hier vind je al de clanleden =TN=B@dman general =TN=Tornado , carnage2, ..... alles- all =TN=*NexuS* =TN=caspar =TN=Rednas =TN=rodney ( =TN=***RICARDO*** =TN=diablo =TN=M.A.M.(nl) =TN=madmad =TN=Chaplin =TN=Dead2Uman =TN=Dutchbull =TN=nederland ** The dutch server ** fliegenhorst =TN=oerakai =TN=Punisher =TN=solider mario *** =TN=Deadorlif private =TN=Totalguy
The RTCW.NO ruleset has been built around the basics of existing leagues and ladders. There is no point in making differences in rules, as this only will result in disputes and arguments when teams from different leagues/ladders compete, because one, or both teams always claim that «oh but we weren’t used to this» etc. We would like to thank the Cyberathlete Amateur League, Stronger than All-RTCW, TeamWarfare.com, ClanBase and Battle of the Beachhead since we have used their rulesets to form our own. This is not ripping, it’s more like «keeping the standard». The latest version of this ruleset is always available on http://www.rtcw.no/rules.asp. §1.2. Definitions 1) League – Consists of 4 groups where 3 of these (named: Alpha, Bravo and Charlie) are qualifier groups for the forth - Premier Group. 2) Clan (or team) – Several players registered in RTCW.NO system as one team. 3) Captain – The player listed as clan leader in the team roster. The captain has responsibility to arrange matches (probably with the help of clan’s war arranger), resolve any issues and to report to RTCW.NO officials if anything comes up. He should also read and understand the rules, so that his team doesn’t rely on tactics based on bugs/abuses/whatnot disallowed by this ruleset. 4) Match – Every match consists of straight stopwatch rounds. 5) Stopwatch round - One cycle on a map (default time setting) when one team sets time, then teams switch sides and another team tries to beat that time. 6) Maps – All In addition to the earlier list of standard maps only, a few GOTY and the custom map te_ufo have been added to the list of valid rtcw.no league maps. The full list: mp_assault mp_base mp_beach mp_ice mp_village mp_sub mp_keep te_frostbite ** Update Season VII ** This season we will introduce a new feature in the league, namely preselected maps.This means that clans wont be able to choose their own maps, but rather having to follow a map schedule. This schedule can be found under the map link in the rtcw league section on the left sidebar.If a reschedule occurs which moves a match from one mapweek to another, the original maps are to be played. 7) Point – 3 points are awarded to the winning team. A tie equals 1 point to each team. 8) Forfeit (walkover) – "Forfeit loss" is a technical loss when for some reasons one team can not play scheduled match or have played it incorrectly. Any team winning by forfeit shall receive a score of 4-0 and awarded by 3 points. "Forfeit draw" is similar to forfeit loss and occurs when both teams failed to play the match or have played it incorrectly. Both teams will by awarded by 0 points in the case of forfeit draw and the match score will be forced by admins to 0-0. 9) Servers - We allow the use of any server that meets our server requirements (see below), but we also supply our own servers through our server-booking system. Please note that bookings made far in advance may be cancelled in favor of our own arrangements, like cups and tournaments. We try to avoid this, of course, and we will try to find a server to compensate. 10) Admin – RTCW.NO administration representative. All admins decisions are “final” decisions and further discussion about any decision made by admins is not even possible. If you want to complain on a certain admin – write a complaint to staff@rtcw.no with full explanation of the problem as you see it. Game admins (referees) are available to watch over your scheduled game. If you wish to have an admin present for your match you must notify an admin a minimum of 48 hours prior to your scheduled game. We will do our best to get an admin to spectate your game. 11) RTCW.NO system – http://www.rtcw.no web-site and all its integrated league services. 