Armored Shield
Conquest
Securing victory in this battle often comes down to consistently deploying the tank destroyers spawned at each team’s base. Outside of the bases, there aren’t many vehicles produced by the map’s five control points. So both teams need to make an effort to get their respective tank destroyers on the map in an attempt to capture and hold a minimum of three flags. In addition to capturing the control point closest to their base, each team should strive to hold the three flags in the middle of the map, forming a defensive line stretching from north to south. Pay particular attention to the antenna (B) control point, as it allows access to the gunship. In addition to benefiting from the gunship, each team can also gain a significant advantage by making the most of their helicopters. These versatile aircraft are ideal for maintaining control of the air space as well as targeting ground units. But helicopter pilots will need to watch out for the LAV-AD and 9K22 Tunguska-M produced by each team’s base. These anti-aircraft units pose a serious threat to helicopters and play a large role in maintaining air superiority.
US Base
Base Assets
| Name | Quad Bike | M1128 | LAV-AD | AH-6J Little Bird | AH-1Z Viper |
|---|---|---|---|---|---|
| Quantity | 2 | 2 | 1 | 1 | 1 |
| Respawn Time | 5 sec. | 40 sec. | 40 sec. | 60 sec. | 60 sec. |
The US base is on the northwest edge of the map. In addition to serving as the initial US deployment area, the base also produces the bulk of the US team’s vehicles. As a result, it’s important to revisit the base throughout the course of the battle and deploy these vehicles. The M1128 tank destroyers are particularly valuable when it comes to taking and holding control points in the center of the map. Early during a round, the speedy quad bikes should make a move for the central control points, like the antenna (B), farm (C), and village (D), while the tank destroyers secure the nearby treatment plant (A). The AH-6J Little Bird is another good option for moving troops to distant control points. Meanwhile, use the AH-1Z Viper to target enemy ground vehicles as well as hostile choppers. But when it comes to air defense, the LAV-AD is the US team’s best option for shooting down enemy helicopters. Move the LAV-AD to the east, where it can provide air cover for friendly units near the center of the map. Just be sure to keep the LAV-AD away from the RU team’s SPRUT-SD tank destroyers—it won’t last long in a duel.
RU Base
Base Assets
| Name | Quad Bike | SPRUT-SD | 9K22 Tunguska-M | Z-11W | Mi-28 Havoc |
|---|---|---|---|---|---|
| Quantity | 2 | 2 | 1 | 1 | 1 |
| Respawn Time | 5 sec. | 40 sec. | 40 sec. | 60 sec. | 60 sec. |
The RU team deploys from their base on the east side of the map. Like the US base, this base is home to the bulk of the RU team’s vehicles. So as the RU team extends their presence to the west, it’s important to periodically spawn at the RU base in an effort to field these valuable vehicles, such as the SPRUT-SD tank destroyers. The nearby repair shop (E) control point should be captured and held early during the battle, preferably rushed by the tank destroyers. Meanwhile, use the quick and nimble quad bikes to rush the three central flags before the US team arrives. Dropping troops from the Z-11W helicopter is an even faster option for capturing the antenna (B), farm (C), and village (D). Whenever piloting one of the helicopters, always be aware of the US team’s choppers. If you’re not careful, they may shoot you down. The threat posed by the US team’s choppers can be mitigated by fielding the 9K22 Tunguska-M in the field west of the repair shop (E). The Tunguska-M can chew through enemy choppers, helping secure the air space above the central control points. But the Tunguska-M is vulnerable to attacks by tank destroyers and infantry, so keep it in an isolated part of the map where it’s less likely to face direct assaults.
