In terms of sheer size and complexity, few maps can match the POW Camp. From one end to another, it's roughly the size of mp_ship or mp_brecourt, except that the entirety of the level is filled with single-story buildings, making this map the epitome of alleyway combat. Teamwork rules the day, as it so often does, since it's nearly impossible for one player to cover all of the possible angles as they move through the level's exterior. You can enter many of the buildings, but they're often single-room abodes which become deathtraps for players foolish enough to get pinned down inside. They're also very well-lit when compared to the dusk outside, rendering players inside them easily visible, for the most part.
While most of the combat will take place on the ground, there are numerous towers dotting the area, so be on the watch for heightened fire. Snipers will probably be somewhat less effective when firing from a tower, since it's impossible to kneel and see anything, and the scope drift in the standing position is so severe. Players with weapons like the MP44 or the MP40 will have fair accuracy when firing down the sights, however. The lines of sight are also not very appealing, since the numerous buildings will obscure most of your long-distance view. If you spot a player in a tower, or hear shots being fired, approach the bottom of the structure very carefully and quietly, as players up top can be quite difficult to hit from below if they know you're coming.
Most of the towers will give you access to the rooftops of the buildings, which can be advantageous, but you will be fairly noticeable as you crawl around, and much more exposed than when you're on the ground, since you won't have any walls to duck behind.
- Given the numerous ways that alleys and roads connect on this map, you may want to team up with a buddy during team games and proceed back-to-back along your path, with one player keeping an eye on the road ahead, while the other makes sure that no one sneaks up behind you. Getting popped in the back is a common occurrence here, since there are so few obstacles to hide behind in most alleyways, but with a friend at your side, you can each reduce the other's likelihood of getting surprised.
- In the Retrieval and Search and Destroy modes, the guard tower that straddles the gate in the middle of the map is a prime vantage point for overlooking the entrances to the objective's building. When attempting to approach an objective, you should first eliminate any Germans atop the tower, either by sniping them from one of the smaller towers near your spawn area, or by using a Panzerfaust to make a more explosive point.
The railyard consists of three parallel avenues, each connected to the one adjacent through passages along the northern and southern ends of the map. This renders the central tank factory a difficult position to defend, as it can be flanked easily and attacked from both sides, if you give your opponents enough time. The ground level of the map is fairly flat, but the railcars, tanks, and crates obscure sightlines through each of the avenues, rendering distance weapons less effective than they are on maps like Brecourt and Hurtgen. The Russians in particular are hurt by their lack of a weapon that is effective at both short and mid ranges, unlike the Germans.
- As with mp_depot, you can make defusing explosives in Search and Destroy difficult on this map by approaching target A, climbing atop the railcar in front of it, then leaping onto the turret of the tank and laying the explosives at its rear. You'll be horrifically exposed while doing this, but if you pull it off, the nearby building will give you three floor's worth of coverage above the bomb, rendering it fairly easy to defend.
- Possession of the three-story building should be a priority for the Soviets during Retrieval mode, as it gives great line of sight over the objective, and by occupying it, you'll be robbing the Axis of a favorite sniping spot. Just be sure to watch your back; Germans have easy access to the rear entrance to the building, and the third floor lacks an escape route if you get cut off. In a pinch, you can attempt to drop from the third floor down to the ledge outside the second floor's window to avoid the near-lethal damage inherent in falling straight to the ground, but this is very difficult.