Battlefield Modern Combat: Online Strategy Guide Version 0.42 Copyright 2006, TJ Nardi (MS3FGX@gmail.com) ================================================================================ = Contents = ================================================================================ 1. Introduction & Overview 1.1...Modern Combat Background Information 1.2...Online Multiplayer 1.3...About This Guide 2. Conquest 2.1...Backstab 2.1.1...Flag 1 - MEC Base 2.1.2...Flag 2 - Supply Depot 2.1.3...Flag 3 - Edge of Town 2.1.4...Flag 4 - Mosque 2.1.5...Flag 5 - Town Hall 2.1.6...Flag 6 - Anti-Air Base 2.1.7...Flag 7 - US Base 2.1.8...Tips for Victory 2.2...The Black Gold 2.2.1...Flag 1 - OLIN 1 2.2.2...Flag 2 - OLIN 2 2.2.3...Flag 3 - MAR 3 2.2.4...Flag 4 - MAR 4 2.2.5...Flag 5 - MAR 5 2.2.6...Flag 6 - US Base 2.2.7...Tips for Victory 2.3...Bridge too Far 2.3.1...Flag 1 - US Base 2.3.2...Flag 2 - Western Dock 2.3.3...Flag 3 - Overpass 2.3.4...Flag 4 - Eastern Container Area 2.3.5...Flag 5 - Chinese Base 2.3.6...Tips for Victory 2.4...Cold Front 2.4.1...Flag 1 - Chinese Base 2.4.2...Flag 2 - Bunker Nest 2.4.3...Flag 3 - Vault 13 2.4.4...Flag 4 - Ruins 2.4.5...Flag 5 - EU Base 2.4.6...Tips for Victory 2.5...Dammage 2.5.1...Flag 1 - The Temple 2.5.2...Flag 2 - Parking Lot 2.5.3...Flag 3 - Collapsed Tunnel 2.5.4...Flag 4 - Dead End 2.5.5...Flag 5 - Office Buildings 2.5.6...Tips for Victory 2.6...Deadly Pass 2.6.1...Flag 1 - MEC Base 2.6.2...Flag 2 - Northern Bunker 2.6.3...Flag 3 - The Square 2.6.4...Flag 4 - Oasis 2.6.5...Flag 5 - Ruins 2.6.6...Flag 6 - Market Place 2.6.7...Flag 7 - US Base 2.6.8...Tips for Victory 3. Capture the Flag 4. Vehicles 4.1...Light Jeeps 4.1.1...Desert Patrol Vehicle (DPV) 4.1.2...Fast Attack Vehicle (FAV) 4.1.3...Light Jeep Tactics 4.2...Heavy Jeeps 4.2.1...Humvee 4.2.2...Eagle MTV 4.2.3...Otokar Akrep 4.2.4...Heavy Jeep Tactics 4.3...Armored Personnel Carriers (APCs) 4.3.1...LAV-300 4.3.2...Combat Vehicle 90 (CV 90) 4.3.3...BMD-3 4.3.4...BMP-2 4.3.5...APC Tactics 4.4...Anti-Aircraft Vehicles 4.4.1...M6 Bradley 4.4.2...ZSU-23-4 Shilka 4.4.3...Anti-Aircraft Tactics 4.5...Tanks 4.5.1...M1A2 Abrams 4.5.2...Leopard 2 A5 4.5.3...T-90 4.5.4...Type 98 4.5.5...2S25 Tank Destroyer 4.5.6...Tank Tactics 4.6...Boats 4.6.1...Sea Ark Stinger 4.6.2...Light Patrol Boat 4.6.3...Boat Tactics 4.7...Helicopters 4.7.1...AH-6J Little Bird 4.7.2...AH-64 Apache 4.7.3...AS-665 Tiger 4.7.4...UH-60 Blackhawk 4.7.5...WZ-9 4.7.6...Mi-24 HIND 4.7.7...Helicopter Tactics 5. Misc 5.1...Version Information 5.2...Credits ================================================================================ = 1. Introduction & Overview = ================================================================================ Welcome to my Battlefield Modern Combat Online Strategy Guide. In this guide, I aim to give useful information and tactics to those playing online multiplayer. This game is easily my favorite console FPS of this generation, and without a doubt my top pick for best online game on the PS2. I hope you find the following guide useful, and I wish you luck on the battlefield. -------------------------------------------------------------------------------- - 1.1 Modern Combat Background Information - -------------------------------------------------------------------------------- Battlefield Modern Combat is a specially designed version of Battlefield 2 for the PS2 and XBox. While it retains much of the PC game, it has many tweaks and changes that make it better suited to the consoles. Some important things have changed in the console translation, as you might expect. The console versions are limited to 24 players online, compared to the 64 in Battlefield 2. Modern Combat lacks any airplanes, though it does have a number of helicopters. Because of the fewer players and lack of airplanes, all of the maps are new for this game. Modern Combat also has a few less classes than it's PC counterpart, and the squad and commander system has been completely removed. Modern Combat does have the advantage in the single player mode, however. For the console version, the developers put a much larger effort into the single player than they have for any of the PC games. As a result, there are a number of new features in single player that are worth checking out. For example, Modern Combat adds the "Hotswap" ability, which allows you to warp into the body of any friendly force on the field at a press of a button. It also adds a number of challenge modes to keep the player busy. It is worth noting that Modern Combat originally started as a multiplayer only game, but was delayed by a year to add the single player mode. -------------------------------------------------------------------------------- - 1.2 Online Multiplayer - -------------------------------------------------------------------------------- As anyone who played the PC Battlefield games can tell you, the focus of the series is entirely on the multiplayer. While the PC games have always included a single player mode, they have classically served no purpose other than target practice before you sign online. Even with the single player advancements for the console version, the online multiplayer is still the draw of the game. In Modern Combat's online multiplayer, players can chose between playing either "Conquest" or "Capture the Flag" mode, on any of 14 maps. At the start of the match, the player selects which team he will play on and which class he will use. Between the modes, maps, and classes, there is an almost infinite amount of ways to play. -------------------------------------------------------------------------------- - 1.2 About This Guide - -------------------------------------------------------------------------------- I have decided to take a break from my more technical Guides, and write about a game that I simply enjoy playing. My interest in Modern Combat started all the way back in March of 2005, when I took part in the public Alpha test for it. Even though the game was in a very early form, I immediately recognized it was going to be something special; and I honestly had more fun in that test than I did in any online game I played before it. Even though I am writing this Guide for fun, I am still going about it the same way I have with my other works. This Guide is written entirely in Vim, and was spell checked with Aspell. I manually maintain an 80 character width with carriage returns, and as always, it has been big fun. ================================================================================ = 2. Conquest = ================================================================================ Conquest is the classic Battlefield multiplayer mode. In this mode, two teams face off in an attempt to control as much as the map as possible. Players must capture and hold "control points" which are scattered around the map. Score is determined by "tickets" which will count down as players are killed, or control points are lost. Tickets cannot be regained, but the rate at which the tickets deplete can be slowed by holding control points and keeping your team members alive. Each control point has it's own advantages and disadvantages, and through this, the game brings strategy into the mix. Do you spread your team thin and protect every control point on the map, or focus all of your efforts on the ones with the most strategic assets? A Conquest game is over when the time limit is up or one team runs out of tickets, which ever comes first. In the case of the time running out, the team with the most tickets at the end of the match is the winner. The following section will cover every map in the game, in relation to Conquest mode. Each control point will be covered, with a run down of it's assets and a general attack and defense strategy. Finally, I will also give some important tips for each map. -------------------------------------------------------------------------------- - 2.1 Backstab - -------------------------------------------------------------------------------- In Backstab, the US faces the MEC in a battle to capture and hold a small village. There are two main capture points in the center of the village, and three others clustered around it. The unique part of Backstab, and one that often brings complaints, is that the MEC has two HIND helicopters, while the US has no air power at all. However, there is an anti-air base located very near the main US base, and that is going to be a key element in holding off the MEC helicopters. While the MEC forces have air superiority, the US does have two M1A2s, the only tanks on the map. The HINDs are a threat for a number of reasons. Not only do they have heavy weapons that can wreak havoc on the US tanks, they can also carry a number of soldiers into the center of the map very quickly, much faster than the US can get there. That is important in Backstab, because the map is divided into two main areas by a river, with the MEC on the South bank, and the US on the North. This river runs the width of the map, and can only be crossed by two bridges. One large bridge for vehicles, and one smaller bridge for infantry. This river is the most important aspect of Backstab, for both the MEC and the US. For the MEC, crossing the river and getting troops into the village is vital for success. But the US, having their base on the same side of the river as the village, need to hold that river against attacking forces. The two bridges act as natural choke points, and holding them is critical for the US team to win. As you can imagine, the main bridge is going to be the center of a lot of combat, so be ready. For the US, your best bet is to mine the bridge, and perhaps place one of the M1A2s nearby, to damage anything that comes too close. To counter this, the MEC on the other hand, should use the HIND helicopters to drop forces over the river, and avoid a land based attack over the bridge. The US only needs to hold flags 4, 5, and 6 to start draining the MECs tickets, so the US team should only be concerned with capturing those points and guarding the bridge. The MEC need to prevent this, so there should be constant efforts to drop forces behind the US at base 6, to break the ticket drain, and maintain a presence on the North side of the river. -------------------------------------------------------------------------------- - 2.1.1 Flag 1 - MEC Base - -------------------------------------------------------------------------------- Initial Control: MEC Assets: Health Crate Ammo Crate Rocket Turret Helipad Vehicles: Two Mi-24 HINDs Two Otokar Akreps The MEC Base can't be captured by the US forces, so there is not much sense in defending it too much. There is a risk of the US team stealing one of the HIND helicopters, but that isn't likely to happen unless the US team is already well on their way to winning, otherwise, they will be too busy fighting in the village. The MEC Base and the surrounding mountain area is a good location for snipers, as the cover is very dense, and there is a clear line of sight down into the village. -------------------------------------------------------------------------------- - 2.1.1.1 Capturing - -------------------------------------------------------------------------------- Not applicable. -------------------------------------------------------------------------------- - 2.1.1.2 Defending - -------------------------------------------------------------------------------- The best bet for defending Flag 1 is to mine road leading up to the base, and make sure at least one of the snipers in the mountains keeps his eye's on the HINDs. If they aren't coming up the road in a vehicle, they will be sneaking up the hill towards the helipads. Not much force should be allocated to defending Flag 1. The biggest risk is the US stealing a HIND from the pad, but they should be in the air most of the time anyway. If the US escapes with a HIND, it could seriously impact the battle, so don't be afraid to take it down if need be. It is better that it is destroyed than the enemy using it against you. -------------------------------------------------------------------------------- - 2.1.2 Flag 2 - Supply Depot - -------------------------------------------------------------------------------- Initial Control: Neutral Assets: Health Crate Ammo Crate Machine Gun Emplacement Vehicles: BMP-2 (MEC Only) The Supply Depot is very close to the MEC Base, and will likely be the first point the MEC team captures. It is of little strategic importance to the overall battle, as it is too far away from the center of the village to use as a spawn point, and too close to the MEC Base for the US to easily defend. However, it spawns the BMP-2, which can be very effective against infantry in the village, assuming you can get it into the village before the US sets up defenses on the bridge. -------------------------------------------------------------------------------- - 2.1.2.1 Capturing - -------------------------------------------------------------------------------- When capturing Flag 2, your biggest threat is sniper fire. There is very little cover, and plenty of good sniper positions surrounding it It is a good idea to use a vehicle to capture it. Ideally you would want a M1A2, but given the distance from the US Base, you are probably not going to be able to get one there easily. You will likely have to settle for a Humvee, which will be fine against light arms fire, but keep your eyes open for the HINDs. If you must capture it on foot, make sure you have backup around you, and keep moving. -------------------------------------------------------------------------------- - 2.1.2.2 Defending - -------------------------------------------------------------------------------- The machine gun emplacement can slow down any infantry attacks from the North, but more than likely the attackers will have some form of vehicle anyway, so it isn't worth using manning emplacement when you could be hitting the oncoming vehicles with rocket fire or laser guided missiles instead. Placing mines around the flag is a good idea, as the most common attack is to come up fast with a vehicle and park it as close to the flag as possible. You could also put some C4 down on the flag, though it is more likely that the attackers are going to be moving around the flag rather than sitting still, to avoid fire. The adjacent building provides a few opportunities to stop attackers. It has openings facing the North, and also the flag itself, so you can fire down on enemies in any situation. The building also holds this point's Ammo and Health Crates, so a strong defense can be based out of this building indefinitely. -------------------------------------------------------------------------------- - 2.1.3 Flag 3 - Edge of Town - -------------------------------------------------------------------------------- Initial Control: Neutral Assets: Health Crate Ammo Crate Vehicles: Civilian Car This point is also likely to be captured by the MEC early on, since it is within walking distance of Flag 2. But unlike Flag 2, Flag 3's proximity to the center of the village means the US will likely make numerous attempts to capture it during the battle, especially if they have already captured points 4 though 6. -------------------------------------------------------------------------------- - 2.1.3.1 Capturing - -------------------------------------------------------------------------------- Flag 