Hi there. First off, donât be intimidated by scripting. Its relatively easy, you just need to think in logical steps.
For the basics, there are great sites around made by mappers for mappers, to help you understand scripting and how to get what you want.
Definately bookmark these 
2bits tutes:
http://www.pythononline.co.uk/et/tutorial.htm
EB has great prefabs of working scripts, along with explanations and examples of the âotherâ entities.
http://www.spyjuice.com/tutorials_et.html
I think Hummerâs the author of this whicked pdf:
http://4newbies.planetwolfenstein.gamespy.com/Map_Scripting_4_Newbies.pdf
Erik-Ftnâs site âScripting for total newbies.â:
http://user.tninet.se/~fzo823r/scripting.htm
These will give you a good basic understanding of things.
What youâll need to focus on for your objectives, so you can search for proper techniques or examples, or ask more specific questions 
- Stationary Tank is easy enough, Iâll assume that when the allies âfireâ it will point one direction, and the Axis will turn and fire at another building. right? k, so to start youâll need a trigger_multiple(targetname/scriptname axis/allied_trigger, or something) for each team. with each of those targetting a target_script_trigger(targetname/scriptname axis/allied_event, or something). The target_script_trigger will basically call script to destroy your building walls using setstate commands. (Will the walls be reconstructable?)
eg. Axis enters trigger_multiple which tells the target_script_trigger to call its script_block. In your block youâll have something like:
target_script_trigger //axis_event
{
spawn
{
wait 250
setstate wall_1 default //buildings to map start default
setstate wall_2 invisible
}
trigger run //this gets called by the trigger_multiple
{
trigger tank fire_axis
}
}
tank //static script_mover
{
trigger fire_axis
{
playsound path/to/sound/fire.wav
faceangles 0 0 10 1000 wait //point where you'd like
setstate wall_default invisible // remove good walls
setstate wall_destroyed default // show damaged walls
alertentity trigger_effect //smoke and fire
}
trigger fire_allies
{
same, just for allied destruction sequence :)
}
}
So something along those lines should do the trick. Youâll just need to set accum abort_if_not_equal values, so said explosion isnât retriggered infinately
Have a look at any scripted door to go about this.
Heh heh, so for #2, Iâm not sure what 2bit did with his deer(havenât seen yet) but its probably along the lines of a func_consructable alerting a trigger_hurt(to kill all in area) and a couple target_effect entityâs(for actual explosion).
func_constructibles can be set up for -any dmg(gun/nad/panzer) or -satchel only, or -dyno only. the latter will just do normal damage to something set up to be âshotâ
That should get the ball rolling for you. Just remember to think in logical steps. like the tank. you walk in a trigger, the trigger calls some script, the script does the actual âsetstatingâ and sound playing, etc.
gl. 8)