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World at War Tactics Guide

NOTE: This guide is currently being restored. This guide was made by Red Seven and SNS.

INTRODUCTION

This is an Advanced Tactics Guide by SuperNinjaSlayer and myself, Red Seven.  This is a joint guide, we evenly wrote each aspect of the guide so don't just give me the credit!  We hope you can help you improve your gamplay at CoD®: WaW, if you are an experienced player with a great understanding of the game and if you are new to the game and looking for a few pointers. At present the guide is not 100% completed so be sure to check for updates.  Enjoy! - Red

CONTENTS

Contents Menu


1.0

Basic Tips


1.01   PRONING AND ITS EFFECTS

Unless you're absolutely positive that you won't be found going prone isn't advisable. It limits your ability to look around, manoeuvre, and leaves you a sitting duck for an aggressor's Melee Attack. When you are capturing a flag or HQ and the enemy only partially hurts you, don't prone waiting for them to come in, I recommend you crouch or move around to maximize your mobility.  Naturally, more skilled players will know when and where to use the Prone function and this will also come to you in time. Until you're that seasoned, your best choices are to crouch and/or lean from behind cover. This will let you look around and run in an emergency (e.g., a grenade thrown into your camp).  On the other hand, if you have the higher ground, proning is recommended as it decreases the amount of body that the enemy can hit. However, if you have the lower ground, it increases the amount of body open for enemy fire.


1.02   SENSITIVITY AND BUTTON CONFIURTION

Adjust your sensitivity and button configuration for maximum mobility. If you've ever wondered how your foes have seemingly grown eyes in the backs of their heads, it's partially due to their high Mouse/Analog stick sensitivity. They can spin around rapidly and with a mere flick of their wrists, and you could try that, too. However, the opposite can be said for low sensitivity.  Having a lower sensitivity can enable to you to aim much more accurately at long ranges and you can still move with decent speed in CQC.

I recommend changing your button configuration to "Tactical" or "Tactical Flipped" - This helps in CQC, you can quickly hold down the Right Analog Stick while aiming to go prone which will confuse and distract your enemy - which will save you in many circumstances. However this is may not be the most comfortable configuration for you. Pick the button configuration that you are most comfortable with. If you find that something is a chore, switch the button layout to something you will find easier. This is especially a case with PC players.


1.03   GRENADES

Do not be afraid of cooking and using grenades.  They are a precious resource, but if you're being taunted by enemies and you haven't used a single one of them, it's time you had your explosive revenge. It is strongly advised, however, that you cook them - namely, hold them until they're soon to explode, prior to throwing. In reaction, your opponents will either try to run away or pick it up or throw it back, and if your timing is just right, they will get away with neither.  Additionally, if you're surrounded and you know you're going out, you might as well do it in style. Start cooking a grenade, and leave a present behind.  Another tactic is to throw a Tabun Gas in quick succession with your Primary Grenade, this will save time, however, you will no longer have an extra Special Grenade unless using the Special Grenades x3 Perk.

Note: Special grenades cannot be cooked. They detonate on impact so accuracy and timing is very essential.


1.04   MELEEING (KNIFING)

If your aggressive foes don't have any grenades, they may try to run into your hidey-hole and blow your face off. When they're up close and personal, you can use a Melee Attack against them and conserve your bullets. In situations like these, it's kill or be killed, so this is another function you should be plenty familiar with.

Just as well, do not be afraid of using your Melee Attack. If you sneak up on a sniper, rush up a staircase, or are otherwise up close and personal with an opponent, feel free to melee them. Sometimes, crouching or proning while going in for the knife kill can save your life. Say you have an empty clip and you come face to face with an enemy. If you run up to them and then immediately prone and melee them they will never be able to lock their cross hairs onto you. Although some players view this as an insult, it is honestly an efficient method that will help you conserve your ammunition and keep up your momentum. If you are stealthing, this can be an effecient way to keep under the Recon and not show your locatoin. Meleeing is more useful than most give it credit for, and it's recommended that you try assigning this function to an easily reached key/button and use it during battles. If you feel the need, you can cheekily go for a lined-up head shot, an insult to the play you kill.


1.05   PICKING UP SECONDARY WEAPONS

Try to collect weapons that will serve you well in more than one category, and avoid the others. You are able to quickly pick up another weapon for your pistol, in a defence area.  For example, if you're on a map with numerous open spaces but also a fair amount of tight ones, a Thompson is fantastic. It's an excellent all-around gun that has sharp accuracy from afar, reasonable power up close and high damage. Meanwhile, heavy machine guns like the Browning M1919 or MG42 are, to the average player, only good for shooting through thin walls and catching enemies by surprise. Versatility is the key, and as your skills excel, you'll learn to use almost any gun in any situation, but do not pressure yourself into doing that right away. Try to pick up a long-ranged weapon and a short-ranged weapon if possible.

Best Combinations of weapons are:

  • Bolt Action & Sub Machine Gun
  • Bolt Action & Shotgun
  • Rifle & Sub Machine Gun
  • Rifle & Shotgun
  • Machine Gun & Sub Machine Gun
  • Machine Gun & Shotgun


1.06   JUMPING

If you're going to jump repeatedly, thereby performing the "bunny hop", don't do so in a predictable manner. Although jumping every now and then is a good headshot deterrent, reasonably skilled opponents will watch you, quickly realize your pattern, and take you down. The only way to prevent this is to use the jump sparingly rather than predictably. During your run across a large, open field, you may jump once at the start, make some distance, and then jump again, that is fine. Jumping every step of the way actually slows you down, giving the enemy to time to adjust his/her aim and more importantly turns you into an easy-to-shoot, rather retarded target.


1.07   VARIETY

In short, don't let yourself fall into patterns. Don't camp in the same exact spot, don't jump every step of the way, and don't explore the same parts of the map. Taking a different route each spawn is an effective way to find where the action is (if Recon isn't up) and can prevent repetitive deaths. I cannot stress enough the amount of times I, myself, have died due to foolishness and continuous strategies. Applying some strategy and variety to your methods will help you climb the rankings. You don't have to be perfect, but you also don't deserve to be frustrated and disappointed. You'll get to score and your teammates will appreciate you. Win-win, eh?


1.08   IF THE ENEMY IS IN RANGE, SO ARE YOU

This is very important, although many players are still oblivious to it. If an enemy is shooting at you, that means they can see you. However, this also means that they are vulnerable if you choose to fire back.  When taking hits (as opposed to 'taking fire'), your HUD will blink in the direction you are taking the damage from. Break line of sight and counter-attack when your health has regenerated. Just remember to be caution and not expose yourself too much.


1.09   KNOW YOUR LIMITS

Players regenerate life over time. If your HUD is red and bloodied, you need to pull back to a safe place and recuperate. Otherwise, the next hit will most likely kill you. All health regenerates after 5 seconds. So if you are hurt, find cover and count to 5. This can also calm you down which is great for focussing more in game. Think to yourself you have just spawned again and it's time to take a different route, most likely you'll bag a few more kills at least.


1.10   STOCKING AMMUNITION

If you're carrying a gun that eats ammo like there's no tomorrow, you shouldn't wastefully spray its bullets. Target with your sights whenever possible and kill with a minimal amount of shots. This will help you hone your aiming skills, and it'll lead to less frustration.

When it comes to collecting ammunition or obtaining new guns, never be afraid of backtracking. Your objectives are rarely timed, and guns don't disappear, even if you've died, however do not take a long time to find ammunition, you may die even if you are in your teams defensive spawn. Additionally, you should replace your handgun with a larger gun as soon as possible. To do this, simply switch weapons, pick up something fancy, and you're done.  This can help with more flexability at long/shorter ranges too.

One more tip: reload your gun before you search for more bullets. If your gun isn't fully loaded but your reserve capacity is maxed, you won't be able to pick up more. However, as soon as you reload, you'll be able to replenish your stock.


1.11   AIMING DOWN THE SIGHTS (ADS)

With Crouch or Prone, you'll set yourself up to dole out the kills, but your accuracy won't be that great until you use Aim Down Sight. The best combatants are capable of using ADS while running around too and you want to be the best you can be, don't you? Better start practicing, then! However  apply common sense to the situation, too. As aforementioned, it increases your accuracy by letting you aim with sights, but it also slows you down. Thus, there are some situations where spraying with lower accuracy is better. I would recommend only aiming down the sights when you are unsure of your surroundings but also know that you will be able to spot your enemy quickly.