3 is in an open area, with multiple paths in though the surrounding buildings. This makes Flag 3 difficult to capture for an attacker, as there is absolutely no cover or "safe" area. If you are attacking Flag 3, your best bet is to come up in an armored vehicle, perhaps even an M1A2, and hold on the flag while keeping a close eye on your surroundings. Attempting to capture Flag 3 by yourself is generally going to end badly, so have some backup when you go in. -------------------------------------------------------------------------------- - 2.1.3.2 Defending - -------------------------------------------------------------------------------- If you are defending Flag 3, place mines all around the flag and any path to it large enough to permit a vehicle. Firing down on attackers from the buildings surrounding the flag is also very effective, especially if you have an engineer to hit any heavy vehicles with rocket fire. -------------------------------------------------------------------------------- - 2.1.4 Flag 4 - Mosque - -------------------------------------------------------------------------------- Initial Control: Neutral Assets: Health Crate Ammo Crate Vehicles: Humvee (US) Otokar Akrep (MEC) Flag 4 is almost always the center of the action in Backstab. Both teams should send forces into Flag 4 at the very beginning of the match, as holding 4 is a serious advantage for both teams. The main bridge from the South side of the river comes literally to the front door of the Mosque, so it is both an important base to have when defending the bridge, and also the first base to fall under attack if the enemy breaches those defenses. The Mosque has two floors, with the flag out on a balcony on the second floor. There are two entrances to the ground floor, one facing the bridge, and another on the side facing away from the center of the village. -------------------------------------------------------------------------------- - 2.1.4.1 Capturing - -------------------------------------------------------------------------------- Flag 4 is without a doubt the hardest capture in the entire map. There is only one path up to the flag, which just happens to be a blind corner that leads you to the far end of a large open room. Even worse, the Health and Ammo Crates are located in this room, so defenders have no need to ever leave. Defenders are going to be guarding this path heavily. There will most likely be C4 at the opening of the room, so keep your ears open. If you hear C4, hit the wall near the opening with a rocket, or throw a grenade in. Another common defense is to have infantry on the sides of the opening, so as soon as you enter the room, you are directly in their line of fire. This is very effective, since by the time you realize an enemy was waiting by the door, they are already shooting you in the back. You can neutralize anyone waiting by the door with a flash bang tossed into the room. This will blind anyone laying in wait, but be careful you don't also blind yourself and your teammates. Finally, there might be an enemy waiting on the far side of the room laying prone with a rocket launcher or machine gun aimed right at the entrance. Throwing in a flash bang, grenade, or C4 charge is not going to get him, due to his distance from the entrance. Your best bet is to send in an engineer with his rocket launcher at the ready facing the far wall. It will be a match of reflexes to see who kills who first. Rockets and C4 do massive damage, but take a long time to get reloaded. So if you can get them to waste their C4 charge or rocket, you will have a window of opportunity to rush in and take out the defenders with faster firing weapons. If it wasn't obvious, don't bother attempting to take Flag 4 alone. You will almost certainly get mowed down. Take as many people in as possible, but don't all go in at the same time, send in one or two soldiers first to scope out the defenses, then have the rest of the team follow. Sending everyone in at once can be a big mistake if they have a C4 or rocket waiting for you. Once you get through this room, head out to the balcony to find the actual flag. It is very important to stay prone when out on the balcony, as snipers have a clear shot at anyone standing by the flag. You will want to get behind the flagpole, and keep your aim on the doorway you just came out of, as that is the only way they can get out to you. -------------------------------------------------------------------------------- - 2.1.4.2 Defending - -------------------------------------------------------------------------------- Defending Flag 4 is very easy due to the layout of the building. Simply focus all defenses on the entrance to the room on the second floor, and you can't miss. Setting up C4 charges at the entrance is a good way to slow down any attackers. You should also have a few soldiers prone around the room with various weapons aimed at the entrance so you can hit the attackers from multiple angles at once. It is also very effective to have a machine gunner kneeling on one or both sides of the entrance into the room, to take out attackers as they run past. Finally, if they do manage to get though to the balcony, some C4 charges planted on the flagpole and surrounding flag poles will take them out, as they have no choice but to kneel or lay behind the flagpole to protect themselves from snipers or attackers coming though the door. Speaking of snipers, it is a good idea to have at least one keeping his eye on the balcony of the Mosque. He will have to be a good shot though, as the window of opportunity is very small. An attacker with any sense at all will go prone as soon as they get out in the open, so the sniper only has a brief moment as the enemy runs out the door facing them to take the shot. -------------------------------------------------------------------------------- - 2.1.5 Flag 5 - Town Hall - -------------------------------------------------------------------------------- Initial Control: Neutral Assets: None Vehicles: None Don't be fooled by the lack of assets or vehicles at Flag 5, the Town Hall can be just as important as Flag 4 in the overall battle. It is a critical spawn point when trying to capture Flag 4, and is also within walking distance of the Command Computer. Troops standing on the Town Hall's balcony can also fire at the balcony of Flag 4, as well as the bridge and the area around Flag 3, while remaining fairly well protected from the view of snipers to the South. The balcony of the Town Hall has a clear shot at the main road coming from the MEC base, so engineers waiting up there could do heavy damage on any vehicles coming towards the bridge before they even got close enough to see it. -------------------------------------------------------------------------------- - 2.1.5.1 Capturing - -------------------------------------------------------------------------------- Coming at the Town Hall straight on is usually suicide, since you can get fired on by defenders on the balcony, as well as snipers and forces on the rooftops. You are better off trying to sneak up towards the door by coming up to the Town Hall buy the small alley on the river side. This will protect you from fire to the North, but you are still at risk from snipers to the South, so keep moving. While making the approach to the Town Hall, try and toss a few grenades up into the second floor and balcony area, either from the front of the building, or though the windows in the back. There is only one entrance to the Town Hall, so everyone will know where you are coming from. A common spot for campers is on the left side of the front door, so you might want to throw a grenade that way before entering, or have one person go in first and attack anyone waiting there, while another runs the opposite way to get to the second floor. Once on the second floor, you will want to first look down the hall to be sure nobody is waiting at the far end. You might also want to follow the hall all the way down to the end of the second floor, towards the back of the building. While doing this makes sure nobody is waiting to pop out while you are standing on the flag, it also wastes precious time, so you will have to decide how cautious you want to be. You might want to send one person though the hall to clear the area, while another dives right on the flag. When you get on the flag, you will be out on a balcony much like that of Flag 4. At least here, there is partial cover from snipers at Flag 2 or the mountains, but it would still be foolish to stand out there. You will want to dive to a prone position as soon as you get out on the balcony. Throwing a few smoke grenades would be a good idea as well. As there are two doors out to the balcony, capturing the Town Hall alone can be dangerous. You would be wise to have a second person along, so each one of you can watch one of the doors. If you are alone, using C4 on the doorways would be a good way to protect yourself from anyone that gets too close, as well as throwing the occasional grenade into the second floor. Whatever you do, make sure to shift your gaze between the two doors, so you don't get attacked from behind when you are looking at the other door. -------------------------------------------------------------------------------- - 2.1.5.2 Defending - -------------------------------------------------------------------------------- There is only one way into the Town Hall, so the job of defending it is made that much easier. Right outside the front door there are vertical pillars, placing C4 charges on them and waiting for a group of attackers to approach the front door is a good way to weaken their numbers early on in the assault. On the inside, you will want to have at least one, possibly two, people waiting on the left side of the door. As the ramp up to the second floor is on the right side of the door, 90% of the enemies coming in will make a mad dash in that direction, and forget to check the left side. A soldier with a rocket launcher or machine gun (or one of each) on the left side of the door will be presented with an easy shot for those who didn't check their surroundings first. There is a similar opportunity on the second floor, as there is a small recess to the left of that doorway as well. It is also effective to have some soldiers wait around the bend in the hallway on the second floor. Most of the attackers will simply run directly to the balcony door, and not bother to clear the second floor, hiding just out of sight and coming up on them as they try to capture the flag is a good way to catch them off guard. Toss out a grenade or use a rocket if there is more than one person on the flag. It is also effective to place C4 charges on and around the flag. Since the balcony is so small, it is impossible to get completely out of range of a C4 charge placed on the flagpole, so at the very least, you will weaken anyone out there. You can also use the machine gun emplacements on the rooftops to the North to your advantage, as they have a clear line of fire on the flag, and you can pick off anyone out on tight confines of the balcony. -------------------------------------------------------------------------------- - 2.1.6 Flag 6 - Anti-Air Base - -------------------------------------------------------------------------------- Initial Control: Neutral Assets: Health Crate Ammo Crate Repair Pad Two Stinger Turrets Vehicles: M6 Bradley (US) Otokar Akrep (MEC) This control point is located close to the US Base, is one of the first that the US will capture. While the Anti-Air base is too far away from the village to serve as a good spawn point, and there is little view for snipers, it makes up for these by spawning the only M6 Bradley on the map, which is an extremely effective tool against the attacking HINDs. It is important to capture the Anti-Air Base, and actually man it with soldiers on the Stinger Turret and M6 Bradley, to protect the skies over the village. You have to avoid the temptation to grab the Bradley and use it to attack enemy infantry in the village, as that is not where it's real strength is. -------------------------------------------------------------------------------- - 2.1.6.1 Capturing - -------------------------------------------------------------------------------- The Anti-Air Base is an easy capture, especially early on in the battle. Simply come up fast with a light vehicle, and hold on the flag for a bit. If you are attempting to recapture it after the enemy has had it, be very careful of mines on either side of the flag, and the long grass surrounding it. The grass makes enemy mines near impossible to see when driving a vehicle. It is better to jump out of your vehicle as you get close to the flag, and let it roll over to the flag unmanned. If it doesn't explode, then you can get back into it, or just go prone next to it for cover. Getting cover here is important, as the enemy will occasionally have a sniper in the mountains to the West, which can easily target both infantry standing at the flag, and heavy vehicles approaching it for a capture. To defend against this, park your vehicle on the West side of the flag, and kneel or go prone on it's East side. Throw a few smoke grenades while you are at it, and you should make a tough target for any snipers that might be waiting. However, there is always the chance that the vehicle could be targeted with a laser guided missile, and the resulting explosion will more than likely kill anyone on the flag. If it wasn't obvious, convert this flag as fast as possible. Also keep a sharp eye on the two trenches on the East and West sides of the flag. Enemies can hide down there out of your immediate sight, and fire up at you or throw grenades and C4 up on the flag. -------------------------------------------------------------------------------- - 2.1.6.2 Defending - -------------------------------------------------------------------------------- The Anti-Air Base is very close to the US Base, so you will likely face an attempt to reclaim it quickly. It is important to get some defenses up before this happens, or else the US team will just roll right over you in M1A2s, and have this flag base in minutes. Set up mines all around the flag, and the road coming up from the US Base. More often than not though, the US will come up to the Anti-Air Base via the shortest possible route, a straight line. While standing at the flag, look towards the US Base, about 100 feet away there will be a tree almost directly in line with the it. Place mines on the West side of this tree. As the US comes up past this tree in their Humvees, they will get taken out before they even get within capture range of the flag. Placing C4 on the flag, and waiting in the trenches on either side will also be effective to take out attackers that come up quick and don't check their surroundings. Tossing up some grenades or a flash bang will also give them trouble. If you have time, getting a sniper up in the mountains to the West is also effective, but he won't be able to cover much other than the Anti-Air Base itself, so putting somebody there for the whole match would likely be a waste of a soldier. -------------------------------------------------------------------------------- - 2.1.7 Flag 7 - US Base - -------------------------------------------------------------------------------- Initial Control: US