by Da Hui Updated to v1.0 on May 17, 2017

Day of Infamy is a hardcore World War II shooter made by New World Interactive. NWI is also known for Insurgency. Day of Infamy focuses on a good balance of realism without making it overwhelmingly realistic. You will have to play smart and work together in order to win each game. There are multiple game modes that will challenge you and your team.

There isn't a tutorial in this game and often times I see people not understanding some of the key fundamentals to the game. At the end of the game, skill will separate the strong from the weak, but a big part of that skill is strategy. You can't run around and expect to kill everyone like you may in other popular shooters because if you get shot once or twice, you're dead. This guide is meant to clear up questions for beginners and to help give new strategies to even seasoned veterans.

Game Modes

Multiplayer

Frontline

Frontline has five objectives on the map. They will be A, B, C, D, and E. A and E are a radio that has to be destroyed to win the round. C, D, and D are all points that have to be captured by holding control of the area until the control changes. You have to go in order in this game mode so if your team has A and B, you cannot capture D, you have to capture C first. The first team to destroy the enemy radio, which can not be done without capturing all the control points first, will win the round. Additional waves will be given by capturing objectives.

Liberation

Liberation will have three objectives on the map. They will be A, B, and C. You win this game mode by capturing the entire map or by eliminating the entire enemy team with 0 waves remaining. In order to win by capturing the entire map, you have to have full control. You can capture any point at any time. If one of the objectives is flashing, it means somebody on the opposing team is on that point trying to capture it. A team could have all three points but if an enemy is on just one of them, causing the icon to flash, you will not win. You have to have control and clear every point. You can gain additional waves in this game mode by capturing an objective.

Offensive

Offensive will have three objectives on the map. They will be A, B, and C. This is the most popular game mode in Day of Infamy. Offensive is the push mode. The defending team will start with 15 waves and they cannot ever gain more. The attacking team will start with 5 waves and will gain an additional 5 waves for every objective they capture. Only one objective can be captured at any given moment. Once you capture all three control points, you will find out there is actually a fourth objective. The fourth objective (D) is a radio that has to be destroyed by the attacking team. Once the attacking team captures the first three objectives, the defending team will respawn and lose all their remaining waves. The attacking team will win by destroying the radio or by killing the entire enemy team. The defending team can only win by killing the entire enemy team with no waves left or by holding a point while time runs out.

Sabotage

Sabotage is the least popular game mode. It also has three objectives, A, B, and C. There will be three artillery units that need to be destroyed. Make sure to bring explosives to destroy these! The attacking team will win by destroying all three objectives. The defending team will win by holding out until the time runs out with at least one of the objectives still up or by eliminating the entire enemy team. The attacking team can only respawn by destroying an objective. The defending team gets to regroup every few minutes to respawn.

Cooperative

Entrenchment

Entrenchment is a push mode where your are on the defending team. You will have two points to defend at the same time. Once one is captured, you will have to fall back. You will always have two points to defend. The AI will keep coming for you to capture each point one by one. You win by holding out until time runs out. You will lose if your entire team dies or if the AI captures every point. The only way to respawn is by having a teammate fall back to the regroup point to respawn your whole team.

Raid

Raid is an attack game mode where you have to hunt down objectives and blow them up. You will see on the map that there are quite a few possible spots but the targets will only be in three of the spots. If you go to one of the possible targets and it's not there, the map will adjust for your whole team and everyone will know an objective is not actually there.

Stronghold

Stronghold is a push mode where you are on the attacking team. You will always have two objective points you can capture at any given moment. If you capture an objective, your team will respawn. To win this game mode, you have to capture every objective before time runs out.

Classes

This section is to briefly describe every class and their uses. I will include every piece of equipment they can carry and each piece's cost in parenthesis following each piece. For more information on the equipment, please refer to the equipment section of this guide.

Officer - Fire Support

U.S. Army Commonwealth Army Wehrmacht Primary Thompson M1A1 (5) - Iron Sights (1), Sling (1) Thompson M1928A1 (6) - Foregrip (3), Extended Magazine (1), Sling (1) Gewehr 43 (6) - Sling (1) M1 Carbine (4) - Bayonet (2), Iron Sights (1), Sling (1) Sten MK.V (4) - Bayonet (2), Sling (1) MP40 (4) - Sling (1) M1 Garand (3) - Bayonet (2), Sling (1) Lee-Enfield No. 4 (1) - Bayonet (1), Stripper Clips (1), Sling (1) Karabiner 98k (1) - Stripper Clips (1), Sling (1) Secondary M1911 (2) Hi-Power (3) C96 Mauser (4) Model 1917 (1) - Speed Loader (1) Webley (2) - Speed Loader (1) P-08 (3) Welrod (1) Explosive Mk. II (3) No. 36 Mills Bomb (3) Splitterringgranate (4) Smoke (1) No. 77 Smoke (1) Stielhandgranate (3) Nebelhandgranate (1) Utility Binoculars (0) Binoculars (0) Binoculars (0) Vest Heavy Kit (5) Heavy Kit (5) Heavy Kit (5) Light Kit (2) Light Kit (2) Light Kit (2)

The officer is probably the most important class in the game. A good officer will lead their team to victory and can turn the tides of battle. The officer is the only class that can call in for air support. You will of course need a radio, and officers can't carry radios, so make sure to communicate with your team and to stick with other players with radios. The radios can be seen anywhere on your screen by looking around by a little radio antenna and two circles coming out of it. They will appear over your teammates' heads with radios so you know where they are, even through walls. To use your air support, stand right next to a teammate with a radio and use your binoculars. Click with your mouse while looking at a target and a dial menu will appear. Each call has a cooldown timer. While the radios on your team have a clock over their heads, you won't be able to call in any air support. Wait for the clock to change to the radio icon to know you're ready for the next call. The following options will appear:

Support Call Cooldown (In Seconds) Description Carpet Bomb 120 Carpet Bombs will send a bomber overhead and drop a line of bombs in succession over an area. This will cover a huge area but is especially useful in tighter maps with narrow streets. Supplies 45 Supplies are exactly what it sounds like. Coincidentally, you never really see them dropped. A large crate will drop down from a plane overhead that teammates can resupply ammo and health from. If your team is doing a great job holding a point and preventing the enemy team from advancing, you could drop a supply behind your objective so your team can fall back a little bit for more health, ammo, and explosives. This can be especially useful while on defense in the Offensive game mode when you're doing a great job holding a point. Don't think of it for just that game mode though. It could even be really useful while defending in Frontline since objectives have to be captured one at a time. Artillery 45 Artillery strikes are going to likely be your most used radio call. Within 5 seconds of making the call, you will hear the artillery start to fire and 10 seconds after that, they will start landing and exploding. There are two waves of artillery strikes so if there's a pause for a second or two, don't think it's safe just yet. The entire artillery strike will last 15 seconds. This covers a good size area in a circle and should usually net you a few kills if you aim it towards a group of enemies. Smoke Barrage 45 Smoke barrages are very important for attacking a point. You will hear an artillery strike just like the regular artillery but instead of explosive shells coming down, smoke shells will come down. This covers a huge area and will keep you safe from the eyes of the enemy. If your team is having trouble advancing on a point, place a smoke barrage just before the objective to prevent any snipers from picking off your soldiers before they can reach the point. White Phosphorus 45 White phosphorus is an air support that is only given to the Commonwealth army. White phosphorus will come down when you call this and cover an area, preventing anybody from entering the area. This can be particularly useful in covering choke points or areas that the enemy team likes to stay in. If somebody walks into white phosphorus, they will take damage and die within just a few seconds. Plan accordingly with these because while it can be very useful in pushing back the enemy team at a choke point, it will also prevent you from advancing through that choke point. Stuka Dive Bomb 45 Stuka dive bombs is an air support that is only given to the Wehrmacht. A German Stuka plane will fly in from above and drop one large bomb on a target. This bomb will cover a wider area than a single artillery shell but there's only one of them. The benefit here is that the enemy team isn't going to hear it coming nearly as early as an artillery strike. Strafing Run 45 Strafing runs is an air support that is only given to the US Army. This is probably the most terrifying looking of all of the air support calls because a plane will fly in and just shoot a machine gun at a target. This is great for clearing up snipers or clearing a point in a building which will give cover to artillery.

