped. Well now that sniper isn't just lethally armed with a rifle, they can now call down artillery shells to rain down from the sky and kill everybody. Scouts are important, and can cover objectives, and can now take out large amounts of enemies like that *snaps fingers*. These guys are useful in the objective based gametypes especially because they can cover entire streets or even a whole objective without really having to expose themselves. One tip to remember when you are calling down arty is to put the center of the binoculars on the ground where the enemies are. Then you'll call it down good. You don't want to waste your arty raining it down way behind them or way in front. Support Main Weapon: .30 CAL/MG34 Unique Ability: Ammo Drop Grenade Type: Frag grenade This class is awesome, and is one of my favorites to play as. What I love about it is that you can setup your machine gun on crates, balconies all sorts of stuff, or even on the ground. When you setup your machine gun you basically pull up an aiming sight and lay prone depending on where you are or what you set it up on. The machine gun is actually very accurate, with a great rate of fire and great firepower. The only problem is that it is totally inaccurate if you fire while standing. The only way you can really be accurate is to prone and setup your gun. If you press the Left Trigger, and you're in the open, you'll automatically setup your gun on the ground, prone, and aim down the sight. Another thing that you can do with this class is deliver ammo to your allies. This is sorta useful, but not really. The problem is that in this game, very rarely do you actually live long enough to run out of ammo. That's the thing. But this is big when you do run out of ammo and he delivers it. The best thing about this class is their big gun that is awesome for supressing enemies as well as killing them. Anti-Armor Main Weapon: Bazooka/Panzerschreck Unique Ability: Ammo Drop Grenade type: Sticky Grenade The Anti Armor is probably the least important class in the game in the sense that they are basically vulnerable at close range, and if they do use the bazooka/panzerschreck at close range it will blow the user up as well. The only time this class gets any action is if a tank shows up and starts pounding the crap out of your team. Then everyone spawns as an anti-armor, everyone shoots the tank, tank blows up, everyone then gets sniped, and go back to being what they were before. The end. It's a sad story but that's really the only time you see this thing get pulled out. It's ability is the same as support, which is the supply ammo thing. Sorta useful. VI Gametype Strategies IN this section I'll give tips for each game type. I'll just give helpful tips on how to play your best in each game type. War This is the new entry to the series. It's basically a game type where you have a point on the map that each team is trying to capture. IF one team captures it, then it another point has to be captured. If one team captures all of the points they win. It's sort of like Battlefield 2 Modern Combat's conquest mode, except in Call of duty 3, only one can be captured at a time. It sort of goes like this in a tug of war fashion until the end of the time limit, or until one team wipes the other one out of the game. One of the things that is smart is when you're trying to capture a point have snipers make sure that the other team can't get it. Throwing smoke is also good because often you'll be sitting there slowly capturing it and then * pop *. You're dead. Throwing smoke is a good screen to have, and this will help protect you, so that if the other team wants to kill you and get that point, they can't be lazy and try and shoot you from far. They have to get up close and personal. When you're trying to capture a point, a good thing to do is to look for an area that a machine gun could be setup on. This will enable you to cover one area and protect your allies who are trying to capture that area. A great example of covering your allies is a tank. IF you see one of these things, hop in and wreak havoc, because in that tank, you will distract your enemies from capturing the point and they will come for you, giving your team a chance to capture the spot. Now if they're stupid and don't come for you, you can just blow them up from afar. That will help your allies out a bunch as well. Capture the Flag This is one of the standard game modes of the First Person shooter Genre. In capture the flag, you have to go into the opposing teams base, grab their flag, and bring it back. Easier said than done. In capture the flag, use your vehicles. What is good is that in the jeep, and in the motorcycle, the flag carrier can sit in the passenger seat, but can't drive. So what is good is to have a jeep with a .30 CAL gunner, driver and passenger. You pull up to the base, passenger gets out he picks up the flag, the gunner shoots enemies up, passenger gets back in the jeep, driver takes them back to base, flag carrier scores. Rinse and repeat. Another good thing to do is to have snipers artillery strike the base before you assault. This will clear out a good chunk of enemies, and then this will give you about ten seconds to go in there and get the flag. Now these scouts who just called the arty in can also support and cover your ride home. They'll be able to snipe any of your enemies coming out of the base trying to kill the flag carrier. Another good thing to do is to have one or two guys be the main "flag carrier". This guy will try to infiltrate the base, get in really quietly, while the bulk of your force just attacks and gets the flag if they can. The bulk force will support the main "flag carrier(s)". Single Capture the Flag This is similar to capture the flag, except there is one flag that spawns in the middle of the map somewhere and that you