12) Time – The league utilizes Central European Time (CET) - as a standard time zone for all league events. All time mentions should be treated as CET. Central European Time is equal to GMT+1. §2.1. League Structure The RTCW.NO league consists of: - One Premier Group; - Four qualifier groups which are respectively named: Alpha, Bravo Charlie and Delta. Groups are formed exclusively by RTCW.NO staff before the start of the every season. When forming groups we take in mind the following: 1) Clan performance in previous RTCW.NO season 2) Overall clan strength 3) Clan stability and activity 4) Ping issues All teams in all groups compete with each other during the season on a league basis. The team that leads the Premier Group standings at the end of the season will be proclaimed as the RTCW.NO league season winner. §2.2. Playoffs These playoffs are played after the competitions in the Premier Group and regular groups are finished. Total number of 12 teams will take part in the playoffs (3 from the Premier Group and 9 from Alpha/Bravo/Charlie groups: 4/3/2 respectively). The playoffs are played on a single elimination basis (like all the other playoffs). Meanwhile the lowest ranked team from Premier Group switches with the highest ranked team in Alpha Group without playing any matches. Final playoff scheme will be announced one week after last group match. In the event of a match ending in tie, an additional third map must be played in a 2 SW rounds style. This map will be chosen by the rtcw.no staff and will be available to the public on the first and second playoff round days. In Premier Group, the 3 lowest ranked ACTIVE clans(excluding the lowest ranked clan that goes directly to alpha) will go to playoffs, and not the last ranked clans, active or not, as was the case in the prior seasons. §2.3. League Basis During the season each team of the league meets with every one of the other teams in the accordance with the calendar. Three points are awarded for a win, one for a tie. The league standings are calculated according to the number of the points earned by the teams. If the number of points earned by two different teams in one league/group is equal, the team with better won/lost round ratio is ranked higher. If the won/lost round ratio of two different teams in one league/group is equal (along with the number of points), the team with a higher quantity of round victories is ranked higher. If the quantity of round victories of two different teams in one league/group is equal (along with the number of points and the won/lost round ratio), the team that had a better head-to-head result is ranked higher. If the head-to-head result of two teams with equal quantity of round victories, won/lost round ratio and number of points is a tie, RTCW.NO staff may arrange an extra match for both of these teams. ** Season VII Update ** If the situation that clans ranked #1 and #2 in any group end up with the same amount of points when regular season is over, an additional match will be played between these two teams. The Rounds lost/won rule dont apply to this. §2.4. Team Inactivity If your team goes inactive or has decided to leave the league, you must let the admins know well before a season starts. If a team leaves during the season, we will do the following: The given clan will be set inactive, and all their matches, played and unplayed will be deleted. §3.1. Teams and Players All teams and players competing in the league must be registered in RTCW.NO system. 6 (six) players team size is mandatory for the league. However we allow teams to play 6on5 matches if both teams agree on that. If one of the two teams does not have 5 players by 15 minutes after the scheduled start time, that team shall suffer from the forfeit loss. Teams are not required to drop players if the opposing team cannot field a full 6, but are recommended to do so. It`s called sportsmanship. Matches allowed to be played are only 6on6, 6on5 and 5on5. No other combinations are possible. 