Rifleman - Enhanced Stamina

U.S. Army Commonwealth Army Wehrmacht Primary M1 Garand (4) - Rifle Grenade (4), Bayonet (1), Sling (1) Lee-Enfield No. 4 (1) - Rifle Grenade (4), Bayonet (1), Spike (1), Sling (1), Stripper Clips (1) Karabiner 98K (1) - Rifle Grenade (4), Bayonet (1), Sling (1), Stripper Clips (1) Springfield 1903 (1) - Rifle Grenade (4), Bayonet (1), Sling (1), Stripper Clips (1) Secondary M1911 (5) Hi-Power (5) P-38 (5) Model 1917 (4) - Speed Loader (1) Webley (3) - Speed Loader (1) Explosive MK. II (3) No. 36 Mills Bomb (3) Splitterringgranate (4) Smoke (2) No. 69 Grenade (3) Stielhandgranate (3) No. 77 Smoke (2) Nebelhandgranate (2) Utility Binoculars (2) Binoculars (2) Binoculars (2) Vest Heavy Kit (5) Heavy Kit (5) Heavy Kit (5) Light Kit (2) Light Kit (2) Light Kit (2) Backpack Radio Kit (3) Radio Kit (3) Radio Kit (3)

Riflemen are probably the least sought after but are still a very useful class. Riflemen excel at medium to long range. All of their guns are very accurate and powerful. Americans have the only non-bolt action option with the M1 Garand. Every other faction has bolt actions so good aim is a must to be a successful rifleman. Riflemen also have rifle grenades which can be very useful. They are tough to aim so practice on an empty server but you can make quick work of enemy snipers or machine gunners with one of these.

Assault - Faster Movement

U.S. Army Commonwealth Army Wehrmacht Primary Thompson M1A1 (6) - Sling (1) Sten MK.II (4) - Sling (1) C96 M1932 (5) - Sling (1) M3 Grease Gun (4) - Sling (1) Ithaca (3) - Sling (1) MP40 (4) - Sling (1) Secondary M1911 (4) Hi-Power (4) PPK (4) Model 1917 (3) - Speed Loader (1) Webley (2) - Speed Loader (1) P-38 (3) Explosive MK. II (3) No. 69 Grenade (3) Splitterringgranate (4) Smoke (2) No. 77 Smoke (2) Stielhandgranate (3) Nebelhandgranate (2) Utility N/A N/A N/A Vest Heavy Kit (5) Heavy Kit (5) Heavy Kit (5) Light Kit (1) Light Kit (1) Light Kit (1) Backpack Radio Kit (3) Radio Kit (3) Radio Kit (3)

You will be the first line of offense if you pick assault. The assault class is armed with a fully automatic submachine gun. These guns are great at taking out enemies quickly at short range but that's about it. Don't challenge enemies at medium long range, you will likely lose those battles. These guns are not very accurate but have a high rate of fire. Make sure to bring plenty of grenades, both frag and smokes. Try to stick to the inside of buildings with this one and use smokes as you can whenever you have to enter an open street or courtyard. Take advantage of the faster movement perk when attacking control points.

Support - More Resistant to Suppression

U.S. Army Commonwealth Army Wehrmacht Primary M1918 Bar (5) - Bipod (2), Sling (1) Bren Gun (4) - Sling (1) FG42 (6) - 4x Scope (5), Sling (1) Lewis Gun (6) STG 44 (7) - Sling (1) MG 34 (4) Secondary M1911 (4) Hi-Power (4) PPK (5) Webley (3) - Speed Loader (3) P-38 (4) Explosive MK. II (3) No. 36 Mills Bomb (3) Einstoss-46 (4) Smoke (1) No. 77 Smoke (1) Splitterringgranate (4) Stielhandgranate (3) Nebelhandgranate (1) Utility Binoculars (1) Binoculars (1) Binoculars (1) Vest Heavy Kit (4) Heavy Kit (4) Heavy Kit (4) Light Kit (2) Light Kit (2) Light Kit (2)

Support is a great offensive class. The primary weapons are very powerful and are even useful at longer range. Having them be fully automatic gives you an added bonus in short range as well. For that reason, they are the best all around guns in the game. You can suppress the enemy heavily with your choices of LMG or assault rifle. You don't necessarily want to lead the charge, although you can as support. Being the second or third one on an attack is right where you want to be. Let the assault charge in as needed and help clear out rooms from a bit of a distance or put down suppressing fire on some targets to give your team time to advance.

Flamethrower - Extra Weight Capacity

U.S. Army Commonwealth Army Wehrmacht Primary M2 Flamethrower (6) Flamethrower (6) Flammenwerfer 41 (6) Secondary M1911 (4) Hi-Power (4) C96 Mauser (4) Model 1917 (3) - Speed Loader (1) Webley (3) - Speed Loader (1) P-38 (3) Explosive Smoke (1) No. 77 Smoke Nebelhandgranate (1) Utility N/A N/A N/A Vest Heavy Kit (6) Heavy Kit (6) Heavy Kit (6) Light Kit (2) Light Kit (2) Light Kit (2) Backpack Fuel Tank (0) Fuel Tank (0) Fuel Tank (0)

Flamethrower is a great and fun class to play at short range. You can make quick work of an enemy with the flamethrower and your aim doesn't even have to be dead set. The flame can travel about 10 meters in front of you and also has a damage over time effect if you catch your enemy on fire. You want to try to distance yourself from teammates though. Not only is it easy to kill them with your flamethrower, but if you get shot in the back, your fuel tank could explode and clear out your squad. Also be warned that you can kill yourself by shooting a wall directly in front of you. Flamethrowers are great for clearing out a building but make sure not to shoot it when you're too close to any walls. Especially be careful around windows and doorways.

Communications - Speeds Up Captures

U.S. Army Commonwealth Army Wehrmacht Primary M1 Carbine (4) - Bayonet (2), Sling (1) Ithaca (3) - Bayonet (2), Sling (1) Gewehr 43 (6) - Sling (1) M1 Garand (3) - Bayonet (2), Sling (1) Lee-Enfield No. 4 (1) - Bayonet (2), Stripper Clips (1), Sling (1) Karabiner 98k (1) - Sling (1), Stripper Clips (1) Secondary M1911 (3) Hi-Power (3) P-38 (3) Webley (2) - Speed Loader (1) PPK (3) Explosive MK. II (3) No. 36 Mills Bomb (3) Stielhandgranate (3) Smoke (1) No. 76 WP Grenade (2) Nebelhandgranate (1) No. 77 Smoke (1) Utility Binoculars (1) Binoculars (1) Binoculars (1) Vest Heavy Kit (5) Heavy Kit (5) Heavy Kit (5) Light Kit (2) Light Kit (2) Light Kit (2) Backpack Radio Kit (0) Radio Kit (0) Radio Kit (0)

Communications is the radio specialists. Make sure to take your radio and stick with your officer! Make sure to protect your officer at all costs and be near him when he wants to make a support call. Stay prone near your officer when he's making the call to stay safe and keep an eye on any direction the enemy could come from. Make sure the officer stays alive while he's vulnerable with the binoculars in his hands. You also get the ability to speed up a capture. You shouldn't be leading charges as communications even if you could speed up captures. Only move up when it's safe and preferably when your officer just made a call, moves up himself, or gets killed and you have to wait for him to respawn and catch up.

Engineer - Faster Reloading

U.S. Army Commonwealth Army Wehrmacht Primary M3 Grease Gun (5) - Sling (1) Sten Mk.II (5) - Sling (1) MP40 (5) - Sling (1) Springfield 1903 (1) - Bayonet (2), Stripper Clips (1), Sling (1) Lee-Enfield No. 4 (1) - Bayonet (2), Stripper Clips (1), Sling (1) Karabiner 98k (1) - Bayonet (2), Stripper Clips (1), Sling (1) Secondary M1911 (3) Hi-Power (2) PPK (3) Model 1917 (2) - Speed Loader (1) P-38 (2) Explosive Bazooka (5) - WP Rockets (1) PIAT (5) Panzerschreck (5) TNT Charge (4) TNT Charge (4) Einstoss-46 (4) MK. II (1) No. 69 Grenade (1) Sprengbuchse (4) No. 76 WP Grenade (1) Panzerfaust (4) Splitteringgranate (2) Utility N/A N/A N/A Vest Heavy Kit (5) Heavy Kit (5) Heavy Kit (5) Light Kit (2) Light Kit (2) Light Kit (2)

Engineers are explosive specialists. Rocket launchers are great at clearing out machine gun or sniper nests. WP rockets with the US Bazooka will keep an area clear for longer if the enemy is wising up and waiting for your rockets to come by first. Make sure to at least bring TNT with you if you don't take a bazooka. You can blow up certain walls that have a crack in them to open up a new path for your team. TNT can also make quick work of a group of enemies in a point if you can get into good position. Just be mindful with TNT, it's on a timer and it takes a couple of seconds to light the fuse before throwing it. The bazookas actually work the same way where it takes a second to fire after pulling the trigger so don't look away from your target until after the rocket fires or you could kill yourself.

