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Desperately short of supplies, the Axis are hoarding their fuel stocks for one final furious offensive! The Allies have located this hidden hoard of black gold and are determined to destroy it! Using a special assault tank they aim to blast their way past the Axis defences, and dynamite the Reich's final fuel facility into oblivion! Can the Allies' daring tracked attack succeed? Will the stout Axis defenders trounce the clanking Allied tank-tending trench-takers? Only time...will tell!—Briefing Announcer
Allied Objectives
Allied Secondary Objectives
Contents |
Fuel Dump is a cold and snowy map set in Northern Europe, just like Rail Gun. The Allies start in a small house, and the Axis in a bunker set in a mountain.
The Axis can reach the battle quickly by finding one of the two exits to the spawn - one on the floor they spawn on, or a higher one up the stairs. Slight damage can be taken for the player who jumps off the upper stair, but players who take the lower route take reduced, if any, damage.
The Allies, meanwhile, start in a house with another house nearby, a tank, and two routes - one through a slightly wooded area in front of them, and a road on their left side. The road opens out to a large open area, a frozen stream, and a hill containing the Axis exits, a machine gun mounted on a tower, and an Axis Command Post.
The Allies must construct the bridge in order to continue. This is extremely difficult because Axis field ops can call artillery strikes around the bridge. Axis snipers also have a field day on the hill and to the side, near the Axis Command Post. The bridge must be constructed twice - once to start construction, the other to make it passable for the tank. The Axis can dynamite the bridge and damage it to prevent the Allies from proceeding.
The frozen stream is barbed wired, and the opposite bank is too high to cross, so the Allies must construct a footbridge by taking the wooded path from their spawn. Down the stream is a grate that can be destroyed by the tank. This new route leads behind the Axis spawn and, with the help of a Covert Ops, an Engineer can get past the Axis spawn and dynamite the fuel dump immediately.
If the tank manages to cross the bridge, it must be escorted to the doors down the road. Once the doors are no more, the bunker spawn switches sides from Axis to Allies for the rest of the game. The Axis must spawn out of the fuel dump now.
The Allies have three routes to attack the fuel dump - the closest route from their new spawn leads far away from the depot, behind a hill, and near a garage with a command post. Snipers like positioning themselves on the hill and sniping down on the depot.
The second route is the most exposed route, but is the route the tank takes to get to the depot gates. The tank can then breach the depot gates, allowing the Allies access. Note the team door next to the depot gates - this is the main Axis route in and out of the base. This is the team door that must be bypassed by a disguised Covert Ops to allow an Engineer into the fuel dump.
The final route leads to the foot of the Axis base, near the depot gates.
The depot itself consists of a single large building and a bunker inside the mountain. The Axis spawn inside this mountain. The fuel dump is located on the far side of the large building. The building has a team door on the upper floor that lets Axis players to the roof. From here they can snipe down on advancing Allies. Allied players can use this to their advantage by taking the team door, but can jump down upon the fuel dump and dynamite it from the inside, bypassing the two fences that the Axis build to defend the dump.
The Axis must first defend the bridge construction box. So long as there are no Allied engineers near it, the bridge can't be built. Use Field Ops artillery strikes on top of the box to take out any engineers trying to build the bridge, and snipers for some cover fire. Since this first area is wide open, there will be a lot of snipers on the other side of the river. Look in particular in the trees near the footbridge and by the Allied machine gun. Snipers should target in particular enemy Covert Ops, since they can steal a uniform and run with an engineer straight to the fuel dump.
This is also a pretty good map with mortars, as there aren't a lot of places to hide. Mortars also work well against the tank, as well as near the bridge construction box. Ensure a field ops is nearby though to resupply the mortars, as using them is often a guessing game.
In the meantime, a single engineer should construct the Command Post and the machine gun. The machine gun, while a deathtrap for anyone trying to man it, can prove to be effective cover for snipers and other players. Ensure that the Covert Ops and Engineers in particular are eliminated, as together they can end the game very quickly for you. As Axis your goal is to prolong the game as long as possible. Additionally, another Axis Engineer should spawn in the Fuel Dump and construct the depot defences. Even if the Allies manage to sneak a covert ops and/or an engineer into the fuel dump, they'll have to satchel the depot defences first, giving your team some forward warning.
If the Allies manage to construct - or worse, reinforce - the bridge, a Field Ops must immediately damage the tank and prevent it from moving across the bridge. If this can be accomplished, the bridge can be dynamited, forcing the Allies to start over.
Speaking of bridges, keep a lookout on the Footbridge. The Allies have no business around it, so eliminate it and save your team - especially your snipers, who are often focused on the main bridge - some hassle. All it takes is a single satchel charge, so Covert Ops can gain some valuable EXP by simply destroying the footbridge every time it's built.
If your first defence falls, rally all your defences around the Fuel Dump. Construct the side machine gun and lower the garage doors around the Allied Command Post. Ignore your own command post and the machine gun - it is impossible to hold onto them if the tank manages to breach the first set of doors. To keep the playing field level, ensure the Allies don't construct their own command post.
Henceforth it's another waiting and shooting game. Cover the two farther entrances from the fuel depot with snipers, and the closest with some infantry. Field Ops can render the tank immobile for several seconds with an artillery strike, and an engineer can construct the Side Machine Gun to give the Allies some trouble. The side MG is quite vulnerable, but it can often hold off the first enemy wave at least.
Engineers should lay mines at the base of the gate and around the team door - your team should have no business there. Players attempting to get out of the base should simply take the stairs and hop the wall. The mines around the gate will give Allied Engineers trouble trying to get into the base, and the mines around the team door will give disguised Covert Ops problems.
Engineers are an absolute necessity on this map, as they are the only class that can defuse dynamite if it is planted at the Fuel Dump. Axis snipers can head to the roof of the facility, or possibly on top of the water tower, and snipe at enemies coming through. Keep an eye on the hill on the far side - Allied snipers like positioning themselves there.
Stall the game for enough time to claim victory.