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    One Man Army Perk Guide by PostxMordem

    Version: 1.2 | Updated: 07/15/10 | Search Guide | Bookmark Guide

                         		PostxMordem Presents
    Name of game:   Modern Warfare 2
    Type of guide:  One Man Army Perk Guide
    Platform:       Xbox 360/Playstation3
    Version:        1.2
    Authors:        Timothy Todaro (PostxMordem)
    Copyright:      Timothy Todaro July, 15 2010
    01. Latest Updates
    02. Purpose
    03. Starting Tips
    04. The OMA Arsenal
    05. Sample Classes
    06. Claymore Combinations
    07. Tactics by Game Type
    08. Legal Bull
    07.5 Map Specific Strategies - Coming Soon!
    01.)                        	 LATEST UPDATES
    July, 15 2010 - Version 1.2 Finished
    Coming Soon! - Map Specific Strategies, Tips, and claymore spots.
    02.)                        	 Purpose
    This is a guide to one of the most versatile and underrated perks in Modern 
    Warfare 2: One Man Army Pro. The main misconception about this perk is that 
    it is only good for is unlimited noob tubes. This, however is only one of the 
    tricks that OMA can do. This is a guide made to reveal the tricks you can do 
    with OMA, suggest some classes that can take full advantage of the perk, and 
    provide tips for correct usage of the perk. The reason I am writing this guide
     is that Treyarch has revealed that OMA will not be in Black Ops. So I decided 
    to share my knowledge of this perk while we still have time.
    03.)                        	 Starting Tips
    -Ideally to fully utilize OMA you need to be 9th prestige or higher. 
     This is so that you have the full amount of custom classes to switch between 
     (I will discuss more on this later). However, I am not encouraging boosting 
     or any similar feats. 
    -I suggest creating your OMA classes in a group together. Using this guide 
     pick out which combination of  OMA classes you wish and the #.  This provides 
     ease of use in a rushed situation.
    -Most of the tips and suggestions in this guide assumes you have the Pro 
     version of OMA. The speed of the OMA Pro is 3 seconds between switches, 
     while the speed of OMA non-Pro is 5 seconds. If you switch 5-8 times 
     per life as I do, that 2 second difference can really add up.
    -The true secret of why OMA is so incredibly powerful is its versatility. 
     The ability to pump out the perfect solution to any presented situation is
     an undeniably amazing asset. 
    -Its second reason for being such a powerful perk is that it can provide 
     excellent support for your team in objective games. I myself play SnD 75% 
     of the time…and this perk is by far my favorite for this game type (I 
     wouldn’t be writing this guide if it weren’t).
    -The lack of a secondary is generally not a problem. You could simply switch
     to a class that has the secondary that you desire or, more preferably, always
     keep yourself in a situation where you will not need a secondary. However, if
     the enemy team has a kill streak up, it is your responsibility as a OMAer 
     to switch to that stinger class and take it down,unless you are going for 
     high kill streaks yourself in which case switching to cold blooded might 
     be more beneficial. 
    -Switching to the same class is a great way to refill amo, equipment, 
     and secondary grenades. Out of claymores? Switch to the same class and 
     plant another one.
    -If someone on your team is going for a nuke and they get a chopper/AC-130
     it is your duty to gaurd them with your life. Set up non-obvious claymore/C4s
     around thier defenseless body. For that 30 seconds the nuke completely 
     depends on your ability to defend an objective. That person dies? Its your 
     fault. If the person does get a nuke then they will remember your kind deed 
     and you just won the game. :)
    04.)                        	 The One Man Army Arsenal
     | Equipment |
    -Frag: This is the least common of the two explosive grenades. With a 
     combination of Danger Close, Sitrep, and precise aiming, this equipment 
     can be used for “random nading”  and destruction of enemy equipments. 
     Its two advantages over its older brother, the semtex, are that it can 
     be thrown “around corners” by bouncing them off walls and ceilings while 
     being able to be thrown further. I would only recommend this if you are 
     bored of using semtex or feel like showing off as they usually outclass 
     the frag in competitive play.
     A.K.A Nade
    -Semtex: Bigger blast radius, higher damage, doesn’t require cooking,
     sticks to objects (including annoying riot shields). Danger Close is
     your friend here…as well as Sitrep. Random nading on search is fun with
     this puppy is so fun…especially on small maps live trailer park and Favela.
     Using a class with high mobility is key to timing your random nades.