Machinegunner - Extra Ammunition

U.S. Army Commonwealth Army Wehrmacht Primary M1919 Browning (6) Vickers (7) MG 42 (6) Secondary M1911 (3) Hi-Power (3) P-08 (4) Webley (2) - Speed Loader (1) P-38 (3) Explosive MK. II (3) No. 36 Mills Bomb (3) Stielhandgranate (3) Smoke (2) No. 77 Smoke (2) Nebelhandgranate (2) Utility Binoculars (2) Binoculars (2) Binoculars (2) Vest Heavy Kit (3) Heavy Kit (3) Heavy Kit (3) Light Kit (1) Light Kit (1) Light Kit (1)

Machine gunners are pretty self explanatory. You set up somewhere and lay down covering fire, mowing down any enemy that passes by. This class is great for defending any area. If your team is pushing up, try to move up where it's safe but always stay behind them. You can go prone or walk up to a ledge to deploy your bipod. If you get a good spot that can cover your own flanks, you can dominate an enemy team. Just be warned, the enemy will also be targeting you because you'll be the biggest threat. Don't stay in one spot too long or they'll quickly pop out and shoot you.

Sniper - Hold Breath Longer

U.S. Army Commonwealth Army Wehrmacht Primary Springfield 1903 (1) - 7x Scope (4), Sling (1), Stripper Clips (0) Lee-Enfield No. 4 (1) - 7x Scope (4), Sling (1), Stripper Clips (0) Gewehr 43 (7) - 4x Scope (4), Sling (1) Karabiner 98k (1) - 7x Scope (4), 4x Scope (4), Sling (1), Stripper Clips (1) Secondary M1911 (3) Hi-Power (3) PPK (3) Model 1917 (2) - Speed Loader (0) Welrod (1) Explosive Smoke (2) No. 77 Smoke (2) Nebehandgranate (2) Utility Binoculars (1) Binoculars (1) Binoculars (1) Vest Heavy Kit (5) Heavy Kit (5) Heavy Kit (5) Light Kit (2) Light Kit (2) Light Kit (2)

Snipers are your other self explanatory class. Every game has them, sit in the distance and pick off enemies one by one. You will obviously need a steady hand and good aim but you also want to play smart. Find a spot that can see a big portion of the map, gives you shadow to hide in, and isn't so obvious. A lot of snipers like to sit in windows but that's the first place people are generally looking. Move often because your muzzle flash will give away your position. Sniping (and being sniped) is all about knowing the position of your target. If you're constantly in the same spot, an enemy will quickly pop out and kill you before you realize what even happened.

Equipment

U.S. Army

Primary Weapons

M1 Carbine

The M1 Carbine is the poor man's M1 Garand. It's a semi-automatic rifle so you will have to click for every shot. It can still fire pretty quickly though, just about as quickly as you can press the shoot button. This gun works great at medium range for that reason. It is serviceable at longer range too but it isn't as good as the M1 Garand in that regard. I suggest taking this over the Thompson if you're officer if you're going to be in a bigger, more open map, such as Dog Red. The only other class option you have for the M1 Carbine is Engineer and it'll be this or the Springfield. If you like bolt action rifles, you can pick the Springfield then, but I think the M1 Carbine is a much more versatile weapon and should be the primary of choice for Engineers. You can attack iron sights (which I suggest just avoiding because it seems to limit your sight more,) a bayonet which can be useful if you have the spare points, and a sling. The sling will allow you to change guns quickly so if you don't have a sidearm, I'd suggest spending the point elsewhere.

M1 Garand

Here it is, your iconic WWII U.S. Army rifle. It's semi automatic and great at medium to long range. Being semi automatic makes the gun serviceable at short ranges too but you'll have a tough time going up against a submachine gun at that point. Riflemen in particular can attach a Rifle Grenade to their M1 Garand. The Rifle Grenade can be a very useful tool to take out a sniper or machine gun nest hiding in a window or in a doorway. It does take some time to detonate so if the enemy can see it, they have time to run. However, it doesn't make a loud noise as a bazooka so it could be useful for stealth kills in the right situations. You can attach a bayonet which can be useful. You can also equip a sling if you carry a sidearm.

M1918 Bar

The M1918 Bar is, in my opinion, the best all around gun for the U.S. Army. It's a light machine gun that is only flawed by it's 20 round magazine. The M1918 Bar is really powerful and really accurate, surprisingly so even at long range. The fire rate isn't going to beat out a submachine gun but it's powerful enough that you don't necessarily need it to. It doesn't really have a weakness in any situation. You can apply a bipod to it to eliminate recoil at the expense of mobility. A sling could also be applied to switch to a sidearm quicker.

M1919 Browning

This is the U.S. Army's only option for machine gunner. You get a bipod, which will be necessary due to the recoil of firing off so many rounds so quickly. Find a good spot to hide in, set up your bipod, and mow down any enemies that pop into view.

M2 Flamethrower

The flamethrower is more fun than anything else. It is very effective but only at short ranges. Be careful when handling it though, it will be very easy to kill teammates and even yourself if you shoot a wall. For that reason, you should be especially careful around doors and windows when firing the flamethrower. There are no attachments you can put on this, not that you would need any.

M3 Grease Gun

The M3 Grease Gun is one of two submachine guns that the U.S. Army has access to. Compared to the Thompson M1A1, I would say it's weaker in every way. The fire rate is quite a bit slower compared to the Thompson and they both apply about as much damage. Having the lower fire rate however does mean the recoil isn't as strong. That being said, if you can go with the Thompson M1A1, I'd suggest going for that instead of the M3 Grease Gun. A sling can also be applied to this for quicker access to your sidearm as well.

Springfield 1903

The Springfield 1903 is the only bolt action rifle in the U.S. Army's selection. It's great at medium to long range and very powerful. Don't get yourself caught in short range situations with this gun. If you miss you're first shot, you're likely dead while you have to chamber another round. You can use this as the rifleman class but I'd highly recommend sticking to the M1 Garand. You can also put a Rifle Grenade in this gun, similar to the M1 Garand, if you play Rifleman which could be useful in taking out targets a bit more quietly than a bazooka. You can also use a bayonet with the Springfield 1903 or a sling to switch to your sidearm more quickly. I'd suggest going with a sling for the Springfield. A secondary could be very valuable in short range situations if you're using the Springfield 1903. You can also use stripper clips for much faster reload times but you can only use these when the rifle is completely empty. If you're in the habit of reloading as often as possible, the stripper clips won't be of much use. This is also you're only choice as sniper and you can apply a 7x scope to it. For that reason, this is your best long range gun for the U.S. Army

Thompson M1A1

One of the two submachine guns that the U.S. Army has. The Thompson has a high fire rate and is only really accurate at short range. Spray down enemies while rushing in to be successful with this gun. You can put iron sights on this as the officer (which in my opinion limits your vision, I suggest not spending the extra supply point on this) and a sling as several classes. The sling will allow you to switch to your sidearm more quickly. If you don't have a sidearm, don't waste your time with the sling.

Secondary Weapons

M1911

The M1911 is a semi automatic hand gun. There's not much to this, it is certainly the better secondary option for the U.S. Army if you can spare the supply points for it.

Model 1917

The Model 1917 is a revolver. The M1911 is better in every way, especially reload time. You could take a speed loader for an extra supply point to reload much quicker but no matter what, if you reload with the Model 1917, you lose whatever rounds are still in the gun.