Assets: Health Crate Ammo Crate Repair Pad Vehicles: Two M1A2s Two Humvees Like the MEC Base, the US Base cannot be captured. This is the main spawn point for the US's vehicles, so some sabotage or helicopter attacks here can really make things difficult for the US team. There are air defenses at the US Base, plus you would have to pass the Anti-Air Base at Flag 6 to get there, so it probably isn't worth the certain death to attack it from the air. You could drop soldiers into the US Base to steal the M1A2s, but the tanks have limited use when compared to the HINDs anyway. -------------------------------------------------------------------------------- - 2.1.7.1 Capturing - -------------------------------------------------------------------------------- Not applicable. -------------------------------------------------------------------------------- - 2.1.7.2 Defending - -------------------------------------------------------------------------------- There isn't a huge risk of attack at the US Base, but just to be safe, you mine the road into it, to both prevent the MEC from rushing in with light vehicles, and to take out the M1A2s if they enemy captures one and tries to escape with it. The bigger threat with the M1A2s is not the enemy stealing one and getting away, but stealing one and staying put. If the enemy manges to steal one, or both, of the M1A2s, and camps them at the Repair Pad, they can inflict massive damage on the US team, especially if the US team doesn't have anywhere else to spawn. To defend against this, place mines close to the Repair Pads and M1A2 spawns. Make sure they are close enough to take out anyone that doesn't know they are there, but not so close that your teammates can't get around them. If the MEC does manage to steal the M1A2s, your best offense is a laser guided missile, as nothing else will damage them enough to destroy them if they are camping on the Repair Pad. It is probably a good idea to always have somebody on guard at the US Base, if for nothing else than to serve as a lookout while the rest of the team is out fighting in the village. -------------------------------------------------------------------------------- - 2.1.8 Tips for Victory - -------------------------------------------------------------------------------- It takes skill and cunning to achieve a victory at Backstab for either team. Here are some tips for both sides that will help you ensure your team comes out on top. -------------------------------------------------------------------------------- - 2.1.8.1 US - -------------------------------------------------------------------------------- 1. Never ignore the Anti-Air Base. Capture it and man it. Don't just use it as a spawn and take the Bradley out into the battlefield. Keep a man on each Stinger and at least one in the Bradley. With the Anti-Air Base, you can protect the entire area North of the river from air attacks, and seriously limit the MEC's offensive capability. 2. When manning the Bradley, stay close to the Repair Pad. You can't expect much backup from the rest of the team, as they will have to keep defenses up on the front line, so you might get banged up by the occasional attack. 3. While the Bradley should always be kept out of harm's way, as your team gains control of the village and starts holding the bridge, it is usually safe to move the Bradley up closer to hit the HINDs before they even cross the river. Try positioning the Bradley on the bank of the river to the West of the village. This will line you right up with the MEC Base, and give you a clean shot at the approaching helicopters. Unfortunately, the sun is right there, so you will have to pick out the HINDs as they come at you with the sun in your eyes. 4. Send both Humvees into the village fully manned. One goes to Flag 5, and the other to Flag 4. Capturing these two points at the start of the match will make the battle a lot easier. By the time your men get their in the Humvees, the MEC forces will likely have already dropped in from the HINDs, so expect some fire when you make a run for the flags. You should outnumber the MEC forces on the two flags, as at least two soldiers would have jumped out of the choppers to capture Flags 2 and 3 already. Use this to your advantage. 5. Unless you are far behind in the ticket count, don't bother attacking the bases on the South side of the river. You only need to capture the points on the North side of the river to imitate a ticket drain on the MEC, so once you have captured Flags 4, 5, and 6, mine the bridge and bring in the M1A2s close enough to fire on any vehicles or infantry approaching the South side of the bridge. Keep the Anti-Air Base manned and at the ready to stop any attacks from the air, and you will be assured victory. -------------------------------------------------------------------------------- - 2.1.8.2 MEC - -------------------------------------------------------------------------------- 1. The HINDs are the best advantage the MEC team has, so make use of them. Fully crew both HINDs, and fly them North towards the center of the village, and drop as many soldiers as possible on Flags 5 and 4. 2. Never bail out of a HIND unless you are certain you will be destroyed. The HIND is a transport primarily, but just because you have dropped all of your passengers doesn't mean you can't take some shots at incoming M1A2s, or enemies on the balconies of Flags 4 and 5. Besides, crashing the HIND only means it is going to respawn back at the MEC Base, and give the US another chance to steal one. 3. Keep low in the HINDs to avoid anti-air weapons from getting a lock. The Anti-Air Base at Flag 6 is behind a line of buildings, and can only get a shot at you if you are fairly high up. 4. You simply cannot allow a stalemate at the river. If you don't get over the river and claim at least one base on the North side, a ticket drain will start, and you will eventually lose. Do anything possible to get across the river. 5. Try dropping soldiers on the North side of the river from the HINDs. Even if the US team has the Anti-Air Base manned, you should still be able to get your men out of the chopper and on the ground before they get a lock on you. 6. Swimming across the river, especially on the far East and West sides of the village, is also a good way to sneak in and attack them from the sides. Just make sure you are not being watched, as you will be a sitting duck if the enemy starts to fire on you while you are attempting to swim across. 7. If you have captured Flag 4, you should immediately direct all fire to Flag 5. The US team will try and recover Flag 4 by spawning at 5, so if you pound it hard enough with missiles and other heavy weapons, you can seriously undermine their efforts to recapture Flag 4. -------------------------------------------------------------------------------- - 2.2 The Black Gold - -------------------------------------------------------------------------------- Black Gold starts with the MEC held up on an off-shore oil rig, and the US at a small air base on the mainland. The US is completely separated from the MEC and the control points by a large body of water. Crossing this natural barrier and getting US forces on the rig is essential to make any progress. Once the US gets on the rig, they will need to start capturing control points, and hold off the MEC forces. The oil rig is divided into two platforms, OLIN and MAR, which are connected by a large elevated walkway. The US needs to secure at least OLIN, but to really drive this one home, they need to get on the other side and capture the rest of the control points from the MEC. The MEC will put up heavy defenses on MAR to make sure this doesn't happen, and that walkway is going to be the first line of their defensive strategy. However, even though the separation between the two platforms of the rig make it easier for the MEC to defend their side; the US has the advantage of 3 helicopters at their disposal, to the MEC's single HIND. The choppers can be used to drop troops, as well as for offensive assaults. Proper use of the US's air superiority is going to be a deciding factor in this battle. -------------------------------------------------------------------------------- - 2.2.1 Flag 1 - OLIN 1 - -------------------------------------------------------------------------------- Initial Control: Neutral Assets: Health Crate Ammo Crate Vehicles: None This is the first control point on OLIN, located on the Northeast corner of the platform. It is the closest to the US Base, so will generally be the first one the US team captures. OLIN can be accessed from the air, and also the water, as ramps below lead up to it. -------------------------------------------------------------------------------- - 2.2.1.1 Capturing - -------------------------------------------------------------------------------- You can be stealthy and lead a small team up though the bottom of OLIN, and try to capture this point from the water, but it is much faster to just drop in on it from the air. The flag at OLIN 1 is surrounded by barrels and large shipping containers, so cover is not a problem here. Just stay low, throw some smoke grenades, and you should be protected for the most part. However, a good sniper on MAR can still nail you, don't get too comfortable. You should also check to see where the enemy helicopter is when attacking, as a helicopter attack means almost certain death. There is little the enemy can do to protect OLIN 1 beyond some scattered C4 and a skilled sniper, so keep your eyes open and stay low, and you should be alright. -------------------------------------------------------------------------------- - 2.2.1.2 Defending - -------------------------------------------------------------------------------- OLIN 1 is tough to defend, so expect it to come under constant attack. Your best bet is to hide a few C4 charges on the flagpole, and around anything an attacker might hide behind for cover (the barrels, the two shipping containers, etc). Keep an eye out for any helicopters approaching, as they could either be on an attack run to weaken the defenses, or about to drop soldiers in to make an attempt at a capture. Neither is good for you, so get a sniper or engineer to take out any helicopters that get close. A few soldiers down prone with their weapons aimed at the two ramps up to the rooftop should be able to cover most attacks from the surface level, and a soldier waiting inside of the building the flag sits on can usually come up behind any attackers heading up to the roof undetected. -------------------------------------------------------------------------------- - 2.2.2 Flag 2 - OLIN 2 - -------------------------------------------------------------------------------- Initial Control: Neutral Assets: Health Crate Ammo Crate Vehicles: None The second control point on OLIN, located on the Southwest corner of the platform. OLIN 2 has very good cover, and can serve as a sniper spot, though not an ideal one. The open shipping container provides a safe haven from rocket attacks and snipers, and is a great vantage point to cover the flag. However, the grate floor of OLIN 2 can be shot through, so don't stand still for long, as an enemy can shoot you from below without you ever seeing them. -------------------------------------------------------------------------------- - 2.2.2.1 Capturing - -------------------------------------------------------------------------------- The path up to the flag at OLIN 2 is a very dangerous one. There are plenty of places the enemy can ambush you, and you will be in near constant view for any snipers on MAR. If possible, attack OLIN 2 from the air, by dropping as many soldiers on it as possible. If you can't do that, then come in from below on a boat, which will at least make it harder for the defenders to see you coming. Once you get close to the flag, keep your eyes open. Enemies can be hiding in the shipping container, and they will have a perfect shot to take you out when you go for the flag. Face the opening of the container as you come at it, and if possible throw in a grenade or flash bang before you even get close enough for anyone inside to know you are there. Enemies can also be hiding on the side of the container, in the grouping of crates facing MAR. Be very careful. It would be a good idea to call in some air support right before you actually try to get on the flag, or at least throw some flash bangs in the area of the flag. Also, due to how tight the area around the flag is, a C4 charge placed almost anywhere in the vicinity of the flag can take you out. Another good reason to send a few grenades into the area before you move in. Once you get on the flag, stay low, as snipers high up on MAR can easily see down onto the flag. Try to get some cover behind the crates or door of the shipping container, but at the same time, keep your attention on the East side of the flag, as enemies may rush at you once they realize what is going on. -------------------------------------------------------------------------------- - 2.2.2.2 Defending - -------------------------------------------------------------------------------- The first thing you might want to do when setting up defenses for OLIN 2 is to have snipers on MAR keep their eye on the flag. You don't want one of your snipers just staring at the thing for the entire match, but the occasional glance over while he is going about his headshots would help out. Beyond that, keeping a soldier hiding in the shipping container is guaranteed to take out at least a few of the people who will attempt a capture during the map. For the rest, C4 charges around the flag and on crates in the area should stop them pretty quick. Keep in mind that the floor the flag sits on can be shot through, so if you are below the flag and see some attackers coming up, or sitting on the flag, open fire on their feet. Most of the time, you will have nearly killed him before he even figures out where the fire is coming from. -------------------------------------------------------------------------------- - 2.2.3 Flag 3 - MAR 3 - -------------------------------------------------------------------------------- Initial Control: MEC Assets: Health Crate Ammo Crate Helipad Vehicles: Mi-24 HIND (MEC) MAR 3 is the first control point on MAR, located on it's Eastern side. Above this control point is the helipad with the HIND, so it is of high tactical importance to the MEC team. MAR 3 is also the closest control point to OLIN, and is the first one attackers will come to after crossing the walkway. As such, MAR 3 is likely to come under frequent attack after the US team has captured OLIN. There is very good cover all around MAR 3, plus it has the stairs to the top of the helipad right there, which overall makes MAR 3 the best spot for snipers on this map. Use this to your advantage if you are holding MAR 3, and fear it if you aren't. -------------------------------------------------------------------------------- - 2.2.3.1 Capturing - -------------------------------------------------------------------------------- The best way to approach MAR 3 is fast. Come across the walkway as fast as possible, then make a mad dash for the two ramps leading up to the flag at MAR 3. As you make your approach, throw in a grenade or flash bang. Expect to see a few enemy soldiers milling about when you get on the platform with