Here is part of a strategy guide i did for Kalt. I only put what would be universal for rocket launchers. (Can't let the other houses know our play book.

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Rocket Launcher Strategy Guide for Kalt.
Tips to remember on both sides.
1. Remember to have your secondary weapon on the que key. Immediately switch to your secondary weapon after launching, unless you are 100% SURE you will not be rushed. Wait until you know you are safe to reload the launcher.
2. You start off with 5 rockets and only get 3 clips per turn (getting extra ammo from others will not give you more clips either), so ammo is scare. Try to Conserve, make your shots
count.
3. Reload when ever you get the chance, especially when playing on the axis.
4. Only launch at close ranges when no other choice is available. Odds are you will hurt or kill yourself too. (and possibly team mates if FF is on)
5. Rocket launchers are medium to long range weapons. How ever you do have to take distance into account in two ways. First you must know that they will "drop" the further they travel. This can be over came for long distance launches by aiming high. The further the target, the more you compensate. The second thing to consider when launching at long distance targets, is the fact that the rocket travels at a speed much slower then conventional bullets. When shooting at a long distance taget, do not shoot at a strafing person, he will dodge it. Which leads me to my next tip.
6. Do not aim AT someone, aim NEAR someone. Aim your rockets at the floor, wall, or ceiling right in front, behind, beside, or other wise near your intended target. Rockets are like grenades and horse shoes: Close counts. An enemy given enough time, can dodge a rocket and watch it fly by. There is a higher probability of a wound or kill when aimed to explode right next to. This gives you the advantage of not having to nessisarily exposing your self while still launching a rocket to explode right next to an enemy.
7. Take into account how it will explode. A rocket will explode towards the direction it was launched. however aiming at a corner will cause it to have an irratic and wider blast radius. Keep that in mind.
Tasks of the Rocket Launcher Class:
1. Choke Point Defense. Rocket launchers are Choke point weapons. Great for when you can aim at a small area knowing that is the only way the enemy can come from. Aim them at doors, Corridors, allies, sewers, rooms, bridges, and halls for a solid defense over a specific area.
2. Getting rid of snipers, mg's, and other enemy targets in windows, rooms or other hard to hit positions. You may likely die, but so will that MG keeping your team pinned.
3. Pushing the ememy back, esecially around a corner. Will explain more later.
Team Specific Tips: Being that there are differences between both the primary weapons (the bazooka and panzer-faust) and the secondary weapons, (the carbine and C-96) the tips and strategies differ between the teams as well.
Americans: The American rocket launcher uses the Bazooka with the carbine as a secondary weapon.
Bazooka: The bazooka is the better of the two rocket launchers. This is because of how it works when set and fired. When set, the player will be able to move around and aim faster then with its german counterpart. After launching the player can immediately switch to their qued weapon. The player can move at normal speed or run immediately after launching.
Carbine: a short to semi-long range semi-automatic with little to no recoil. The lack of recoil does allow one to shoot it as fast as one can pull the trigger. Most are able to get slighly slower then a thompson or STG-44. The weapons average hitting power is worth 30-40 points, depending on range and area of body hit. These factors make it best at roughly a 20 to 100 yard range. This weapon is weak in close range combat with assault and support class weapons, as they either have a higher fire rate, hitting power, or both. Weapon is stronger on the streets of Kalt then in the sewers or other small camped rooms and corridors.
Germans: The German rocket launcher uses the Panzer-Faust with the C-96 automatic machine pistol.
Panzer-faust: The Panzer-Faust is the lesser of the two rocket launchers. This is because of how it works when set and firing. Moving around and aiming while set is slower then with its american counterpart. After launching, there is a 1.5 second period where you are still moving slow and can not change your weapon. This can be compensated by upsetting. This does how ever means it has a slightly slower rate of rocket fire then the bazooka.
C-96 Automatic Machine Pistol: A close to semi-medium range fully automatic pistol with little to medium recoil. The recoil is not that bad, however you should still shoot in 2 to 3 shot spurts to conserve ammo. The weapons average hitting power is worth 30-40 points, depending on range and area of body hit. These factors make it best a roughly 0 to 20 yard range weapon. Due to its fast rate of fire, it is King of Point blank combat. This weapon is stronger in the sewers of Kalt then an the streets or other open areas where someone can fire at you outside of your effective range.
If you follow these tips, one should have at least a good beginning on becoming a successful rocket launcher.