Note: This does not fully apply to CQC, if you have an Sub-Machine gun it is advised to hip-fire. This is much easier and your mobility is not lessened.


1.12   LEAN LEFT AND RIGHT

Occasionally, you'll find a spot to hide in, but won't be able to see your enemies from it. When this happens, it's much better to lean than it is to simply move away from your cover. Too many soldiers don't use this functionality, and everyone should. Be careful, though; a quick sniper can pop your skull if you lean out for too long. As in ADS, don't be afraid to use this, but do so with discretion.


1.13   THROWING ENEMY GRENADES

When they realize where you're hiding, your enemies might lob a grenade into your area. If it lands close by, you may have an opportunity to pick it up and throw it back. This requires lightning-quick reflexes, but can be incredibly useful. It basically grants you the destructive power of an extra grenade for free, and also saves your bacon. If you can't get the timing down, there's only one other option: run for cover!


2.0
Advanced Gameplay


2.01   HIP FIRE

In Close Quarters Combat (CQC) you may notice the enemy is inflicting damage on you before you can even get a bullet out.  Well, this is because they are hip-firing.  Hip Firing is an advanced technique used by many players to enable you to shoot the enemy quicker.  It takes away the distraction of aiming from two feet, while a high percentage of your bullets still hit the target, depending on distance.  This technique will improve your chances of survival in CQC and generally make taking down enemies much more easily. Let's say you are running into the HQ room where numerous enemies lie and wait for you it is easier and much more effective to simply fire without aiming than to have to aim on each individual target while getting shot by 3 others. Another example, say an enemy is covering behind some boxes, you are not too far away from them but you can only see their chest, neck and head. In some cases it will be easier to aim and shoot but most of the time, at that given distance, hip-firing will by the key to the kill and save you from dying. Remember to take into account the distance of the enemy, if they are too far you'll have to aim. A lot of players will agree that hip-firing is the most effective way to kill someone with a SMG or Assault Rifle at Close-Range.


2.02   COVER

Cover is essential in the tough world of Call of Duty. Covering enables you to fire at an enemy while protecting yourself; it can be the difference between life and death. Try to introduce cover into your normal play, simply by hiding half your body behind some boxes, or preferably an exploded car since the metal is inpenetrable, or anything you can find near you. This will allow you to concentrate on your specific target and essentially give you extra protection. Sometimes cover offers no protection apart from keeping you out of the enemy's line of sight. Look for bushes, you can use them to sneak up on enemies. Remember, when you reload it is best to drop down even further into cover. Since you are temporarily vulnerable, it's a good idea to drop down one level when reloading. So, if you are crouching behind a wall, drop to the prone position and reload, then get back up and do your business. While covering you can wait for the enemies to come to you by moving round your defensive frontline, keeping within the "border" lines. Don't use it in all situations but it has its uses. If you try to cover in a game, it does not take long to adapt. This is a great way to improve your killstreaking and as a result a lower death count. You will be able to play more independently and not have to resort to Run 'n' Gunning all the time.


2.03   RELOADING

This may not seem much of an issue to most players but I cannot stress it enough - reload when it's safe. Call of Duty will usually allow you to kill an enemy with the last bullet of clip.  This allows you to have more freedom and less anxiety when you only have a few bullets left in your clip, remember this when you are in a game situation. It is not wise to run around the map with a half empty magazine. I advise you to retreat to a safe location to reload, this doesn't mean run right back to your spawn point, simply to a bit of cover or to your comrades. The same can be said for using airstrikes. Also, you will have to reload before running into a room where you anticipate enemies for obvious reasons. If you are the Run 'n' Gun type player with an Sub-Machine gun, I recommend trying the Sleight of Hand perk out, you won't have to wait long to reload, one or two seconds and your back in the action.


2.04   SAFETY IS PRIORITY

Try to think that your aim is to survive.  This does not mean camping or extreme defensive precautions, just being sensible and thinking everything through. When you see six enemies on the Recon don't rapidly sprint around the corner, you'll just end up with bullets in your teeth. Think smart, take out one or two while covering, this will lead the other enemies to you too. At times you have to leave enemies to their own business.  In short, you can't go round killing every enemy you see on the map (espicially at range). Going Rambo in Call of Duty doesn't work well (usually); you will need quick reflexes and great knowledge of the map to get out a sticky situation. If you find you are getting a high death count, try to modify your technique in the game and/or try a different strategy (e.g. - Ghosting, Run 'n' Gunning, Defending, Camping, Sniping etc). Trickery is also a great way to bag some kills. For example, random smoke grenades are a brilliant distraction, the enemy will be confused and attempt to occupy themselves by spraying or throwing a grenade into the smoke. 90% of the time they will be fooled, leaving you with another kill.


2.05   RETREATING

Retreating is one of the most valuable skills in Call of Duty and quite frankly not enough people do it or try it. Retreating is not running away, pussying out etc.  You are taking a different approach to counter the enemy and in most circumstances - it works.... well. If you are getting heavy fire or that Sniper won't keep trying to get you, retreating may be the best option. You can come back for another attempt, this time with reconnaissance or take to the opposite flank. Doing this will save you many deaths, you can get away from the main action and take out the flankers and come up behind. I strongly recommend you add this to your bag of tricks. This is extremely useful for kill streaking or defending objectives when things get messy.  Say you’re playing on Bloc and you come to the enemy building, you run upstairs into the room and get bombarded by enemy fire, you retreat and guard the doorway for 10 seconds, you may get a kill if they are stupid enough to run out.  Then you run up the building and come up behind them and take three or four of them out.  You used retreating and smart thinking to add another three or four kills to your total. Just a second to think of the smart idea, when you execute it, you get the reward. Run 'n' Gunning won't take as long but doesn't mean it will work. Use your knowledge to your advantage.

Here is BlameTruth giving a tutorial on how not to die....

<a href="http://www.youtube.com/v/Ji-U0G6W9Uo&rel=1" target="_blank">http://www.youtube.com/v/Ji-U0G6W9Uo&rel=1</a>



3.0


3.01   Red Seven's RECOMMENDED CLASSES

Below is some classes that I recommend you to use if you are considering certain aspects of Advanced Gameplay.


Class Name:
Primary Weapon:
Attachment:
Side arm:
Primary Grenade
Special Grenade:
Perks:
Frontline
Thompson
Round Drum
Colt M1911
Frag Grenade
Tabun Gas

Class Information:
This is a great close-medium range class on all maps. The Thompson is very deadly gun and considering the gun has good Iron Sights and a high damage, the Round Drum attachment can help targeting multiple enemies in CQC which is where most people find the gun's weakness. When firing at long-ranged stationary targets try to shoot in bursts as the recoil can be unsteady, don't even try against a long-ranged running target, you'll only appear on the Recon and lose ammo.  Use it for what's it's good at, raiding enemy lines/rooms and sweeping the floor at close range.

Reason for Perk 1:
You will find that you run out of ammo with the Thompson quickly due to its high rate of fire. Extra ammo always helps.

Reason for Perk 2:
The Thompson has very good damage so Stopping Power can be sacrificed for Sleight of Hand, which allows quicker reloading with the Round Drum attachment.

Reason for Perk 3:
have put on Steady Aim to assist further when Hip-Firing.


Class Name:
Primary Weapon:
Attachment:
Side arm:
Primary Grenade
Special Grenade:
Perks:
Shopkeeper
M1A1 Carbine
Box Magazine
Magnum .357
Frag Grenade
Tabun Gas
WaW Bouncing Betty Perk WaW Stopping Power Perk WaW Steady Aim Perk

Class Information:
The M1A1 is a great weapon for long-range.  It can take out enemies afar with ease, and with the Round Drum attachment - even more.

Reason for Perk 1:
I usually equip Betties on the Class for protection against Flankers, this allows you to concentrate and not worry about enclosing enemies. Bandolier is not recommended as you won't waste too much ammo.

Reason for Perk 2:
Stopping Power is used to conserve ammo and take out enemies faster.

Reason for Perk 3:
Again, Steady Aim is useful especially as this is a Semi-Auto gun and every bullet counts in CQC.