the flag, so be ready to take them out. Since MAR 3 is under the helipad tower, you might have a few enemies on the catwalks above you, so take a quick glance up the tower before you get too comfortable in the area. Once you take out anyone who was in the area, dive prone and get on the Health Crate next to the flag. It is close enough that you can still get a capture while being healed at the same time. Throw a few smoke grenades, and the shear amount of objects around the flag should cover you nicely until you convert the flag. -------------------------------------------------------------------------------- - 2.2.3.2 Defending - -------------------------------------------------------------------------------- More often that not, attackers are going to approach MAR 3 from the ramps on the front of the flag platform. Placing C4 charges on these ramps, and waiting for the first wave can do some damage to their forces before they even get near the flag. Charges placed on the various crates and objects around the flag will also do wonders, as well as a charge placed by the Health Crate, to make any campers think twice. Use the catwalks above MAR 3 to your advantage as well. Most people don't think to look above them, and will just focus on the flag ahead, so a sniper or engineer placed above the flag (say, halfway up the helipad tower) can get a few kills on some very surprised attackers as they dive on the flag. You can also use the height advantage to drop down some flash bangs, to really confuse matters below. One important thing to remember though, if you are under attack at MAR 3, get the HIND out of there. You don't want to lose the flag and the helicopter, so get that thing in the air. In fact, it could do a bit of offensive firing on the attackers trying to capture the flag while you have it up and about. -------------------------------------------------------------------------------- - 2.2.4 Flag 4 - MAR 4 - -------------------------------------------------------------------------------- Initial Control: MEC Assets: Health Crate Ammo Crate Vehicles: None This is the second control point on MAR, located on it's Southwestern side. MAR 4, as you might have guessed, is the next in the line of control points for attackers coming from OLIN. The building the flag sits on is similar to that of Flag 1, so most of the same tactics apply here. -------------------------------------------------------------------------------- - 2.2.4.1 Capturing - -------------------------------------------------------------------------------- Like Flag 1, MAR 4 is best attacked by air. Strafe it a bit on the approach, then drop out a few soldiers to go down and convert the flag. If the coast is clear enough, circle the helicopter around a bit, covering the ramps up to the roof with the machine gun, to slow down any defenders that might try to get up there and take out your teammates. Cover on top of MAR 4 is light, and snipers on top of the helipad at Flag 3 can easily see you nearly anywhere on the roof, so you are definitely going to want to get as low as possible, and throw all the smoke you have. Sending the chopper that just dropped you over to the helipad to clear it of any snipers would be a very good idea. If you can't get your air support up there, and a sniper is trying to take out your group, have everyone keep moving in the smoke cloud, and fire up at the helipad. Only a madman would sit still while multiple enemies are firing on him and he doesn't have a clear shot, so you might be able to force a retreat out of him. -------------------------------------------------------------------------------- - 2.2.4.2 Defending - -------------------------------------------------------------------------------- As with Flag 1, keep a close eye on the skies above. Soldiers dropping in from helicopters are a big threat to MAR 4. But, you certainly should not ignore the ground routes. There are two ramps to get up to the roof of MAR 4, both of which are located on the West side. Have your group cover these ramps, from above and below, and you will cut off all foot traffic. Place a few C4 charges on the ramps as well, in case some attackers manage to make it though the soldiers you have posted at the bottom of the ramps. If you are holding Flag 3, get some snipers and engineers up on the helipad or the catwalks around it to cover the flag itself, it anyone manages to get past the ramps, or are dropped in from a chopper. -------------------------------------------------------------------------------- - 2.2.5 Flag 5 - MAR 5 - -------------------------------------------------------------------------------- Initial Control: MEC Assets: Health Crate Ammo Crate Vehicles: None You might have been able to guess, but if not, this is the third control point on MAR, located on the North side of the platform. MAR 5 is the only control point on the rig that has the flag on ground level. As you might expect, this puts MAR 5 at great risk to rush attacks. The flag does have some cover, however, as it sits between two large shipping containers. -------------------------------------------------------------------------------- - 2.2.5.1 Capturing - -------------------------------------------------------------------------------- MAR 5 is one of the few control points where an approach from the water can work to your favor. Dropping your group in from the air also works very well due to the open nature of the control point, but however you chose to engage it, make sure get your helicopters to lay down some fire before hand, to take out any defenders that might have been hiding in the area. As the flag is surrounded by taller structures, keep your eyes open for any defenders on catwalks or roofs in the area. Not to say you should ignore the ground level, as soldiers can be hiding in the shipping container, and pop out just when you come up on the flag. The flag is very close to the Health and Ammo Crates, so as soon as you get close enough, dive right on top of these crates. Then, while facing the flag, bounce a few smoke grenades off the shipping container opposite of you. This will blanket the entire flag area with smoke, and keep your profile a bit more difficult to see for any defenders that might be watching at a distance. Just as you rushed in, beware of defenders rushing in, especially if they have Flag 4 or 3. As the flag is in a sort of corridor formed by the shipping containers, you only have the front and back to watch, so divide your group in half and have them cover opposite sides. -------------------------------------------------------------------------------- - 2.2.5.2 Defending - -------------------------------------------------------------------------------- Unless close combat is your thing, you might want to keep some distance between the flag and yourself. Covering the flag from one of the higher structures around it will prove very effective, as you can fire down in between the two shipping containers, and leave them nowhere to hide. The tight confines of the area between the two containers also means that a C4 charge or a rocket detonated on either container would take out, or at least badly damage, anyone on the flag. Bouncing a grenade off one wall also works well. C4 charges prove very effective on Mar 5, due to the nature of the attacks you will be facing. You know everyone is going to rush at the flag and dive between it and the Health/Ammo Crates, so putting charges in this area, and hiding out of sight a safe distance away can grind the attacker's morale to nothing pretty quickly. -------------------------------------------------------------------------------- - 2.2.6 Flag 6 - US Base - -------------------------------------------------------------------------------- Initial Control: US Assets: Health Crate Ammo Crate Two Helipads Two Stinger Turrets Vehicles: AH-6J Little Bird Two UH-60 Blackhawks Four Sea Ark Stingers The US Base is the largest on the map. It spawns the most vehicles, and has the best defenses. It also cannot be captured. It is only fair though, considering the advantage the MEC has by being out in the middle of the ocean. -------------------------------------------------------------------------------- - 2.2.6.1 Capturing - -------------------------------------------------------------------------------- Not applicable. -------------------------------------------------------------------------------- - 2.2.6.2 Defending - -------------------------------------------------------------------------------- It can't be captured, but it is a rare match where the MEC doesn't try to attack the US Base. After all, the helicopters are the main method of transport to the oil rig, and if the MEC manage to take out one, or even both, of the transport choppers with the HIND, they will buy themselves considerable time to get across to OLIN and start converting the control points. To protect yourself, keep the Stinger Turrets manned while helicopters are leaving the US Base. Also, have the Little Bird escort the Blackhawks at all times. While it is a rather insane tactic, the enemy might make a stealth approach to the US Base by boat, in an effort to sabotage or steal the helicopters. This is not going to happen too often, but all the same, always keep a few soldiers on the ground whenever the helicopters are on the pads. They can cover their teammates and the helicopters as they are loaded up, and then they can jump in right before take off. -------------------------------------------------------------------------------- - 2.2.7 Tips for Victory - -------------------------------------------------------------------------------- With a good team, Black Gold is a tough, but enjoyable map. You will really want to have good helicopter crews for this map, on both sides. Control points tend to change hands rapidly in the heat of battle, so keep an eye on your surroundings, and the situation at hand. -------------------------------------------------------------------------------- - 2.2.7.1 US - -------------------------------------------------------------------------------- 1. Protect the helicopters at all costs, especially the Blackhawks. Losing a fully crewed Blackhawk not only costs you a lot of time, but it can really hinder the morale of the team. 2. While the Blackhawks aren't defenseless, they should not have to face the HIND when in route to the rig. If the HIND is attacking the Blackhawks, the much faster and agile Little Bird should be sent in to take care of it, and the Blackhawk pilots should just focus on performing evasive maneuvers while still maintaining a heading towards the rig. A good Little Bird pilot can literally fly circles around the HIND, so make sure you have a good man in the pilot seat. 3. Once you have captured OLIN, the battle will begin to cross over to MAR and start converting some flags. The MEC will fight you heavily to stop this, and it is not uncommon to see a stalemate on the walkway between the platforms. If this happens, trying to cross it on foot is almost certainly suicide. But if you really want to, throw in smoke grenades to obscure your group from the enemy, and stop once and awhile to take cover behind the boxes and objects scattered on the walkway. If you are nimble enough, you can get on top of the walkway by jumping of the platform at Flag 2. You will be a lot more visible this way, but you might just catch defenders on the walkway off guard, and buy yourself an opportunity to get the first shot. 4. Attacks across the walkway on foot are dangerous, and they will expect an air attack. If you feel daring, drop down under OLIN and grab one of the boats and cross over to MAR below all the action. You can come up to the top of MAR from ramps located below it, and if you are sneaky enough, can get in right behind the enemy, who will generally be focused on the walkway. 5. Never leave any helicopters behind at the US Base, they will likely get stolen and used against you. Even if the Blackhawks don't have anyone to transport, they can still be used for offensive attacks against the enemy. 6. If you are flying around and see the HIND spawn on the helipad, either blow it up, or let one of the soldiers onboard jump out and grab it. Whatever you like, as long as they don't get it up and use it against you. While you are up there, feel free to use their helipad to repair your own craft. -------------------------------------------------------------------------------- - 2.2.7.2 MEC - -------------------------------------------------------------------------------- 1. The first thing you should do is get a two man crew in the HIND, and meet the approaching US aircraft over the water. Try to get as high as possible and shoot down at them. Target the Blackhawks first, even though the Little Bird is more likely to take you out. If you manage to splash one of the Blackhawks, you have just saved your team a lot of trouble, but going after the Little Bird is just going to waste time as the Blackhawks make their troop drops over OLIN. 2. The US will almost always go in to capture OLIN first, and ignore MAR. You should send a considerable amount of your forces to OLIN to attempt to start converting flags before the US team arrives, and hold off any US effort to get on the rig. The longer you can keep them off the rig, the better, as the US will have their tickets drained until they get control points on it. 3. While running over the walkway to get to OLIN, throw a few C4 charges on the ground and any objects you pass. They might come in handy soon. 4. Don't get too discouraged if your team is pushed back onto MAR, and the US gets OLIN. This happens in almost every match, so it isn't really a big deal. What you don't want to do is start making desperate attempts at getting back on OLIN. For the time being, focus everything you have got on keeping MAR. 5. While most of the team should be holding their ground on MAR, if you can spare a few soldiers, a stealth mission over to OLIN 1 in a boat can often catch the US team by surprise. Most of the US team will be spawning at OLIN 2, to try and get as close to MAR as possible, so you might just catch them with their pants down. 6. Snipers are hugely effective when defending MAR against attacks from OLIN. Make good use of the high ground and cover afforded by the helipad and various catwalks surrounding the area. -------------------------------------------------------------------------------- - 2.3 Bridge too Far - -------------------------------------------------------------------------------- Bridge too Far puts the US against the Chinese in a battle to hold a port facility. This is a fairly small map, with only 3 control points available to capture. It is a true test of skill between the two teams, as both the assets available and the control points are in near perfect symmetry. The map consists of two main bases, connected by a long stretch of highway between them. At the center of this highway is one of the control points, with two other control points to the Southwest and Southeast of it. With the close arrangement of the control points, and the system of roads, Bridge too Far is well suited for tank combat, and is actually one of the more vehicle-centric maps in the game. While infantry is certainly not to be ignored, it will take proper use of your team's vehicles to really come though in Bridge too