A: Treatment Plant
Control Point Assets
| US Control | RU Control | Respawn Time |
|---|---|---|
| Quad Bike (2) | Quad Bike (2) | 5 sec. |
| M142 (1) | — | 60 sec. |
Located only a few meters from the US base, the treatment plant (A) is likely to remain under the US team’s control for most of the battle. This facility consists of a few small structures gathered around a central courtyard. The flag sits in the middle of the courtyard, and its capture radius can easily be approached by infantry and vehicles. The structures provide plenty of cover and concealment for infantry. As a result, think twice before driving a vehicle toward the flagpole in the courtyard—there’s a good chance you’ll get slammed by a rocket fired from an engineer hiding in one of the buildings. Instead, when attacking here, consider going in on foot and capturing the flag from within one of the structures. Although the control point spawns a pair of quad bikes for both teams, it spawns a mobile artillery unit only for the US team. As this is the only M142 spawn point available on the map, the US should take extra care to maintain control of this flag. The M142 is a powerful asset, capable of bombarding enemy units as far away as the antenna (B), farm (C), or village (D).
B: Antenna
Control Point Assets
| US Control | RU Control | Respawn Time |
|---|---|---|
| Quad Bike (1) | Quad Bike (1) | 5 sec. |
| 9M133 Kornet Launcher (1) | 9M133 Kornet Launcher (1) | 30 sec. |
| Gunship (1) | Gunship (1) | 60 sec. |
This northern control point grants access to the powerful gunship, making it one of the most contested flags on the map. Both teams should rush to the antenna (B) early during the round, preferably with quad bikes or helicopters. The control point is located along the northern dirt road approximately equidistant between the treatment plant (A) and repair shop (E). While there are only a couple of entry points to the facility (to the north and south), the perimeter fence can be easily breached, making it possible to rush the flag from virtually any direction. With the exception of some crates, there isn’t much cover near the flagpole. Therefore it’s safest to capture this flag from within the armored confines of a tank destroyer. But even when within a vehicle, watch out for defenders hiding within the surrounding structures. Attackers and defenders should also take note of the Kornet launcher located on the hill just north of the flag—this is perfect for targeting enemy vehicles parked near the flag. Once captured, the antenna (B) should never be left undefended. Engineers are effective at holding back most attacks, but the addition of a tank destroyer can make a big difference in any defensive effort.
C: Farm
The farm (C) control point is near the center of the map, flanked by massive, open fields to the north, east, and west. These fields are often the site of some intense armored duels, making travel by anything but tank destroyers extremely dangerous. Although the farm (C) produces no vehicles for either team, with only five flags up for grabs capturing and holding this point is crucial to either team’s strategy. The flagpole is situated in a small courtyard next to two concrete buildings. Infantry can enter these structures and capture or contest the flag from the interior. When attacking, this is the preferred method of capturing the flag. Parking a vehicle next to the flag may be dangerous, allowing defenders posted within the building to fire rockets. But hiding in the buildings isn’t totally safe. The walls of the buildings will crumble under repeated shelling by tank destroyers or the gunship. So if necessary, consider finding hiding spots away from the flag and utilizing mines or C4 to defend the flag against enemy vehicles.
D: Village
Control Point Assets
| US Control | RU Control | Respawn Time |
|---|---|---|
| Quad Bike (1) | Quad Bike (1) | 5 sec. |
The village (D) is on the south side of the map, only a few meters from the farm (C). This control point produces a quad bike for each team, offering quick transportation to the surrounding flags. The area comprises multiple buildings, including farmhouses, sheds, and other agricultural structures. Most of the buildings are located to the north and west of the flag. Given the cramped quarters of this area, it’s easiest to maneuver on foot or on quad bike. However, the courtyard where the flag is situated is large enough to easily accommodate larger vehicles. By crashing through the wooden perimeter fence, vehicles can approach this courtyard from the north, south, or east. Given the open nature of the courtyard this flag is best attacked by armored vehicles. Infantry can capture and contest the flag from within the garage-like structure to the west. Defenders should consider hiding in the houses on the east side of the courtyard, where they have a clear view of the flag. Incursions by enemy vehicles can be prevented by placing mines near the flag or along the main dirt road access point to the north.