WaW Shotgun
Class Name:
Primary Weapon:
Attachment:
Side arm:
Primary Grenade
Special Grenade:
Perks:
Guardian
DB Shotgun
Grip
Nambu
Frag Grenade
Signal Flare
Perk 1: Nothing Sleight Of Hand WaW Perk Steady Aim WaW Perk

Class Information:
A great Shotgun class, you can have a lot of fun and more the more serious players - be deadly in CQC.

Reason for Perk 1:
Grip on a shotgun removes Perk 1 from being chosen. If you want to choose a perk 1 however, I recommend Satchel Charge's for this close-range class as it can be very effective when thrown through windows and door etc.

Reason for Perk 2:
Sleight of Hand is a must considering the weapon only holds two shells at a time; this will not keep you in and out of the action with the constant reloading that frustrates most people.

Reason for Perk 3:
Steady aim is there to increase hip fire accuracy. With Steady aim on a shotgun, you'll never have to aim again!


3.02   SuperNinjaSlayer's RECOMMENDED CLASSES

Below is some classes that I recommend you to use if you are considering certain aspects of Advanced Gameplay.


Mosin Rifle WaW
Class Name:
Primary Weapon:
Attachment:
Side arm:
Primary Grenade
Special Grenade:
Perks:
Mobile Sniper
Mosin Nagant
Sniper Scope
Tokarev TT-33
Molotov Cocktail
Smoke Grenade
WaW Flamethrower Perk WaW Stopping Power WaW Extreme Conditioning

Class Information:
This class is ideal for a mobile sniper. The Mosin Nagant has good power and decent accuracy. The perks all have important roles as explained below...

Reason for Perk 1:
The Flame-thrower is like having an overkilled shotgun. It is great at Close-Quarters and is especially useful if your primary weapon is a bolt-action. Only issue here is that its unlocked at level 65.

Reason for Perk 2:
Stopping Power ensures that one-hit kill which is a great motto to live by if you are a sniper, "One Shot, One Kill". If you feel you don't need the extra power, feel free to switch it up for another perk.

Reason for Perk 3:
Extreme conditioning is important for a mobile sniper as after every kill the sniper has to move to a new spot. This is so enemies can't track him down. Extreme conditioning aids you in running further faster and getting away from your enemies.


WaW Weapon MP40
Class Name:
Primary Weapon:
Attachment:
Side arm:
Primary Grenade
Special Grenade:
Perks:
Ninja
MP40
Suppressor
Walther P38
N° 74 ST
Tabun Gas
WaW Bomb Squad Perk WaW Camouflage Perk WaW Perk Reconnaissance

Class Information:
This is my preferred class for stealthing with. The MP40 (being such an overpowered weapon) can be just as effectively used without Stopping Power as it can with Stopping Power. The MP40 does 50 damage with one bullet meaning that with Stopping Power it does 70. This means that no matter what, the MP40 will always be a two bullet kill. This gives the user of this class an advantage in the field as they can remain off enemy radar but still dominate in the heat of battle, not that you would want to head straight into the heat of battle if you are stealthing.

Reason for Perk 1:
Bomb Squad has saved my bacon too many times to count. It is vital for the ninja who breaches enemy buildings often.

Reason for Perk 2:
Camouflage is there for obvious reasons, to stealth with.

Reason for Perk 3:
Reconnaissance is a great addition for a perk 3. It gives the user an advantage on the battlefield as he knows where enemy dogs and artillery strikes are, giving him precious seconds to get the hell out of there!


FG42 WaW Weapon
Class Name:
Primary Weapon:
Attachment:
Side arm:
Primary Grenade
Special Grenade:
Perks:
Gunner
FG42
Telescopic Sight
Colt M1911
Frag Grenade
Signal Flare
WaW Grenades Perk WaW Stopping Power Perk WaW Perk Deep Impact

Class Information:
The FG42 is more like an assault rifle than a machine gun. It's a great weapon for supporting fire in battle. The telescopic sight lets you zoom in on targets much further away. Due to its small clip size, the FG42 is not so great with the Bipod attachment (Especially since Treyarch fixed the Bipod glitch).

Reason for Perk 1:
Having two primary grenades can be extremely useful when guarding choke points or breaching buildings. You can even use it to hold the enemy off while you retreat to attack from another angle. A good perk to use.

Reason for Perk 2:
The FG42 has decent damage but a small clip size. You want to ensure that every bullet counts in order to not waste ammo.

Reason for Perk 3:
Deep Impact is great with a machine Gun or rifle as you tend to use those weapons as supporting fire. You will often be shooting enemies behind cover and this perk ensures that you can kill them no matter where they are.


4.0

Inventory Title




4.01   PERKS

Soldiers are not solely defined by the equipment they carry, they're measured by the scope of their abilities. Whether you want to reload faster, shoot faster, or stay out of enemy sight, there's a perk that'll compliment your strategy on the battlefield. Read up on all the available perks in World At War to strategize for the fight ahead.

PERK 1

BANDOLIER

This is the perk you need if you start discovering that you're dominating player on the battlefield. With a couple extra mags of ammo you can keep taking down the opposing team without worrying about scrounging to find a new gun or extra ammo. The Bandolier perk works best for players that like to pick a gun and stick with it, especially when their loadout equips them with fancy gun attachments like the Aperture Sight.

M9A1 BAZOOKA
WaW Bazooka Perk
Again, this one's also pretty self-explanatory. You get yourself two bazooka rounds that do wonders against tanks and far-off crowded spaces. Don't aim too far though, because these rockets don't always fly perfectly straight. The M9A1 is just as comparable in a fight as any of the other early perks that are already unlocked for you, but it does take a bit to reload the Bazooka.

BOMB SQUAD
WaW Perks BombSquad
The Bomb Squad perk allows for players to locate opposing team's Betties and Satchel Charges with ease. We'd have to say that the perk is much more valuable this time around though (in WaW as opposed to CoD4), because we've encountered countless Bouncing Betties. It's definitely a good perk to use to train yourself on some of the more popular mine locations before dropping it once your familiar.

BOUNCING BETTY x2
WaW Perks Bouncing Betty
There are a number of cramp corners in World At War that make perfect locations for the ever-deadly Bouncing Betties. If you hated to hear the familiar "click" from the Claymores in Modern Warfare, then you're going to hate these mines even more. Like their name implies, these explosives jump up in the air before bursting and sending shrapnel in all directions. They're best used to cover your back while you keep your sights in other directions, especially when sniping.

M2 FLAMETHROWER
WaW Perk FlameThrower
This puppy is a high level unlock, but it's worth the wait. Simply Burn 'em down. The Flamethrower projects a far-reaching stream of fire that scorches enemies and vegetation.  It's basically another weapon added to your inventory, like an overkilled gun, the only downside I find is that it takes a second to get the fire rolling, always try to shoot a second before contact with an enemies and you'll be owning in no time.

PRIMARY GRENADES x2
WaW Perk Primary Grenade
If you like to clear out areas with some explosives or molotov cocktails, then the Primary Grenades x2 perk is probably right up your alley. Unlike Modern Warfare, this perk only ups your grenade count by one. However, with the new Toss Back perk in effect, you may be finding more of your frags flying right back at you then expected. Remember, use a couple seconds to hold your grenade after pulling the pin to ensure that they explode on impact.

SATCHEL CHARGE x2
WaW Perk Satcher Charge
Satchel Charges make a great explosive addition to your arsenal. They come in particularly handy because players don't unlock additional frag grenades until they hit level 44. The trick to these guys is dishing them out quickly into a crowded area and letting the sparks fly. Of course, they also make excellent protection after planting the bomb in the Search & Destroy mode.

SPECIAL GRENADES x3
WaW Secondary Grenades Perk
Like the name describes, picking the Special Grenades x3 perk will give you two additional special grenades in your inventory. Unfortunately, it doesn't apply to the Smoke grenades, but it makes an excellent choice for any Tabun Gas or Signal Flare fans. We particularly enjoy picking up this perk because it helps to control traffic with our auxiliary grenades. We really like Tabun Gas as it is extremely effective when clearing out rooms.



PERK 2

CAMOUFLAGE
WaW Perk 2 Camouflage
Camouflage makes you invisible to any enemy recon planes that fly overhead, therefore making you strategically invisible on enemy maps. That is, unless you fire your gun. But there's a way to work around that one too! Just make sure that you've got a weapon equipped with a muzzle suppressor and you'll keep your presence invisible to anyone that doesn't directly see you.

