Fueldump
Strategies
Summary
Fueldump is an interesting map, in that there is a good purpose for every class. It's probably slightly biased towards Axis, because there's lots of opportunities to set up a strong defense and to camp the Allies. The distances on this map are very long, so if you want to be a sniper, this is probably the best map for you.
Map layout
In this section, we'll go through the names of all the locations on the map, so you know what we're talking about when we refer to them.
Here are the major landmarks for Allies at the beginning of the map. Hopefully the names are pretty obvious, like "bridge construction" means near the construction boxes for the bridge.
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Allied entrance spawn |
Health/ammo shack |
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Footbridge construction |
Bridge construction |
Then there is the axis ridge, where they set up their original defensive line. The tunnel gates are accessable from here. They have an MG tower on top of the ridge (the "tunnel MG") and a command post off to the side near the footbridge. Here is a bird's eye view of it, below:
Some of the major routes are shown in that picture:
The Sewer and Bridge route both lead into the tunnels, which contains the tunnel store room (i.e. the original axis spawn point).
The tunnels have 3 exits which all lead to a large, open field (shown below). The Red exit is the "Far tunnel exit" since it's furthest from the fueldump. The Yellow exit is the "Main tunnel exit" because it's where the tank comes out from. The Green exit is the "Near Tunnel exit" because it's the exit closest to the fueldump.
On the other side of the field is the allies command
post, located in the building circled in red, i.e. the "Allies Garage HQ". Next to it (in blue) is the "side MG" tower.
The two main routes to the allied command post are shown..
Then there is the dump itself. Here is a picture of
the fueldump, showing the major landmarks:
The landmarks highlighted on the map are:
1. Crate house. (named because it stores a bunch of
crates)
2. Side entrance (a.k.a. west entrance)
3. West room
4. MG room
5. Main entrance
6. Water tower
7. West defenses
8. Fuel tanks
9. East defenses
Allies Strategy
Stage 1 - Destroy the Tunnel Doors
Get an early rush going. At the very beginning of the map, most of the Axis will be too far away to shoot effectively at you, so now is a good opportunity to rush the bridge area. Artillery will probably be called by this point, but who cares if you all die from artillery while constructing? Even if each of you can construct a fraction of the bridge, together you'll get it done. If you can get the tank over the bridge within the first few minutes, you'll have a very good chance of winning the map. So, make sure you have a good number of engineers (they can switch classes later), and at least 1 or 2 medics to support them. Make sure to provide cover for the engies. They are going to be defenseless because they'll have their pliers out, so whoever is covering them (most likely medics) should anticipate Axis jumping down near the frozen river and harrassing the engies.
If you are an engy, then focus on the bridge before you worry about the tank. Hopefully this is already obvious to you... Also, if you are constructing the bridge and your charge bar runs out, don't just keep repairing, you won't get much done and you'll be a sitting duck. Instead, if it's almost respawn time, /kill yourself so you can start fresh. If not, then take cover somewhere out of the range of artillery- for example you could stand right next to the tunnel grate.
Distract the Axis. Another very good strategy is to have 2-3 guys run over the footbridge route and attack the Axis, most likely through the wirejump spots. Talented SMGers can do quite well here. A covert ops could also assist in the attack, if he is looking to get a uni to infiltrate with as soon as the tunnel grate blows. Be careful however: experienced teams will anticipate your attack, and may plant landmines on the wirejump spots or set up some kind of defensive measure to counteract your rush.
Infiltration: the right way
Here is a quick guide on how to infiltrate on fueldump. (i.e. using an engy +
covert ops to sneak into the base)
First of all, don't get hung up on infiltration. Although it can occasionally get you a quick victory, it is at best a risky strategy. The best thing to do is make an honest attempt at infiltration the moment the tunnel grate blows. If you're lucky, it will succeed. If it doesn't work, then most likely your enemy will be smarter and more prepared next time, so don't just keep trying to infiltrate and forget about moving the tank. You should always focus on moving the tank- this game's been out long enough that EVERYONE knows about infiltration on this map. It's not some big secret, so don't think that getting 2 guys through a tunnel automatically means you are going to win the game, especially if your enemies have any sense.
