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Battlefield 3: Back to Karkand DLC eGuide
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Contents

  • Maps
    • Conquest
      • Stike at Karkand (Conquest)
      • Gulf of Oman (Conquest)
      • Sharqi Peninsula (Conquest)
      • Wake Island (Conquest)
    • Rush
      • Strike at Karkand (Rush)
      • Gulf of Oman (Rush)
      • Sharqi Peninsula (Rush)
      • Wake Island (Rush)
    • Team Deathmatch
      • Strike at Karkand (Team Deathmatch)
      • Gulf of Oman (Team Deathmatch)
      • Sharqi Peninsula (Team Deathmatch)
      • Wake Island (Team Deathmatch)
    • Squad Rush
      • Strike at Karkand (Squad Rush)
      • Gulf of Oman (Squad Rush)
      • Sharqi Peninsula (Squad Rush)
      • Wake Island (Squad Rush)
    • Squad Team Deathmatch
      • Strike at Karkand (Squad Team Deathmatch)
      • Gulf of Oman (Squad Team Deathmatch)
      • Sharqi Peninsula (Squad Team Deathmatch)
      • Wake Island (Squad Team Deathmatch)
  • Essentials
    • Primer
      • What's New
    • Basics
      • Introduction and Interface
      • Spawn Screen
      • Movement Fundamentals
      • Combat
      • Game Modes
      • Squad Play
      • Multiplayer Tactics
      • Persistence System
      • Battlelog
      • Specializations
      • Camo Patterns
    • Back to Karkand Content
      • Weapons
      • Vehicles
      • Achievements/ Trophies
    • Compendium
      • Contents

Battlefield 3: Back to Karkand DLC Guide › Maps › Squad Team Deathmatch

Wake Island (Squad Team Deathmatch)

The Imperial Japanese Navy conquered the coral atoll of Wake Island in 1941. The island remained in Japanese control until the end of the war in 1945.

(click here for interactive map)

Now, 70 years later, the US Marines have returned to this small island in an attempt to secure the airfield, now occupied by Russian forces.

With air, ground, and sea units prepared for deployment, this small horseshoe-shaped island is once again the site of an intense battle between two superpowers.

The Squad Deathmatch variant of Wake Island is set at the Airfield. The flat, open terrain of the runway is definitely a kill zone and should be avoided at all costs.

Even if your squad acquires an IFV, avoid loitering near the runway where your ride is likely to be hit by incoming rockets from all angles.

Instead, seek more defensible terrain to the east side of the Airfield. To avoid getting caught in the open, most squads gravitate toward the large hangar-like building on the east side of the runway.

The interior of this building is a high-traffic area that is likely to see plenty of action throughout the match. While it’s possible for a squad to lock down this building, it may prove too costly to defend.

If you’re looking for a quieter location, head for the rocky hills on the west side of the runway. With the sea at your back, you won’t have to worry too much about being flanked.

The hills also provide an elevated view of the Airfield that is ideal for picking off opponents at long range. But if your squad becomes too successful here, prepare to move out.

The hill to the northeast, by the Beach, is also a good location from which to engage opponents at the Airfield.

By moving along the northern and western sides of the Airfield, your squad can avoid getting caught up in the chaos around the runway.

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