DOUBLE TAP
WaW Perk DoubleTap
For any players that can't seem to get their bullets out fast enough, the Double Tap perk is there to make sure they're not hindered by the pitfalls of silly things like physics and weapon technology. This one is a good choice for players that want to use the Trench Gun or any of the Bolt-Action Rifles. It will keep your rounds flying, and will definitely help out when you've got multiple enemies headed your way.

FIREWORKS
WaW Fireworks Perk
Do you like to make things go Boom? Well with the Fireworks perk you'll be upping the blasts of all your explosive weapons to a Ka-Boom because this perk raises the damage of all those weapons. I've been messing around with the perk and I can't quite tell if that means the explosive radius is larger, or just the damage delivered, but I love watching the bodies of are opponents burst to pieces after a successful frag toss. This perk's especially helpful when you're taking down tanks with the No 74 ST "Sticky" grenades.

FLAK JACKET
WaW FlakJacket Perk
Oh, so you actually don't like explosives. Are they always leaving you and the rest of your team in pieces? Well learn how to avoid them or add the Flak Jacket to your defenses and lessen any damage that you receive from the errant grenade or rocket. It's been tested, a grenade right beneath your feet won't kill you, if you have full health- Wow. However don't expect these to do much against Artillery fire, you'll still end up in pieces if you get hit by one of those massive shells. As an advanced strategy, try combining the Flak Jacket with the Toss Back perk to make grenade collection (and returns) your favourite part of the game.

GAS MASK
WaW Perk GasMask
Everyone is totally addicted to using Tabun Gas grenades so often that they go out equipped with the Gas Mask perk. This makes sure that you won't suffer the ill effects of our own devices. Whether you love or hate the smokey poison, a Gas Mask will always keep your eyes and health free of the junk so that you can keep focused on all those bullets, and rockets, and signal flares headed your way. Man... there's a lot of stuff to look out for in this game. Every little helps.

JUGGERNAUT
WaW Perk Juggernaut
Ah... Juggernaut, how we love to hate to love you (or something like that). The hardcore players often slam others for choosing to pick up the extra health instead of the many other strategic perks available. But you know what? We don't care. When it comes to acclimating yourself with the ins and outs of Call of Duty online, there's no better asset than a few extra seconds to be riddled with bullets before you ultimately die. Juggernaut is in the mix for a reason, so let's all stop calling out other players that use it, and more once be suprised at how well it effects your gameplay, alright?

OVERKILL
WaW Perk Overkill
One of the best perks in the game, Overkill allows you to carry two primary weapons at once, in the primary and secondary slots. This means you can fulfill your dreams of being a sniper/shotgunner! You simply change weapons to where your pistol would be, and there’s your other weapon. This is great because you can switch weapons faster than you can reload, and be able to cover both close and long range.

SHADES
WaW Perk Shades
The Shades perk works similarly to the Flak Jacket and Gas Mask perks, but this one focuses on keeping you in your game when surrounded by any Signal Flares. I haven't seen many players making use of the flares as often as they toss out Frags and Tabun Gas. Most players will opt to ignore the Shades for the more relavent perks like Juggernaut and Stopping Power.

SLEIGHT OF HAND
WaW SleightofHand Perk
Always find yourself finishing your clip in the middle of an intense firefight? With the Sleight of Hand perk you can double your reload time so that you barely have to pause before getting back in the action. In fact, a few of the weapons reload faster with the perk than the time it takes to switch to your side arm. So when you're enemy is going for their pistol, you can greet them with a chest-full of slugs from your Thompson. Sounds nice, right?

STOPPING POWER
WaW Stopping Power Perk
With Stopping Power in your arsenal you'll be dishing out more damage with every bullet you fire. That means every bullet that hits will bring your enemies that much closer to death while keeping you clips filled to their fullest. Brilliant gun with both high damage and low damage, the more damage the better!



PERK 3

DEAD SILENCE
WaW Dead Silence Perk
The Dead Silence perk is one of my favorites because I love sneaking around maps while being to hear all the enmies around me. Other people don’t hear floorboards creak as you walk up behind them with your knife out just waiting to slash. Dead Silenceis seem as an unnessercary perk, however, if you have a good sound system, you'll know it's major effects. Extremely useful on Free For All and Search and Destroy game modes and is amazing when combined with a supressed weapon and Camoflauge.

DEEP IMPACT
WaW Perk Deep Impact
Just because enemies can hide from your sight, doesn't mean they can hide from your bullets. With the Deep Impact perk you'll be able to send your bullets flying through all kinds of cover that you normally wouldn't be able to pierce with your equipped weapon. While the perk doesn't suddenly send your pistol's ammo soaring through concrete blocks, it will probably make it through that door that's standing between you and the foe on the other side. You'll be kicking yourself for not taking this one when you find out that your bullets aren't penetrating the "flimsy cover" that your enemy is behind.

EXTREME CONDITIONING
WaW Perk ExtremeConditioning
There's no better time to move in and set up a solid defense than in the beginning of a round. Extreme Conditioning helps you push your body to the limit and cover more terrain while sprinting than those buddies of yours that you left in the dust. Just make sure that you don't get yourself lost in enemy territory while all your allies try to catch up. The perk is especially handy when you've got a team that likes to rush the first capture point in the new War mode.

FIREPROOF
WaW Fireproof Perk
Protects against Fire based Weapons. If you are tired of those 65ers flaming you with the Flamethrower perk this is a great perk, and not only will it give you protection against that, the power of the Molotiv is dropped even further. If fire is your Achilles heel, give this baby a try. On the other hand, you only occasionally see a player wearing a proud 65 logo and Molotiv's seem to be peoples worst grenade as it only kills on direct impact and takes a while to set up!

IRON LUNGS
WaW Iron Lungs Perk
Hold Breath for longer on Scoped Weapons. If you love accurate long-range sniping, the Iron Lungs perk can give you that headstart when learning to snipe effectively.  If you are more of a pro, you'll know how to save your breath for when it's needed.  I recommend for beginners only.

MARTYRDOM
WaW Perk Martyrdom
With martyrdom, when you die you won't be the only one to go. When using the Martydom perk, that's the hope at least. Players that like to keep combat "up close and personal" should consider dropping this perk into their arsenal as soon as it becomes available. Especially for any of the smaller maps in the game.

RECONNAISSANCE
WaW Perk Reconnasassance
With the Reconnaissance perk equip you'll be ablle to see enemy Artillery, tanks and dogs on map all if good detail, great perk for a ninja or ghost class or if you killstreaking (who isn't!) You may find that there are more useful perks but don't underestimate what this extra knowledge can give you, definatly worth a try!

SECOND CHANGE
WaW Perk Secondchance
Treyarch have gone and upped the ante on Last Stand by turning it into the Second Chance perk. Any player with Second Chance equipped will have all the benefits of Last Stand, but they'll also get this added bonus - they can revive any downed players that also have the perk. Now imagine what it would be like if everyone on your team had it... glorious resurrection!  Very useful on the Search and Destroy game mode.

STEADY AIM
WaW Steady Aim Perk
The Steady Aim perk actually comes in handy quite often. Not only will it allow you to enter new areas with confidence, but it also makes taking down surprise attackers all the easier when hip-firing. All players that find themselves using close range weapons like shotguns or guns of the submachine variety should definitely give this perk a thought. Because at close quarters, victory usually goes to the person who shoots first... accurately.  Even with a semi-auto Rifle, where every shot counts, Steady Aim could be the difference between life and death.

TOSS BACK
WaW Perk TossBack
Don't you hate it when you see a grenade land at your feet and you're unsure whether to run or throw it back? With the Toss Back perk, you won't have to worry about picking up grenades anymore. This perk resets the five-second timer on any grenade you grab from the floor around you. So if you love getting grenade kills, this may be the fastest way to rack up your proficiency with the handheld explosives. Now if there was only a perk that let you catch those molotovs in mid air...

4.02   GRENADES


PRIMARY GRENADES

FRAGMENTATION (FRAG) GRENADE

The Frag is basic grenade that most FPS players are accustomed to. The Frag Grenade can be deployed in 2 ways. The first way is by immediately pulling it out and throwing it by pressing L2, LT or 5 (or whatever button/key you have it set as). The second way to throw this grenade is to hold it in your hands for a while bearing in mind the 5 second fuse on it. This is cooking the grenade and can be useful for Stealth because that way the enemy will have less time to react to the grenade and most likely not know where it is coming from. I strongly urge you to cook your grenades as many a time I have simply thrown back uncooked grenades to my prevail. Please don’t be one of the n00bs who doesn’t cook his nades!
   