Now, say the tunnel grate has just blown. You want to get into it ASAP. Here's what you should do:
If you are a covert ops going to the fueldump, take the near tunnel exit, and spot mines. Here is a picture showing where the main mining spots are as you get out of the near tunnel exit:
Don't actually blow up any of the mines since an observant Axis engineer might notice the number of mines he can plant has increased. If the mine is in your way though, and you don't feel confident about being able to jump over it, then by all means, blow it up.
When you actually get to the fueldump door and get ready to go through, you should be prepared for even more mines, as well as the possibility of engineers (and possibly other enemies) who have stayed back to defend the dump. If the defenses aren't constructed yet though, it's a pretty good indication that your enemy is unaware.
Here is a picture showing the main mining locations you have to watch out for inside the dump. I've also marked the path you should take to get into the truck room, in green:
Note, there may be additional mines inside the fuel tank area or near the defenses themselves. But ideally you won't even go near those because you can jump on top of the fuel tanks from the roof.
So, once you get to the the fueldump door, if no engy is nearby, then open the enemy door for yourself, STAND there and spot mines (don't run through). Once you've spotted most of the mines, throw a nade on the ones that are directly in your way, and go around the ones which aren't. Unless you're a good jumper, don't try jumping over mines, it's too risky. Now proceed up to the water tower, and from there you can spot any remaining mines in the base (both near the entrance, and near the fuel tanks themselves). Now, let your team know you're waiting for an engy, and pay attention to your compass map so you know when an engy is at the door waiting for you.
Now, suppose you get to the front door of the fueldump, and an engy IS nearby, then go in first, and spot mines in front of you, then walk a bit, then spot more mines in front of you, etc, as you go towards the truck room. Do NOT be impatient and run. If you walk, then if you trip a mine, the engy can defuse it for you.
If the engy gets in the fueldump, but the covert dies, then the engy has two options: wait for another covert ops to come, or try to jump over the east defenses (assuming they are built- of course if they aren't then just go ahead and plant!) If you are good at this trickjump, you should be able to jump over the east defenses and only lose 25 HP. If you're a bit sloppy, then maybe you will lose 50-75 HP. If you're low on health then you should go hide in the truck room and wait for a covert ops. If you have enough health to survive the east defenses jump, then go for it.
Note, you could also plant dyno at the west defenses, and you might actually blow them up successfully, but most likely the Axis will kill you while you are planting at the Fuel dump. However, planting at the defenses might possibly be a good move because then you could distract the Axis and give your team a chance to push the tank further. If you are pretty sure the enemy isn't on to you and you have some time to just wander around their base, you could even be really evil, and plant some landmines before you blow the defenses, to hamper enemy engies trying to defuse.
If you aren't familiar with the east defenses jump, here's what it looks like:
Basically you run up the slope on the right, then jump on to the barbed wire, then jump over the gate and land somewhere on the wall of the dump building, then jump over the east defenses and into the fuel tank area. It's actually not that hard of a jump, the tough thing is doing it without getting yourself killed! If you do it flawlessly, you should only have to take damage from barbed wire once (25 HP). If you're really sloppy though, it's quite easy to hit the barbed wire 3 or 4 times (75-100 HP) which will probably kill you. If you want to learn how to do this jump, I suggest you host a game, build the east defenses, and then just practice jumping over them again and again.
Note that there's another trickjump that lets you get into the depot without a covert ops, by going over the roof. So technically you could infiltrate without a covert ops by getting into the depot and then jumping over the defenses. However, getting into the depot is a MUCH harder jump, I've never even seen anyone do it including myself. Here is how this would be done:
You have to do it in two jumps. The reason for this is because of how strafe jumping works- if you don't understand this don't worry, you'll learn more about it in the trickjump section. Anyways, as you can see, this jump puts you right on the roof of the fueldump, so from here you can jump down and make a run for the east defenses.
Stage 2 - Get the tank through the tunnels into the field
The most important thing in this stage is to take control of the tunnel exits and keep pushing, don't sit in the tunnels because then the Axis will trap you. Other than that, just help to escort the tank. Also have 2-3 guys go out the far tunnel exit. From here they can get in a good position to fight any Axis who are camping the main tunnel exit, and also build the command post. If nothing else, at least you will provide a distraction from the Axis' main goal of destroying the tank.