5on4 or 6on3 for example are illegal and may result in forfeit draw for both teams. If one of the teams suddenly gets a withdrawal from one of their players, leaving them with 1 less than the opposing clan, the opposing have their fullest right to play with the amount of players which was decided before the match. You may use your two timeouts ("/pause" command in OSP) if one or several of your clan players were disconnected or got connection problems. Season VII **Update** Teams will be locked during the last 2 weeks of the league phase to prevent major lineup changes/cheating. §3.2. Substitutions and Stand-ins Substitutions are, as in all sports, allowed, but can only be made in-between rounds or during OSP pause. Stand-ins are not allowed in any matches connected with the league. Teams using stand-ins, or who are caught in "fakenicking", will loose the match. Repeated violations of this rule will result in removal from the league. A clan that fields a player who by the rules below was not allowed to play will receive a forfeit loss for that match. If the admins judge that this situation occurred on purpose (i.e. other clan members were aware the player didn't conform to the rules below) then the clan will be removed from the league. A clan can only use players who were registered as clan members in RTCW.NO system. Players always have to be easily identifiable to admins and spectators. Therefore, before and during all matches, players have to use the name with which they are registered in their clan on RTCW.NO (or one that clearly and unmistakably resembles it). When a player who is registered with more than one clan in our system plays a league match with one of these clans, he will not be considered a member of the other clan(s) anymore as far as that league is concerned, even though he may still be listed on the other clan's list of allowed players. §3.3. Changing Clan A player can only change clan once during the season, from the first matchdate to the end of the season, including playoffs. This is something we cannot actively monitor ourselves, so its up to clanadmins and players to be aware of this. In the event of a player changing clans twice or more, this person will be banned from taking part in any match throughout the season. §4.1. Match Scheduling RTCW.NO league matches are played every Monday, Tuesday, Wednesday and Thursday 20.00 and 22.00 CET. Each team should contact their opponent at least 24 hours prior to the scheduled match night to set up and agree on match details. Team captains are REQUIRED to contact the opponent 24 hours before the match and the teams MUST have agreed on what maps to play by that time. Home team names its map first. Team captains are REQUIRED to be in #RTCW.NO on irc.quakenet.org 15 minutes before the scheduled match time so that league officials can reach them if necessary. §4.2. Rescheduling Matches Originally matches are scheduled by the RTCW.NO staff. If both teams agree on it – originally scheduled matches can be postponed, but the teams in question must then find an appropriate server and play the match not later 19th of April. Failure to do so will result in forfeit draw and 0 points to both teams. If one team can’t make a scheduled fight, it MUST notify your opponent 24 hours before the match about it or you will loose by forfeit. If no result is submitted to RTCW.NO staff via IRC or email during 7 days after the match date (original or rescheduled) – then this match is treated as non-played and counts as forfeit draw. If one team actively tries to reschedule the game, while the other remains idle, you must contact a league admin. If this is the case, the idle team will loose by forfeit, and the winning team earns 3 points and a 4-0 victory. ** Rule Update Season VII ** Each clan can only reschedule a match ONCE. The match MUST be played within 2 weeks from its original scheduled date. If a clan is forced to postpone twice, the other clan will receive a forfeit victory. §4.3. Match Each match consists of straight stopwatch rounds. SW rounds are to played in ABBAABBA order. Home team always plays it's map first and starts as axis. In the case of "two servers" game - every team plays it's map on it's server. Each round equals one point. If both teams failed to set time in one particular round, then they both recieve 0 points for that round. §4.4. Results Submission After completion of the game, the winning team must notify league administration and let us know the result of the match. The best way to notify us is to join #rtcw.results IRC channel on irc.quakenet.org and say the match result right into the channel. Demos, screenshots and match reports should also be uploaded as soon as possible. Please note that demos, screenshots and match reports are optional, but recommended. §5.1. Servers Usage Teams are welcome to use any of our RTCW.NO servers (servers could be booked for league matches), however, if