Far. -------------------------------------------------------------------------------- - 2.3.1 Flag 1 - US Base - -------------------------------------------------------------------------------- Initial Control: US Assets: Health Crate Ammo Crate Stinger Turret Repair Pad Helipad Vehicles: AH-64 Apache Two M1A2s Three Humvees The US Base is on the far West side of the map, almost directly opposite the Chinese Base on the East. There are multiple routes out of the base, including a rail bridge, a broken bridge which can be jumped, and the main highway. While the US Base cannot be captured, the amount of vehicles that spawn there, and it's close proximity to other control points mean it will almost certainly be attacked during the match, likely multiple times. -------------------------------------------------------------------------------- - 2.3.1.1 Capturing - -------------------------------------------------------------------------------- Not applicable. -------------------------------------------------------------------------------- - 2.3.1.2 Defending - -------------------------------------------------------------------------------- You will want to mine all of the roads into the base, but this can be tricky, as the last thing you want to do is trap your own forces inside the base with misplaced mines. Make sure to put any mines in the probable path of any incoming vehicles, but placed so that a driver that knows they are there can steer around them. This is not really a problem on the rail bridge or the highway, but can be tough on the broken bridge, since anyone attempting to jump that bridge will have to get going pretty fast coming out of the base, likely too fast to see the mine markers in time. It is probably best to only lightly mine the broken bridge, if at all. Helicopter attacks against the base are a way of life on Bridge too Far, so make sure you make a run for that Stinger if you hear an incoming helicopter. You should have the Stinger manned regardless when your team is first mobilizing, but it is probably overkill to keep a man on the Stinger for much longer than that if there is no apparent threat. Rarely does a Bridge too Far battle end without the enemy stealing a M1A2 or two and using it against spawning US forces. They also have an aggravating habit of then parking the stolen tank on the helipad or Repair Pad, and thus rendering themselves near invincible. If this happens, get to cover, and have a sniper target it. Nothing else is going to do much good. -------------------------------------------------------------------------------- - 2.3.2 Flag 2 - Western Dock - -------------------------------------------------------------------------------- Initial Control: Neutral Assets: Health Crate Ammo Crate Grenade Launcher Repair Pad Vehicles: Humvee This is the closest control point to the US Base, and the US team will have this captured in only a minute or two at the start of the match. The Repair Pad, Health/Ammo Crates, and distance from the US Base make the Western Dock a very nice control point for the US team, and they will have a tendency to fight harder to keep it during the battle than they will for other control points on the map. -------------------------------------------------------------------------------- - 2.3.2.1 Capturing - -------------------------------------------------------------------------------- The East side of the flag is almost certainly going to be heavily mined, so don't go in there with a vehicle unless you can destroy the mines on your approach. You should approach the flag from the South side of the shipping container that is in front of it, as the mounted Grenade Launcher can't hit you there. You can also try to get in from the South entrance of the garage next to the flag. This will get you a nice shot right at the flag for a rush attack, and is usually not well defended. The enemy won't place mines at both doors to the garage, as it would keep them from using the Humvee that spawns there or the Repair Pad. If you are attacking from the US Base, jumping over the bridge in a vehicle will get you killed 9 times out of 10, as the first thing the Chinese will do when they capture it is cover the opposite side of the bridge with mines. You are much better off taking the rail bridge, which is usually not mined, or at least, not mined as heavily as the broken bridge. It's tight, but you can get an M1A2 or Humvee over the rail bridge, and sneak right up behind them. After you get over the rail bridge, taking a left and heading towards the broken bridge is going to be expected, and this area is likely going to be mined in preparation of such an attempt. Instead, take a right after coming off the rail bridge, carefully maneuver your vehicle around the shipping containers and you will be able to come up on the South side of the garage, ready to take advantage of that generally poorly defended entrance. Keep in mind though, that getting the M1A2 though the garage opening and into the flag area can be tough, and if you don't come at the garage door at the right angle, you can get stuck. This is a very embarrassing and vulnerable way for the enemy to discover your presence, and one in which I have unfortunately found myself a few times. If you came in a Humvee, that is much easier to get though the garage and onto the flag, but beware of a Humvee spawned and sitting in the garage. Running into the back of this vehicle at full speed as you come into the garage isn't going to help anyone. It is better to just fire the M1A2's cannon though the garage at the flag, while some infantry go ahead for the capture. -------------------------------------------------------------------------------- - 2.3.2.2 Defending - -------------------------------------------------------------------------------- The Western Docks are best defended by mines surrounding the area, and the flag itself. It is very easy to block all vehicle access from the East with only a few mines placed on either side of the shipping container. Similarly, if you are defending against a US attack, mining the broken bridge will almost guarantee you plenty of vehicle kills. If you dare to get that close to the US Base, drop a few mines in the center of the rail bridge. The color and surface of the bridge makes it near impossible for the enemy to see these mines in time. Placing mines at these points will completely cut off the Western Dock from vehicles, leaving only infantry and helicopter attacks a risk. There isn't much you can do about helicopter attacks beyond hope your snipers or friendly helicopter protect you. But infantry attacks can be slowed with the mounted Grenade Launcher on the North side of the shipping container. However, it can only reach the Northeast quadrant outside of the flag, so you will need to have a few soldiers by the flag to protect against anyone else coming in. Ideally you should have some C4 on the doors to the garage to block any infantry or light vehicles from trying to get though, but if not, at least keep an eye on the area. Placing some mines in the area around the South door that are far enough away from the opening to allow you to get the Humvee out, but close enough to be in the path of a vehicle approaching from the rail bridge can help, but mines are highly visible in the sand surrounding the Western Dock, and can't always be trusted, especially if the attacker is making a slow approach in the first place. -------------------------------------------------------------------------------- - 2.3.3 Flag 3 - Overpass - -------------------------------------------------------------------------------- Initial Control: Neutral Assets: Health Crate Ammo Crate Two Machine Gun Emplacements Vehicles: None The Overpass is just what it sounds like, the overpass of the highway that connects the US and Chinese Bases. The flag here is in the exact center of the map, and both teams are going to rush at it full speed with their tanks and light vehicles. You don't want to hang out at the Overpass too long without a vehicle, or good defenses. There are two Machine Gun Emplacements, one facing each base, so no matter which team holds it, they can have a mounted machine gun facing right at their attackers. Another example of the almost perfect symmetry of this map. While not technically part of this control point, the Command Computer is located just North of the Overpass, within easy reach of any infantry spawning there. -------------------------------------------------------------------------------- - 2.3.3.1 Capturing - -------------------------------------------------------------------------------- The first threat when attacking the Overpass from the surface is the Machine Gun Emplacements. A good gunner can take out a light vehicle before it even gets close to the flag, so you will want to either come at the flag in an armored vehicle, or take evasive action while approaching in a light vehicle. Rather than coming straight at the flag from the highway, it is a lot safer to come up one of the four onramps that surround the flag. The two South ramps face both Flags 2 and 4, so if you have already captured one of those, take the vehicle that spawns at either of those control points and come up the ramps fast. This will not give the gunner in the emplacement a chance to fire at you for long, and should allow you to rush in. Of course, rushing in is likely just going to get you killed, since mines are very effective on the Overpass, and will be used heavily. In fact, you may get killed by a mine on the ramp before you even get up to the flag. A smart enemy will deploy mines on the road even at a considerable distance from the flag, as the majority of the vehicle traffic is going to go over the same predictable paths. Rockets, grenades, tank fire, and helicopter fire are all effective to clear mines away from the area surrounding the Overpass, and you should blanket the area with as much of it as possible to make sure you have neutralized all the mines before you head in there with a vehicle. Snipers are a very big threat on Bridge too Far, so trying to take the flag on foot is probably not going to end well. If you have cleared all the mines, get on the flag in a vehicle, ideally a tank, and just wait it out. Watch out for the noise of a laser designator, and if you hear it, bail out and run for cover. Getting behind the overturned truck should protect you from the missile impact. Finally, one of the best ways to capture the Overpass, if perhaps the most risky, is by air. Sure, you could drop some soldiers on the flag, and let them run around it getting hammered by sniper fire. But if you have a good pilot, it is much better to take the helicopter in low next to the flag, and hover as close as possible to it. If he has a steady hand, he can capture the flag without anyone having to step foot on ground. If you attempt to capture it from a helicopter, you are going to want to make sure the enemy helicopter is not around (perhaps attempt the capture after you have downed him), as getting attacked from above as you hover over the flag will almost certainly be the end of your piloting career. You will also want to keep an eye out for tanks, as hovering right over the road puts you within the elevation range of the main cannon. It will only take one well placed cannon shell to take you out, so try to avoid that. -------------------------------------------------------------------------------- - 2.3.3.2 Defending - -------------------------------------------------------------------------------- The long straight roads, combined with the Machine Gun Emplacements and tall buildings surrounding it give the defender plenty of options on how he wants to protect this flag. Mines scattered in the road and on the onramps will take care of a good deal of the incoming attacks, and keeping the machine guns manned will help with the infantry and light vehicles. Snipers and engineers on the roofs of surrounding buildings can also take out incoming helicopters and tanks. There isn't a whole lot to defending the Overpass, the only difficulty comes from keeping all these defenses maintained and properly used when under fire from multiple tanks and perhaps even a helicopter or two. -------------------------------------------------------------------------------- - 2.3.4 Flag 4 - Eastern Container Area - -------------------------------------------------------------------------------- Initial Control: Neutral Assets: Health Crate Ammo Crate Repair Pad Two Machine Gun Emplacements Vehicles: Humvee (US) FAV (Chinese) This is the counterpart to Flag 2, and is located directly opposite from it, on the East side of the map. As with Flag 2, this control point is located very close to the main base, so the Chinese will likely have this captured quickly. -------------------------------------------------------------------------------- - 2.3.4.1 Capturing - -------------------------------------------------------------------------------- This flag here can be captured from a helicopter like at Flag 3, but given the amount of buildings and structures that surround it, you are much more likely to get your rotor stuck on something and blow yourself up. It would be better to come at the flag using a tank or light vehicle, making sure to avoid any land mines setup on the West side of the control point. You will be coming head-on into the Machine Gun Emplacements, but in practice, they are rarely manned. The L shaped garage next to of the flag has two openings, one facing West, the other facing North. The North opening is generally mined, but the West opening holds the Repair Pad, and like at Flag 2, the enemy is going to be leery about setting up too many mines in this area. For the most part, they will only place one or two mines on the West side of this opening, and leave the East side open so they can pull in their vehicle for repairs. It should be easy enough to disable the defenses on the Eastern opening, and rush in though it. Snipers on the buildings surrounding the area can pose a problem, but there isn't really anything you can do about that considering how high they will be. Most of the time you won't even be able to see them. Once you get close to the flag, you have two options for holding it. If you are in a vehicle, especially a tank, you are probably better off parking it close to the flag and keeping your eyes open for approaching defenders. You should have a gunner for this, to keep infantry back. A good sniper can hit the driver of a light vehicle, so try to keep the vehicle moving slightly, to make a harder target. You might also want to throw some smoke around the vehicle to obscure the windows. If you are in a tank, then the only thing you need to worry about is a laser designator. If you came in on foot, dive behind the sandbags to the West of the flag. This will cover you from light arms fire, and it will keep you out of sight from passing vehicles, which might confuse your pursuers long enough to let you capture the flag. Snipers from above are still a threat, but you can only hope for the best and throw some smoke around you. No matter how you approach or attempt to capture the flag, the helicopter is always a possible threat. If you have an engineer in your group, have him take a few shots at the helicopter if it attempts an attack. If you are in a vehicle, make use of the mounted machine gun on it and open fire. While it doesn't do massive