have to take into the opposing teams base. It's a lot easier to score, because now all you have to do is just grab the flag from the middle of the map and sprint into your opponents base. This is where stealth will actually play a big part. Once you grab that flag, be patient, and work your way into the base. The majority of the time I score, I score when they never even see me. That's what you have to do. Use some of the tactics I said in the normal Capture the Flag section. Use artillery strikes, snipers can cover you, and use your vehicles. Play this similar to how you play the normal CTF, as they are very similar Game types. Headquarters In this game both teams have to establish a base wherever the point spawns. You have to go there, and the team gets a point per second they hold the base. The team that destroys it gets ten points. So it's really important to establish a base quick, because even if you destroy them pretty quickly, it's never going to get as much points as it would to just establish a base. The key in this gametype is to establish a base and defend it. Support gunners are going to play a big part in this because many of the bases spawn in areas that can allow the support gunner to setup his gun on a balcony, or crate or something. Snipers can also play a big part in the sense that while they are trying to defend the base they can pick off any one trying to get too close. Battle and Team Battle This is basically like Deathmatch and Team Deathmatch from Call of duty 2. First person or team to reach the set number of kills wins. Not a really strategic game type. Just go around and kill each other. On this one you can hide a lot more and be more patient because you're not really forced to get to an objective or capture a flag. All you have to do is just kill the other players, or team. VII Map Strategies In this section, I'll go through each of the maps, and how to play them on each game mode. You are going to hear me refer to a couple of the points as "the last point of defense". When I refer to this, this means that this is the last point left, and if they fail to capture this, they lose. Argentan Overview This is a forest map with lots of foliage and soft cover to take advantage of. This map has a couple of motorcycles, but to be honest, this map doesn't do much in the way of vehicular combat. This is a good scouts and riflemans map, because a lot of the shots you'll be taking on this map are at farther ranges. You'll also noticed that scattered around the map are little outposts where you can actually hide in and get a good sniping view of the map How to play this map: WAR There are only 3 points that can be captured on this map, so that's not that many. The Axis base point is located inside of a bunker. This gives them a slight advantage on this map. Their last point of defense is a lot easier for them to capture and defend then the allies. The point in the middle is just out in no mans land, in the middle of grassy area. This one will just be hell to capture. You will get sniped at and shot up because there is no cover. The last point of defense for the allies is in the middle of the street by a couple of jeeps that happen to be on fire. IF you're trying to capture this, throw a smoke screen and start capturing. How to play this map: Capture the Flag This map is going to be filled with snipers because a big part of defending your flag is pick them off before they get close, this is why Capture the Flag tends to attract snipers. Make it a snipers map and you got yourself a sniping game. One thing to keep in mind on this map is that each of the flags are in a bunker type of place. Keep this in mind when you're defending yours, because this will help you a ton. Take advantage of these natural defenses. They will help you a ton. Also don't forget to use the motorcycles, and the roads that swing around the map. These will help you get around the map faster, and with less trouble. How to play this map: Single Capture the Flag Play this similar to how you play the Regular Capture the Flag, as they are very similar. Use the bunker defenses on this map as well, especially when you're trying to keep them from scoring the flag in your base. Use of snipers wouldn't be a bad idea either, especially as they are assaulting your base. The flag spawns right near a bunker that is facing the Allies base. If you're playing as an axis make sure to use this to keep them from the flag. This will come in handy. Other than this though, basically play it the same was as you would for Normal CTF. How to play this map: Headquarters This map is going to be really hard to hold onto and defend your base because a lot of the radios are going to spawn in an open area. So when you do capture a point, it would be smart to throw some smoke so that at least your not totally exposed. Snipers will be able to take out whoever is defending the HQ. Almost all of the radios that spawn will be in open areas, so watch out for that. That's going to be the key when you're playing headquarters, is defending your base, but not getting sniped. Hey, let's not forget about artillery strikes. If you're in the middle of capturing or defending a lot of these points, one artillery strike, and you have no cover or anywhere to go. How to play this map: Teambattle and Battle This map is going to have lots of snipers on it. Plenty of people are going to be hiding, so watch for that. Where there are snipers, there are artillery strikes. Watch for those too. This map has so much foliage, cover, hills, different terrain, that it's just perfect for a sniper. There are so many great spots on this map, so being a sniper wouldn't be a bad idea. Verdun Overview I hate this map. It's dark, full of trees and has a couple of bunkers, but most of all, it's dark. It's just really hard to see guys. Aiming down the sight