both teams have their own servers, they can each host a half. If only one team has a server then one half of the game is hosted on that team’s server and the other on a designated server. Teams are strongly welcome to play both rounds on 1 server if pings are good for both teams. All non-bookable servers must be running the current version of RTCW, Punkbuster, OSP mod, and have all the correct map versions, with NO exceptions. Only servers that meet the league server requirements could be used for league matches. Dedicated Wolfenstein servers are mandatory in this case, T1 or above are the only acceptable connections while cable modem and "listen servers" are not permitted. Teams need to make sure that they can get access to the server logs in a timely manner in case of dispute. You should always find a server that has the most even pings for both teams. You should try to play the whole match on one server, as a split server match should only be played if a fair neutral server can not be found. §5.2. Ping Difference Although both teams agreeing on any server can bypass this rule, the ping rule can and should be used if it is desired by at least one of the competing teams. The difference between each team’s average pings to the agreed server can be no greater than 50 ms. Pings must be confirmed in the game, not trough pinging tools such as "gamespy" or "all seeing eye". Both teams should check their pings to the server to make sure that they are playable. You must also check for packet loss, choke and playability. If a server is unstable for any of those reasons, a new server must be found. If no objections are made, no team may question the settings during or after the game. If an objection is made prior to the match commencing to the league admin and the server is deemed unplayable by a league admin then a new server must be found. §5.3. Server Settings Server settings must be equal in all matches. Required settings are as follows: -------------------------------- Server settings -------------------------------- g_soldierChargeTime "20000" g_LTChargeTime "40000" g_engineerChargeTime "30000" g_medicChargeTime "45000" g_maxlives "0" g_allowvote "1" g_friendlyfire "1" g_teamForceBalance "0" g_doWarmup "1" g_gametype "6" g_altStopwatchMode "0" g_complaintlimit "10" g_voicechatsallowed "50" g_inactivity "0" g_warmup "15" sv_minrate "2500" sv_maxRate "25000" sv_maxPing "0" sv_minPing "0" g_speed "320" sv_screenshake "1" sv_pure "1" g_forcerespawn "40" -------------------------------- OSP settings -------------------------------- match_timeoutcount "2" match_timeoutlength "180" match_warmupfire "0" vote_allow_kick "1" vote_allow_map "1" vote_allow_mutespecs "1" vote_allow_teamdamage "0" vote_allow_timelimit "0" vote_allow_warmupfire "1" vote_allow_referee "1" vote_percent "51" server_allowCenterview 0 -------------------------------- Punkbuster settings -------------------------------- pb_sv_enable pb_sv_cvarempty pb_sv_kicklen 1 pb_sv_cvar rate in 2500 25000 pb_sv_cvar snaps in 20 40 pb_sv_cvar com_maxfps out 0.00001 40 pb_sv_cvar cg_bobup in 0 0.005 pb_sv_cvar cg_bobpitch in 0 0.002 pb_sv_cvar cg_bobroll in 0 0.002 pb_sv_cvar cg_fov in 90 120 pb_sv_cvar cg_simpleitems in 0 pb_sv_cvar cg_thirdperson in 0 pb_sv_cvar cg_wolfparticles in 0 1 pb_sv_cvar cg_errordecay in 100 pb_sv_cvar cl_freelook in 1 pb_sv_cvar cl_timenudge in -20 0 pb_sv_cvar cl_maxpackets in 30 100 pb_sv_cvar m_pitch OUT -0.015 0.015 pb_sv_cvar m_yaw in 0.022 pb_sv_cvar r_ext_NV_fog_dist in 0 pb_sv_cvar r_flares in 0 1 pb_sv_cvar r_rmse in 0 pb_sv_cvar r_vertexlight in 0 1 pb_sv_cvar r_texturemode include "GL_LINEAR" pb_sv_cvar r_ignorehwgamma in 1 pb_sv_cvar r_intensity in 0 2 pb_sv_cvar r_picmip in 0 1 pb_sv_cvar r_picmip2 in 0 1 pb_sv_cvar r_mapoverbrightbits in 0 2 pb_sv_cvar r_overbrightbits in 0 2 pb_sv_cvar r_uifullscreen in 0 1 pb_sv_cvar r_ext_NV_fog_dist in 0 pb_sv_cvar r_ext_texture_filter_anisotropic in 0 pb_sv_cvar r_ati_fsaa_samples in 0 pb_sv_cvar r_ati_truform_tess in 0 pb_sv_cvar r_ext_ATI_pntriangles in 0 ------------------------------- Both teams should make sure that these settings are correct. If a setting is found to be incorrect, or changed during the match, this is considered a cheat violation and will be treated as one, unless changed immediately. Failure to do so may result in a