damage to a helicopter, the rate at which it hits the craft is likely to make the pilot nervous, and either make a mistake, or give up the attack all together. -------------------------------------------------------------------------------- - 2.3.4.2 Defending - -------------------------------------------------------------------------------- There are multiple paths into the flag at the Eastern Container Area, so defending it is a bit harder than at the other control points. Effectively planting mines is going to prove very important when trying to hold back the enemy. As Bridge too Far is a primarily vehicle-based map, infantry attacks are not nearly as common as vehicle attacks. You will see a lot of rushes with light vehicles, and the occasional tank will saunter up. The rule here is put down as many mines as possible in all of the openings to the flag area. There is only one vehicle that spawns at this control point, so you don't have to worry about blocking in your teammates like you would at the main base. In fact, even if you mine every ground path into the Container Area, you can still get the spawned vehicle out. If you are daring enough, get up some speed and take the vehicle up the ramp that leads to the rooftop of the building to the West of the flag. If you get it going at just the right speed, your vehicle will crest over the wall at the end of the ramp, and come down on the dock behind the building. Too slow, and you will hit the wall, too fast, and you will go swimming. If you can pull it off, the enemy will never expect it coming, and you can get out of the base and come in right around behind the attackers before they even know what hit them. When not doing your best "Dukes of Hazard" imitation over this building, you will find it has a nice vantage point of the flag below, and will allow you to fire down on attackers, even if they have gone prone behind the sand bags of the Machine Gun Emplacement. You could also place a few C4 charges behind the sand bags, and wait for an attacker to hide behind them. By the time they hear the beeping, they will already be nose to nose with the detonator. Essentially, watch the area behind the Machine Gun Emplacement very closely, as it is a very common, and very effective, hiding spot for the enemy when trying to capture the flag. Speaking of that, you might want to man the Machine Gun Emplacement, but again, pure infantry attacks are not too common here. Though you could use it against incoming light vehicles if you aren't completely confident in your mines. -------------------------------------------------------------------------------- - 2.3.5 Flag 5 - Chinese Base - -------------------------------------------------------------------------------- Initial Control: China Assets: Health Crate Ammo Crate Stinger Turret Repair Pad Helipad Vehicles: Two FAVs Two Type 98s WZ-9 This is the Chinese counterpart of the US Base to the East. The Chinese Base is nearly identical strategically to the US Base. They both have the same assets, comparable vehicles, and are both within a river jump of a neutral control point at the start of the match. The only real difference is that the US Base has 3 ground routes out, while the Chinese Base only has 2. Like the US Base, vehicles can leave the Chinese Base via the main highway, and a broken bridge. But there is no counterpart to the rail bridge at the US Base. However, it is possible for infantry to cross the river via catwalks on buildings to the South of the base. These connect up to buildings behind Flag 4 and make for a stealthy approach. Be careful though, as this catwalk is one of the view structures in Modern Combat that can actually be destroyed with explosives. -------------------------------------------------------------------------------- - 2.3.5.1 Capturing - -------------------------------------------------------------------------------- Not applicable. -------------------------------------------------------------------------------- - 2.3.5.2 Defending - -------------------------------------------------------------------------------- While the deficit of ground routes over the river is a disadvantage when trying to get out of the Chinese Base, it does have it's advantages when trying to defend it. As the catwalks can only be crossed via infantry, and only light vehicles can jump the broken bridge, this leaves the main highway as the only means to bring tanks into the Chinese Base. The way the Chinese Base is laid out, you could start firing on an enemy tank almost as soon as they cross the bridge, while it is still fairly far away. To protect against light vehicles, mine the broken bridge, but keep in mind this will limit your ability to quickly move the FAVs across the river if you need to. Even so, it is very common for the enemy to jump the broken bridge in a Humvee, turn right and run along the docks for a bit, then come out behind the helipad. From there, they may attempt to steal or sabotage some vehicles, or just get cheap spawn kills. So you should not only mine the bridge itself, but plant a few around the docks to the South, and in the area behind the helipad and tank spawns. Occasionally there might be a helicopter attack, so have soldiers ahead give a warning when a chopper is seen heading West towards the base. Then get a man on the Stinger, and be ready for him. Snipers on top of the buildings and the large oil tanks Northeast of Flag 3 should also be able to target any incoming aircraft well before it gets within firing range of the base. Finally, if you are really paranoid, you can set C4 charges on the catwalk to the South of the base, and blow it up if you think the enemy might try to sneak over it. -------------------------------------------------------------------------------- - 2.3.6 Tips for Victory - -------------------------------------------------------------------------------- Since both teams have nearly identical assets available, there aren't really team-specific tips for this map. Instead, here is some general advice that will help either team. 1. Good snipers are very effective on Bridge too Far because of the large open area and variety of high perches to fire from. Good sniper positions include the large oil tanks to the North, the tall buildings on the East and West sides of the main island, and the large crane to the South. You can get on top of the oil tanks on foot, but to get to the higher positions like the buildings or cranes, you will need to get dropped there by helicopter. 2. If you are a sniper that wants to get on a high perch like the crane or tall buildings, ask your teammates to drop you there. Don't take the chopper yourself and just bail out over your destination. This is a pointless waste of a helicopter, and really pisses off the rest of the team. That chopper could do a lot more damage than a single sniper, if it was used properly. 3. The broken bridges are a great way to quickly get over the rivers, but are also easily mined to destroy anything that crosses. Every time you approach to make a jump, keep in mind that the other side might be a death trap. Before you make the jump, consider what is on the other side. Is the control point beyond it currently, or was it recently, held by the enemy? If so, you might want to rethink your approach. 4. Because of the lack of overhead cover in most areas of this map, artillery strikes are highly effective. Make sure you get to the Command Computer before the enemy does, as you don't want to be on the receiving end of a strike. The team that holds the Overpass will have the upper-hand when it comes to getting to the Command Computer, so consider that when deciding which control points to go after. -------------------------------------------------------------------------------- - 2.4 Cold Front - -------------------------------------------------------------------------------- Cold Front has the Chinese fighting to take over a large European Union installation in a cold, mountainous area. The Chinese are severely outnumbered in terms of control points, so they need to fight as hard as possible to convert some points as soon as possible. The EU team has the advantage in terms of defensive capability in the match. Most of the control points on Cold Front are on high ground, and are surrounded by various natural or man-made obstacles, making the approach very dangerous for approaching enemy vehicles. Not only that, but the only road out of the Chinese Base passes right under a heavily fortified enemy installation, complete with mounted weapons that have a clear shot at the entire area. However, the Chinese have the only helicopter in the map, which can deliver their forces deep into the map faster than the EU can get there in their ground vehicles. By targeting the weakest defended control point with the helicopter, the Chinese can establish a presence within enemy territory, and spread out from there. -------------------------------------------------------------------------------- - 2.4.1 Flag 1 - Chinese Base - -------------------------------------------------------------------------------- Initial Control: China Assets: Ammo Crate Repair Pad Vehicles: WZ-9 Two Type 98s The Chinese don't have a whole lot to work with in this match. Granted they get the only helicopter in the entire map, but that is pretty much the only thing they have going for them. The two Type 98s are powerful, but not exactly ideal for the mountainous terrain they need to be able to navigate. The road out of the Chinese Base is a real gauntlet run, with most of the EU forces targeting it at the start of the match. There is a frozen river which you can take instead of the main road, which leads North, deep into the middle of the EU's territory. This is a nice, but very obvious, path out of the base; so watch out for any traps the enemy might setup on it. -------------------------------------------------------------------------------- - 2.4.1.1 Capturing - -------------------------------------------------------------------------------- Not applicable. -------------------------------------------------------------------------------- - 2.4.1.2 Defending - -------------------------------------------------------------------------------- The only tangible advantage that the Chinese team has is their WZ-9 helicopter, and the enemy knows this. That is why it is critically important to protect the WZ-9 from enemy sabotage. A rush attack to steal, or at least damage, the WZ-9 is the most likely attack on this base, so be prepared for it. Try to throw down some smoke when you and your teammates are boarding the chopper, to make it harder for any snipers hiding in the forest to take you out. Placing a few mines at the entrance to the base is a good idea to keep out any vehicles that might take a direct route in to get a quick shot at the chopper, but such an attack is not likely to happen until later on in the match. Your best defense is a good offense, so make keep a close eye on the tree line around the base, to be sure no infantry is trying to sneak in. Perhaps the best thing to do though, is to simply get the chopper loaded and in the air as fast as possible. Don't leave the WZ-9 sitting there, get it out of the base as soon as it spawns, to make it less of a target for ground forces. -------------------------------------------------------------------------------- - 2.4.2 Flag 2 - Bunker Nest - -------------------------------------------------------------------------------- Initial Control: EU Assets: Five Health Crates Five Ammo Crates Five Machine Guns Two Grenade Launchers Stinger Turret Vehicles: M6 Bradley (EU) BMD-3 (Chinese) They don't get much heavier defended than the Bunker Nest. Between it's natural high-ground and rough surrounding terrain, to the massive amount of mounted weapons surrounding it, there is no easy ground route in. The various bunkers in the area also give good cover when attempting to attack with a helicopter or artillery strike. Overall, the Bunker Nest lives up to it's name, and is one of the most difficult to attack control points you will ever encounter. -------------------------------------------------------------------------------- - 2.4.2.1 Capturing - -------------------------------------------------------------------------------- There are few good ways to actually attack and capture the Bunker Nest. In fact it could be argued that you are better off just letting the enemy have it, and capture all the other points to make up for it. But let's assume that you are a glutton for punishment, and want to attempt an attack on the Bunker Nest. What would be the best method? Well, given the sheer amount of mounted weapons the Bunker Nest has, and the rough terrain that surrounds it, it is more likely that all of the enemies will simultaneously decide to pop off for a snack than you making a successful direct attack with infantry or light vehicles. A tank would provide more cover if you were attempting a ground assault, but considering how slow the progress will be navigating the approach with a tank, the chances are good you will get picked off by a rocket or laser guided missile before you even get close. Another problem with ground vehicle attacks is that the flag itself is located in such an area that it isn't possible to pull up along side it with a vehicle to capture it. Well, you can get the vehicle there, but you aren't going to be getting it back out, much less move it, so it isn't a terribly wise attempt. So attacking with a ground vehicle is all but suicide, what else is there? Well, statistically speaking, given the ratio of ground to air weapons, a helicopter attack is the safest vehicle assault you can make. "Safe" might not be the best term, but you have a better chance of actually doing something constructive when going in with a helicopter than a light vehicle. Let us assume that the defenders have manned both the Stinger turret and the Bradley. Destruction of your helicopter is almost assured in this situation, but likely not before you can drop off your passengers and bail out yourself. Rockets from the ground are the more pertinent threat, so try to keep moving. Drop everyone right on top the flag, and hold onto it for dear life. Finally, there are breaks in the tree line surrounding the Bunker Nest to the North and East. Trying to get vehicles though these breaks would be a waste of time, but if you can get enough infantry to rush though at once, you have a good shot at catching the defenders off guard, and making an attempt at the flag. You may have a shot at causing a distraction at one side of the Bunker Nest, and then attacking from another side. For instance, making a vehicle attack from the South will draw most of the defenders to that side, and might just give you an opening to come in from the North with infantry and/or the WZ-9. -------------------------------------------------------------------------------- - 2.4.2.2 Defending - -------------------------------------------------------------------------------- Defending the Bunker Nest is about the easiest task you can have to take on in this match. First and foremost, keep all of the mounted weapons (or at least the ones facing the enemy installations) manned, including the Stinger Turret. Also man the Bradley/BMD and keep it within the base. If you see any light vehicles or infantry coming up from the Chinese Base or surrounding