Stage 3 - Get the tank through the field to blow the dump gates
This is the axis's last chance to stop you from blowing the entrances. They will be spamming you with airstrikes/arty, as well as trying to push you back into your spawn as much as possible. Keep their crew-served MG down with a panzer, keep pushing hard. Help the engies escort the tank. Coverts can work on getting a uni, smoking the tank, or even sniping. Do whatever you can to keep the axis contained within their own base. This includes nade spamming through the windows and on to the ledge, panzering, and maybe even sniping or a mobile MG set up at a strategic location.
Field ops can be pretty effective if used properly. For example, if you throw an airstrike right up against the main entrance wall, it's unlikely that any Axis will be able to see it. However, its area of effect will include all along the ledge, and also the area directly outside of the base, which may be helpful if any axis try to drop down and harrass you.
Another good tool at your disposal is the crew-served MG near the command post. This can be pretty effective for killing or just scaring away Axis. You want to keep the fueldump wall as clear as you can, so the Axis basically stay off your backs and you have some space to breathe.
This is also a good time to sneak in a covert ops into the dump. Sneaking an engy may be harder though since he won't have a uni so you could wait until the next stage before getting him in.
Make sure to gib your enemies especially in these stages. This is a pretty good map for axis medics, so give them a hard time.
Stage 4 - Escort the tank around back so it can destroy the side entrance
This is optional, but unless you're low on time, you really should do this, so the axis has to split their defense, and you have an easier route to the west defenses.
So, the strategy for this part is mostly similar to stage 3. Still have the engies focusing on the tank, and even if you're not an engy, help to escort it. Only rush their base if you manage to get a covert with a uni inside. Continue pushing aggressively out of the tunnels and don't get camped.
Stage 5 - Plant dynamite at the fuel dump
Basically, this is the biggest portion of the map if the axis didnt get you camped down in Stage 1. There are two ways this map is typically won. The first way is to have a covert ops and engy sneak into the dump building, go up to the roof, and then plant while both defenses are up. This makes it difficult for the Axis because then the only route their engies can take to defuse the dyno is through the dump building. Also, this way the covert can camp the route leading to the roof and nail any engies trying to come and defuse. Alternatively, he can just wait until the engies go to defuse the dyno, and then shoot them from the water tower. I've done this plenty of times, and it works well as long as the engy plants the dyno on top of the fuel tanks. (This way, I have a clear shot at any engy trying to defuse).
The other strategy is to go through the west defenses. To do this you either have an engy plant dyno or have a covert satchel it. (Covert is obviously better since satchel is faster). However, this strategy requires the whole support of the team. What you need to do is really get a bunch of guys flooding in through the side entrance and distracting the axis, giving your engy/coverts time to get in and plant. To aid in this, you can have artillery going in the front to cut off the Axis from getting over to the west side, as well as rambo medics or other sturdy fighters who go and spawncamp the axis to cut off reinforcements. You should try to rush the side entrance early, as soon as it blows, basically. This way you can gain control over this area and hopefully hold it for as long as possible without giving the Axis time to plant a ton of mines there. Mines at the side entrance can be a real pain, because there are some places where the axis can plant them which are not visible to covert ops trying to spot them from outside the base.
Ideally, your strategy on this stage should be to do both of these things at the same time. As I've said many times, infiltration is a risky strategy at best, so any strategy that focuses solely on it has a high chance of failing. (This is why having 5 covert ops is not a good idea!) On the other hand, planting on the roof makes it so much easier to defend the dyno, so it's still a worth risk taking.
Coverts should work on getting a uni, and getting in the dump building, while everyone else rushes the base. It's very important that Allies actually rush inside, instead of just staying around the perimeter of the base. You need to create some level of chaos, so that your engies and coverts can do their jobs. If you don't do that, and just stay outside the base, then the engies/covies will get nailed before they take 5 steps inside the base. This part really takes some coordination and teamwork.