Explosives

Bazooka

The bazooka is what you think it is. It costs a lot of supply points but can be worth it. It's a great tool to take out snipers or machine gunners especially. Just fire it towards a group of enemies and you can take out all of them. You can also spend another point on white phosphorus rockets. Those will leave an area burning for about 30 seconds so it will keep a sniper spot covered for longer. However, the regular shots will do more damage and get you more kills. Plan ahead when choosing these. If there's a window that is constantly being used by snipers, the WP rockets would be of better use there. Just be warned whenever you fire the bazooka, there's a delay. If you shoot and then immediately turn, you could end up shooting a wall in front of you, killing yourself. Make sure the rocket goes off before moving.

MK. II

The MK. II is your standard issue fragmentation grenade. This is your grenade you throw in an effort to kill your enemies.

Smoke

Smokes will not damage anybody but will put out a big cloud of smoke. Smoke grenades are very useful in Day of Infamy and can help your entire team survive. The enemy can't kill what they can't see and using these will help you advance on a location safely.

TNT Charge

TNT Charges are the biggest explosives you can get. The tricky part about them is you have to get very close to your target to use them and you have to light the fuse before throwing it. Make sure to not be anywhere near it when it goes off!

Commonwealth Army

Primary Weapons

Bren Gun

The Bren Gun is the assault rifle given only to the support class. It is the weakest of all support weaponry across the game but is still a useful weapon. It's fully automatic so it can be useful in short range but excels at medium range. It is also a viable gun at long range but I'd try to stick to that middle ground if you have the Bren Gun. You can attach a sling to this for quicker access to a sidearm.

Flamethrower

The flamethrower is more fun than anything else. It is very effective but only at short ranges. Be careful when handling it though, it will be very easy to kill teammates and even yourself if you shoot a wall. For that reason, you should be especially careful around doors and windows when firing the flamethrower. There are no attachments you can put on this, not that you would need any.

Ithaca

The Ithaca is the only shotgun in the game. In theory, it should be great at short range, but it just doesn't work very well in Day of Infamy. I'd suggest staying away from it. You can try it, but it's not nearly as powerful as it should be. It's a pump shotgun so it has a low fire rate and it's effective range is very shot. You can equip it with a bayonet or sling.

Lee-Enfield No. 4

The Lee-Enfield No. 4 is your bolt action rifle. The Commonwealth Army actually doesn't have access to a semi automatic rifle. This gun is very effective at medium or long range but you may want to take a sling with it and a sidearm if you get caught in a short range situation. You can put a Rifle Grenade on this as a rifleman only which can be great at taking out enemies at long range holed up in a window or sniper nest somewhere. The bayonet and spike are actually both just bayonets with a different model, they both do the same damage so just pick whichever you prefer. You can also use stripper clips but that is only used if your gun is completely empty. The Lee-Enfield No. 4 is also your only option as a sniper and can be outfitted with a 7x scope. The scope will make this your best option at long range in the Commonwealth Army.

Lewis Gun

The Lewis Gun is one of two options for machine guns in the Commonwealth Army. It only holds 50 rounds per magazine so you might catch yourself reloading fairly often. The Vickers holds 200 by comparison. I suggest spending the extra point for the Vickers because they both handle about the same. You might as well worry less about reloading with the Vickers.

Sten MK. V

The Sten MK. V is one of the two submachine guns the Commonwealth army has access to. The Sten MK. V is actually a pretty good submachine gun and can do great work at short range. You can equip a bayonet with this or a sling if you carry a sidearm.

Thompson M1928A1

One of two submachine guns the Commonwealth Army has access to. This gun is actually only available to the officer class and is the better option for officer primaries. The Thompson M1928A1 has a high rate of fire and can make quick work of enemies at close range. You can put a foregrip on this to help lower the recoil. You can also put an extended magazine to fire more rounds off before you need to reload. A sling is also an option like most other guns.

Vickers

One of two options for machine guns for the Commonwealth Army and it's a much better one. It only costs one more point than the Lewis Gun but can fire off about 4 times as many shots before you have to reload. They deal about the same damage and handle about the same, but you might as well worry less about reloading and take the Vickers.

Secondary Weapons

One of two options for secondary weapons for the Commonwealth Army and it's semi-automatic. If you have the points and want a secondary, go with the Hi-Power.

Webley

The Webley is a revolver. Reloading will cause you to lose whatever bullets remain in the revolver. Reloading also takes a while unless you carry a speed loader.

Welrod

By far, the worst gun in the game. You have to chamber every single round which makes it about as versatile as a bolt action rifle while being not nearly as powerful or accurate. It could be better than a shovel if it's your only option as far as points go but I'd still recommend finding any other use for points than the Welrod. Just stay far away from the Welrod.

Explosives

No. 36 Mills Bomb

This is your standard issue fragmentation grenade. Throw it towards enemies you want to kill and hope they don't run away before this goes off.

No. 69 Grenade

This is also a fragmentation grenade but isn't as powerful as the No. 36 Mills Bomb. The interesting thing about this one is that it's not on a timer, it detonates when it hits the ground or a wall. The blast will cover a smaller radius but you gain much more control and give the enemy less time to run away. For that reason, I highly recommend going with this grenade over the Mills Bomb. You will get more kills if you play it smart with this one than the Mills Bomb.

No. 76 WP Grenade

The WP Grenade is your white phosphorus grenade. Think of it as a molotov. You throw it in an area and it will emit a cloud of white phosphorus, burning anybody who touches it. This is great for shutting down choke points and preventing an enemy from advancing or keeping an enemy sniper or machine gunner out of a window when you flank them.

No. 77 Smoke

The smoke grenade will not hurt your enemies but will give your team cover while advancing on an objective. This is the only smoke grenade in the game that will detonate on impact with the ground or a wall rather than detonating after a timer. Be very mindful of this when playing on the Commonwealth Army. You usually plan a roll or bounce on smoke grenades to get into their ideal position but that won't work with this one.

PIAT

The Piat is is portable mortar that you can carry. You will notice when firing this that it has a very sharp trajectory that it follows. You will see in the iron sights that there are three holes, you will aim through the center hole. At long range, you want to target using the bottom hole to adjust for the trajectory of the Piat. The range is also limited but is great for taking out sniper or machine gun nests at medium to long range.

TNT Charge

TNT Charges are the biggest explosives you can get. The tricky part about them is you have to get very close to your target to use them and you have to light the fuse before throwing it. Make sure to not be anywhere near it when it goes off!

Wehrmacht

Primary Weapons

C96 M1932

The C96 M1932 is only available for engineers. It's a submachine gun but isn't very accurate. You could outfit it with an extended magazine or a sling. I would only recommend going with this if you plan on going short range only over the Karabiner 98k for engineer.

FG42

The FG42 is only available to support and costs 8 supply points. It has a higher rater of fire than the STG 44 but I don't think it's worth the extra points. You could however equip a 4x scope which is the only fully automatic weapon you can attach a scope to in this game. This could make the gun very useful at medium to long range, especially if you're covering a tight area at long range.

Flammenwerfer 41

The flamethrower is more fun than anything else. It is very effective but only at short ranges. Be careful when handling it though, it will be very easy to kill teammates and even yourself if you shoot a wall. For that reason, you should be especially careful around doors and windows when firing the flamethrower. There are no attachments you can put on this, not that you would need any.

Gewehr 43

The Gewehr 43 is the German's only semi-automatic rifle option. It's great at medium range and viable at short and long range. You can fire about as quickly as you can left click on your mouse so it could still be useful at short range but won't match up too well against a submachine gun. You can put a sling on this gun for quicker sidearm access. This is actually also an option for snipers, which is the only sniper rifle that is semi-automatic. However, it can only equip a 4x scope so you won't be as deadly at long range as you would be with the Karabiner 98k.

Karabiner 98k

This is your standard issue, German bolt-action rifle. It's very accurate and very powerful but it being bolt action doesn't make it very useful at short range. Stick to medium or long range with the Karabiner 98k to be a deadly force. You can equip a Rifle Grenade onto this as a rifleman which could be useful at taking out a machine gun or sniper nest at long range. You can also equip a bayonet which could give you a useful melee option without having to switch weapons. A sling is another option which I recommend for short range if you have the points. The last piece of equipment you can get is the stripper clips but they are only used if you completely empty your gun and reload from there.