area, open fire and take them out before they even get in range of attacking you. A rush attack with the helicopter is one of the most dangerous situations that you may face at the Bunker Nest, so keep a sharp eye out for the WZ-9. Taking it out with the Stinger Turret is likely going to take longer than it will for the pilot to drop his passengers on the flag. Have snipers outside the base try to take it out with their laser designators before it even gets close. When it does get to the base, it is likely going to be coming in low, so you might have a good chance of nailing it with a rocket launcher if you have a good aim. If you can knock it out with the first shot from the rocket launcher, you might be able foil their attempt at getting infantry on the flag. Be prepared for any infantry assaults coming from the hill to the North, or the road to the East. Speaking of the road to the East, place a few mines on it, just in case any of the enemy is suicidal enough to take a vehicle up it. Most importantly, keep the based defended evenly. Place soldiers on all sides, even if there is no apparent threat at the moment. A surprise attack can pop up at any time, and if you aren't prepared for it, the enemy can roll right over your defenses. -------------------------------------------------------------------------------- - 2.4.3 Flag 3 - Vault 13 - -------------------------------------------------------------------------------- Initial Control: EU Assets: Four Health Crates Four Ammo Crates Six Mounted Machine Guns Vehicles: M6 Bradley (EU) BMD-3 (Chinese) While Vault 13 has a decent amount of bunkers and mounted weapons, it has a large road that goes right past the flag, running North to South. This makes Vault 13 very open to vehicle attacks. Vault 13 also lacks a Stinger Turret, which means the Bradley has to stay behind as air defense. Though this isn't such a bad thing, as the view from Vault 13 covers most of the map, and the Bradley should be able to lock on to the enemy helicopter at a considerable distance pretty easily. This control point is important due to the fact that the Command Computer is held within the main bunker of the compound. The team holding this control point has essentially exclusive access to the artillery strike. -------------------------------------------------------------------------------- - 2.4.3.1 Capturing - -------------------------------------------------------------------------------- None of the mounted guns at Vault 13 can really get a good shot at vehicles or infantry coming up the North-South road. This opens up Vault 13 to convoy style vehicle attacks. Obviously, you are going to want to watch out for mines, as they are generally pretty heavy on this road. The enemy knows full well how vulnerable they are if this road is left open. You may find taking the Northern end of the road safer, as it is in a more secluded area than the Southern side, which is in clear view of Flag 2. Though the biggest threat comes from the small outpost just outside of the South end of the road. This contains a Repair Pad, as well as Ammo and Health Crates. A small team of soldiers, along with a tank, positioned here can completely block off the South end of the road. Helicopter attacks on Vault 13 are effective, as long as the enemy didn't keep the Bradley there. If the Bradley is stationed at Vault 13, then it's missiles will have locked onto you long before you get close enough to drop any of your crew. Or if not the missiles, then the 25mm cannon certainly will have you. It is also possible to sneak a team of soldiers up the East side of the area. Infantry coming up this hill can rush in and grab the vehicles that spawn right on the edge of the hill, and then proceed to use them against the defenders, while moving them forward to convert the flag. Not exactly sporting, but gets the job done. -------------------------------------------------------------------------------- - 2.4.3.2 Defending - -------------------------------------------------------------------------------- Mines, Mines, Mines. That is one of the most important things you need to keep in mind when defending Vault 13. The North-South road is a massive liability, and it needs to be completely blocked off from the enemy. Position a tank and a small group of solders at the outpost to the South of Vault 13, to stop any enemies from coming up the South side of the road. Then focus your attention on the North side, to keep an eye out for approaching vehicles. Keep the Bradley here at Vault 13, both to defend it against air attacks, and to cover the air over Flag 2. Infantry attacks are common, so keep soldiers in the lookout bunkers, and have them man the mounted Machine Guns in them. They should be able to spot any advancing infantry, and with any luck, take them out with Machine Gun fire before they get close enough to do any damage. -------------------------------------------------------------------------------- - 2.4.4 Flag 4 - Ruins - -------------------------------------------------------------------------------- Initial Control: EU Assets: Four Health Crates Three Ammo Crates Two Mounted Machine Guns Stinger Turret Repair Pad Vehicles: M6 Bradley (EU) Leopard 2 A5 (EU) FAV (Chinese) The Ruins are the remains of a bombed out town situated in the middle between Flags 3 and 5. All of the destroyed buildings can be entered and used as cover, and some even hold mounted Machine Guns Infantry assaults are a big threat here, due to all the blown out buildings that can be used for cover or hiding. The Ruins are well defended against air attacks thanks to the Stinger Turret, and yet another M6 Bradley. There is a road going though the Ruins, running East to West, which will need to be mined to hold out the enemy. The frozen river leading up from the Chinese Base also runs though the Ruins, going North to South. This should be mined as well. -------------------------------------------------------------------------------- - 2.4.4.1 Capturing - -------------------------------------------------------------------------------- If approaching in a ground vehicle, you can either get to the Ruins via the frozen river, or the East-West road that runs through the town. The road will almost certainly be mined, but you might just get lucky and have a clear path on the frozen river. At the very least, mines show up better on the ice than they do on the road, so even if they do mine it, you have a better chance of avoiding the mines or bailing out before the vehicle hits them. Once inside the town, it is usually a good idea to ditch the vehicle, and go in on foot. Using the buildings to hide in, and give you cover if you encounter the enemy. You can come up right behind the flag from an alleyway to the Southwest of it. The Ruins are going to be host to plenty of close combat battles, so you might want to go in as an engineer, and use the shotgun to make short work of any enemies you catch with their guard down. Once you get on the flag, you will want to watch out, as there is a building directly across the street from it which has a mounted Machine Gun on it's second floor. This gun may be manned as part of their defenses, and if it isn't when you first get there, it's likely a defender is going to jump on it when they figure out what is going on. Throw some smoke to cover you and your teammates, and go for cover behind the vehicles that spawn next to the flag. Just watch out that they don't blow up the vehicle, and take you along with it. While avoiding fire from the buildings around you, keep a sharp eye on the bridge high overhead on the East side of the flag. Snipers can position themselves up there and get a clean shot at almost any area in the map, the top of your head included. -------------------------------------------------------------------------------- - 2.4.4.2 Defending - -------------------------------------------------------------------------------- The first thing you will want to do is mine the East-West road, and the frozen river. This will keep out most of the vehicles. After you have done that, you will want to put soldiers on the mounted Machine Guns, and the Stinger Turret. This will defend against both infantry attacks on the flag, and a helicopter troop drop. Protecting the center of the town is good, but you probably will want to extend a perimeter around the town as well. Get a few soldiers on the outskirts of town, possibly in a light vehicle, and throw a few mines in the trees surrounding the town itself. The buildings give the enemy plenty of places to hide away as they make their approach, and often you will find the flag is being converted before you even realize the enemy is there. It would be a good idea to always keep at least 2 soldiers on the flag, so that the enemy can't sneak up on it. You should also place some C4 on the base of the flag and surrounding area, so you will have an insurance policy if the enemy does manage to get though and take up positions on the flag. -------------------------------------------------------------------------------- - 2.4.5 Flag 5 - EU Base - -------------------------------------------------------------------------------- Initial Control: EU Assets: Health Crate Ammo Crate Repair Pad Vehciles: Eagle MTV Two Leopard 2 A5s Considering the heavy defenses at the other control points, it is pretty ironic how little the EU Base really has. There are no mounted weapons, and no anti-aircraft defenses. The only thing this Base has going for it are the two tanks, and the Repair Pad. The tanks are of limited use on this map. Granted the close proximity of the EU Base to Flag 4 means you can roll the tanks right in to attempt to take back the control point if the Chinese grab it; but other than that, the wild terrain and the prolific mines make the tanks more of a liability the farther they stray from the Base. -------------------------------------------------------------------------------- - 2.4.5.1 Capturing - -------------------------------------------------------------------------------- Not applicable. -------------------------------------------------------------------------------- - 2.4.5.2 Defending - -------------------------------------------------------------------------------- The threat of attack on the EU Base is pretty low. The only time you might see a serious attack here is if the enemy has captured every other control point, and pushed your team all the way back to your main base. If this has happened, you might as well just go get a sandwich, since there is nothing I can tell you to recover from that situation. Unless of course, the opposing team also decided this was a good time to get a sandwich, in which case you might have a opening. At any rate, if you were to be attacked here, the helicopter is the most likely way the enemy would approach. The EU Base has no established anti-aircraft defenses by itself, so you might want to bring one of the Bradley's over and park it in the center of the base. With the clear line of sight in the front of the base, you would be able to target the helicopter pretty far out, and perhaps even take it down before it gets close enough to do anything about it. Placing mines on the road leading out of the base is probably not going to do a whole lot other than give your teammates a hard time when they try to get the tanks out of there. Still, there is always the chance that the enemy might try a rush attack in light vehicle, and come right up the road into the base. In which case, a mine or two might prevent that. On the other hand, if the enemy is thinking, they would drive the vehicle right up the hills on either side of the road, and avoid any possible mines you have setup on the road. Teach them what they get for thinking, and place mines on the hills as well. If the enemy does make it in, either via the helicopter, sneaking up on foot, or rushing in with a vehicle, they are almost certainly going to try and steal the tanks. The best way to prevent this is to simply not leave the tanks laying around, and always have them out and in use. -------------------------------------------------------------------------------- - 2.4.6 Tips for Victory - -------------------------------------------------------------------------------- Cold Front can be a tough one for the Chinese, so it is important to use every possible advantage. At the same time, while the EU team is sitting pretty at the start of the battle, a good Chinese team can quickly roll over their defenses if they don't watch what they are doing. -------------------------------------------------------------------------------- - 2.4.6.1 EU - -------------------------------------------------------------------------------- 1. Air defense is important at essentially every control point on the map. To address this, you are given a number of Bradley's. Make good use of them, place them at vantage points where they can cover at least one control point (in some places, you can cover two control points at the same time), and keep them hidden from enemy fire. Don't wait for the helicopter to attack either. As soon as you see it, wherever it is, try and take it down. 2. While the EU team doesn't get a helicopter, they certainly get enough weapons to use against it. You have enough Bradley's (assuming you have the control points where they spawn) to cover the entire map evenly. Make sure to space out the Bradley's so there is no "safe" area where the enemy can fly to when being targeted. 3. Obviously, when the match starts, you will be drawing tickets from the Chinese team. All you really have to do to win on Cold Front is just to hold the majority of the control points. There is no reason to do anything other than defense unless you are trying to recapture a control point. Even then, some control points just aren't worth fighting too hard for. 4. Don't spawn kill the Chinese team at their base. Just because the EU team starts with all the control points, doesn't mean you have to pound the enemy so hard they can't make it out of their own base. It is just plain unfair. The EU team already has enough of an advantage without bringing cheap tactics into it. -------------------------------------------------------------------------------- - 2.4.6.2 China - -------------------------------------------------------------------------------- 1. The helicopter is the most important asset the Chinese have, so make use of it. Specifically, use it to drop soldiers on the enemies control points, and take the occasional shot at some enemy emplacements. Don't waste too much time firing on the enemy though, the more important thing is to keep dropping troops where they are needed. 2. The EU team has plenty of anti-aircraft weaponry, and your helicopter is the only target there is on the map. To avoid it, stay as low as possible, and always keep moving. Do your best to keep the helicopter in one piece for as long as possible. 3. The only way to get snipers on top of bridge next to Flag 4 is by dropping them from the helicopter. Get a sniper or two up here at early on in the match, and they can do a lot of damage. They have a clear shot at nearly the entire map, which will prove useful in both defense and offense. 4. Make sure to take out the Bradley's when you see them. Snipers can both spot them and their crews at a distance, and then lock onto them with a laser guided missile. 