will actually help you see guys more clearly, so make sure to use this. This map basically has a couple of bunkers connected by one tunnel. Outside of the bunkers is one long trench, a couple of small concrete buildings. One thing to keep in mind is that on the big bunkers edges, you can actually setup a .30 CAL or MG 34, so you can cover a lot of territory if you setup these guns. How to play this map: War ON this map both of the "last points of defense" are kicated in that trench. It's going to be hard to capture these because you'll be getting fire from the main bunker, as well as from the path and outside of it. So make sure to hug the trench's wall so your protected from the bunker fire at least. The other point in the middle is a little easier to capture, it's in the concrete building/bunker. In some ways it's hard though because you have to guard from the top, as there is a hole in the roof, the opening in the bunker, and the two doors that lead in there. You're probably going to need like 4 people in there to actually be able to capture it. How to play this map: Capture the Flag Both of the Flags are located in the bunkers opposite of each other. So don't expect to see that many people hanging around outside. Most of the combat is going to be taking place within the confines of the bunker, so watch for that. Being a light assault or medic would be good too, because these are very good and effective close range weapons. Having support gunners cover certain tunnels and hallways is a good idea so that when the flag carrier comes in he's covered from behind. Main thing is going to be how quick your reflexes are with that close combat in the bunker. How to play this map: Single Capture the Flag The flag spawns in a very interesting place on this map. It spawns on the top of the concrete building/bunker in the middle of the map. You have to climb the ladder to the top and grab it from up there. It's going to be tough to score because you have to traverse all of that open terrain, so maybe before you grab the flag throwing smoke would be a good idea. When you do have the flag, be wary of rifleman, as they will be the death of you. Try and get inside of the main bunker system as quickly as possible, this will really lower your chances of getting sniped off the bat. Once you're in the main bunker complex just run pell mell into the base and score it. How to play this map: Headquarters ON this map the radios spawn mainly in the main bunker complex and at either endpoints of the trench. Also another spawn point is that building in the middle. You'll see it spawn in there as well. Luckily you're not going to have to be exposed very much on this map. About half of the radio spawns are inside the main bunker complex, a couple are outside as well. The main key is going to be how quickly you establish your base and how quick your trigger finger is in those close combat situations. How to play this map: Battle and Teambattle This map is going to have 2 types of players. You're going to have the rifleman who stay outside and pick people off, and you're going to have the up close and personal people wandering around the bunkers. It's your choice. Problem with being outside is your totally exposed, and you'll find your going to have a hard time hitting people in the dark. I personally prefer being in the confines of the bunker. I've found I get more kills this way. Les Ormes Overview This map is a good map for support gunners and scouts. The main reason being that there is going to be a lot of firefights inside the village. When you're trying to get to an area or objective a good idea is to have a support gunner sprint up and prone, so he can cover the street and suppress the enemy. You're going to have some fights out in the fields as well, so watch for that. Whenever you're walking down the street, watch for people inside the houses, because these people will cause plenty of trouble, especially when they setup their machine guns. How to play this map: War This map has a lot of points, 5 of them to be exact. This means it's going to be a struggle to win the game and totally finish them off. Now since there are so many points I'm going to start with the Germans "last point of defense" and then get the rest of them. The Germans last point of defense is in a little courtyard outside of a couple of buildings. This one is going to be hell to capture if you're american. The main thing to watch for is that people will setup machine guns on the windows from the buildings. This will make it really tough to actually get in the courtyard. Another thing is that there are only 3 ways in, if you count going through the house, so they can just sit a support gunner down and the whole place will be sealed off, so that if you do rush it you'll get killed. The next point is on a trail. One of them leads to a road which leads to the Germans last point of defense. The other way leads out into an open clearing, which has another road which leads directly into the main village itself. You'll have plenty of firefights in there. Now we're at the middle point, the third one. This one is similar to the german last point of defense, in the sense that it is in a courtyard which happens to have a building right next to it. Make sure if you're a support gunner to take advantage of that building and setup your gun right there. If you're capturing this, make sure to watch for fire from the garage next to you, the big building, and the trail leading into the clearing. Now we're hitting american territory. This next point is in a barn, which has some hay in it, which will be helpful for protecting you when you're trying to capture it. When you're capturing it, make sure that you don't get shot in the back, because there is a door that leads into the barn. Don't totally turn your back on that. Don't just worry