     A.K.A Nade
    -Throwing Knife: You might be thinking it would be absolutely stupid to use
     a throwing knight with OMA…and you would be right…unless you are looking for
     a good time. If you have a friend to play with who wants to try something
     new you can have him use a class with throwing knifes as well and perhaps
     a riot shield. After you both spawn start chucking throwing knives into
     your friend’s body. After he throws his own knife he can start picking
     up the ones you stuck into him (virtually allowing your friend to reload
     his knives off of his own body). This is a lot of fun in groups…and while
     not competitive…it really is a blast. Be warned: knives disappear off the
     map after a while.
    -Tactical Insertion: I am not a big fan of this…possibly because of the
     bias it garnishes from being boosters’ equipment of choice. However, it
     has its uses. While not being able to be used in SnD it has its uses in
     other game modes. Starting the round with a tac insert means you can pick
     your spawn then switch to a class with claymores to secure the location you
     want to camp it. In capturing objectives you could switch to the tac insert
     class starting capturing the objective and drop a tac insert. Another use is
     to manipulate the enemy team’s spawn. This is useful for spawn trapping as
     dropping a tac insert in one of map’s spawns will almost guarantee the 
     opposing team will not spawn in that spot. However, I do not like this
     equipment and do not recommend it, as there are better equipments to be used.
    -Blast Shield: Useless… Semtex + danger close>this. Unless you really really
     fear enemy noob tubes…don’t even consider this. 
    -Claymore:  Ah the bread and butter of OMA. Remember Cod 4 when you could have
     2 claymores? Imagine an infinite supply… You are of course, only allowed to
     have 2 claymores in play at the same time. You simply can plant those
     2 claymores in two separate directions and then watch a third direction
     yourself. One blows up? Switch and plant another claymore. Helpful on all
     game types claymore are a campers dream, rushers worst nightmare, and a
     great way to cover your tracks if you are an aggressive player (like me ^_^).
     I will discuss more on this when we talk about class setups as your claymore
     class should be your most used OMA class.
    -C4: As with claymores you can only have 2 of these in play at the same time.
     These are great for many reasons and are a huge part of my general OMA
     strategy. For one…it is the only “action” you can perform while switching
     classes…by double tapping x or square you can detonate the C4 remotely. You
     can combine it with claymore for a devastating effect (discussed later),
     and you can use it as a “close range” semtex by throwing it and detonating
     it in mid air with the double tap trick mentioned above. In SnD it is great
     as you can plant it on the bomb and wait until someone trys to pick it up.
     Simply detonate it and laugh. 
     | Assault Rifle Attachments |
    -Grenade Launcher: Yeah unfortunately this is why OMA is considered the
     cheapest perk in the game. Creating one class with Danger close, noob
     tubes, and OMA, you can pump out unlimited tubes while sitting back with
     no skill or effort required. Your kill streaks get a huge boost from danger
     close, OMA pumps out the claymores and tubes, and the tubes rack up the
     kills. This really isn’t fair. Regardless…if you want to become a
     competitive OMAer you must take this setup into consideration.
     A.K.A. Noob Tube
    -MasterKey Shotgun: Pointless. I would rather use an SMG if I were fighting
     close range. The only exception is hardcore where this attachment OWNS.
     Only use with stopping power…and stopping power isn’t really a great OMA perk.
    -Heartbeat Sensor: Another semi-pointless attachment. With ninja being so
     prominent the heartbeat has become a novelty. It would be suited to a nading
     OMA class or for camping… though in both cases other primaries/attachments
     would be better.
     | Secondary Grendades |
    -Flashbang Grenades x2: Great for the beginning of a round to disrupt rushers
     and corner campers. Flashbangs cause disarray to the many. The only problem
     is the relatively slow throw time. They have a wider radius than stuns.
    -Stun Grenades x1: Great at finding enemies and getting kills. Get a hit
     marker and you can be sure the enemy will be in close vicinity (as opposed
     to flashes as they have a wide radius). They have a fast throw time and can
     work extremely well with a OMA random nade class as the speed of the throw
     is important to how fast you can dish out new equipments. 
    -Smoke Grenade x1: I love these with OMA.Everyone gets 2 stuns and flashes.
     Only OMAers get multiple smokes. This is the ultimate in distraction tactics.