forfeit or disqualification. §6.1. Conduct Players and teams are responsible for ensuring that all of their members know, understand and follow league rules. Ignorance of the rules is not an excuse for a violation. All participants in our league will be required to observe common sportsmanship. If a player is caught cheating, their team shall forfeit the game, automatically resulting in a forfeit loss, and the team will be suspended from league play, loosing matches by forfeit as they go, until that member has been removed from the team. Any matches played with that player up to that point will also be lost; if the opponent can prove that the player in fact did play. Excessive forfeits will, as always, force us to remove the team from the league, but cheat-forfeiting teams will be removed permanently. There is NO excuse for cheating, the system you’re playing on is your responsibility, not ours, and we will show the cheater as little respect as he shows us by using cheats, with no exceptions. Any member who belittles or demeans the league or official admins will be immediately suspended until further notice. Personal attacks will not be tolerated. §6.2. Spectators and Wolf-TV Spectators are allowed. If one team doesn't want any specs, then it may speclock the team during the match ("/speclock OSP command"). Spectators from one of the competing teams are also allowed. You can always speclock if you want. The RTCW.NO staff also can spec whatever match they see fit. Please note: if speclock is used and the Wolf-TV RTCW.NO camera is in, it MUST be specinvited. Appearance of Wolf-TV means that we consider this match to be a major event and therefore want the RTCW scene to be able to enjoy it. Wolf-TV has about 2 minutes delay from the original event. So it shouldn’t make any impact on the real time match. §6.3. Demos If a formal complaint or dispute is to be made, participants are required to record a demo of the match and the player will be asked to immediately upload their demos following their match. League administrators will review the demos. §6.4. Voice Communication Use of communication programs such as "Roger Wilco" or "Game Voice" is completely acceptable and recommended. §7.1. Disputes In the case of a dispute, team leaders must contact a league admin. ONLY team leaders are allowed to participate in the dispute process, unless we specifically request the presence of another member. This is to make things as easy as possible. Our dispute-process works like this: 1) Write up a formal complaint and send it to the admin. Please try to act grown up and don’t write us a whine-letter. The complaint should explain the violation in detail. If you suspect a player of cheating, be prepared to list exactly where you think this occurred in the match and have evidence in form of screenshots, game logs and demos. 2) If necessary, an admin will request the demos, screenshots or server logs from the opposing team. They will have 24 hours from the initial request to provide the requested items or risk forfeit or other disciplinary action. 3) The admins will investigate the situation, and take action. If there is no proof, there is no claim. If proof is sufficient, the player or team could be purged. Any losses by the claimed to the cheating team will be changed to wins. If a team repeatedly makes false claims against other teams, the team may risk suspension. §7.2. Rule Violations Teams who violate any rules may be subject to disciplinary action. This includes forfeits, replays, removal from the league and lost points. The league admins may change penalties as they see fit. Disruptive teams will be removed from the league. Any team that is repeatedly disruptive in the form of untolerated language, pointless spamming, server crashing, etc. will be removed from the system. §7.3. Cheating and Exploit Violations Cheating and exploits usage are not allowed in RTCW.NO. Any player caught cheating or using an illegal exploit will be suspended from league play for a time determined by the admins. Every case of using cheats and exploits reported will be a subject of admins investigation. Below follows a list of definate no-no's : Passing gold throught gate on Village Doorblocking weaponboosting doc carriers with any weapon Having more than 1(ONE) panzerfaust in the team §7.4. Repeated Violations