E: Repair Shop
Control Point Assets
| US Control | RU Control | Respawn Time |
|---|---|---|
| Quad Bike (2) | Quad Bike (2) | 5 sec. |
| — | BM-23 (1) | 60 sec. |
The repair shop (E) is on the east side of the map, only a short distance from the RU base. As a result, the RU team should have little problem maintaining control of this flag throughout the battle. In terms of assets, the repair shop (E) is like a mirror image of the treatment plant (A). This control point produces a couple of quad bikes for each team, but spawns a mobile artillery unit only for the RU team. The BM-23 available here is perfect for bombarding the central control points, hammering enemy units at the antenna (B), farm (C), or village (D). At at many of the other control points on the map, the flag here is in a central courtyard surrounded by a few buildings. The courtyard can become a little cramped for large vehicles like tank destroyers to easily maneuver. So it’s best to approach this flag on foot or on a quad bike. The flag can be captured and contested from within the adjacent two-story house to the north. Defenders should always prepare for vehicle attacks by mining the dirt road access point on the west side. Planting C4 near the base of the flagpole is also a good deterrent to stop vehicle captures.
Conquest 64
The map is exactly the same size in this larger-scale variant of Conquest, with the same configuration of control points. However, the battlefield is packed with even more vehicles, making the fight more intense and deadly. With five flags up for grabs, both teams should strive to capture the three central control points as quickly as possible—capture and hold a minimum of three flags to initiate a drain on the opposing team’s ticket count. The antenna (B) and village (D) are particularly valuable control points, granting each team access to the gunship and a tank. In addition to the central control points, both teams should capture and defend the flags closest to their bases. Both the treatment plant (A) and repair shop (E) spawn a mobile artillery. These long-range artillery units are great for bombarding enemies in the middle of the map. In a battle packed with tank destroyers and other ground vehicles, competent helicopter pilots can make all the difference. The attack and scout helicopters are ideal ground-attack aircraft. But pilots should always keep their eyes peeled for the LAV-AD and 9K22 Tunguska-M mobile anti-aircraft units. Using their powerful cannons, these vehicles can chew through a chopper’s armor in seconds, giving both teams the chance to achieve air superiority from the ground.
US Base
Base Assets
| Name | Growler ITV | M1128 | LAV-AD | AH-6J Little Bird | AH-1Z Viper |
|---|---|---|---|---|---|
| Quantity | 3 | 4 | 1 | 1 | 1 |
| Respawn Time | 20 sec. | 40 sec. | 40 sec. | 60 sec. | 60 sec. |
The US base is on the northwest edge of the map. In addition to serving as the initial US deployment area, the base also produces the bulk of the US team’s vehicles. As a result, it’s important to revisit the base throughout the course of the battle and deploy these vehicles. The M1128 tank destroyers are particularly valuable when it comes to taking and holding control points in the center of the map. Early during a round, the speedy Growler ITVs should make a move for the central control points, like the antenna (B), farm (C), and village (D), while the tank destroyers secure the nearby treatment plant (A). The AH-6J Little Bird is another good option for moving troops to distant control points. Meanwhile, use the AH-1Z Viper to target enemy ground vehicles as well as hostile choppers. But when it comes to air defense, the LAV-AD is the US team’s best option for shooting down enemy helicopters. Move the LAV-AD to the east, where it can provide air cover for friendly units near the center of the map. Just be sure to keep the LAV-AD away from the RU team’s SPRUT-SD tank destroyers—it won’t last long in a duel.