     Throw a smoke at a bomb…people will think you are planting there while you
     are planting at the other bomb site. Combine it with a cold blooded class
     and/or a thermal scope and you can run through/behind them undetected, while
     being able to shoot the target through the smoke. 
     | Second Perks |
    -Stopping Power: IMO this is wasted on OMA classes. If you haven’t noticed
     the theme of OMA…it is the abuse of attachments, equipments, uncommon perks,
     and secondary grenades. Stopping power works with bullets, which honestly
     isn’t the focus of OMA.
    -Lightweight: More than worthless. Great on rushing classes but since you
     can’t use marathon on a OMA class by default…that combination is null.  
    -Hardline: Hoo boy! This thing wins SnD games…it is the unsung hero that
     turns the predator missile into a harrier.  Start a round with 5 kills?
     Slap on your OMA hardline class and let the predator go. Just one kill
     will net you than harrier (at 6 kills). After that simply switch to danger
     close for a more powerful air strike (or leave hardline on if you have a
     higher kill streak) Anyways, I always save one custom slot for a hardline
     OMA class simply for its unique ability to assist your team 
     (and your kill/death ratio). Normally one would have to sacrifice their 2nd
     perk for the rest of the round…whereas with OMA there is no need to sacrifice
     anything. Another less common (and argueably cowardly) method of using this
     perk (only the pro version) is to use a tac insert on a spawn point, die,
     and then respawn with painkiller giving you amply time to kill the one
     who just killed you. 
    -Cold blooded: This perk also shines at the beginning of the round. It tricks
     out rushers who think they know where everyone is because of a UAV and it
     lets you plant claymores peacefully without that predator interrupting your
     trap-setting. I highly recommend using this with claymores, ump silences,
     ninja, and a smoke grenade. Deadly Silent, while being able to distract the
     enemy, use smoke as a cover, or use the smoke to obstruct their view of your
    -Danger Close: You already know why this is dangerous with OMA. Random nades
     and random noob tubes. Nuff said. (see OMApropipe). It also increases the
     radius and damage of C4. This is useful if you feel your c4 traps might not
     cover enough ground.
     | Third Perks |
    -Commando: Pointless. If you ever use this stupid perk you should be using
     it with marathon and lightweight.
    -Steady Aim: Relatively effective if you are using it with a OMA Light
     Machine Gun camping set up. This tightens up the cone of fire for firing
     at the hip and turns LMGs into effective shotguns. However there are better
     things that you could be using and I would only recommend this if you feel
     like trying something completely new. If you are using it in hardcore with
     the combination of an attachement shotgun and stopping power, steady aim 
     becomes a force to be reckoned with. The user will seemingly be able to
     "snipe" people along great distances with this setup. Remember the
     attachement shotgun is most effective when not running as it is the only
     shotgun that has its hip fire negatively affected by this action.
    -Scrambler: I have heard this called the most useless perk in the game 
     and it might be. I only recently started using this perk for fun and it
     is quite awesome. Anyone who has ever played any RPG worth its salt is
     familiar with what a “taunt” does. It forces and compels your opponent
     to attack you. This is actually quite wonderful with OMA as they will
     most likely be lured straight into a claymore or c4. Equip a fast shooting
     powerful gun with stopping power and you actually have a useful class. It
     is human nature to try to kill that noob scrambler kid. Simply prove them
     wrong. Then switch to another class so you can move freely without drawing
     attention. ^_^ (See OMAsentinel)
    -Ninja: So overused…but so useful. All of my non-OMA classes have ninja on
     them save for a riot shield with steady aim akimbo deagles. I implore you
     to explore other options besides ninja though. It is a perfect fit for cold
     blooded, however.
    -Sitrep: This thing is great on a random nade/ random noob tuber class.
     Where this is a claymore there is usually a camper waiting close by to
     replace it with a scavenger bag. Against teams that do not have players
     using Ninja (a highly rare instance) this perk becomes amazing if you
     have a good headset. The ability to amplify enemy footsteps by 4x is
     a huge deal. Just remember that Ninja Pro users are not affected by
     this "debuff."
    -Last Stand: I’ve haven’t tried this much to be honest. It doesn’t work
     that great with OMA since it thrives when you have a pistol out (and you
     simply can’t have your own pistol out when using OMA). 
     | General Primary Weapons |
    -Riot Shield: pretty much useless since the secondary weapon is very
     important to competitive Riot Shielding. I would only recommend this
     if you are already set up with claymores and c4s and just feel like
     hiding (see OMAhideme)
    -Sniper Rifles: I have seen people use this and I have had it
     recommended to me. However, there are a couple things wrong with
     using OMA with a sniper. You do not have sleight of hand so your
     effectiveness is cut drastically. You also, have no secondary to
     switch to in case of immediate close range danger. 