MG34

The MG34 is one of two machine guns the Germans have access to. You will get a bipod to put down with this. I highly recommend going with the MG42, even if you have to spare the supply points elsewhere. It fires at a higher rate and has a much large magazine.

MG42

The MG42 is your bread and butter machine gun. It's the best one in the game. The magazine is huge and the fire rate is is the fastest in the game. Take this, set up camp in a safe place, and mow down any opposition coming your way.

MP40

The MP40 is the German's main submachine gun option. It's a great submachine gun that can be useful to lead any charge. It's high rate of fire can often give you the upper hand at short range. The only accessory you can put on this is a sling which might not be too useful with a fully automatic weapon but if you have the points, you might as well take one with a secondary.

STG 44

The STG 44 is only available for the support class and is very useful at any range. It's a powerful gun that can make quick work of an enemy at short range due to its high rate of fire or even medium to long range for its accuracy. It's powerful as well which will help you take out enemies quickly. A sling can be attached to switch to a secondary weapon faster.

Secondary Weapons

C96 Mauser

This is a standard semi-automatic handgun. All the German handguns feel the same in this game. I'd suggest going

This is a standard semi-automatic handgun. All the German handguns feel the same in this game. I'd suggest going with the cheapest one or if you prefer the iron sights on one over another, go with that one.

This is a standard semi-automatic handgun. All the German handguns feel the same in this game. I'd suggest going with the cheapest one or if you prefer the iron sights on one over another, go with that one.

PPK

This is a standard semi-automatic handgun. All the German handguns feel the same in this game. I'd suggest going with the cheapest one or if you prefer the iron sights on one over another, go with that one.

Explosives

This is a flamethrower of sorts. It's a one time use weapon and you can't fire it for long. The main benefit to this is that the flames will stick around for a while. This could be very useful in the right doorway or choke point and could prevent the enemy from approaching.

Nebelhandgranate

The Nebelhandgranate is the German smoke grenade. It will release a big cloud of smoke which could give your team the necessary cover on advancing on a position.

Panzerfaust

The Panzerfaust is one of two rocket launchers available to Germans. This is the weaker of the two but also costs less. There is a trajectory to this rocket launcher so it will drop rather quickly over time. Make sure to adjust the height of this while aiming.

Panzerschrek

The Panzerschrek is the other rocket launcher for Germans and is quite a bit more powerful with a bigger blast radius. If you have the points, go with this one.

Stielhandgranate

The Stielhandgranate is your standard fragmentation grenade, similar to the MK. II for the U.S. Army. Throw it at a target and wait for it to explode to kill an enemy or two.

Splitterringgranate

The Splitterringgranate is the biggest explosion you can get from a grenade in this game. It is basically an overpowered fragmentation grenade. If you have the points, I'd suggest taking this. It can deal some serious damage.

Sprengbuchse

This is your TNT charge for Germans. It has a large blast radius and is very powerful. You will have to get close to make use of this. Also account for the time required to light the fuse and throw it. It's on a timer so you can't just detonate it on command.

Strategies

The most important thing to do in any shooter really is to communicate with your team. Communication is even more important in a hardcore shooter such as this one. Grab your microphone and your headset. Communicate with people as much as you can. Call out where enemies are. Even if you're speaking to just one specific teammate of yours to tell them there's an enemy around the corner. That can give your team the drop on the enemy and give your team the edge. You will also need to communicate on when to attack as a team because rushing in one by one will get you all killed. Plan an attack, deploy smoke, and attack together.

Use Smokes!

Smoke grenades are incredibly useful in Day of Infamy. I would even argue they're the most useful explosive in the game. You won't get a kill with one, but that's not their purpose. The much more valuable purpose of them is to advance your position. Being a hardcore shooter, people are constantly watching empty roads and open areas from a distance. One shot will likely kill you from a sniper or a machine gunner can mow you down. But they can't shoot you if you deploy smoke and block their vision. Be smart with these though. Too often I see people throw smokes right far from the objective and run through it. Running through smoke can always be dangerous because the enemy will see you before you see them. But put those smokes right on the objective. The enemy won't be able to see right in front of them and you'll be able to safely get all the way to the objective before you actually reach the smoke.

Aim Down Sights!

Aiming down your sights makes a huge difference in accuracy over hip fire. Even that fraction of a second needed to aim down the sights will be worth it for the accuracy alone. Take a look at the image to the left. I fired 15 rounds at the same distance at this wall. One was from hip fire and one was while aiming down sights. I took the shots one at a time so recoil would not be affected. If you did hold down fire with a fully automatic, expect the bullet spread to be much bigger. The bullet holes on the right are aiming down the sights and the bullet holes on the left are from hip fire. This is all aiming at the same spot. Aiming down the sights clearly makes a huge difference and if you don't do it, you're only hurting yourself.

Officer/Radio Combo

A good officer will control the battle and be a determining factor for a win. However, without a radio following the officer, the officer won't be able to do much. If you're officer, make sure to communicate with your radio man to stick with you. It's the radio man's job to keep the officer alive so he can make the call but don't pop your head out in an effort to do so. You're just as important as he is. The officer will however be very vulnerable with binoculars in hand so keep an eye on anywhere the opposition can attack from. When a call is made, it is up to the officer to communicate with his team about the call. You don't want to kill teammates with an artillery strike. Let them know when you're placing a call so they can time their attack appropriately. Also, sometimes the radio kit can be shot and start sparking. If this happens, the officer cannot make a call with your radio. The only way to get a new radio is by resupplying or dying. Also note that a few classes have access to radio kits. You don't have to be in the Communications class to have one.

Learn the Maps

What will make you more successful than just about anything in this game is learning all the nooks and crannies of every map. Map knowledge is vital, especially considering the maps are quite large. Knowing where to go for cover, to flank your enemy, where to place smokes effectively, etc is all very important. You will learn where other players like to go and find effective ways to get the drop on them and kill them before they know what even hit them.

Use Headphones

Sound is very important. Don't just listen for gunfire or explosions, but listen to footsteps as well. Headphones will let you know what direction an enemy is coming from or give away a sniper's position. There is a walk button, make use of it frequently so the enemy can't hear you. As much as you want to listen for the enemy, you don't want the enemy hearing you. Also note, in that regards, you can hear voice chat by proximity. If an enemy is near you and talking via voice chat, you can hear what they say. The enemy will also be able to hear what you say. Be mindful of that whenever you think there's an enemy nearby.

Flanking

The best way of clearing an enemy team will always be to flank them regardless of the game but this holds especially true in a hardcore shooter like Day of Infamy. If you can get behind the enemy, a couple shots to the back of each enemy will kill them. Play it smart because there will usually be somebody watching the flanks. Clear the cover and advance when it's safe. When you can get behind some enemies, get in there and kill them all as quickly as you can. Don't just rush into the next room once you clear one out even while flanking either. Someone ahead will likely hear the gun fire and turn around to see what's going on.

Adjust to the Situation

Don't just pick one class you like and one weapon you like every time. Each game is different. Some guns are more useful on certain maps but it's never clear cut always better. Learn to handle every weapon in the game and adjust accordingly. The proper adjustments can swing the battle in your favor. If you stick to one gun most of the time, you'll never learn how to adjust. Sometimes a team will be really good at dealing with snipers and if you often play sniper, it might be better to switch to another class. Learn by trial and error, changing your strategy as needed to help battle for the victory.

Use Cover

Using cover is incredibly important for a hardcore shooter. Give your enemy as small of a target to shoot as possible to keep yourself alive. Sometimes while capturing an objective, you want to just go prone behind cover to capture it or even prevent the enemy from capturing the objective. Find a corner in those cases where the enemy can't flank you and watch for where the enemy would be coming from.

Capturing Objectives

You will notice while capturing an objective, that the icon on the bottom of the screen will flash. That means a member of a team who does not control that point is on it. In order to win game modes that you need to capture points on, you have to clear each point completely and capture them. As a result, keep an eye on the clock for any game that is going into the dying seconds. If the clock hits 0:00, and you're down a point, quickly run for a point and get on it. The timer will stop but the game will not end until all points are under full control.