RU Base
Base Assets
| Name | VDV Buggy | SPRUT-SD | 9K22 Tunguska-M | Z-11W | Mi-28 Havoc |
|---|---|---|---|---|---|
| Quantity | 3 | 4 | 1 | 1 | 1 |
| Respawn Time | 20 sec. | 40 sec. | 40 sec. | 60 sec. | 60 sec. |
The RU team deploys from their base on the east side of the map. Like the US base, this base is home to the bulk of the RU team’s vehicles. So as the RU team extends their presence to the west, it’s important to periodically spawn at the RU base in an effort to field these valuable vehicles, such as the SPRUT-SD tank destroyers. The nearby repair shop (E) control point should be captured and held early during the battle, preferably rushed by the tank destroyers. Meanwhile, use the quick and nimble VDV Buggies to rush the three central flags before the US team arrives. Dropping troops from the Z-11W helicopter is an even faster option for capturing the antenna (B), farm (C), and village (D). Whenever piloting one of the helicopters, always be aware of the US team’s choppers. If you’re not careful, they may shoot you down. The threat posed by the US team’s choppers can be mitigated by fielding the 9K22 Tunguska-M in the field west of the repair shop (E). The Tunguska-M can chew through enemy choppers, helping secure the air space above the central control points. But the Tunguska-M is vulnerable to attacks by tank destroyers and infantry, so keep it in an isolated part of the map where it’s less likely to face direct assaults.
A: Treatment Plant
Control Point Assets
| US Control | RU Control | Respawn Time |
|---|---|---|
| Quad Bike (1) | Quad Bike (1) | 5 sec. |
| Growler ITV (1) | VDV Buggy (1) | 20 sec. |
| M142 (1) | BM-23 | 50 sec. |
| RHIB (1) | RHIB (1) | 10 sec. |
Located only a few meters from the US base, the treatment plant (A) is likely to remain under the US team’s control for most of the battle. This facility consists of a few small structures gathered around a central courtyard. The flag sits in the middle of the courtyard, and its capture radius can easily be approached by infantry and vehicles. The structures provide plenty of cover and concealment for infantry. As a result, think twice before driving a vehicle toward the flagpole in the courtyard—there’s a good chance you’ll get slammed by a rocket fired from an engineer hiding in one of the buildings. Instead, when attacking here, consider going in on foot and capturing the flag from within one of the structures. Although the control point spawns a mix of vehicles for both teams, it’s one of only two flags that produce mobile artillery units. The US should take extra care to maintain control of this flag in an effort to secure the M142. The M142 is a powerful asset, capable of bombarding enemy units as far away as the antenna (B), farm (C), or village (D). However, if this flag falls into the hands of the RU team, they can use the BM-23 spawned here to bombard the US base to the northwest. Also, don’t neglect the RHIB spawned in the canal—it’s ideal for launching amphibious attacks on the village (D) and repair shop (E).
B: Antenna
Control Point Assets
| US Control | RU Control | Respawn Time |
|---|---|---|
| Quad Bike (1) | Quad Bike (1) | 5 sec. |
| Growler ITV (1) | VDV Buggy (1) | 20 sec. |
| M1128 (1) | SPRUT-SD | 40 sec. |
| 9M133 Kornet Launcher (1) | 9M133 Kornet Launcher (1) | 30 sec. |
| Gunship (1) | Gunship (1) | 60 sec. |
This northern control point grants access to the powerful gunship, making it one of the most contested flags on the map. Both teams should rush to the antenna (B) early during the round, preferably with their helicopters. The control point is along the northern dirt road approximately equidistant between the treatment plant (A) and repair shop (E). While there are only a couple of entry points to the facility (to the north and south), the perimeter fence can be easily breached, making it possible to rush the flag from virtually any direction. With the exception of some crates, there isn’t much cover near the flagpole. Therefore it’s safest to capture this flag from within the armored confines of a tank destroyer. But even when within a vehicle, watch out for defenders hiding within the surrounding structures. Attackers and defenders should also take note of the Kornet launcher located on the hill just north of the flag—this is perfect for targeting enemy vehicles parked near the flag. Once captured, the antenna (B) should never be left undefended. Engineers are effective at holding back most attacks, but the addition of a tank destroyer can make a big difference in any defensive effort.