5. The frozen river running though the middle of the map is an excellent way to get troops and vehicles around, without having to face the brunt of the enemies weapons. Since the road out of the Chinese Base goes right under the mounted weapons at Flag 2, jumping onto the frozen river as soon as you get out of the Base can save you from getting pummelled before you can even get a shot at the enemy. 6. Above all else, you need to start converting control points to stop the ticket drain as soon as possible. Your best chance is to load up the chopper and fly to the control point that looks to be the worst defended. Get it, and hold it. After that, you can work on capturing the next one. -------------------------------------------------------------------------------- - 2.5 Dammage - -------------------------------------------------------------------------------- Dammage puts China and the United States against each other in a battle to conquer this flooded city. This is a "Double Assault" map, which means that every single control point can be captured. If you don't keep up the defense, the enemy can push you right out of the battlefield. The map is divided laterally by a large river, completely separating the North and South portions, save for a single bridge to the West. There are a number of small boats however, which can move infantry across the divide a bit more covertly than driving over the bridge. All of the control points are on the same road, which forms a large semicircle. This, combined with the lack of any helicopters, makes enemy movement patterns very predictable. Accordingly, mines and ambushes are almost assured in many areas of the map. Aside from the main road, most of the level is flooded. In the streets there is only a foot or so water, which means you can still drive a vehicle through most of it. It also means that the small boats scattered around can take to the flooded roads as well. This is the only time you are going to see boats and Humvees going head to head, or where you can take out a boat with mines. In fact, mines will prove to be very effective here, as they are extremely hard for the enemy to spot under the water. The lack of overhead cover makes this a good map for artillery strikes, but they don't make it easy to call one. The Command Computer is on a sunken cargo ship in the middle of the river. You will need to take a boat to get to it, or attempt to swim. Since this is a Double Assault map; a good defense is just as, if not more, important than taking the offensive. After you convert a flag, it is important to leave a small defensive force behind, or else the enemy will have it back in a few minutes. You will only need 3 control points to initiate a ticket drain on the opposing team. With the natural division of this map, it is possible to capture all of the Northern control points, and then just cut off traffic across the bridge and make sure no boats get across the river. On the other hand, you could just attempt to knock the other team right off the map. -------------------------------------------------------------------------------- - 2.5.1 Flag 1 - The Temple - -------------------------------------------------------------------------------- Initial Control: China Assets: Health Crate Two Ammo Crates Grenade Launcher Machine Gun Vehicles: Two Humvees (US) M1A2 (US) Two FAVs (China) BMD-3 (China) This control point starts under Chinese control, and is very important to their team, as it spawns a considerable amount of vehicles. The Temple offers considerable defenses, both in it's natural design, and it's mounted weapons. While the mounted weapons don't actually face the flag, they can cover the North and East approaches, which should slow down advancing forces. The Temple is situated as such that it lets the team holding it completely cover the bridge, the only land route over the river. For this reason alone, it is worth fighting to keep this area under your control. -------------------------------------------------------------------------------- - 2.5.1.1 Capturing - -------------------------------------------------------------------------------- The defenders are likely to have manned the mounted weapons, as well as place cover on the ramp leading up to the top level on the North face of the Temple. Your best way in is to sneak in from the hill to the South. You will need to get up there without being seen by the defenders of course, but if there is some commotion up by the bridge, or they are focused straight ahead, you should be able to slip in without too much trouble. If your group holds tight to the Southern most wall across from the bridge, you can get far enough away that the defenders at the Temple probably won't even notice your approach. There is a closed off tunnel and overturned tractor trailer directly opposite the bridge which provides good cover, and an excellent staging area to launch the sneak attack from. Once you are in, move slowly up the West side of the structure. This will let you get in behind anyone who might be prone covering the North ramp, as well as the soldiers manning the mounted weapons. Toss in a smoke grenade or flash bang to startle them, and take these guys out all in a quick strike. Then have your whole group take up positions on the flag for the conversion. -------------------------------------------------------------------------------- - 2.5.1.2 Defending - -------------------------------------------------------------------------------- The design of the Temple allows you to block off the most obvious access routes very effectively. Place soldiers on the mounted weapons to cover the approach routes towards the compound. You will also want to cover the ramp on the North face with a soldier or two, and a few well placed C4 charges. Placing C4 charges on the flag and the surrounding area is also a very good idea. After placing them, you can hide somewhere (perhaps the small hut facing the ramp), and detonate them once the enemy is trying to convert it. The Southern area is a big hole in your defenses. Granted the soldiers on the mounted weapons can cover most of the Eastern approach to the compound, it is still possible for a small team to sneak in on foot behind the Temple. Your best defense against this is simply to have a few soldiers patrol the rear of the Temple once and awhile, so that anyone trying to sneak in won't have the element of surprise for very long. -------------------------------------------------------------------------------- - 2.5.2 Flag 2 - Parking Lot - -------------------------------------------------------------------------------- Initial Control: Neutral Assets: Health Crate Ammo Crate Vehicles: Humvee (US) FAV (China) BMD-3 (China) The Parking Lot is an interesting structure. It has two floors, with the flag up on the top level. Vehicles can access the top level via a ramp, though it will almost always be mined if the Chinese are holding it, since their vehicles spawn on the bottom levels. If the US has this control point though, their vehicle spawns on the top, so mines on the ramp are not always possible. The bottom floor is a small and dark, and can play host to some nasty surprise attacks, especially since there is a stairway on the South side that comes up from street level. The Health and Ammo crates are also located on the lower level. The high mountain that borders the Parking Lot on the West side is a favorite spot for snipers, which can do massive damage, both defensively and offensively, so keep a close eye on this area, no matter what your business is at the Parking Lot. -------------------------------------------------------------------------------- - 2.5.2.1 Capturing - -------------------------------------------------------------------------------- There are a number of ways you can approach the Parking Lot, and each has it's own risks and merits. The fastest way in is to rush towards it in a light vehicle, drive up the ramp on the West side, and park the vehicle right next to the flag. If you have a few teammates in the vehicle with you, you can have this control point captured in mere seconds. However, you are more than likely going to hit a land mine before you even get up to the top level. Mines are common on the road leading up to the Parking Lot, on the ramp, and even around the flag. The only time you might be able to pull off such an attack is right after the enemy has captured it, which means they might not have had time to setup defenses, or right after an artillery strike. You could always have infantry go in and clear the mines, but if they did that, they might as well just get themselves on the flag, and save some time. So, combining an artillery strike with a rush attack in a vehicle is one good way in, but that is going to involve some good timing, and having both a vehicle and the artillery strike at the ready. Sounds too complicated. You are probably going to have a lot better luck coming in on foot. You will avoid the prolific mines, plus you can keep a low profile until right before the attack, to get the crucial element of surprise. There are a few ways to come at the Parking Lot on foot. First, you could just waltz right up the road, up the ramp, and onto the flag. This would work well if the enemy is asleep, or all dead, but any other time this is probably just going to get you killed. You also run the risk of walking right into the line of fire of the BMD-3 if the Chinese are the defenders. You could instead make your way up the mountain to the West. This is a good way in, since you have a bird's eye view of the situation, and you will be able to watch the enemy's movement and determine the opportune moment to strike. You could also leave a sniper or two up on the top after you go down to convert the flag, so they can provide you with cover. Finally, one of the best ways in by foot is the stairway leading up from the street on the South side of the Lot. You can have a bunch of your teammates rendezvous down on the street, out of the enemy's sight, and then all rush up to the top level and make a dash for the flag. No matter how you get onto the top level, you are going to be at risk when you are converting the flag, because of how open the area is. To protect yourself, jump into the dumpster next to the flag, and move all the way to the back of it, towards the corner facing the flag pole. Then kneel down or go prone inside of it, facing the opening you jumped in through. This will allow you to convert the flag while remaining completely hidden from the enemy. Make sure the coast is clear when you jump in or out of the dumpster. You don't want to tip the enemy off to your hiding spot. -------------------------------------------------------------------------------- - 2.5.2.2 Defending - -------------------------------------------------------------------------------- The Parking Lot is a tough one to defend, because the flag area is wide open, and there a multitude of ways to get to the upper level from almost every direction. You will need to address each attack vector to achieve a good defense here. First of all, you will want to mine the road leading up to the Parking Lot, as well as the ramp going to the upper level. A few mines around the flag itself aren't a bad idea either. Ideally, you would want your line of mines to start all the way at the end of the road, where it leads down to the water. This way, the vehicle gets destroyed far outside of the base, so no survivors from the blast can make a dash for the flag. This also saves you from having to constantly drop mines, since the advancing enemy is going to hit them all in series, giving you a few kills before you have to go back out there and drop a new line. Similarly, this will also protect you better from a convoy style attack then a few mines right outside the Lot would. Once you feel the area is pretty secure from vehicle attacks, you will want to move you attention over to the eventual infantry attack. A few will likely try a frontal assault up the ramp at some point during the battle, but the stairs to the South provide the enemy with the best chance at success, so that is where the more dangerous attacks will be coming from. You could plant some C4 on various levels of of the stairway, and hope that you will manage to catch the attackers at the right moment to detonate, but that is probably never going to happen under realistic conditions. You would have a better chance planting the C4 at the top of the stairs and the surrounding area. When the attackers come up the stairs, they are likely going to stop at the top for a few seconds to survey the area or go prone to shoot at the defenders. This is the perfect time to catch them with the C4. You might even take out the whole group in one blast. However, to think you will be able to stop every attack before they even set foot on the upper level would be optimistic to the point of foolishness, so you will need to setup some defenses for the flag itself. Since there is very little cover around the flag, planting a few C4 charges within the capture radius is almost guaranteed to take out the attacking force. You will also want to place a C4 charge or two inside of the dumpster next to the flag, to take out any clever enemy that took up a position inside of it. -------------------------------------------------------------------------------- - 2.5.3 Flag 3 - Collapsed Tunnel - -------------------------------------------------------------------------------- Initial Control: Neutral Assets: Health Crate Ammo Crate Vehicles: Pickup Truck Humvee (US) FAV (China) The Collapsed Tunnel offers essentially nothing in and of itself to the team that holds it. The vehicles it spawns are not terribly useful, there are no mounted weapons there, and it has no natural features to protect it from attack. What it does have however, is location. It is centrally located between Flags 2 and 4, making it a great point of departure for attacks against those control points. It is also the closest you can spawn to the Command Computer sitting off-shore. Another indirect advantage of holding the Collapsed Tunnel is the Repair Pad tucked away at to the East, on the dead-end street. This is the only Repair Pad on the entire map, and while you don't need to have the Collapsed Tunnel in your team's possession to use it, it will certainly make things easier if you do. -------------------------------------------------------------------------------- - 2.5.3.1 Capturing - -------------------------------------------------------------------------------- The only serious threat when attacking the Collapsed Tunnel are the mines that will almost certainly be littered around every road leading up to it. Since the defenders have nothing else in their favor, they are going to be relying heavily on these mines to hold back the brunt of the attacking forces. I would go so far as to say that attempting to approach the Collapsed Tunnel in a vehicle while it is being held by a competent team, is just a waste of a good vehicle. You may have a shot if they just recently captured it, but if the enemy has been holding that positions for a respectable amount of time, there are probably dozens of mines in every direction. Your best way in is on foot. But approaching on the West road is going to give the defenders plenty of time to fire on you with small arms, or the occasional rocket. You are better off tak