about the main grassy area, worry about that back door. Finally, the last point on the map. The allies "last point of defense" is located inside of a barn. This one will be pretty easy to capture. Just have a couple of support gunners run in, lay down, and have each of them face the barns opening. This will make it really, really hard to penetrate. The only thing an invader could do is grenades. That's it. Speaking of which, there is an opening in the barn that looks like it's been blasted by artillery. If they are capturing it, cook a grenade and chuck it in there. You'll get good results. How to play this map: Capture the flag The allies flag is actually in the same barn as the allies "last point of defense" on the war version of this map. A good way to defend this is to climb the ladder and just prone over the flag, although you might get sniped from the village so watch for that. If you're attacking this flag, it's probably smarter to attack from behind, that is, not the side which leads to the village, but the side that has the gray wall behind it. The Axis flag is actually really near the Axis "last point of defense on the war version of this map as well. Difference is it's in the barn, which makes it a lot easier for the axis to protect, and a lot harder to attack. Defending this is pretty simple. Just sit yourself down in a corner and watch and wait. Attacking it is a different manner. If you're going to attack it you'll have to probably cook and chuck a grenade in there. That's the only way, or if the axis is stupid and just doesn't guard it. One other small note is that on this map each of the flags can have mines laid right next to them so make a note of that. How to play this map: Single Capture the Flag This map is so fun on Single Capture the flag. The reason being that the flag is right in the middle of the french village. That's right, it's smack dab right in the middle. You're going to have a hell of a time scoring this flag. Scouts are going to be very useful on this, because the main bulk of the firefight is going to be taking place over where the flag is. IF you do get a hold of the flag, do what I told you in the regular Capture the flag section, because at that point it's pretty similar. One unique thing though is that if you're allies and you have the flag, be careful of machine gunners inside that building. If you're not careful you'll get capped. How to play this map: Headquarters The radios tend to just spawn somewhere inside the village. The hard thing is going to be getting sniped. Since the village tends to attract firefights, and the radios spawn in the village, you're going to have plenty of trouble even setting one of them up. Once you do set one up, just do what you normal do. Get in defensive positions and wait. How to play this match: Battle and Teambattle This doesn't take much strategy. You're going to see that people tend to just meet in the middle of the village. Being a support gunner or scout is good. If you're a scout makes sure totake advantage of the artillery strike ability. That will come in handy more than once. Rouen Overview This map takes place in a small French village. The thing with that is that means urban fighting. You can either go the rifleman route, hang out in buildings and snipe people, or you can grab a Thompson, get up close and personal, and kick some butt. It's your choice. There is plenty of cover on this map, so take advantage of that. How to play this map: War There are only 3 points, so lets makes this quick. I'm going to start with the axis "last point of defense". Then I'll go to the middle one and the allies last point of defense. The Axis "last point of defense" is in a 2 story building with plenty of windows in the southeast corner of the town. It's going to be pretty hard to capture if you're allies because there are just two ways in the building, which is couple of small doors. So you're going to have a hell of a time getting in there. If they prone and setup machine guns, good luck. Only way you can get it is cook a couple of grenades and chuck them in there and see what you get. The middle point is probably the hardest to capture. There are so many ways in, and it's right in the middle of a 3 door room. One advantage you have on this is that there's a table by the flag. You could actually setup a support machine gun on that and cover the area pretty well. So when capturing this use that strategy it will help a lot. Lastly you have the Allies "last point of defense". It is located in a bombed out house. If you see the enemy capturing it a smart thing to do id chuck a grenade in the building. The roof has been blown off, so it's a lot easier to do this, so take advantage of this. Other than that just run in, lay down and hope you don't get killed. How to play this map: Capture the Flag Both of the flags are located in each teams "last point of defense" on the war version of this map. So you should sorta already know where that is. When playing Capture the flag, try and go in the buildings for two reasons. 