Some servers will have a regroup feature. The only way to respawn is for somebody to fall back to the regroup marker at the previous objective. You could also respawn by capturing a point or if the defending team all dies. However, regrouping is the best method. Look at the map by holding tab and see if anybody is heading to the regroup point. If nobody is going and you're in position to fall back, head to the regroup point and communicate with your team. Let them know you're leaving your position to respawn your team. Coming back with 10+ people, even if you have to leave for a minute, will be much more valuable than you staying somewhere by yourself with no help. Just be mindful, don't completely give up the objective to respawn your team. If you're the only one on the objective and the enemy team is trying to capture it, hold the objective and tell your remaining teammates to regroup.

Melee

Melee is rather simple in this game, two hits to the front of somebody or one to the back can kill them. Since the game is hardcore, you may want to just shoot somebody in the back before they turn around and see you. Melee can be fun though and might be worth the risk for stealth purposes if you're behind enemy lines. It can also be useful if you're up close and you have to reload. It might be faster to just hit them once with a knife than have to wait for the whole reload animation.

Picking up Dropped Weapons

In addition of melee when you have to reload, keep an eye on the ground. You can always pick up a gun that got dropped to kill an enemy faster than you would reload. Just be cautious, this can be risky because you don't know how many rounds are left in that gun. If you get in a short range fire fight and both of you are reloading, this will definitely catch your enemy off guard. If you do pick up another gun, you won't have any magazines for it though unless it's the same gun you started with. Once the situation is clear, you definitely want to pick up your original gun and reload unless you don't have any more ammo. If that's the case, you may want to go resupply at a supply drop or back at your team's spawn.

Use the Scoreboard Map

Take a look every so often at the scoreboard map. Knowing where your teammates are will be vital. If you plan on advancing up the right flank and you see a teammate up there, you know the path is likely clear. Don't ever think you're safe anywhere, but you can go a little quicker knowing a teammate could have you covered without even knowing it. You can also learn which areas aren't covered to figure out where you would be the most useful. It's a good idea to spread out, have people on the points, covering flanks, in sniper positions, etc. Using the map will help you figure out what to do before you even get into position.

Holding Your Breath

You can hold the sprint button (shift by default) to hold your breath while aiming down your iron sights. This will zoom in a little bit further and steady your sway. This won't necessarily make your aim better, but reducing the sway will make it easier to aim. This is a great feature to use at long range to pick off enemies. It's not very useful at short range though, you're usually limited on time at that point.

Blowing Out New Openings

You'll see spread out across maps that there are some weak walls with cracks in them. You can blow them up with explosives, mostly bazookas or TNT charges. This will give your team a new access point. Most noteable of these are in the left and middle bunkers of Dog Red when attacking. You can give your team a much safer entrance to an area which could turn the tides of the battle in your favor. Make sure to take advantage of these when you see them.

Rifle Grenades

Rifle grenades are a very useful tool that can kill enemies behind low cover rather easily or even take out a group of enemies in a building if you can get good positioning on them. These drop rather quickly over distance so you'll have to adjust the height of your shot for these. They do have their own crosshair for them which will help with aiming but figuring how the grenade drop will take practice. You will notice you have to take time to load the grenade into the rifle and to take it out of the rifle. If you have a grenade loaded and you switch weapons, when you switch back to the rifle, it will go back to shooting regular bullets. Be mindful of this whenever changing weapons. This is actually a quicker way to switch from grenades to regular rifle rounds so be mindful of this trick if you want to switch from grenades to bullets.

Maps

Bastogne

Bastogne should be viewed in two sections. The northern section of the map is all just snowy forest. There aren't too many trees for cover but there are some bunkers and small walls to hide in. North of Charlie on the map is a couple small buildings and small walls for cover. Charlie is a bunker that can be captured from just outside on the ground or even on top of it. Going prone in this area and staying on the point could prevent the enemy team from capturing or to keep yourself safe from snipers while capturing. This entire forest area is very dangerous, you'll never know when you're in the sights of the enemy until you get shot. One key point to be careful of is where I marked 1 on the map above. There's a hill there and snipers from the north like to sit there, trying to pick off anybody at Charlie. If you are attacking from the north, it does give some great cover and is actually a great spot for an officer to make calls from.

The city is a much tighter area in the map. There is a lot more cover here and a lot of buildings you can enter. When entering the city from the forest, you can go right down the road to Baker. You could also go just to the east through some broken walls and enter buildings there for cover. A side area is indicated by the number 2 on the map above. There's a large archway that will lead you towards the southern side of Baker. That's the only entrance to this area from the city, but you can see all the way down the street towards the church in the southeast corner. A sniper can be valuable over here or if you can toss a smoke grenade towards the road to give the archway some cover from sniper fire. When attacking or defending Baker from the city, you can go through the alleys and towards marker 3 on the map. You can get a view of most of Baker here and going prone in that alley will keep you safe from snipers in the distance. Just be weary of grenades or bazookas being fired your way. On the other side, make sure to keep that alley covered with explosives. You can also enter a lot of the houses from that area. There is a doorway in the northern side of that alley that can run through a few houses to the west of Baker. You can't really get a good view on Baker itself but you get a few windows to help defend Baker from. You can get a bird's eye view on the majority of the map from here whether it's looking into the snowy field or if you're looking into the city.

The church is in the southeast corner and you can enter it from any side. The northern side of the church has a tower you can climb with several windows to climb out of but don't stay in the windows too long. People look up there first and will pick you off faster than you realize where they are. If you peek every now and then and are quick enough, you can make good use of these windows. The courtyard to the west of the church is open and very dangerous as a result. Make sure to use smokes as needed to attack the church from the west. If you look at marker 4 on the map above, that corner cannot be flanked from the north. Enemies have to turn the corner to shoot you so it's a good area to defend from. There are usually defenders there. Make sure to be mindful of that area when attacking from the west. There's also a window in the building in that corner that you can throw grenades from to try to clear that area but there's usually a sniper in the church tower watching that window.

Comacchio

Comacchio is a very tough map to get the upper hand in. The majority of the battle will focus on the bridge in the center at point Baker. The river is actually very dangerous to cross, it slows you down dramatically. Able is actually a lot tougher to defend than Charlier for the sole reason that you can enter the houses all around it. Charlie has a blown out building next to the point but there's not much cover in there. You will see where an enemy is coming from at Charlie.

A few points to look out for according to the markers in the map above:

This building is usually the building of choice for Germans to defend from. There are a lot of windows all over and you can get plenty of kills from here. The lower level can be entered from the river side so make sure to have somebody covering it because it's a great way to attack this point from. These buildings are also pretty useful from the German side. You can actually go up to the roof from the building to the west. You can also run out towards the river and quickly go prone behind a wall while being on Baker. You can reach the river pretty early as the U.S. Army. You can cross right away by jumping across a boat. There's also another boat to jump across further on but it leaves you in risk of being shot by enemies. There are no boats here to cross but by going as far south down the river, you will be out of line of sight giving you time to safely cross. This is the popular area for American snipers to sit in. It's harder to flank than the German counterpart but doesn't have a roof. This leaves the second floor suseptible to artillery strikes or even grenades. This area is less popular for the American side but also sees plenty of action. You can actually enter from the river and climb up stairs to get to the street level entrance of the building. There's also a few windows to shoot from in this building.

Crete

Crete has a large field on both sides of the map which could make attacking the final objective in certain game modes very difficult. The middle is a city that has cover almost everywhere so the wrong step anywhere on this map can lead to death. Point D on this map can only be capture on the second floor of some apartments The house just to the south has a bridge to cross the second floors on right on marker 4 but you will be open to fire from both sides. Be careful when crossing that bridge.

Marker 5 is a great flanking area for the German side. Germans often occupy this area so be warned if you're Commonwealth. If you can cover this area as Commonwealth, you stand a great chance of winning the map. You can also enter a small doorway here to completely flank Charlie from either side. This door is usually heavily contested and the exit is easily protected from the Commonwealth side. That being said, it's a high value position and holding this flanking position can win your team the game.

Marker 3 is a church. There are three entrances on the top floor and a basement that gives you another entrance on the fourth side of the church. This is a key spot to hold to attack or defend the fountain point in the middle of the map. Holding this is usually Commonwealth's job but like Marker 5, holding this spot to your team is vital to both team's success.

