I checked it out on the servers last night - both the yanks and the ruskies start with 2 tanks each. When the yanks cap A they get a 3rd tank; when the ruskies cap C they get a 3rd. AFAIK, if the yanks cap C, they dont get a tank there, same if the ruskies cap A.
Having seen lee's vid, I'd be worried that the opposition will push their chopper for B as well, and that if they saw a troop ditch our chopper, they'd just float about and shoot the shit out of him and any troops that spawn on him, likely resulting in 4 tickets lost then and there. (Altho the quality of that vid was

- looks frikken awesome on your rig, dude).
I think a key means of ticket bleed on this map is going to be having a tank parked on the higher ground at A or C (depending on whether we're playing capitalists or communists). The vantage points at the higher flags mean you have a good view of B and can shoot the shit out of anything that moves there, whether we're defending the flag or trying to cap it. It also gives a good vantage point for spotting the enemy chopper at distance and means that we have at least 1 troop at our first cap flag at all times, in case they try to push for it.
Idea for opening move:
* Grav and Lep jump in tanks and move towards B as quick as they can. They needn't be too focused on getting into the cap zone - rather they should work out good positions from which to defend/attack the flag and head for those. They should be looking for the enemy chopper to spot and rain the fire on it from as early as possible. As far as I can see, the ONLY choice for tank
drivers on this map is the secondary fire perk as it lets them shoot machine guns for anti-chopper and -troop pwnage. If they can keep the enema chopper busy during the opening stages, it leaves our chopper free to focus on ground-based enemas. Once the infants are in position on B, they can either provide cover or move in to help the cap.
* Lee grabs a vehicle of some sort and heads for A or C, depending on which side we're playing (the closest flag where our 3rd tank spawns). 1 troop spawns and bails on him here to cap the flag and secure the 3rd tank. Once he/she has the tank, we must work out whether it is better to move it up to join Lep and Grav, or keep it at the higher ground at A or C to provide fire on B.
Lee continues to B to try and ninja a safe spawn point for capping. If he gets into position, he can call the spawn for the two remaining infants . If he is put down, he can rally at A or C and move from there. (We need to be watching for them to make a push on our closest flag at the beginning - if they do, it might be better for Lee and the infants to stay and defend it before moving on B).
* Fly and Drag take the chopper up and push forward to cover B. In the opening move, your primary role should be to stop any enemy ground forces from reaching B. Any light vehicles, tanks or troops that are headed for the middle flag must be neutralised in their tracks. You guys should know where all the sneaky troop hidey holes are so that if they get a ninja squad in on the flag, you know where to shoot to flush them out like the turds they are. I suggest you two make a serious and concerted effort to fly and gun as much as possible for the remainder of the week, even if it means jumping on the grrr server and finding willing cannon fodder. Your role is essential to establishing firepower superiority. If the enemy cap B, you should know where the stationary AA and AT points are so that you can destroy them immediately - our ground forces will be able to move in on the flag far more easily if those features are down. If we shoot down their chopper in the early stages, you guys should go straight to their uncap and destroy the stationary AA there, lurk in the sky, and shoot any troops that spawn to collect the chopper. Keep doing that until they give up on the thing, and we have established a HUGE advantage. If you can steal it, even better. Fly it back to our base and land it safely, let the team know, and two infants can pick it up. If we get both choppers, we only need one flag with 4 guys defending it; two chopper teams should be able to bleed copious tickets and win a round in no time.
Obviously, this is the 'ideal' for each of the groups during the opening stage of each round. We will need fallback plans and I'm sure a lot of our thinking will change after we actually prac on the map tonight.