MOLOTOV COCKTAIL

Ah, the Molotov Cocktail. Sounds deadly but in fact it is far from it. In Call of Duty: World at War, the Molotov is highly underpowered. Remember that this grenade only deploys itself on impact therefore cooking is not an option.
   
N°74 ST STICKY GRENADE

Possibly my personal favourite, the Sticky Grenade. The Sticky is supposed to be an anti-tank grenade, but then again, the PTRS-41 is meant to be an anti-tank sniper rifle. It doesn’t stop people using it to blow enemies’ heads off does it? It has a 2 second fuse and sticks to absolutely everything. You can’t cook this grenade unfortunately though. The sticky is actually more stealthy than the Frag in my opinion as it makes less sound when deployed.


SPECIAL GRENADES
   
SMOKE GRENADE

Deploying smoke creates a good sized cloud of smoke for a few seconds allowing you to relocate, distract or advance. This is the only grenade with which the Special Grenades X3 Perk does not work.
   
TABUN GAS

A Chemical nerve agent grenade. This colourless gas can be deployed into areas to prevent enemies from passing through due to its disorientating effects. Your screen becomes wrapped and blurred and you will have trouble moving around.
   
SIGNAL FLARES

The Signal Flare gives off a blinding light that impairs the vision of enemies. While its duration makes it effective for a lengthily time period, the main drawback is that it ignites as soon as its thrown making it easier for the enemy to track it back to its deployer namely you.

4.03   ATTACHMENTS



APERTURE SIGHT

Black optical sight for enhanced aiming. Useful for weapons with bad Iron Sights.  This attachment is brilliant for those weapons that you find have bad Iron Sights, however I would only recommend in a few situations as you will have to sacrifice an attachement to help your strategies, such as a Suppressor.

BAYONET

Knife attachment on the end of Rifle. With the Bayonet you can lunge from further away for Melee attacks. This can be great is you find yourself often meleeing from too far. Can come in handy, however not essential. Not recommended as you still have a basic knife for those circumstances where you are caught reloading both weapons or in a run-by kill.

BIPOD

Set up a Bipod for less recoil and more accurate shooting. You might as well put this perk on - On most Machine Guns, it's the only attachment.  The Bipod, when mounted, leaves your weapon with absolutly no recoil, can be very effective at longer ranges and against Sniper fire. The only downside is reloading - you have to re-mount the bipod after a reload.

GRIP

Vetical Grip for less recoil. Only available on Shotguns, this is great if you need to fire more than one shot quickly on the M1897 Trench Gun and also seemingly gives the Double-Barreled Shotgun for range, which is very good as people often find themselves shooting from past the guns range. However this attachment takes up Perk 1 Slot.

RIFLE GRENADE

A good tactical attachment, often seen as noob but this is honestly an effective way to get kills. On the other hand, it takes up Perk 1 Slot which can be essential. The Rifle Grenade is good with a Bolt-Action Rifle as you can easily fire at medium range for kills against a Rifle.

ROUND DRUM

Circular Gun magazine to hold more bullets. I recommend using on a gun such as the Thompson as it has a small clip, with the attachemtn you are to take down more enemies in a single clip, which is beneficial is you have a bad aim or you're raging through CQC areas.

SAWED-OFF

Sawn off Shotgun for Double -Barreled Shotgun. More Damage and shell spray but less range. Definatly not recommended because the more range the Shotgun has - the better.

SNIPER SCOPE

Enhanced Scope with more zoom than Telescopic Sight. Take out enemies from afar with ease. Highly Recommended for Bolt-Action Rifles, a must if you are a tactical sniper.  The Sniper Scope works well on the M1 Garand - the only Rifle that unlcoks the scope. The damage on the gun will increase however, it will take 2 bullets to kills from the chest down.

SUPRESSOR/FLASH HIDER

With this attachment, you don't show up on enemy radar, unless the Recon Plane is up. Great Attachment for Stealth, although not recommended for Hardcore mode.  This can be a supreme attachment for a Sub-Machine Gun as giving your position away in CQC can lead to a death.

TELESCOPIC SIGHT

A Telescopic Sight with 4x Zoom, great for long distance shooting. Only use this attachment if you are using a long ranged gun, In CQC this attachment is not helpful at all as it effects your ability to sight in, the scope leaves some areas covered with the black rim.


5.0
Strategies



5.01   STEALTH

By SuperNinjaSlayer


Stealth. What is Stealth? Well to start off, the Collins English Dictionary describes Stealth as ”The act or characteristic of moving with extreme care and quietness, especially so as to avoid detection”. So we can deduce that Stealth in Warfare is eliminating the enemy without being detected. This is a method used successfully by many militaries today. Think logically. Do you honestly think that if an army, wishing to seize control of an area by assassinating an important man of power in said area, would do so by going in guns blazing, storming buildings and making a general racket, when they know from their intelligence that the area is heavily fortified and enemy Snipers have been informed of a possible threat?

So how would we incorporate Stealth into Call of Duty: World at War? Luckily, Treyarch have included some beneficial additions to the online mode so that “Joe the Gamer” (No that’s not Joe the plumber) can use Stealth to their advantage.

There are certain concepts in Stealth. These concepts of Stealth are:

PLANNING

Planning and organising is a key part of Stealth. What self-respecting Stealth player thinks that he is Rambo, honestly? Plotting your routes and your tactics is vital for an efficient game. Think about this... Good Clans plan and co-ordinate things. Good Clans incorporate Stealth. Coincidence? I think not!

ENEMY DETECTING WHILST AVOIDING ENEMY DETECTION

Detecting your enemy is vital for Stealthing otherwise, how are you going to get behind enemy lines? I mean, you won’t know where Enemy lines are otherwise will you? Avoiding enemy detection is, and you’ll have to excuse my patronising here, the entire point of Stealth.

ELEMENT OF SURPRISE

If the enemy knows that you are coming, this betrays the whole concept of Stealth. It is as simple as that.

PRIORITISING KILLS

Any good Stealth player will know that prioritisation of certain enemies is an important factor of helping your team win. If there is a sniper on the other team who is annihilating your teammates, you as the stealth player on the team should infiltrate where the sniper is camping and eliminate him before he takes out anybody else. This prioritising of kills can nearly always give you and your team an added boost.
And for those of you who like acronyms, these concepts can be shortened to P-E-E-P. Oh joy, just think of all of the innuendos you guys could come up with for this harmless acronym!

WEAPONS AND PERKS

To be able to fully stealth in a game, you have to discard certain weapons and perks in favour of others. For weapons to be using, I would highly recommend either a Rifle, or Sub-Machine Gun as most of these weapons can be suppressed, therefore taking you off enemy radar when you shoot. Remaining under cover is essential when Stealthing. Shotguns can also be used to stealth with but you must make sure that your shots count and you don't give away your position.

Below is a list of useful stealth perks with a reason.

PERK 1
   
SPECIAL GRENADES X3
WaW Special Grenades Perk
Provides the player with three special grenades opposed to just the single one. Can only be used with Tabun Gas and Signal Flares. As stated above, special grenades can be useful to a player for stealthing with so consider this one. If you confront an enemy at an awkward time, throw your special grenade and it will leave your enemy defenceless, allowing you to take them out without letting them know what hit them. A good trick is to throw one special grenade and wait for a second or two and then throw another one. And then do the same for the last grenade. This will leave the enemy defenceless in a much longer period of time as opposed to throwing three grenades in a row in a quick session. If you think you are too overwhelmed by the enemy presence, throw your special grenades so you will have a better chance to escape.

SATCHEL CHARGE X2
WaW Satchel Charge Perk
Since Satchel charges are operated manually, this is the perfect tool for the dreaded camper. Leave these lying around somewhere and wait for the enemy to come to you. You can bait the enemies to come and then blow then sky high. These are especially useful on tanks. If you place both satchel charges on the back of the tank and then throw a sticky grenade too it will blow up a full health tank in one go. They can be spotted by Bomb Squad.

BOMB SQUAD
WaW Bomb Squad Perk
If you are flanking, you will eventually run into some enemies who might have placed Bouncing Betties or Satchel Charges to protect themselves from intruders. This perk lets you know if there’s an explosive near you. Explosives also hint you that someone might be nearby.