    -Assault Rifles: Infamous for noobtubes. Enough said.
    -SMGs: this is probably the best choice for supporting roles with OMA.
     Easy random nades and high mobility to get to where claymores need to be.  
    -Light Machine Guns: There is a very good use for LMGs in the OMA playbook.
     If you unlock extended mags on any of the 100 round mag LMGs and slap on
     OMA you will never have to reload. You get the 200 round mag with the
     “3 second reload” that OMA provides. With the RPD and MG4 hitting
     reload times of 10 seconds…you just saved a lot of time. This is actually
     a very good idea for spawn spamming. Simply fire your giant bullet funnel
     across the map at any given spot where lots of enemies run by. You might
     get a kill.
    05.)                        	 Sample Classes
    For the Sake of reference I will first list some non-OMA classes that I like
    to chose from in different situations that demand immediate reaction. 
    Sniping: This in your generic sniping class. If you feel confident in
    quickscoping then by all means use steady aim. I personally can quickscope,
    but I prefer the stealthyness of ninja. You would most likely switch to this
    class if you are the last alive in a game of search on a big map or if you
    use this class in combination with a tac insert OMA class to hold a
    hard-to-get-to location (for example on top of the building in highrise).
    Intervention/Barrett FMJ - PP2000/M1014/Striker
    Sleight of Hand, Stopping Power, Ninja
    Claymore, Stuns
    Speed Rushing: Personally this is my most comfortable class and it suits my
    playstyle. Half of the time I play MWF2 I start the round with this class.
    Get the bomb to the site fast, capture the objective fast, catch campers off
    gaurd, disrupt the enemies strategy. Being able to effectively rush is a skill
    that all players should get accustomed to. Switch to this class if you need to
    get somewhere FAST.
    UMP45 Silenced - AA12 extended mags/RPGx2
    Marathon, Lightweight, Ninja
    C4, Flashbangs
    Anti-Air: This thing ruins people's days. I almost feel bad for them when my
    stinger+sOH takes down enemy pavelows/chopper gunners in around 5 seconds.
    The first disrupts the flares and the second shot destroys the aircraft.
    For the AC-130 you have to have any competant teammate or just get lucky.
    Switch to this class in order to save your teamates from the giant skyguns
    of death. :)
    Assault Rifle of the Day w/ noob tubes - Stinger
    Sleight of Hand, Cold Blooded, Ninja
    Claymore, Smoke
    Captain America w/ Guns: There are lots of ways to play with riot shields.
    This is simply my personal preference. The general idea of C4 Riot shields 
    is to get to an area and then defend it. Akimbo deagles/magnums combined with
    steady aim and stopping power make for easy close range kills. Pick the moment
    when your opponent is overconfident then switch and spam away. You can also 
    get some nice long range kills if you aim well. The c4 is great for defending
    doors and tricking opponents. Riot shields are great fun but should not be
    used when the enemy team is noob tube happy. Switch to this class if you are
    all set up and feel like some extra defense. (unless you have a "OMAhideme"
    Riot Shield - Akimbo Deagles/Magnums
    Scavenger, Stopping Power, Steady Aim
    C4, Stuns
    Pick Your Weapon: Everyone has one of these classes. I don't care who you are.
    You have a class like this. Stopping Power + Assault Rifles/LMGs = carnage.
    Unsilenced most of them kill in 2-3 shots at any range. Switch to this if you
    are done with your roundly duties and have nothing better to do.
    Cheap Assault Rifle/LMG of Choice - Secondary of Choice
    First Perk of Choice, Stopping Power, Ninja
    Claymores, Stuns
    This leaves me with 4-5 custom slots I can use for OMA. Now all you have to 
    do is systematically stuff all the stuff into those 4-5 slots. Here are some
    suggested classes for you to consider. All of the following are OMA
    classes/names to consider for ease of use.