Often you will manage to sneak in a covert ops or an engy, but not both at the same time. In this case, here's what you should do:
Axis Strategy
Stage 1 - Prevent the tank from crossing the bridge
This is the part that Allies may often get stuck on. If you play your cards right, you can keep the Allies here for a long time. The key things to do here are to seize control of the bridge construction area, and to prevent the Allies from swarming through the footbridge route. Also, watch out for people trying to infiltrate coming through the sewers.
To control the bridge, you should use constant artillery strikes and/or airstrikes, along with a small team camping the area. This team should definitely include at least 1 medic. Also good would be a field ops (supply ammo, call airstrikes), MG, panzer, or engy. The engy can plant landmines near the construction boxes if they aren't being bombarded. Another possibility is to have a mortar, mainly just bombarding the construction site. Depending on how much Engineering XP the allies have vs. how much Heavy weapons XP the Axis has, you may be able to bombard the construction so often that no engy can stay alive long enough to finish the construction. This doesn't guarantee that you will win, of course, because of the fact that construction can be done cumulatively by many engineers- this is why you need to also have some troops camp the construction area and push the Allies back.
To prevent the Allies from coming on to your side, at least 2 of you should defend the footbridge route. In addition, an engy should plant landmines along the barbed wire spots where people might try to cross over. A panzer can be a big help in keeping enemies away. Do Not underestimate the Allies crossing over from the footbridge. If they get a couple of highly skilled rambo medics coming across, they can completely wreck your defense and the tank will be over the bridge in no time. Another possibility for poking a hole in your plan is they could have a a mortar raining shells down on the ridge. In this case, just be perceptive and see if you can notice the mortar's firing pattern so you can avoid it.
For preventing infiltration, there are two options. The first is to guard the sewers, by standing near the top of the ladder, or somewhere in the sewer itself. The other option is to move your defense forward and take control of the bridge construction area so that basically nobody will get to the tunnel grate in the first place. You can also keep 1 guy staying back at the base so that if someone does get through, you'll get him. Personally I'd do a bit of both- have one MG stay in the sewers- from here he can shoot people either trying to come in, or even people up near the bridge construction. The rest of the people should take control of the bridge construction area. To get to the bridge construction area, you should go through the sewers, firstly because it's probably quickest, and also because that way you constantly you are exercising that route so that if any enemies are near there you can clear them out.
If the tank makes it over, destroy the bridge and do everything you can to stop allies from coming over, including landmines and more artillery. Don't give up too easy on this part, you can still hold the Allies for a while even after the tank is across. Note that you could use the tank as a weapon against the Allies, but it's probably better to destroy it and not give them the opportunity to move it any further.
Stage 2 - Stop the tank from getting through the tunnels
When the tunnel doors are blown, you want to immediately take control over the tunnels. If you can keep a strong hold on the tunnel exits and camp the Allies in their own tunnels, it will be very hard for them to break out. Panzers, MGs, Rifle nades, and Rambo medics can be very effective here. Be very aggressive here, don't sit around in the base, there's nothing going on there. Call artillery on the far tunnel exit, because that's the one which takes the longest to get troops to. The allies might try to come out of there to harrass you or set up a command post.
Use the tower MG near the Allies command post against Allies coming out of the main tunnel exit. Other than that, just have lots of guys go into the tunnels and camp the Allies with plenty of nades, rifle nades, panzers, and medics. A well-placed MG can also be of great use on this part. It doesn't even matter so much if the Allies get the tank through the tunnels (this is usually inevitable anyways), what is important is that you take control of the area so that you can continue holding it through the next stages.
If the tank gets through the tunnels, its not a big deal, and it's usually inevitable in the end. Your main goal is to slow them down so you cut more time off them having a gaping hole into the dump. Engineers should be putting mines inside the gate and outside the defenses and dump building entrances, plus building the depot defenses if that hasn't already been done. Put up the MG tower if you havent done so yet and man it. If you can spare a mine or two, mine the command post entrance and close the garage doors so that they are forced to go through the mined area.
Stage 3 - Don't let the depot gate be destroyed
This is your last chance to prevent the tank from destroying the doors. Train your heavy weapons, fieldops skills, and grenades on the tank. If your team allows the tank to move even a bit, you aren't doing your job! Don't just assume the field ops will damage the tank every time with airstrikes, everyone should take responsibility for stopping the tank, which includes rifle nades, panzers, and nades.