1, you are protected from rifle fire, and from getting shot out in the open. The other reason is that if you melee with the flag, it's a one hit kill. So inside a building you might actually be able to get that off. How to play this map: Single Capture the flag The flag spawns in the same building as the middle point in the war version of this map. It's going to be hell getting that thing out of there. The reason being that you're right inside of a firezone. You're going to get shot up most likely, especially if you have a full room with 24 people. Throwing smoke would be smart, because I'll bet anything you're going to have snipers watching that flag and seeing who goes in, and that person won't be going out, if you know what I mean. How to play this map: Headquarters The radios on this map tend to spawn inside of the buiildings. That means that being a support wouldn't be a bad idea. You could probably setup a machine gun and your ally could do it as well and you could make it nearly impossible to penetrate those defenses. Again the only way would be a grenade, so watch for that. How to play this map: Battle and Teambattle This map has some pretty frantic close combat action. My preferred class is light assault. This will enable you to excel at close range, and mid range if you're a good shot. The only hard thing on this map is getting shot from all of the windows. Especially if you're in a full server. Expect to get shot, and have no idea where it came from. Poisson Overview This is a HUGE map which offers plenty of vehicular combat and sniping opportunities. Jeeps and motorbikes are going to come in really handy on this map because it's really big and spaced out. There's not a whole lot of close range combat. So if you're whizzing around with a buddy on a jeep, you're going to be able to get lots of kills just because you can pick people off with the .30 CAL. This means that Tanks will be effective and deadly as well, so watch out for that. How to play this map: War Well, to start off there are 5 points that need capturing. That's a lot, and you're going to really need to cooperate with your allies if you're planning on winning the game. First off, lets start with the axis "last point of defense". It's located in a bombed out building right off of the creek. One thing to keep in mind is that there is a tank parked outside, so make good use of that. Don't let your enemy get a hold of that because that will make this point hell to capture. Next we got the point next to the "last point of defense" for the axis. This one will be a little hard to capture because it's just situated out in the open. You're going to receive sniper fire probably from the creek side, and get some fire from the village as well. This might be the hardest point to capture on the map. Now we're at the middle point. This is located in a hotel lobby, which has a table next to it. Use this to setup your machine gun. This will greatly help you in capturing this point, and at least will cover the front door. The front door and the door to the right, or south are the only points the enemy can come through. Now we're entering Allied territory. This point is located in a bombed out cemetery. The headstones offer some cover, and the point is below a hill, which offers you a little cover. I'd recommend throwing smoke before trying to capture this. You're going to get some sniper fire when getting this one. This is it. The allied "last point of defense". It's located inside of a barn, with plenty of hay laying around. Use this hay as cover, and notice there is a ladder in the barn that leads to a second story if you will, in the barn. Setting up a machine gun here is a great way to seal off one side of the barn. How to play this map: Capture the Flag The Axis flag is located by the creek next to the bridge. The Allied flag is all the way at the north end of the map. I would say the biggest thing is going to be snipers. They will play a huge part in defending the flags on this map. There are large stretches of land that you're probably going to have to traverse if you have the flag. This presents a great oppurtunity for the snipers to pop the guy with the flag. This is also where jeeps and motorbikes come into play. This will make the travel much shorter, and make it a lot harder for the snipers to pinpoint the flag carrier. That's the main thing to do. Use vehicles to attack the flag, and snipe to defend it. How to play this map: Single Capture the Flag The Flag spawns in the same point as the middle point in war does. That is, it spawns right in the hotel lobby. When you get the flag try and hook up with an ally and hop in a jeep or something because if you just try to hoof it across that open terrain, you're going to get sniped. You just are. Especially if you're allies. No chance in hell you run across that open ground and attack the axis point without getting shot. That's the main point. Use vehicles and be wary of snipers. Actually, a good counter to snipers is smoke grenades. Make good use of these. How to play this map: Headquarters This map tends to have the radios spawn just about everywhere. The radios are just spawning every which way. You'll have some spawn inside buildings, and some in the open. You really don't know what's coming. I would say have everyone on your team be a good variety of classes, especially on this map because there are several different types of combat you're going to encounter. I would say a great way to defend your HQ is to use a sniper rifle. Most of the points you'll be able to look at by hiding in some distant building. It would actually be a good idea to have one guy on your team devoted to that. I guarantee that guy will rack a lot of kills. How to play this map: Battle and Teambattle This gametype doesn't have much strategy. On this map you're going to encounter lots of scouts. Lots of them. A good way to counter them is use smoke then get up close and personal. Having a couple of snipers in the rear isn't a bad idea either. Just do what you feel is best on this map. Depending on where the match is heading, it just varies. Some teams might rush with just rifles, or use submachine guns, some people hang back and snipe, it just depends what you're up against. Merville Overview This is a fun map because you're going to get a lot of different combat. You're going to get some sniping action, you're going to get quite a bit of mid range combat, which is why rifleman is my prefered class on this game. There are a couple of tanks, as well as some jeeps and motorbikes. So get ready for some vehicular action on this map. This is probably my personal favorite