Teams repeatedly violating minor rules and behavior conducts will be warned, and if the violations continue, removed from our system permanently. §7.5. Server Crash If the server crashes during a match, the map will be restarted only if the crash occurred less than 1 minute after the start, or during the 1st round for round-based games. In all other cases the remaining time (rounded to the closest minute and with a minimum of 2 minutes) or rounds will be played, after which the scores will be added to determine the map win. §8.1. Changes RTCW.NO reserves the right to modify the rules as needed. This includes changes due to software updates or releases, single events and all other changes that we believe are necessary to make this system a fair one. Teams should check the rules on a regular basis and prior to every match to ensure they are in complete compliance. Teams must understand that RTCW.NO will use to try and ensure fair and competitive play and are subject to interpretation by our admins based on the spirit of the rule and game.
hier komen alle taktieken die goed werken voor de gewone maps en een uileg voor de meeste maps die ike gespeeld heb op andere servers. de maps die al standaard in het spel zitten: the fuel dump: als een ally: neem een cv ops en engeneer zorg dat de tank het rooster uit de tunnel schiet, dan neemt de cv ops een uniform en de engeneer loopt achter hem aan. de cv ops maakt de deur open en ze lopen samen de basis binnen, de cv ops blaast de verdedigingen op en de engeneer plaatst wat mijnen, dan wat dynamiet op de dump en klaar. als axis: neem een fd ops en gooi zoveel mogelijk airstrikes en arty supports. gold rush: als ally: neem een heavy weapons of cv ops als de tank de deuren opgeblazen heeft. dan loop je met de vlammenwerper rustig naar binnen en flambeer je iedereen, als cv ops pak een uniform and gooi een rookgranaat naar binnen en op een gegeven moment pak je de crates gewoon mee als axis: plaats als engeneer zo veel mogelijk mijnen tussen de bank en de truck in, want naast de truck heeft geen zin. wurzburg radar: als ally: als cv ops een uniform jatten en door de deur gaan, dan de parts jatten en gewoon weglopen, of als engeneer de tunnel nemen en dynamiet planten bij de main entrance, wachten tot ie afgaat en je hoeft niet te wachten tot de west-bunker ingenomen is. als axis: hetzelfde als bij gold rush. the railgun: als ally: neem een engeneer en plaats zoveel mogelijk mijnen bij de track switch, niet te dichtbij want dan hebben ze geen nut, en niet te ver weg want dan hebben ze ook geen nut. de firing controls opblazen en dan gewoon raak schieten, easy! als axis: neem een cv ops en leg een rook gordijn in de trein, dan neem je em mee naar de track switch, ik weet niet zeker of je met cv ops standaard met een verrekijker uitgerust bent maar als je 1 battle sense hebt scan je de omgeving van de switch met b ingedrukt houden, als er mijnen zijn reveal je ze en blaas je ze daarna op met een handgranaat of een satchel charge. dan neem je de tug verder mee en herhaal je het hele verhaal. the oasis: als ally: repareer de pompen en ga er doorheen, dan zet je dynamiet bij allebei de kanonnen(proberen) en dan verdedigen. met axis: plaats zoveel mogelijk mijnen bij de muur, en dan weer gewoon raak schieten. leuk is: als cv ops als de old city wall vernietigd is pak je een uniform en ga je bovenlangs door de deuren(kijkt uit over old city) dan spring je van boven op de muur naast de water put, dan loop je door naar de allies command post en blaas je em op, dan ga je boven de old city spawn zitten en schiet je op voorbijgangers). battery: als ally: oplossing A: 2 mensen, super snel en makkelijk; een covert ops pakt een uniform en een engeneer, ze gaan naar de achterdeur en de cv ops maakt de generator kapot, dan gaat de engeneer naar binnen en plaatsts zoveel mogelijk dynamiet, de cv ops en engeneer proberen de dynamiet zo lang mogelijk te beschermen. oplossing B: iets moeilijker maar is goed te doen met een beetje teamplay; een engeneer maakt de assault ramp en stormt er zo snel moglijk overheen, dan gaan er een paar andere soldaten een beetje herrie schoppen, maar niet de west-bunker innemen, de engeneer plaatst weer zoveel mogelijk dynamiet en een zo groot mogelijke groep soldaten komt de engeneer helpen. als axis: niet et strand op gaan, want