Field ops should try to throw airstrikes rather than arty if the tank is currently repaired, because that does the job quicker. Once the tank is damaged, call arty on it to basically make the area surrounding the tank a very nasty place for engineers.
Rambo meds and other teammates should go out into the field and kill and engis that try and take shelter behind the tank while repairing it. If you don't do this, too often, the field ops will use his charge bar in stopping the tank, but 2 seconds later the engy will have the tank up and running again.
Snipers may be useful in thinning the ranks of the allies, or if you see an engy heading for the tank, or if he's hiding behind it but his head is slightly exposed, you can kill him. Don't forget to exploit hitboxes here, you may be able to kill him even if you can barely see him.
Stage 4 - Prevent the allies from destroying the side entrance
At this point the main entrance will be wide open, so although the Allies will still be trying to move the tank to the side, they may choose to start storming the front early. So now is a good time to set up some defensive measures, most importantly, a mobile MG guarding the front can be a big help.
Also make sure landmines are placed properly. I would argue against placing them in the main entrance itself, because those mines always seem to make a mess. Trust me, I have played medic so many times where I spend my time reviving people who got TK'd by those mines. Those mines are also bad because the engy may get shot while planting them, and because any Allied covert ops worth his salt will be constantly checking for mines at the main entrance. Places to plant landmines which would be good at this stage would be: the entrance to the dump building (since this is where infiltrators will inevitably head), the spots near the east And west defenses, and also some "last resort" mines placed inside the fuel tanks area itself.
Take the command post and hold it against the allies... Its where they resupply when escorting the tank, but if you take control of it then you can resupply yourself while fighting them. Thus I would actually suggest to NOT destroy their command post if you are able to control it since it helps you more than them. Of course this is different if the server allows Allies to spawn at the command post- then you definitely want to destroy it. Keep the tank destroyed, and use heavy artillery and airstrikes. As long as the tank is kept from advancing, then you only have to defend one entrance. This makes it almost impossible for the Allies to win unless the teams are horribly unbalanced, or unless they manage to infiltrate.
Stage 5 - Defend the dump
Protect the dump in any way possible. The best defense is a good offense, so try and camp the 3 exits from the tunnels, if possible. As long as they are contained to choke points, everything is so much easier. If you allow the Allies to clump up at the perimeter of your base unopposed, then you are really in for some hectic fighting. If they are any good, they will airstrike your base like crazy, and meanwhile charge in creating chaos. You should leave some guys to hold down the fort, however. MG's and landmines are very effective. If the side entrance is blown, make sure to spend plenty of landmines there, because that is the area where most Allies tend to attack. Try to plant the mines slightly out of sight so they can't be spotted by Allied covert ops, yet so that they will be in the path of enemies trying to sneak in.
It's also a good idea to have 1 guy always on the roof of the dump. He can do some job like sniping or mobile MG. However, just having him there is good because that way if some engy sneaks on to the roof, at least you'll have a last line of defense before he gets to plant dyno. Occasionally also make a run of the dump building, checking important spots like behind the truck or behind the desk where Allies like to hide while waiting for a covert ops with a uni or whatever. The dumbest thing is when the Allies sneak a cvops in who hides there for the entire map, and then 20 minutes later an engy manages to sneak in as well, and that costs you the game.
The engies should also stay close to home for the most part, repairing and mining the dump, and just being there in case things go to hell. If you have 3+ engies, then one or two can go out and fight, since rifle nades are so effective in camping the small tunnels.
Don't forget about the tank! Even though it's not moving, it's still a devastating weapon and can help to clear the area before a rush is made to the west side of your base. If the tank is repaired, let your team know immediately over team chat so everyone can avoid getting in it's view, and disable it if you can. As always I would recommend using an airstrike to disable the tank. However, it won't be easy for your field ops to get all the way to the tank if someone is manning its MG. So before you disable it, try to kill the guy manning the tank. If you have level 3 light weapons or a Sten, this is feasible as long as you're careful and you're quick about it. Once the immediate threat is gone, it helps to have a couple of guys (ideally medic+fdops) approach the tank, clear out any remaining enemies from there, and disable the tank with nades or an airstrike if you have a fdops.