map. It's got a great combination of vehicle action, sniping action, close range, it's got everything. How to play this map: War This is a big map with 5 points that can be captured. That's a lot. Let's get into it. The axis "last point of defense" is a point that snipers can play a big impact on. You can snipe from basically from the river. Snipers are going to play a role on this map and their artillery strikes will be really useful in capturing this point. The Next point is in the middle of a trench system. Notice that near the axis base is a tank. That tank will play a huge part. I can't tell you how many times I've been allies and been trying to get that point captured and that tank just kept blowing me up. It was tough, so try and get that tank, that will help you capture this point so much. Now we're in the middle. This point is located in a large courtyard. Support gunners are going to be huge. They'll be able to control this flag really well, as well as rifleman. To actually capture this point you're going to need some range, and that's exactly what the support gun and the rifle offer. Now were heading into allied territory. This next point is located underground in a tomb like setting. Throwing some smoke will definitely make it very interesting, considering you won't be able to see past 3 feet. To capture this point you're going to have to have quick reflexes and good close combat skills. This one's tough to get. Now we're at the allies last point of defense. It's located in a courtyard in the southeast corner of the map. This one is actually easier to capture. A couple of support gunners proning back to back will be able to handle this one fine. Just be careful of tanks. They could launch a rocket in there and make things tough. Throw a little smoke and you'll be fine. How to play this map: Capture the Flag Both of the flags are on the "last points of defense" for each team. What I tend to do when attacking the flags, especially the axis one is to swing all the way around the side of the map and then sneak in and grab the flag then make a dash for it. Make sure to use the tanks on this map, this will really help protect the flag carrier on this map. You'll be able to cover the guys back really well, especially with the tank. How to play this map: Single Capture the Flag The flag spawns right next to the middle point. It's located right in the middle of the courtyard, which is going to be a battle to just get a hold of it. The hardest part is probably going to be getting the flag and just getting out of the courtyard. Throwing smoke wouldn't be a bad idea, try and mix it up a bit and cause some confusion. This will enable you get out of there without being shot up. How to play this map: Headquarters A good chunk of the radios actually spawn underground and in the trench system. That means it wouldn't be a bad idea to have a couple of light assaults or medics on your team, considering you're going to be having a lot of lethal close range combat. That's the main thing to watch for. The tanks aren't going to be very useful, considering the objectives are changing all the time, so don't both with them. How to play this map: Battle and Teambattle Use the tanks. These will help you rack up kills, as well as cause a distraction giving the infantry on your team a shot to pick off a bunch of them as they are trying to kill the tank. I would say that this map is definitely a rifleman map. There are plenty of mid range situations in which the M1 Garand and the Kar98k is the preferred weapon. You're not quite far enough that a sniper rifle would be good, and yet you don't get enough close range combat that a thompsons the best. M1 Garand or Kar98k is the way to go. Maybe a support gunner as well. Mayenne Overview This is a great map. It's got a lot of close range combat. Be aware of that. Thompshon/MP40 is my preferred weapon, but being a rifleman wouldn't be a bad idea either. Being a medic would also be good because you have a decent close range gun in the trench gun, and you'll be able to heal your fallen allies. How to play this map: War This map has 5 points. That's a pretty good chunk. A lot of these points are going to get pretty chaotic, so get ready. This is one of the most intense maps in the game. There are 5 points, and The axis "last point of defense" is located inside of a grassy courtyard in the southern part of the map. This is probably one of the easiest point to capture because there are two doors that lead there, both of them have stone walls about 3 feet tall that are perfectly convenient for setting up machine guns on. You'll see what I mean. Do that and you're guaranteed the point. The next point is located inside of a wine cellar. This one is hard because there are a few ways your opponent could infiltrate. At first it looks like they could come from the stairs and the door next to the point. Don't forget about the back. Actually, if you're attacking this point, going all the way through the grassy courtyard with the axis "last point of defense" then coming through that door would be a good way to totally flank your force. Now we're in the middle. This is by far the most chaotic and hardest point to capture in the map. Maybe even the game. There are balconies surrounding the courtyard, which have railings that make perfect machine gun setups. There are about 4 direction the enemy could attack. IF you can capture this point, you can take anything. The next point is your first step into allied territory. This one is located inside of the castles main room. This point isn't too hard to capture. There are some crates laying around on the ground, so use these for cover, or even better, setting up machine guns. This will really help you cover the angles, especially as a support gunner. Do this and you'll be fine. Now we're at the allied "last point of