C: Farm
Control Point Assets
| US Control | RU Control | Respawn Time |
|---|---|---|
| Quad Bike (1) | Quad Bike (1) | 5 sec. |
| Growler ITV (1) | VDV Buggy (1) | 20 sec. |
The farm (C) control point is near the center of the map, flanked by massive, open fields to the north, east, and west. These fields are often the site of some intense armored duels, making travel by anything but tank destroyers extremely dangerous. Although the farm (C) produces only a couple of vehicles for each team, with only five flags up for grabs capturing and holding this point is crucial to either team’s strategy. The flagpole is situated in a small courtyard next to two concrete buildings. Infantry can enter these structures and capture or contest the flag from the interior. When attacking, this is the preferred method of capturing the flag. Parking a vehicle next to the flag may be dangerous, allowing defenders posted within the building to fire rockets. But hiding in the buildings isn’t totally safe. The walls of the buildings will crumble under repeated shelling by tank destroyers or the gunship. So if necessary, consider finding hiding spots away from the flag and utilizing mines or C4 to defend the flag against enemy vehicles.
D: Village
Control Point Assets
| US Control | RU Control | Respawn Time |
|---|---|---|
| Growler ITV (1) | VDV Buggy (1) | 20 sec. |
| M1 Abrams (1) | T-90A (1) | 60 sec. |
The village (D) is on the south side of the map, only a few meters from the farm (C). This control point produces the only tanks on the map, spawning an M1 Abrams for the US team and a T-90A for the RU team. A single tank may not seem like much of a prize, but these heavily armored vehicles can help turn the tide in a close battle, punching through the thinner armor of tank destroyers. The area comprises multiple buildings, including farmhouses, sheds, and other agricultural structures. Most of the buildings are located to the north and west of the flag. Given the cramped quarters of this area, it’s easiest to maneuver on foot or on quad bike. However, the courtyard where the flag is situated is large enough to easily accommodate larger vehicles. By crashing through the wooden perimeter fence, vehicles can approach this courtyard from the north, south, or east. Given the open nature of the courtyard, this flag is best attacked by armored vehicles. Infantry can capture and contest the flag from within the garage-like structure to the west. Defenders should consider hiding in the houses on the east side of the courtyard, where they have a clear view of the flag. Incursions by enemy vehicles can be prevented by placing mines near the flag or along the main dirt road access point to the north. The canal to the south is another possible avenue of attack, with RHIBs approaching from the treatment plant (A) or repair shop (E).
E: Repair Shop
Control Point Assets
| US Control | RU Control | Respawn Time |
|---|---|---|
| Quad Bike (1) | Quad Bike (1) | 5 sec. |
| Growler ITV (1) | VDV Buggy (1) | 20 sec. |
| M142 (1) | BM-23 | 50 sec. |
| RHIB (1) | RHIB (1) | 10 sec. |
The repair shop (E) is on the east side of the map, only a short distance from the RU base. As a result, the RU team should have little problem maintaining control of this flag throughout the battle. In terms of assets, the repair shop (E) is like a mirror image of the treatment plant (A). The most notable asset produced here is the mobile artillery unit spawned for both teams. The M142 and BM-23 are perfect for bombarding the central control points, hammering enemy units at the antenna (B), farm (C), or village (D). But the RU team should take extra care not to let this flag fall into the US team’s hands. Otherwise they can use the M142 to bombard the RU base to the east. The RHIB spawned here is also ideal for launching amphibious attacks on the treatment plant (A) and village (D). As at many of the other control points on the map, the flag here is located in a central courtyard surrounded by a few buildings. The courtyard can become a little cramped for large vehicles like tank destroyers to easily maneuver. So it’s best to approach this flag on foot or on a quad bike. The flag can be captured and contested from within the adjacent two-story house to the north. Defenders should always prepare for vehicle attacks by mining the dirt road access point on the west side. Planting C4 near the base of the flagpole is also a good deterrent to stop vehicle captures.