dan heb je verloren... cv ops: als de assault ramp gebauwt word direct kapot maken, ga daarna direct naar de firing controls want grote kans dat iemand de b strategie ook kent... de dowloadable maps(of hoe je dat dan ook noemt): the cathedral: als ally: deze map is vrij simpel als je em kent en een beetje kan schieten, je kan geen airstrikes gebruiken in de kerk, dus een fd ops is niet zo handig. een panzerfaust is wel handig, of een vlammenwerper... als axis: eerst moet je een engeneer nemen en helemaal tot achterin de kerk lopen, daar zijn 2 trapjes die op 1 tunneltje uit, daar ga je helemaal in, op het einde van de tunnel staat je objective, die pak je niet, want er is ook een zij ingang, die maak je kapot en pak dan het beeldje, en ga je door de zij-ingang weer naar buiten, dan spring je in de vrachtwagen en heb je de missie gehaald. cean: als ally: zelfde stategie als fuel dump met axis. als axis: blaas de poort kapot met een engeneer, dan neem je de stad in, en bouw je de command post, repareer je de tank, en neem je em mee naar het gebouw aan het einde van de straat, en de tank schiet de deuren kapot, je gaat naar binnen en pakt een combat map, die neem je helemaal me terug naar waar je begon en je springt(denk ik) in de truck die daar staat. TC base: als ally: maak de poort vlakbij de health and ammo pick-ups, daar ga je doorheen, over de vrachtwagen, eerste deur links, trap op en dan het gebouwtje dat bovenaan staat in en dynamiet neerleggen. dan heb je 50% van de missie gedaan, dan het andere radar huisje opblazen en je hebt em gehaald. als axis: dit is een map waarbij je het beste een mobile mg 42 kan gebruiken en achter de vrachtwagen gaan liggen en schieten. helmsdeep: als ally: een sniper is hier heel handig, want het is een uitgestrekt level en als er maar weinig mensen aan het spelen zijn moet je best god schieten om iemand te raken. als axis: neem de tank mee, steel de dynamiet(waar die dan ook is) en blaas de stal deuren kapot.(hb deze map nog maar 1 keer gespeeld dus ken de weg nog niet zo goed) FULL MAP STRATERGY FUEL DUMP I think this is the hardes map to defend but i'll try to make a stratergy here to... The axis team should keep the allies from building the big bridge for as long as possible... to do this all team members eccept 2-3 should go to the tunnel grate area and fight there (DO NOT LET A COVERT OPS AND A ENGENEER GO IN THE TUNNEL GRATE!!!) if they manage to constuct the big bridge and reinforce it the axis team should fall back to the fuel dump and stay there. let the allies blow up the two entrances. the best classes the axis team can have on this point is medics and lots of engeneers. GOLD RUSH The axis team should NEVER(!!!) go outside the tank courtyard. they should prevent the allies from repairing the tank for as long as possible. But however the axis team should construck the command post as soon as possible and they should send 2 engr.s to construck the 2 tank barriers for as soon as possible. If the allies manage to stel the tank and blow the bank dors... the axis team should have a few engr's. field ops's and medics ONLY(!!!) medics and fiels ops's shoulg go into the bank and camp there ALL the time! if they do that allies don't have a chance to win the map. WURZBURG RADAR It's hard to give a good stratergy to this map but I'll try... The axis team shuld not care very much if they loose forward bunker. They should focus most on stopping the allies from blowing the main entrance. and they should ALWAYS have 1 medic and 2 engr.s protecting the side entrance from getting blown up. RAILGUN The axis team should send 1 (maximum 2) peaoples to prevent the allies to capture depot yard. The rest of the axis team should focus on the first train ALL the time(!!!). if they do this axis will win in 10-15 minutes if not the allies are very expirienced players. SIWA OASIS The axis team should keep the old city for as long as possible! To do this they need Field ops's, medics, and engrs. (maybe soldiers to?) and NEVER go to far away from the Old City Spawn point in case you have to rclaim the city SEAWALL BATTERY The axis team should NEVER(!!!) go to the backdoor and NEVER(!!!) go down to the beach... If axis team then have 1-3 Covert Ops'es with satchel charges for the Assault ramp It will be eeeasy to win
hier wat sites over enemy territory