
Stage 1 is pretty simple, classes should consist of lieutenants and panzers and maybe one med. Panzers should come up from the right gate and try and flank Allies. Lieutenants smoke as much as possible, stagger the throws though. It is important to smoke the front gate and also the left most side of the fence line. The left most side is where they will try to fire at you and also possibly try to jump. Med or LT should make sure that the Allies do not flank by getting by the extreme left side of the gate and shoot at the Axis behind the main gate. All Axis should also watch for attempts at boosting over the gate.
Stage 2 begins when the gate is a few seconds away from blowing or blown altogether. One LT-Med combo needs to be at the windows above the ufo. They will be stopping anyone coming through the hangar and stopping people from coming through the transmitter tunnel. The other three need to be set up by the docs. One will be setup at the back of the room so he can watch the roof, the ducts, and the tunnel entrance all at once. The other will be on the right ready to fire down the tunnel. The third player will be set up at the far end of the tunnel looking into the examination room. That player should let any group pass him and then shoot at their backs to create a crossfire with those shooting from the examination room. The soldier will be a roaming panzer, getting flag and generally being a pest.
This stage I wasn't too sure about what Bass wanted. Basically it makes sense to get your ass to the transmitter. Half the force that is at the transmitter currently needs to set up on the outside right near the transmitter. Shoot down anyone coming through the ladders. The other half needs to watch all coming from room right below the transmitter. If there is enough present, try to use ambush positions from the lower room and up above spread out by getting on top of the tunnel bridge. Someone set on the bridge should be able to spot the doc carrier going into every entrance.
One thing I can say at this moment about this strategy is to stay in positions. Another is that the two Axis that are at the windows are the most important in my opinion. I feel these two should be the team's best gunfighters and shooters. The two at the windows guard the entrances and if a large Allied force comes through one entrance they can slow down and weaken that force before it goes to the examination room. Making the job easier for the three in there. Also even if these two are killed, there is a good chance they can spawn quickly and hit the Allied force from behind.
An eng is of course necessary to blow the main door. The side door is not the main focus of the Attack and is a secondary target. All players should go around the mountains and not through the middle. This will avoid most shooters that are on top of the Axis base and any panzer shots. Allies should watch for flanking on the left by panzers and some Allies should set up on the right gate to take down or distract Axis camping by the gate. All LT's should smoke and a sniper is a possibility initially to take down any axis on the top of base.
Stage 2 occurs when the gate is blown. Please let someone go in first and look for possible panzers. If the soldier is a panzer at that time, he should fire before anyone else enters. The force should not worry about the flag initially but must instead head through the transmitter entrances and make their way to the docs as a group. The soldier is a roamer and will be a nuisance. Once inside type of assault is dependent on leader. One way I like to go is up that first stairway into axis spawn that is near the transmitter. It bypasses any defense set up above the ufo. Provided you don't get spotted by axis spawning.
Stage 3 occurs once docs are taken. Depending on the defense you should head through windows or take them inside. I believe Bass would like to have one LT set up at the transmitter during stage 2 to keep that clear for doc carrier. Also one thing that is a possibility is that the doc carrier jump out the window and at that time grab the flag. This will be done to grab possible spawners to aid in slowing down people following the doc carrier. This should be done if you don't have a big enough group to proceed inside. Once you grab the flag go out the gate and circle around to the front entrance. Any players set at the transmitter should create a permiter at the ladder outside and the bridge tunnel to stop incoming axis.
Remember that if we run into problems with panzers or campers at flag, make sure you change your spawn point to allied side and come in that way instead.
Looking at Ufo I see one specific area that Axis can camp and be able to shoot down Allies coming in through all available entrances. This area is located above the UFO by the window farthest to the spawn. In this one Area Axis can shoot down into UFO hangar, preferably the hangar entrance itself, while the other group of Axis can be camped at the back of the corridor on transmitter side. Shooting down that hallway they can get Allies as they come in. Setting up like this of course allows Medics to run back and forth supporting which side needs it the most without much distance. Also should docs be taken the run to the transmitter is very short. To discourage going up spawn stairway and create a crossfire, you could set one Axis on that stairway looking down.
There are two scenarios where a man or two should leave positions. One is if Allies get to ducts, the other is if they go up spawn stairs. Axis should also watch for Allies coming up UFO stairs and take them down, preferably as they are coming up. Whenever Axis leave positions the group needs to reform so that both sides are covered by an equal amount.