Vantage Point:
Attacking
Zone 1:
GET THERE QUICKLY!!!! This map is by far the one that offers the least amount of approaches for the attackers and can be defended with ease.
If you can establish a presence at Alpha it makes it easier to take Bravo. A lazy push will lose everytime on this map. Blitz, blitz, blitz the defenders to push them back and hold the Mcomm's long enough to destroy them.
Zone 2:
You are attacking uphill fortified position, you have a tank so use it well, engineers (plural for a reason) running behind it healing it, watch out for mines. Others on foot should zombie their way to the base of the hill and once there break out however they wish, however it is wise to hold one SM back to use as a spawn point, they should bunker down and make sure they cant be flanked. Once at Alpha destroy the hootches to Alpha's 11 o'clock accross the street, defenders have a great firing lane from there. Bravo is more difficult and a coordinated attack should be used to push the defenders back long enough to hold the arming.
Zone 3:
Downhill then back up hill. The tank can be used to post up on one of the terra levels and shell the defenders with impunity, engineers should heal it. A priority should be to take out the hootches to the left of Bravo and the guard tower as well. Approaching from the right is a safe bet until you reach the river then cross under the bridge and push forward to get Alpha. The enemies spawn is deep in their zone, so if you can get Bravo first, Alpha is a breeze. Watch out for the guard tower.
Defending
Zone 1: SET UP DEFENSE QUICKLY!!! Getting to Alpha and setting up defense is paramount, if you can hold Alpha, you can hold Bravo seeing as they have to get past Alpha to get there. Posting a few assault/medics on the left side by the burning tank will prevent the only end around the attackers have in this zone. Nade spamming is an artform in this zone. Use the rocks and other debris to bouce your grenades in the enemies direction. It is possible to set up a few recon/assault on the wooden bridge above Alpha. Blooper tube the attackers with impunity.
Zone 2: Engineers need to mine the piss out of the road and other areas on their retreat up the hill. This create not only hell for the tank to move up in but killing zone for the attackers to move through (TNT works well here too). The attackers have a rather narrow attack corridor to operate in, post up on the hill and then send some skirmishers down the hill on occasion to deal with any straglers operating as forward spawners.
Zone 3:
Mine the roads, and rice paddies to prevent the tanks from shelling you from range. TNT the various levels of rice paddies as well at the river bank to kill the attackers as they push back up hill. Post up on their side of the river and catch them as they cross in front of you, just don't expect to stay there. Also destroy what hootches they have on their river side to prevent anyone from hiding in them (snipers). The guard tower is a death trap but can be effectively early by the recons to shell the attackers base as they start forming up.