Rush
This Rush battle is spread across four separate zones, requiring the US team to destroy a total of eight M-COM stations to secure a victory. Throughout the battle the RU defenders have access to only two vehicles: a T-90A tank and an Mi-28 attack helicopter. Holding back the US advance largely hinges on the effective deployment of these assets. A skilled pilot and gunner in the Mi-28 can make all the difference, laying waste to US ground units while harassing the gunship. But once the battle commences to the second zone, the US gains an attack helicopter too, somewhat offsetting the RU team’s advantage. As a result, the RU team’s best chance at winning this battle is by holding out in the first zone. If the first two M-COM stations fall, the US team gains an even greater vehicle advantage, making it much more difficult for the RU team to hold back the attackers.
Zone 1: Treatment Plant
US Deployment
Deployment Area Assets
| Name | Growler ITV | M1128 | Gunship |
|---|---|---|---|
| Quantity | 1 | 2 | 1 |
| Respawn Time | 20 sec. | 20 sec. | 120 sec. |
At the start of this battle the US team deploys from a small cluster of buildings on the north edge of the map. Vehicle selection is relatively sparse, consisting of two M1128 tank destroyers and one Growler ITV. If you spawn here, be sure to give your teammates rides to the front. Otherwise it’s a long hike on foot. Early on, US troops can enjoy success by parachuting down to the first pair of M-COM stations from the gunship orbiting above the battlefield. However, once the RU team digs in around the objectives, the M1128 tank destroyers will be necessary to engage the T-90A. Outside the gunship, the US team has no form of air cover during this phase. As a result, the RU team’s Mi-28 Havoc can pose a significant threat. Stinger missiles fired by engineers are your best option for deterring this threat, helping keep your tank destroyers and gunship safe.
RU Deployment
Deployment Area Assets
| Name | T-90A | Mi-28 Havoc |
|---|---|---|
| Quantity | 1 | 1 |
| Respawn Time | 60 sec. | 60 sec. |
As in any Rush battle, early-round rush attacks by the US team pose the biggest threat during this phase of the battle. Therefore the RU team must race toward the objectives and secure them before US troops can swarm the area. Expect most attacking troops to parachute in from the gunship circling above. Attacking the gunship with the Mi-28 is the best way to temporarily eliminate this airborne spawn point. Pound the gunship from a distance with heat-seeking missiles to knock it out of the sky. With the gunship out of the way, turn your attention to enemy infantry and the M1128 tank destroyers. The T-90A can assist in holding back ground attacks, but it is defenseless against the gunship’s bombardment. So consider parking it beneath trees or other forms of concealment to make it harder to spot from the air. It isn’t easy, but if the RU team can hold out here, the fight will be much easier. Otherwise, the US team gains a AH-1Z Viper in subsequent phases.
M-COM Station A
M-COM Station A is located in a small garage nestled along the southeast side of the first zone at the treatment plant. Although the concrete walls can be reduced to rubble, the US attackers should strive to preserve the exterior walls of this building, because they provide cover and concealment while you plant a charge on the objective. So limit explosive attacks by the tank destroyers and gunship when attempting to secure this area. On the other hand, the RU team may benefit from demolishing the garage’s exterior walls, opening longer lines of sight for the defenders. Alternatively, consider placing booby traps (claymores and C4) around the objective and within the stairwell connecting to the garage’s roof—attackers approaching via parachute often land on the roof and use these stairs to reach the ground floor.
M-COM Station B
This M-COM station is housed within the ground floor of the large red building on the west side of the treatment plant. Given this objective’s proximity to the US deployment area, M-COM Station B is likely to come under attack first, often rushed by troops arriving in a Growler ITV. The narrow canal on the west side of the building serves as a natural barrier. But this can easily be jumped by troops seeking to gain entrance into the building. RU defenders should consider posting troops and booby traps along this oft-traveled west side to deter attacks. In addition, RU troops should consider booby-trapping the dark interior of the building to catch unsuspecting attackers by surprise as they rush toward the objective.