    OMAstealth-more: Silenced SMG, Cold Blooded, Ninja, Claymore, Smoke
    OMAhard-C4:   Gun that doesn’t need Stopping Power, Hardline, Ninja, C4, Stun
    OMAnade: High mobility weapon, Danger Close, Sitrep, Semtex/Frag, Stun 
    OMAsentinel: MPK5, Stopping Power, Scrambler, Claymore, Stun
    OMApropipe: AR of choice+noob tube, Danger Close, Ninja/Sitrep, Claymore, Stun
    OMAhideme: Riot Shield, Danger Close, Scrambler/Ninja, C4, Stun
    OMAshotty: AR+master key, Stopping Power, Ninja, Claymore, Flashbang
    OMAdiehard: high mobility weapon, Hardline, Ninja, Tac Insert, Stun 
    OMAneverrunout: LMG Extended Mags, Stopping Power, Ninja, Claymore, Stun
    06.)                        	 Claymore Combinations
    Now that we have ascertained the building blocks for our OMA strategy, we can
    begin formulating strategies and begin seeing how we can assist our teammates
    and use this perk competitively. I personally am a specialized in rushing and 
    sniping so I found using OMA to be a relatively easy thing to do. I don’t need 
    many custom classes for my other tasks so I could devote a lot to using this 
    perk. I also use the perks, UAV, Predator, and Harrier Strike for my kill 
    streaks in SnD. This lends itself to a hardline OMA class. If you prefer a 
    more linear kill streak set (I.E. 5,6,7 or 3,4,5) then you do not need a 
    hardline class. However the ability to jump straight from 5 to 7 is a great 
    A concept that all competitive OMAers must be familiar with is the creation of 
    Claymore/C4 combinations…or as my friends and I prefer calling them: “Bouncing 
    Bettys.”  For all intensive purposes that it what they are. To create one all 
    you must do is plant a claymore and then a c4 right in front of where the 
    claymore would explode. If some unlucky soul attempts to run past the claymore
    it will detonate the c4 automatically and the c4 will hit the person running 
    by the claymore. This basically gives you the power and the blast radius of 
    a c4 with the hands-free-ness of a claymore. What this means for support is 
    that you can bring up the rear on an assault and cover your flanks/behinds 
    with these c4/claymore combinations so that no enemy could ever hope to 
    flank you. On defense these things are a godsend. Simply set the up near 
    a bomb site or objective and watch the kills rack up. Roughly 7 seconds to 
    create a free kill? I’ll take it. Watch out for sitrep though. The second 
    you see a kill cam with sitrep on it you should cease creating them. Sitrep, 
    while rare, can destroy this combination.
    07.)                         Tactics by Game Type
    | Search and Destroy |
    With OMA you have 3 different methods of killing people at their spawn/on their 
    way to key locations (4 if you are using any sniper class). Random nades, noob
    tubes, and random bullet sprays with extended mags lmgs. This is what you 
    should be attempting to do at the beginning of every round unless the opposing
    team has any form of kill streak, in which case you should be building your 
    team’s defenses while cold blooded and coordinating with your team about who
    is going to take out the killstreak. 
    If you find yourself to be the last alive, then by all means switch to your 
    most  comfortable class even if it is outside of OMA. If you have a kill 
    streak that could be built upon make sure your hardline class is ready to go. 
    Between rounds if you are dead you should be analyzing opposing players’ 
    actions and formulating strategies for next round. Adapt your defense 
    strategies and even your routes. Communicating with your team is very 
    important and supporting should be your priority. If that means switching 
    to your LMG class, your unlimited stun grenades, or noob tube class to cover 
    their retreat then so be it. If the bomb is planted and you are defending it 
    drop some claymores on/ near it or put a c4 inside the case and hide. If you 
    hear a defuse detonate it. 
    A tactic that is useful when you are last alive is to set a 3rd claymore or 
    c4 in order to make the 1st one explode. This will lure people to your first 
    claymore even though you may be across the map. Using smoke grenades 
    aggressively is helpful as well. Being able to pump out one every 3 seconds 
    is pretty awesome. Its noise confuses and distracts the opponent and can mask 
    ugly sounds like your teammate defusing the bomb. Be careful…attention is 
    usually drawn to the direction of the smoke. Use this to your advantage. 
    | Capture the Flag |
    Another great one for OMA users. I personally am one of my team's flag
    runners so I do not use OMA here alot. However, when we are up by a good
    amount and the enemy team is still trying to cap our flag then it is an ideal
    situation to pull out your OMA class. You simply play "goalie." put one
    deterant claymore/c4 combination directly on the flag and one perhaps on your
    flank. Then simply watch the flag or another direction with a tube class out 
    or a Stopping power class out. The idea is to cut your opponent's options so
    that the only way they could hope to steal the flag is with 3 or more people
    attacking. Be very wary of stuns and flashes. Always assume that the stun you
    just heard disabled your C4/claymore traps. Access the situation and take
    appropriate action. While you are playing this campy style there is no reason
    to panic since you are in control.