BOUNCING BETTY X2
WaW Bouncing Betty Perk
Anti-Personal devices that you can set and forget about. These are especially useful for covering your back so Snipers and Campers alike tend to rely on these as back up. They can be spotted by Bomb Squad.

BANDOLIER
Bandolier WaW Perk
Since you are going stealthy, it’s most likely that you are going to survive for a long time and will eventually run out of ammo. This perk solves this kind of problem.

PRIMARY GRENADES X2
Primary x2 WaW Perk
Provides the player with two primary grenades opposed to just the single one. As stated above, primary grenades can be useful to a player for stealthing with so consider this one.

M2 FLAMETHROWER
WaW Flamethrower Perk
The flamethrower is a great close-quarters weapon and makes little noise. It’s about as effective as a shotgun up close so its definitely one to consider if you have a gun not so great in a CQC situation.

PERK 2

STOPPING POWER
WaW Stopping Power Perk
Stopping Power increases the damage per bullet dished out by any weapon by 40%. Stopping Power is the main perk that people use while playing Core modes. Others may use Juggernaut or Double Tap but it’s not hard to find Stopping Power being used in a Core match. Since everybody uses it, players feel that they need to use it (or juggernaut) to keep up with the rest of the players online. This is not foolish as it

CAMOUFLAGE
Camo WaW Perk
This perk is a must for complete Stealthing. It stops you showing up on enemy radar when they have a recon plane going over. Combine this with a suppressed weapon for complete cover from enemies hunting on the radar. This is definitely a perk to consider when stealthing.

PERK 3

EXTREME CONDITIONING
Extreme Conditioning Perk WaW
Extreme Conditioning gives you the ability to run for a longer amount of time. This can be especially useful while 1# circling a map moving from cover to cover and 2# whilst evading an enemy. If you throw your special grenade and then sprint out of there you should be able to get far away from your attacker quickly.

STEADY AIM
Steady Aim WaW Perk
Steady aim pulls the crosshairs in the center of your screen closer together. Your bullet spread whilst not looking down your sights will be decreased making the gun highly efficient in CQC. Definitely a perk to try out while Stealthing.

SECOND CHANCE
Second Chance WaW Perk
Second Chance is an improved Last Stand perk from Call of Duty 4. Second Chance allows you to revive your teammates who also have second chance and you also get 30 seconds life rather than the 10 seconds (quote me if I’m wrong) you got in Last Stand. This is a great team perk and can be used stealthily too.

DEAD SILENCE
Dead Silence WaW Perk
Dead Silence. Possibly the best perk for Stealthing purposes. Dead Silence stops you making noise while moving which can be a big benefit whilst in battle. If the enemy is cautious of a possible threat (you) but can’t see you, they can’t hear you now either.

RECONNAISSANCE
Reconnaissance WaW Perk
Reconnaissance detects enemy tanks, dogs and artillery strikes on your radar. This is like Divine Intervention for Call of Duty. Knowing what your enemies are up to is crucial and this, along with a Recon Plane you have called in could cause the enemy to be completely unprotected. This is a wise choice when choosing a perk 3 for Stealthing with.

PERSONAL ADVICE

When you have ambushed a few enemies and drawn the fire of a few others in another position, fall back to cover. Wait a few seconds, 95% of the time the enemy has their sights pulled up on the doorway you just exited, quickly sprint around their position and come in behind them, lead in with a cooked frag or special grenade, this is extremely effective in Search & Destroy where staying alive is key.

The enemy is less likely to see or hit you running to a covered spot or into a building then slowly walking with irons pulled up. Sprinting can cause confusion, if an enemy sees you sprint into a building he will likely follow, you have the advantage of setting up a good ambush spot. Don’t be predictable and hide in a place he will shoot into as soon as he enters.

Patience will keep you alive! I cannot tell you how many times this has happened to me and probably to most everyone! Your sitting in a room in a corner and an enemy runs by so you jump out of hiding and gun him down, only to have his teamate come up behind you and shank you. I have learned, through forced practice to sit and wait. Most of the time the enemy will have a buddy or two, through patience and waiting you can score 2 or more kills and live to tell your teammates as opposed to killing one enemy right before having a knife forcefully inserted into your back.

I hope that this guide has helped you the reader in becoming a better stealther. Please leave your feedback and comments below and if you have any suggestions of additions to my guide then please post them below and I’ll see what I can do.


Source:   Call of Duty World at War: The Ultimate Stealth Handbook


To read on further about Stealth, we recommend that you read The Ultimate Stealth Handbook here






5.02   SNIPING

By Red Seven


Hold your breath and be patient. On some maps, selecting a Bolt-Action Rifle as your primary weapon will give you a good uniform like the ghillie suit, but you'll want to use some additional items when setting out to do some Stationary Sniping.


When you find a good spot that the enemy seems to be frequenting, take notes (not literally).  Watch where they enter and leave, watch how fast they run through, and check where their heads are when they're running through your scope.  Line up your crosshairs with something in the background, so the next time they come through you can put your crosshairs on their level and BAM... the hard work was worth it.

Sniping is a bit of an art form, this makes it so appealing to all players, you have to practice and be patient.  Sometimes a sniper needs to wait for that one headshot, but sometimes even a shot in the leg will slow down an enemy enough for your buddies to finish him off.

BOUNCING BETTY X2
BouncingBetty WaW Perk
One big perk is Bouncing Betty x2.  When you're sniping, it's usually from an area where you can't see everything coming toward you.  Whether you're on a roof or a grassy hill, someone will find a way around you.  Set up your Betties in places like the tops of ladders if you're sniping from second-story buildings or the entrances to a room if you're shooting out a window.  Place them far enough apart that one grenade doesn't set them all off.

BOMB SQUAD
Bomb Squad WaW Perk
The Bomb Squad perk, surprisingly, is another fun addition to a sniper's arsenal.  Once you get set up in your perch, scan the area for enemy explosives and them to pieces and track down the enemy.   Combine this with Deep Impact perk to dispose of any unwanted explosives behind cover.

OVERKILL
WaW Perk Overkill
Another brilliant perk for a sniper is Overkill.  This allows you to carry two primary weapons.  Use this when you want to snipe for a while, and then hit the ground running with your rifle to help the team in some building-to-building combat.

CAMOUFLAGE
WaW Perk Camoflauge
Snipers can also greatly benefit from the Camouflage perk.  Don't you hate when you find that awesome spot, but then the enemy calls in a Recon Plane and you're caught in a volley or grenades and Fully-Auto weapon spray?  Use the Camouflage for added stealth and to hide from the enemy radar scans.

MOBILE SNIPING & BARE SNIPING

By Bare Sniping, I mean sniping without the sniper scope attached to your rifle.  Both Mobile Sniping and Bare Sniping are generally used a closer range than Stationary Sniping, but still at medium range or plus.  Efficiently is the key Mobile Sniping, you must be quick on your feet and always on the move, you just moving in small circles, to avoid being counter sniped.  When Bare Sniping, it is compulsory to keep behind cover.  This is the key to surviving against semi-auto bullets and will give you enough time to pull the shot off.

When Sniping you must be very aware of your surroundings and quick at aiming, while consistent accuracy.  I think Sniping is one of the hardest skills to master well in Call of Duty, but when you do, you're unstoppable.

PERSONAL ADVICE

A good sniper is only as good as his sniping spot. Most Call of Duty snipers camp in obvious places at obvious times. To become a better and more versatile sniper, you must know every spot on every map to give you an advantage over other snipers, infantry troops and vehicles too.  A good sniper’s spot will conceal the majority of your body, give you a good view of the map and most importantly, provide an entrance and escape route. There’s nothing worse than being cornered with nowhere to go. Knowing every spot requires you to know the map inside and out.



To read further about Sniping, we recommend that you read The Ultimate Sniping Guide here




5.03   RUN 'N' GUN

By Red Seven


Run 'n' Gunning, or as I like to call it "Ground-Pounding", is the key to success in Call of Duty.  Whether your team is running solo, as an independence ghost, or split up into squads, each member must be proficient in the ground war.