defense". This one is actually really easy to capture for the allies. The reason being that there is a house right in front of the flag. It's a two story house, and has windows which you can setup machine guns on. If you have a couple of supports on your team you will be able to keep axis forces from getting 100 yards from the flag. There is even a truck to hide behind. So this flag is totally setup for the allies to capture. You could also be a rifleman and pick them off, or be a scout. Any of those work well, but it' best as a support gunner. How to play this map: Capture the Flag Both of the flags are located at their teams "last point of defense" on the war version of this map. If you're carrying the flag try to avoid going out into the main courtyard where the middle war point is. You'll most likely run into someone which means trouble. Since there are a lot of close combat situations don't forget that the flag's melee kills in one hit. This is huge, because this actually gives you a fighting chance against your opponent, especially on this map. How to play this map: Single Capture the Flag The Flag spawns in the same courtyard as the middle point in the war version of this map. That means it's chaotic. Good luck getting a hold of this flag. I would say designate a couple of players on your team to setting up machine guns over that balcony and covering that flag. When you're attacking that flag, I would say the best thing to do is throw smoke. I know I say that all the time, and it seems like that's all I can say, but it's really true. If you don't throw smoke you aren't going to capture that flag. Once you do get a hold of the flag, try and work your way not through the main passage, but all the way around. This will really help you out a lot. How to play this map: Headquarters The radios tend to spawn inside of the castle, which means that support gunners and light assault are going to be your preferred class. Get ready for lots of close range combat. That's going to be the main decider in the map. How quick is your trigger finger, and how good of reflexes do you have. That's the key, and considering the radios spawn all over the place, it's really quite spontaneous. How to play this map: Battle and Teambattle On this map just be a support or light assault. You're going to find yourself in a lot of close combat situations. Medic wouldn't be bad either, considering you'll have a shotgun and a syringe to revive guys with. It's up to you, but make sure to have something you're good with at close range.\ Eder Dam Overview This map is pretty big, has a bridge going across the middle of it, as well as a little inland part. There are some jeeps, so make good use of that, as well as lots of bushes, grass, trees and other vegetation. When you're trying to cross the bridge, don't go straight across, go under it. There is a little tunnel that you can use to cross it. That's what I always do. One other thing to keep in mind is that there is actually a whole other area all the way on the east end of this map below the bridge, which wasn't something I realized initially. How to play this map: War This is another 5 point map. Being a rifleman is a good class to be, as well as support. The reason being that on this map there is a lot of mid range combat. This is where rifleman and support gunners do the best. Let's start with the axis "last point of defense". It's located right outside of their base, and is surrounded by trees and plenty of vegetation. This is a good support gunner spot. There isn't much danger of being sniped, the only long range threat is an artillery strike. But those don't happen often. Next point is just to the right of the axis base. This point is pretty easy for the axis to capture. One big thing is that a machine gunner could setup his gun on the wall that faces the allied base. The next point is the middle point, but it's not really in the middle. It's a lot closer to the allied base then it is to the axis. Whatever. When capturing this poing use the boxes and the low stone wall to setup machine guns to cover the area. That's one of the key points. Use a lot of machine guns. Now we're hitting allied territory. This point is right outside of the allied base. This is a sort of hard point to capture for the axis. There is a jeep sitting right in front. Use the .30 CAL to cover the angles leading up to this point. Only problem with this is that there is a good chance you'll get sniped from the other side, but that's a chance you'll have to tae. This is the allies "last point of defense. It's located in the southeast corner of the map. The thing with this point is that it's surrounded by tres and vegetation, so no amount of snipers or rifleman are going to be able to cover that part. The only way to stop the other team from capturing the point is to run up there and get up close and personal. How to play this map: Capture the Flag ON this map the allied flag is located next to the point that is near the middle one on this map. That would be the point that has the jeep next to it. The Axis point is right next to their "last point of defense" on the war version of this map. I found an awesome way to attack the axis base, and I even have it in a short little video which can be found right here.¤t=jakes movie.flv This spot is a great way to attack the flag. How to play this map: Single Capture the Flag The flag spawns right in the middle of the map, to the west of the bridge. Use the jeeps and their .30 CALS to get a hold of the flag, then punch it in there. The jeeps provide mobile firepower, so make sure to make good use of that. Here's that link from above, it works great, it's actually best on Single Capture the flag.