    Alternatively you can provide cover for your flag runner with an LMG/tube
    class or provide claymore support near the middle portion of the map. This
    runs interference for your flag runner and disrupts enemy flag runners.
    | Team Deathmatch |
    Ah my least favorite game mode. I simply don't like the spawns in this game.
    The key here is to protect your team's flanks and build up your trapping walls
    behind you. This way your team can focus on the brunt of the battle while
    flankers will become discouraged from doing thier thing. A happy team is a
    focused and cooperative team. A team that gets flanked alot is an unhappy team
    and will not be cooperative or focused. Your position of support is very 
    important since the concept of "moral" does exist. Tubes are ussually very
    effective in this game mode since the rules of the game promote a campy
    playstyle. Noob tubes are very "anti-camper." Protect your snipers and they
    will be happy.
    | Domination |
    One of my favorite pasttimes is running around in domination and killing
    people with shotguns. However there is a play for OMA here.
    Support Support Support. Claymore up your flags and you will profit. In maps
    where the fight over B is the win condition (I.E. Highrise, Carnival, Skidrow)
    you will want to be noob tubing to keep the enemy off of the flag. Keep an eye
    out for the flag markers on your screen (the one with the arrows). It is a
    little known fact that the flag will faintly flash if someone is attempting 
    to capture it. It will ussually start flickering 3 seconds before the
    announcer says something like "Enemy is taking Bravo!" This is always a good
    hint to send a nice little random nade or noob toob in that general direction.
    Another nice trick is the tactical insertion trick I mentioned. Die once
    without killing anyone. Plant the tac insert on the objective with your
    hardline class on (with painkiller). Stand on the flag until you get killed
    then spawn immediately and you will have painkiller to help you finish the job
    of capturing the flag. Cheap but effective. 
    | Free For All |
    There are alot of ways you could go here and OMA probably isn't the best
    choice. I may be its biggest advocate but it does have its weaknesses.
    In Free For All scavenger completely outclasses OMA. With more dead bodies
    lying around there is no need for the 3 second switch. Secondaries are very
    important as close range situations occur much more frequently even on larger
    maps. I simply would not recomend using OMA on FFA unless you are going for
    OMA pro.
    | Headquarters |
    The class that is infamous for noob tubes in the game mode that is infamous
    for noob tubes. Simply expect alot of return fire when you use yours. 
    This IMO is the only game mode in which blast shield is a viable commodity.
    The default class with the blast shield/riot shield is actually a nice switch
    in case you need to defend a headquarters. Blast shield alone may be useless,
    however, in combination with the riot shield you actually have a large 
    possibility of surviving multiple noob tubes. Using claymore to defend HQs
    is generally a bad idea since nades,flashes,stuns,tubes,rpgs,and AT-4s will
    all be directed at said HQ. Instead focus on securing an area of the map where
    there is no HQ. Build up your killstreaks and allow your team to have a
    consistant spawn. Of course you could just noob tube like everyone else does.
    Where is the fun in that though?
    On Offense OMA is useless unless you are using an SMG/claymore class. Get to
    the location and plant then secure the area with claymores. On larger maps
    you shouldn't be using OMA on offense since a lightweight marathon class
    is more beneficial to the team allowing you to get from bombsite to bombsite
    in a pinch. 
    On defense OMA is good for random nading/noob tubing to keep the opponent 
    away from the bombsites. You should also claymore key spots on the map rather
    than the site itself since the bombsites will be under heavy fire from enemy
    explosives. Again OMA might not be the best choice since sniper fire could 
    provide more consistant coverage and a rushing class provides more flexibility
    in this specific game mode.
    Not much to say about this game mode since I rarely play it. You could cover
    your bomb or help your team's bomb runner move further and protect his flanks.
    I won't pretend to be an expert on this game mode.
    |Ground War|
    More Bodies means scavenger is better here unless you are going the tubing
    route. A sentinel class is also a nice idea. More players mean the sentinel
    class has a higher chance of getting more kills faster. Alot of it relies on
    your reflexes in CQC situations.
    08.)                         Legal Bull
    This guide has been written by Timothy Todaro aka PostxMordem.
    This document may be not be reproduced under any circumstances except for
    personal, private use. It may not be placed on any web site or otherwise
    distributed publicly without advance written permission. Use of this guide on
    any other website or as a part of any public display is strictly prohibited,
    and a violation of copyright.
    All trademarks and copyrights contained in this document are owned by their
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