The best warriors know their surroundings, their limitations, and their enemy.  Learn your surroundings and study your satellite maps of the area.  Scout the area, and find out if you'll be fighting in CQC or from building-to-building.  This will help you plan your loadout before entering.  Don't select a long-ranged weapon if you expect to be running in the grit, from buildings and know who’s where else, because they won't do you much good.  Instead, choose a Rifle, Shotgun, Sub-Machine Gun or even an LMG.  Each of these weapons excels in different areas and for different reasons, so be sure you know your role and your location before choosing the best weapon for the job.  Sub-Machine guns and Shotguns are ideal for Close-Quarters encounters, while Rifles and LMGs are better suited to open incursions where you may need to take out a few enemies from medium range.

PRIMARY GRENADE X2
Prime Grenade x 2 WaW Perk
Almost all of the available perks work great for ground pounders, but maximize your efficiency by choosing the right combinations of perks and weapons.  The Primary Grenade x2 perk is a great choice, save these for when you know someone's camping in a building and you want to blow them out, or heave them in a walking sprees to push back an enemy advance.  If you decide to go with Primary Grenade x2 for your love of explosive power, consider carrying the Sonic Boom perk for extra explosive damage to secure the kill.

BANDOLIER
WaW Perk Bandolier
Consider the Bandolier perk as well.  This will give you additional magazines for all of your weapons.  Being on the ground, you don't want to run out of ammo, especially if you get pinned down and need to shoot your way out.

In the Perk 2 tier, you'll have to make some tough decisions. Stopping Power is better suited to medium range shooters, to maximize the one-pop shots they take from time to time.  It also helps finish off enemies CQC situations faster than normal, and it conserves ammo. 

JUGGERNAUT
Juggernaut WaW Perk
Juggernaut helps keep you alive longer than the enemy, though it may be considered nooby, if you have a high powered weapon this may be a wise choice. 

SLEIGHT OF HAND
Sleight of Hand WaW Perk
Sleight of Hand minimizes the time you spend reload you don't even have to stop to regain your composure, which is key in firefights for taking out multiple enemies.

I know how you Run 'n' Gunners hate to die without taking someone with you.  For all you Captain Solos out there, your best chance at killing the most enemies is to be smart and know your map. Study them and recognise hot spots and common areas of engagement.  You also need a lot of practice to learn the quick tricks.  Find out where enemies like to go, how they get there, what they do when they get there, whether they snipe, hide behind boxes, go prone etc so you know what you can expect and what is unexpected.  All of this intel will help you eliminate them more quickly. Play smart and come around behind them.  Toss grenades into their camp when they're not expecting it.  Light them up with Recon Planes and see where everyone's kidding out or moving.  The more you know, the less they'll like it.



To read further about Run 'n' Gun, we recommend that you read The Ultimate Guide to Run 'n' Gun here




5.04   MANEUVERS

By Red Seven


The following section discusses how to position yourself against the enemy to create an ambush, flank, assault and camp, and more.  Consider everything, from the mode, to the map, to how many players you have at your disposal.


Let's look at how to set up an ambush.  The ideal situation is to set up somewhere close to where you begin, so you have time to coordinate your team.  Look at your satellite data and find the best place to set up.  Look for chokepoints (areas where there’s nowhere else to go but through that point), which are usually streets or buildings, but depending on the type of map possibly something like a field.  You can force the enemy into chokepoints by herding them with explosives and gunfire.

Let's assume you have two chokepoints to cover.  You know the enemy will be advancing through at least one of these points, if not both.  Split up your team, or squad, as necessary to cover each chokepoint.  Place a long-range rifleman at each one to get the drop on the enemy advance.  Set up Betties, Satchel Charges, or even a Light Machine Gunners placed with a bipod under cover to seal it all up.

One of the keys to setting up a successful ambush is timing.  Wait until the enemy thinks they've broken through the chokepoint, and then assault them from every side all at once.  Another advantage for your ambush team is to combine the Camouflage perk with primary weapon suppressors.  Your whole team will be invisible.  They enemies won't know where you are, and if they come in one at a time, they'll never know where the kill shots are coming from.  Remember that patience is important.

Flanking is a huge part of World at War.  Most battles take place head-on in the center of the map.  You could just run right into the fray, but the smart, opportunistic player looks for ways to stay alive the longest and eliminate the most enemies while achieving objectives.  There's always a way to get behind your enemy and surprise them with a humiliating knife in the back. Remember to check out the maps on a Private Match and look for ways to navigate through any particular map.  Check for building hops, like windows, doors, stairs etc., that allow you to move sneakily from place to place without have to expose yourself in the open.  Have your knife or CQC weapon ready to cut your way through, because you may encounter an enemy sniping or camping in one of the buildings you're trying to traverse.

Once you've successfully navigated your way through the buildings, make you way behind the enemy and go silent.  This is where stealth plays a key role.  Also, look for alternate ways around the main confrontation areas, and especially underground tunnels and even some rooftops.

Sometimes you need your entire team to successfully pull off a flanking maneuver.  Try sending one player around the left side to flank, while another player moves around the right flank.  The remainder of your team should cause ruckus in the center of the engagement area with bullet spray and general all-guns blazing attack.  LMGs are great for this, and the Frag x2 perk as well.  If your flankers are running with suppressors and Camouflage, and your main team is making enough noise to wake the dead, your flank team can thin the herd for the rest of your team is precision and ease.


FORMATIONS AND ASSIGNED POSITIONS

While formations and positions are used frequently in real-life military situations, they're not normally used in online gaming.  But they can be a great tool in your box.  When you're running in squads, you don't want to run in a straight line and give enemy snipers an easy target.  Practice advancing in a wedge formation.  Imagine a "V", with the point of it being the top of your assault spear.  While moving, your point man can clear the way ahead, while the two players on either side o him can get a wider field of vision and clear a much wider path in front of your squad.

There are many different formations you can experiment with, a best configuration will depend on your terrain and number of available players.  Remember to always keep your spacing so that a single grenade won't eliminate your entire team.

Assigned positions are more for sport than video games, right?  Nope!  You can make them work to your advantage.  Think of a hockey or football team.  You've got a forward line (the strikers), middle linemen (the midfielders)m and the defensemen (the defenders), and all of these positions work together to win the game.  Depending on the number of players on your side, try to divide everyone up into positions based on their strengths.  If someone's good at camping, put them on defense.  If someone is good at assaulting, put them on offense.  The forwards should set up as a right wing, a left wing, and a center.  Their job is to move forward as a line and tackle the enemy.  The middle linemen should adjust constantly based on what the forwards are doing.  If one of the forwards falls, bring up a middle lineman to fill that spot until the fallen forward can respawn and come back.  The middle line should move up to assist when needed, or move back to help defend, but should always position themselves between the forward line and defensive line.  Your defensive line must tell you if they need help at any time, so your middle linemen can fall back to help.  Communication is a must when playing positions, so that you can tell your team you've lost someone on your forward line and need a replacement.

Note:  It might even be helpful changing your clan tag to your specified position to make it easier for your team to know who's down!

Positions can be a formidable force because they're wave-based.  Once your forward line pushes up far enough, your middle line can push up as well, including your defensive line.  Now you've got your whole team pinning down the enemy in their base, and that's not fun for them.  Experiment with different numbers of players on each line, and see what works best for you on different maps.  That is truly an "Advanced Combat Method"!

INFILTRATION

Of course, you can infiltrate an area via stealth tactics and perk combinations, but let's get into tactical breaching of buildings and similar areas.

Let's say the enemy has taken up residence in a three-story building.  You know they'll have people watching out any available windows and on the rooftop, so you have to watch all of these areas when you're getting ready to breach.  First you'll need some tabun gas or smoke grenades, so consider the Special Grenade x3 perk.  Additional items to bring along include a rifle grenade, Frag x2 and even Martyrdom.  All of these things will aid you in getting into the building and taking it over.

Stack up your team just outside the building, but clear of any firing lines.  Be wary of enemies in windows dropping explosives on you or jumping off the roof and coming up behind you.  If you find a mass of enemies on a roof and you can't get a good shot or grenades up there, it's best to find an alternative route or call in Artillery if you have one handy.

Once you're stacked up, someone should pop a tabun gas and have a teammate follow it up with a grenade and even another tabun gas.  When you've deployed both of these, move into the building in teams of two, but stagger them.  Don't run in one after the other, or you could be taken out by Betties or a steady stream of MP40 spray.  Nobody wants that.