Marker 1 could be the most valuable position in the whole map. The building is small and only has one stair case which can be easily defended. You can easily throw grenades up there from the first floor. The first floor is also really dark which provides a lot of cover. Hold this building at all costs. If you can hold this building for the Germans, you will win this map.

Marker 2 has some windows that often house snipers for Commonwealth. It's a restricted area for Germans so people really love to hide in there to try to snipe anyone down the street attacking the northeastern point. Throw smokes here a lot and keep an eye on all the windows if you're German.

Dog Red

Dog Red is your attack on Omaha Beach map. It's actually very balanced considering the defenses of the Germans. There is a lot of smoke on the beach throughout the entire game so you'll be safe along the water from enemy fire. Getting closer to the bunkers will obviously be very dangerous. There are some blown up tanks and sandbags for cover but not too much. The Germans can go a little bit onto the beach and will be pretty much all across in line with Able. Smoke barrages are useful in getting close. When attacking, I'd actually recommend attacking the side bunkers and heading towards the middle from there. Marker 3 on the above map can actually be entered from below with an explosive. I think attacking from this bunker is the most useful method for the American army. Marker 4 on the above map is really good to defend from because it's tougher for the Americans to flank that area. It can still be a viable option to attack from if you can get a couple soldiers in that bunker to cover the rest of your team running up the hill. You can actually enter Able from the front of the bunker on the eastern side so running up that hill is a great attack. There's also a hole in front of the Able bunker on the beach you can destroy and enter as well but you'll have to go upstairs to start capturing it.

There's an entire series of underground bunkers between Able and Baker. Those bunkers are great to learn and I'd recommend going on an empty server here just to learn these tunnels. Being above ground will leave you victim of a lot of sniper fire, especially from marker 1 on the map above. Snipers love hanging out in this bunker. There's also marker 2 which people will hide in to snipe or a hill right behind it that snipers can get a good vantage point from. You can enter the tunnels from Able or from a bunker just south of Baker. There's also an exit to these bunkers just on the other side of the road at Baker and can be a great way for the Americans to flank enemies on Baker from. Just keep an eye on markers 1 & 2 if you're attacking there, especially marker 2.Throw a smoke just outside the bunker exit for some cover and sprint around the wall to get onto Baker.

The only tunnel to Charlie is in the bunker at marker 2. You can go around outside around anywhere after Baker is captured, the Germans are usually held back in this area. You should still be careful of any enemies outside though. The tunnel at marker 2 is also very heavily fortified by Germans, as it should be. Once you get through that tunnel, you can go to the left and use a switch on the wall to open the bunker door. This will give the Americans easier access to Charlie. It can also be closed at any time so make sure to keep the switch under your team's control.

Foy

Foy can be a tricky map because it's pretty much a big triangle. When attacking from the south, you have to worry about two directions to face enemies. There is equal chance that people will be on either road. The eastern road has more buildings with cover throughout. The far eastern side behind the buildings are less traveled but can get you in great positioning for either side.

Marker 2 is the backyard of a barn. Holding this area could give your team strong positioning on the western side of the map. There's also some low walls that give you great cover. You can enter the barn or peek out the gate at either side to try to cover the street. Staying in the backyard isn't a bad idea either to protect your team's flank. Marker 3 can be accessed via marker 2. You have to enter buildings to get through this alley and there's a lot of cover with windows all over in these houses. That makes the whole northern street very dangerous, even the yards behind the buildings on the far north side.

Marker 1 is a really useful area for both sides as well. There are windows in the buildings on the north side to protect the flank from and coming in from the south is a great way to flank the enemy team. Not many people watch this area and a couple of smokes can safely get you across a big field. This is just a great flanking area for both sides.

Ortona

Able and Charlie are both heavily in favor of the defending sides but Baker has some strong pressure from both sides. Baker is in a big courtyard with a lot of buildings with windows all around it to keep an eye out for. Try going prone behind cover on your team's side and have teammates in the windows covering you. Point 2 is surprisingly useful for both Commonwealth and German armies. The Germans can enter a second floor area that has a window and is otherwise blown out from the church. The Commonwealth can enter from a staircase to the south. The Commonwealth side will enter the third floor and you can't enter both of these from the same side. However, there is rubble in the courtyard that will enter the second floor side that the Germans can get to but you'll put yourself in the open to reach it. Marker 4 is also a popular cover point of Baker by the Commonwealth army by snipers so be warned.

Marker 1 has a lot of buildings you can run through and there are bridges connecting the buildings. You can get down the street here by never actually stepping into the street. There is also a lot of cover in the alleys but the bridges through windows in the buildings can lead to valuable strategical positioning.

Marker 3 is inside the church and it has a lot of cover so be careful whenever you stop foot in it. You can blow out a hole in the back to lead to marker 5 and there are rafters you can run across with roof access. The west corners have staircases to reach top floor level. There is a rarely traveled alley to the northeast of the church that snipers from the German side like to take and Commonwealth like to try to flank through. Marker 5 is a courtyard that usually doesn't see too much traffic from the Commonwealth army but it's still a dangerous area. There are a lot of blown out buildings and people could hide in any of those windows. Since this area is usually unlikely to be occupied by Commonwealth soldiers, it's a great hiding spot if you are Commonwealth or even if you're German weary of Commonwealth soldiers attacking that area. People don't normally check those buildings and it can allow you to get the drop on enemies.

Marker 6 also has a lot of hiding spots for snipers to be in. Charlie can be tricky to capture because of these windows. There are a lot of hiding spots for German soldiers to be in to cover Charlie from. They don't have the best angle of the point itself but have a great angle to pick off enemies before they can get to the point.

Reichswald

Reichswald is a sniper's heaven. It's almost all outdoors with a lot of trees and hills to find cover behind. This can make this map very frustrating because you'll often die without realizing where you're getting shot from. Able is on a hill and if you're attacking in from the west, you'll need a lot of smoke to approach the bunker there. Baker is fairly balanced and has a small bunker underground where you can stay safe from sniper fire. Speaking of sniper fire, markers #3 & 4 usually has snipers watching the bridge so be warned around that area. Marker 2 is a large hilly area and attacking from the west is very tough here. You'll have to go through a trail constantly turning up the hill. There's a lot of cover and easy to defend from the east.

Charlie is a big house you can enter from just about any side. Try to get upstairs if you can and use the windows on the top floor. Marker #1 has a lot of people hiding to defend from and the shed in the water there isn't good cover. Throw smokes as you approach Charlie. The shed near the water can actually be shot through so if you stay in there, the enemy just has to spray in your direction and will likely kill you.

This map should be focused more on the markers than the objectives:

This building has a lot of windows to snipe down the road from. This is actually point Able in Offensive mode. There's a hole between the first and second floor so defending from above could work great. The back area can be entered and you can run up a ramp to flank this area. You could also hide under that ramp for a good hiding spot. This alley is an incredibly vital part of the map. You can enter from a hole underground from the American side or just outside from the German side. It's a great area to flank either side from so try to maintain control of this area. This area is Baker in offensive and plays very much like marker 1. There's two floors, holes in the floors, and multiple entrances. You can snipe down the street in a very heavily populated area. This area is often defended from both sides. You could snipe down the street for both teams very successfully here. The back alleys here are usually less traveled but can give you great cover to move up and flank successfully. This area is Charlie in offensive and this part in particular gets the most cover. There's a hill and a lot of cover for the German side here.

Salerno

Salerno has the most buildings you can enter out of every map in this game. Marker 1 is Able in offensive mode and has a huge blown out section on the southern side. This can be captured from upstairs and is usually defended from up there. From upstairs, you can actually cross a bridge to the east of able to enter the next set of buildings leading to Marker 2. Similarly to the tunnels in the bunkers at Dog Red, you want to learn every nook and cranny of these houses. You can actually go all the way close to the line of houses at marker 4 from here so use this area wisely from both sides.

Marker 3 is the church, which is just as valuable to hold as the houses in marker 2. Both teams could successfully attack from here. You can actually go to the top of the church tower from here and snipe enemies below but don't stay up here too long before the enemy catches on. Baker is a fountain in a big court yard on a hill. It goes downhill to the south which is where the U.S. Army attack froms. Grenades will roll to the south but the south will have better cover. Make sure to cover this area with smoke when attacking. There will be fire coming from pretty much every window here and nowhere is truly safe on this point.