¤t=jakes movie.flv If you're watching this, make sure to use it if you're an ally, and make sure to guard against it if you're an axis. How to play this map: Headquarters Almost all of the radios spawn out in the open, which means that rifleman and support gunners are the preferred class. They'll be able to cover the wide open areas much more effectively than a light assault or even heavy assault. The main point is going to be how well your team can cover open territory, that's huge. Throwing smoke wouldn't be a bad idea, this will make it so that if your enemy wants to see anything they are going to have to get up close and personal. How to play this map: Battle and Team battle This map is a good one for rifleman. This is a perfect map in general for rifleman because it's almost all midrange combat situations. That's the main thing to keep in mind on this map. Suppor are also good. There are plenty of crates, and low walls to place it on. That's a good thing to keep in mind as well. Fuel Plant Overview This is the last map. I got to be honest, I hate this maps guts. You get shot at from different angles, you never see who shot you. It's a drab colored map, it's just a rifleman fest. Be ready for that. That's the way this game is going to play. This map is probably the map that smoke will be the most important in. Make sure to at least have a couple guys on your team have smoke. How to play this map: War This map has 5 points on it that need to be captured. Let's get it on. The first point is the axis "last point of defense". It's totally out in the open, and will receive sniper fire from the scaffolding west of the point. That's the main thing. To capture this you MUST throw smoke. You'll get sniped. That's going to be the main thing. The next point is inside of a warehouse, which has some barrels and a truck laying around. Be aware that there is a second story to this room. A good idea might be to have an ally setup a machine gun on one of the balconies. That's a good strategy to use, as well as take cover between the crates and barrels. This will help keep you alive. Now we're smack dab in the middle. This one is hard to capture because you can get sniped from all of the catwalks leading around, all of the pipes, there are just too many directions shots can come through. Again, throwing smoke is going to be the best way to deal with this threat. Now we're hitting allied territory. This one is inside of a brick made warehouse, and is probably the easiest of the points to capture. There aren't many directions fire can come through, not anything that a couple of light assaulters can't handle. This is it, we're at the allies last point of defense. This point is located inside of a trainyard. Use the train that's laying there as cover, this will make it so that you only have to take fire from one direction, which I think you can handle. If you do this you should be all right. That's going to be the main thing to do. How to play this map: Capture the flag The american flag is located in the trainy in the train yard in the western segment of the map. If you're going to attack this map. Be careful about getting shot from the scaffolding where the fuel is located. Luckily there are some barrels and trains to shelter you from that, so just hide behind the trains. The Axis flag is located inside the furnace room on the opposite end. This room has balconies going all around it which poses a great chance for machine gunners. This room has lots of little things jutting out of the furnaces which cause for some awesome cover. How to play this map: Single Capture the Flag The flag spawns in the same point as the middle point in war does. It's surrounded by pipes and is in the middle of all of the scaffolding and the big fuel cans. A smart thing to do is maybe have a sniper cover the flag, because he can cover it from that big brick building south of the flag. Sending someone over there would be a good way to cover the flag. This flag is really hard to capture or even get a hold of because you have issues with getting sniped, as well as close range concerns. How to play this map: Headquarters The radios spawn either in the open, where you'll get your butt sniped, or inside of the buildings. You have to find a good combination between close range combat and midrange combat. I think the riflemans kit is good on this map because it is a fine balance between the two. How to play this map: Battle and Teambattle This map is definitely a rifleman or scout map. Almost all of the combat is going to be at least 100 feet away. That means that rifleman or scout is your best choice. The only problem I'd say is that you're somewhat vulnerable at close range, but you'll probably pick the guy off before he gets that close. VIII Acknowledgements and Contact info Well, here we are ladies and gentleman. I really want to thank my family for being really supportive of me, and all that. I want to thank treyarch for coming out with an awesome game. Many people doubted how good this game would be, since infinity ward wasn't developing it, but I think treyarch delivered. If you want to contact me you can email me at or you can send me a voice message at bigbadblubanana, yes that's right bigbadblubanana. If you have any questions, comments, anything you want to say you can get me right there. I check my email everyday, I actually like to hear from my readers, so yeah. Thanks to you as well, for reading this far and actually caring to read this part. If you have anything you want to say to me, just contact me using the contacts above. I guess that's it. IX Legal Info This guide may not be posted without my permission. This guide may not be copied without permission, except for personal use. This guide may not be changed, altered, or in any manner changed from it's original form, in any manner, shape, or form. If you do post this guide without my consent you are liable to be prosecuted which I will not hesitate to do. Copyright 2006 Jake Parker