That's the tactical, practical approach.  What would Rambo do?  He'd just run in there with a knife and a snarl!  But you're not Rambo, remember that.  Try grabbing the Deep Impact perk and a MG42.  Use Frag x2 or Satchel Charges and Sonic Boom, and just unload on the building until you think it's full of dead people.  When you're tossing grenades in there, line up your toss and try to bank it off windowsills, ceilings and/or whatever else you can find.  You must cook your grenades if you want to kill the enemy, so they don't have time to run away.

So you basically have two ways of getting into a building: the tactical way, or the "blow it all to hell and see who's left" way.   Both are effective if done correctly.  Good luck, and remember that once you've evicted the building's tenants, feel free to move in!


6.0


6.01   AIRFIELD


Suggested Primary Weapon: Kar98k

This map has a shared amount of CQC, long open range and camouflaged snipers throughout. It is recommended to stay indoors with some bouncing bettying and a Type 100 if you're the submachine kind of person, otherwise for this particular map a Bolt-Action Rifle or a SVT-40 would work just as well because of its high damage for close range and far distance moving enemies, just make sure to take cover and prevent yourself from running into open area of "No Man's Land" as much as possible.  Sniping on Airfield is also an effective strategy, they are both good vantage points on both spawns where you can see the whole open area of the map and any enemies trying to run sneakily across.  The trenches can be used as great cover and will allow you to pass across the map unseen by snipers or riflemen.


6.02   ASYLUM


Suggested Primary Weapon: Double-Barrelled Shotgun

Asylum is map with great indoor combat.  People usually prefer to stick with a Sub-Machine Gun but I recommend going with the Double-Barrelled Shotgun or the Trench Gun as most combat appears to be in shotgun range. Remember to be quick on your feet and check behind yourself every now and then as you are prone to flankers throughout the map. Cover is essential as your can be shot from a lot of places, the broken wall inside the main combat area is ideal. I would recommend the Frag x2 perk as you can throw grenades into the enemy rooms. 


6.03   CASTLE


Suggested Primary Weapon: MP40

Despite the number of wide-open areas, the Castle actually caters to mid-to-close range combat. Combat is consistently in the main castle area itself, but it's for good reason. Above the dojo, there's a second story that provides some of the most varied and valuable sight lines available, and it's a key location to hold if you're looking to win. The best way to stave off oncoming forces is to push them outside of the building with any kind of grenades. We've found Tabun Gas to be particularly effective if thrown at the entry points of the building, disorienting incoming enemies and weakening their health supplies.  Satchel Charges also an effective way to gather kills, use them to set traps or detonate them right away if thrown at an enemy. Furthermore in each building are great vantage points - a sniper heaven.  Watch out and try to stay out of the open.


6.04   CLIFFSIDE


Suggested Primary Weapon: Thompson

Overseeing the oceanic waters below this map is as the name says a cliff which mainly consists of a temple battle region, the actual cliff area where battles occur and you will find the occasional sniper in the jungle region of this map lurking about. This is rather large map but it is a quick player map because there are many corners and alley was to change your path to go to, I stick with the MP40 or Thompson (any Sub-Machine gun will work well) because they are great submachine gun and with or without the the Dual Magazine sight will bring down target at a far distance when bursting your gun, stay out of the open areas, stick to buildings and jungle region to give you cover.  Bouncing betties are found at the tops of hills, you cannot see around the statues that are sheltered by plants so watch yourself and take cover.


6.05   COURTYARD


Suggested Primary Weapon: Type 100

Courtyard can be dominated by ghosts. There is plenty of cover and flanking positions and everything is CQC. An ideal weapon for the level is a sub machine gun as you won't find you need to take out an enemy too far away. This map can quickly turn into a "frag fest" with both teams lobbing grenades at one another left, right and center. Bouncing Betties are rarely used but are highly effective on this map.


6.06   DOME


Suggested Primary Weapon: Trench Gun

A very small map with a lot of mayhem at every corner.  I recommend flanking around the outside of the map or sustaining a particular area, try a Shotgun class or preferably a Sub-Machine gun and beware of betties and grenades as they are present all over the map.  This map is pretty much trial and error, you'll get used to the CQC and you, yourself, will have to find out what areas are better for you to keep under control. That said, do not go out into the open areas in the map, stick to some cover at all times and you should be fine.  Getting to high ground is a great way to pick off enemies and you get the added bonus of the height advantage, watch out though eventually people will try to throw grenades or Satchel Charges.


6.07   DOWNFALL


Suggested Primary Weapon: FG42

Downfall is a map dominated by tanks, 4 of them in fact. The game really depends on whether the tanks are in play or not. If they are, make sure to pack some explosives like satchel charges or even the bazooka to take them out. This map can be a sniper's haven with long straight roads and little cover for enemies to hide behind.


6.08   HANGAR


Suggested Primary Weapon: STG-44

Hangar is a map for the Jack of all trades. It combines everything into one map. There are sniper positions and Close-Quarters situated literally right next to each other. The main battle always takes place in the Hangar building with one team controlling the upstairs and the other team trying to throw them off their perch. A fully automatic gun is probably the best way to go on this map.


6.09   MAKIN


Suggested Primary Weapon: Thompson

Both teams start off on opposite sides of the beach with a series of outpost buildings and wooden walkways in between them. Snipers will do best by sticking to their side of the map or hiding in the raised up tower on the west side of the map, aiming down the middle where there are plenty of open areas. Close range attackers should work their way across the twisting and turning walkways while capitalizing on the many surprises around each corner. And machine gunners should stick to the outside, nailing troops while they run for the two doors on opposite sides. I recommend either supporting your team from outside with the DP-28 (covering windows and doors alike) or grab the Double-Barrelled Shotgun and set up camp in the building. The double shotty works exceptionally well because the circular shape of the building ideally against force attackers within 10 feet of one another.  If you decide to go with the DP-28, try to sustain the roundhouse and pick off enemies anywhere near. Do not run through the map to the enemies spawn, this will most likely get you killed in the CQC areas.


6.10   OUTSKIRTS


Suggested Primary Weapon: Gewehr 43

Outskirts is more of a ghosts map. There are tons of flanking positions and most of the map isn't used in the game. Only about 1/4 of the map is occupied by both teams at one point. Snipers can dominate but you might find that Machine Guns are a viable option.


6.11   ROUNDHOUSE


Suggested Primary Weapon: M1A1 Carbine

Even if you don't like the weapons, it's a good idea to start the map with a class that's equipped with either the M9A1 Bazooka or the No ST 74 grenades. You see, there are two tanks on the map--one on either side--and they should be your first objective as soon as the match begins. These tanks are colossal brutes when matched up against enemy infantry, so hop in if you can, because the vehicle will provide you with plenty of kills (and the juicy XP that comes from them) if you manage to snag it before any of your other rushing buddies. If you don't secure the tank, you should try to set your sights on the opposing teams vehicle. That's where the Bazooka and ST 74 grenades come in. Throughout the rest of the match, get your Primary Weapon out and start trying to capture the control points. There's a lot of wide-open space surrounding that center building, so if your teammates start running in, try to stick to the outer rubble and pick off enemy troops from a distance.


6.12   SEELOW


Suggested Primary Weapon: SVT-40

Seelow is just too big. Only 1/8 of the map is really used at one point by both sides and tanks tend to be less useful due to the shear size of the map. Ghosts can do well but a bolt action rifle is probably the best way to go.


6.13   UPHEAVAL


Suggested Primary Weapon: MG42

Upheaval is a map for the Run 'n' Gunner. Every player will most likely be wielding a rifle or sub machine gun and will be running around the perimeter of the map. The middle is barely used since its so easy to get flanked in. Buildings are controlled by both teams with both teams trying to occupy the other building.


6.14   MAKIN DAY

Map not available

See Makin. For Makin Day you should generally use the same technique but be aware that you are more visible in the daylight.


6.15   STATION

Map not available

No information available yet.


6.16   KNEE DEEP

Map not available

No information available yet.


6.17   NIGHTFIRE

Map not available

No information available yet.


CONCLUSION and SPECIAL THANKS

Feel free to leave a comment or any feedback.  Remember, we will be adding a few more things so just be aware.

Special Thanks to:

  • You for reading this guide!
  • Kalibur14 - for the perks layout in the Classes Section (SNS expanded it further but the original idea was yours).
  • Sgt Smoove - for the brilliant map pictures
  • Ultrastats - for the weapon pictures



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