Marker 4 & 5 is only a good spot for Germans to defend from so if you're American, flank these areas as best as you can. Charlie is probably the hardest point to capture on this map because there's so many ways for the Germans to come from so be careful, have somebody watch alll the alleys and get in the house nearby.

Sicily

Sicily is kind of similar to Dog Red. There's a big beach the Commonwealth Army attacks from and then there's a city portion. Point A can be tough to reach because there's not much cover. Snipers will usually sit at Markers 1 & 3 for the Germans and you might find some assault players at marker 2. If you can gain control of marker 2, you can take a great tactical advantage in this map. A is a big bunker so once you get there, you'll be pretty safe. Getting there is the tricky part.

Marker 4, leading to Baker, is a big archway and church that will overlook the whole beach. This area is very dangerous for both teams depending on who has control of that area. The church can give you higher ground to snipe from and the archway just doesn't supply much cover. If your team captures Baker, make sure to hold onto it before advancing. You should keep a couple people on Baker at all times even if your team is advancing to the next point.

Markers 5 and 6 are the best flanking areas in this game. They both provide a lot of cover and can get you the drop on enemies. Marker 7 will be an area for Germans to defend Charlie from. The houses at marker 5 can be particularly confusing so it's useful to learn how those houses are laid out. The city area in general can be a lot more deadly if you play smart. The beach area is mostly dangerous to snipers so adjust your class and load outs based on what area of the map you're attacking.

Achievements

Trailblazer I

Capture one control point

Trailblazer II

Capture 10 control points

Trailblazer III

Capture 25 control points

Trailblazer IV

Capture a hundred control points

National Hero I

Secure an objective to revive your team if you are the last person alive

National Hero II

Secure an objective to revive your team if you are the last person alive 5 times

National Hero III

Secure an objective to revive your team if you are the last person alive 10 times

National Hero IV

Secure an objective to revive your team if you are the last person alive 25 times

Bad Reception I

Destroy the enemy's stationary radio

Bad Reception II

Destroy the enemy's stationary radio 5 times

Bad Reception III

Destroy the enemy's stationary radio 10 times

Bad Reception IV

Destroy the enemy's stationary radio 25 times

Stick 'em I

Kill someone using a bayonet

Stick 'em II

Kill ten people using a bayonet

Stick 'em III

Kill 25 people using a bayonet

Stick 'em IV

Kill a hundred people using a bayonet

First Blood

Get the first kill in a round

Burn 'em I

Kill someone using a flamethrower

Burn 'em II

Kill ten people using a flamethrower

Burn 'em III

Kill 25 people using a flamethrower

Burn 'em IV

Kill a hundred people using a flamethrower

Leverage I

Kill someone using a bolt action rifle

Leverage II

Kill ten people using a bolt action rifle

Leverage III

Kill 25 people using a bolt action rifle

Leverage IV

Kill a hundred people using a bolt action rifle

Snap Shooter I

Kill someone using a semi-automatic weapon

Snap Shooter II

Kill ten people using a semi-automatic weapon

Snap Shooter III

Kill 25 people using a semi-automatic weapon

Snap Shooter IV

Kill a hundred people using a semi-automatic weapon

Filtration Specialist I

Kill someone using a full-automatic weapon

Filtration Specialist II

Kill ten people using a full-automatic weapon

Filtration Specialist III

Kill 25 people using a full-automatic weapon

Filtration Specialist IV

Kill a hundred people using a full-automatic weapon

Flash Photography I

Kill someone using a machine gun

Flash Photography II

Kill ten people using a machine gun

Flash Photography III

Kill 25 people using a machine gun

Flash Photography IV

Kill a hundred people using a machine gun

Gatekeeper I

Kill someone using a sniper rifle

Gatekeeper II

Kill ten people using a sniper rifle

Gatekeeper III

Kill 25 people using a sniper rifle

Gatekeeper IV

Kill a hundred people with a sniper rifle

Boomstick I

Kill someone using a grenade

Boomstick II

Kill ten people with your grenades

Boomstick III

Kill 25 people with your grenades

Boomstick IV

Kill a hundred people with your grenades

Slice and Dice

Kill five people using a knife in a single round

Kill five people in a single round using your weapon's bayonet

Flame War

Kill someone who is firing their flamethrower with a flamethrower

Request an artillery strike as the leader of your team

Boxed

Kill an enemy with a Supply Drop

Enfield Veteran I

Kill 100 people with the Enfield

Enfield Veteran II

Kill 200 people with the Enfield

Enfield Veteran III

Kill 400 people with the Enfield

Enfield Veteran IV

Kill 800 people with the Enfield

Springfield Veteran I

Kill 100 people with the Springfield

Springfield Veteran II

Kill 200 people with the Springfield

Springfield Veteran III

Kill 400 people with the Springfield

Springfield Veteran IV

Kill 800 people with the Springfield

K98 Veteran I

Kill 100 people with the K98

K98 Veteran II

Kill 200 people with the K98

K98 Veteran III

Kill 400 people with the K98

K98 Veteran IV

Kill 800 people with the K98

Garand Veteran I

Kill 100 people with the Garand

Garand Veteran II

Kill 200 people with the Garand

Garand Veteran III

Kill 400 people with the Garand

Garand Veteran IV

Kill 800 people with the Garand

G43 Veteran I

Kill 100 people with the G43

G43 Veteran II

Kill 200 people with the G43

G43 Veteran III

Kill 400 people with the G43

G43 Veteran IV

Kill 800 people with the G43

Enfield Deadeye I

10 Headshots with the Enfield

Enfield Deadeye II

50 Headshots with the Enfield

Enfield Deadeye III

100 Headshots with the Enfield

Enfield Deadeye IV

200 Headshots with the Enfield

Springfield Deadeye I

10 Headshots with the Springfield

Springfield Deadeye II

50 Headshots with the Springfield

Springfield Deadeye III

100 Headshots with the Springfield

Springfield Deadeye IV

200 Headshots with the Springfield

K98 Deadeye I

10 Headshots with the K98

K98 Deadeye II

50 Headshots with the K98

K98 Deadeye III

100 Headshots with the K98

K98 Deadeye IV

200 Headshots with the K98

Garand Deadeye I

10 Headhots with the Garand

Garand Deadeye II

50 Headhots with the Garand

Garand Deadeye III

100 Headhots with the Garand

Garand Deadeye IV

200 Headhots with the Garand

G43 Deadeye I

10 Headshots with the G43

G43 Deadeye II

50 Headshots with the G43

G43 Deadeye III

100 Headshots with the G43

G43 Deadeye IV

200 Headshots with the G43

Can Ya Dig It?

Kill 20 people with the US Melee weapon

In The Trenches

Kill 20 people with the Commonwealth Melee weapon

Road Works

Kill 20 people with the Axis Melee weapon

Knuckle Sandwich

Kill 40 people with the US Entrenchment Tool

Lumberjack

Kill 40 people with the Commonwealth Entrenchment Tool

Newton's Law

Kill 40 people with the Axis Entrenchment Tool

Kill 80 people with the Hatchet

Contact

Do you have any suggestions, comments, critiques, or just a simple thanks to me? Well you could e-mail me at FrankTheTank3388@gmail.com and tell me what you think! You could tell me whatever you'd like about the game whether it's a tip not listed in this guide that you think would help a lot of people, a mistake I made, or just a simple thanks. I will try to get back to you as quickly as possible answering any questions you may have. Just make sure to include something about Day of Infamy in the subject of the e-mail or I will delete it. Please don't send any attachments or I will immediately delete the e-mail without opening it. I have recently received a virus through an e-mail and was forced to reformat and I'm not going to go through that again.

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Disclaimer

This FAQ/Strategy Guide is copyrighted © 2017 to Frank Grochowski. International Copyright laws protect this FAQ/Walkthrough. You cannot sell this FAQ/Strategy Guide for a profit of any kind. You cannot reproduce this FAQ/Strategy Guide in any way with out my written consent. You are however allowed to download this FAQ/Strategy Guide for personal use. You can also post it on your web site as long as you give me full credit, don't change it in any way, and it is free. The latest version will always be found at:

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