Zone 2: Village
US Deployment
Deployment Area Assets
| Name | Growler ITV | RHIB | M1128 | M142 | AH-1Z Viper | Gunship |
|---|---|---|---|---|---|---|
| Quantity | 4 | 1 | 2 | 1 | 1 | 1 |
| Respawn Time | 20 sec. | 10 sec. | 20 sec. | 60 sec. | 60 sec. | 120 sec. |
If the US team can take out the first set of M-COM stations, they gain a huge vehicle advantage in the second phase of this battle. The addition of an AH-1Z Viper definitely tilts the odds in favor of the US team—but only if manned by a competent pilot and gunner. The AH-1Z can help neutralize the RU team’s Mi-28 and T-90A while the attacking infantry and ground vehicles focus on pounding the objectives. Use the M1128 tank destroyers and M142 rocket artillery to provide fire support from a distance while infantry rush in to plant charges on both M-COM stations. Meanwhile, rely on the surplus of Growler ITVs to transport troops from the deployment area to the objectives. At this stage, parachuting from the gunship is risky unless you’re joined by a large number of fearless teammates.
RU Deployment
Deployment Area Assets
| Name | T-90A | Mi-28 Havoc | 9M133 Kornet Launcher |
|---|---|---|---|
| Quantity | 1 | 1 | 1 |
| Respawn Time | 60 sec. | 60 sec. | 30 sec. |
In this phase the RU defenders face an onslaught of US vehicles while gaining no additional resources of their own. Therefore the defenders must make the most of their T-90A and Mi-28 Havoc in an effort to push back the attackers. In addition, the RU team must rely heavily on engineers to make a dent in the US offensive. Mines, anti-tank missiles, and anti-aircraft missiles are all needed to neutralize these threats. Despite the superior showing of US vehicles, the objectives can only be armed by infantry. So don’t neglect to defend the M-COM stations directly. Immediately following the end of the first phase, use your time wisely to carefully position troops and vehicles before the attackers arrive. With some skill and coordination, it’s possible to make a stand here—but it won’t be easy.
M-COM Station A
M-COM Station A is on the first floor of a two-story concrete farmhouse in the center of the rural village. The exterior walls of this building are destructible, allowing attackers to breach from virtually any direction. While the fighting in surrounding fields is dominated by vehicles, infantry with close-quarters weapons are best suited for attacking and defending this objective. The RU defenders can benefit from securing the building interior as well as watching the objective from surrounding structures. As a result, attackers should always strive to secure the perimeter before moving in to set the charge. Close air support offered by the gunship and artillery support from the M142 can help suppress defenders in the area prior to and during an attack.
M-COM Station B
Like M-COM Station A, this objective is located within a farmhouse. But this house sits on the south side of the village, not far from the canal. Sneaky attackers can use the RHIB spawned at the US deployment area to reach this area without drawing too much attention. RU defenders should always stay nearby to respond to such sneak attacks. A Kornet launcher posted outside the house is ideal for targeting enemy ground vehicles approaching along the village’s dirt roads. But infantry attacks pose the biggest threat. When attacking, US troops should bring along explosives to breach the perimeter wall around the house. Alternatively, the gunship or other vehicles can obliterate this wall prior to any infantry attack, helping friendly troops gain entry without delay.
Zone 3: Repair Shop
US Deployment
Deployment Area Assets
| Name | Growler ITV | RHIB | M1128 | M142 | AH-1Z Viper | Gunship |
|---|---|---|---|---|---|---|
| Quantity | 2 | 1 | 2 | 1 | 1 | 1 |
| Respawn Time | 20 sec. | 10 sec. | 20 sec. | 60 sec. | 60 sec. | 120 sec. |
By the third phase of the battle, the momentum is definitely on the US team’s side. However, the battle is far from over. The next group of objectives is to the east, requiring the attackers to cross a vast field with sparse cover. While the speed of the Growler ITVs and M1128s is effective for conducting frontal assaults, consider less risky options. The RHIB spawned here can travel along the canal to sneak up on the objectives from the south. This is the safest way to quickly reach the objectives without drawing too much attention. Such sneak attacks are more effective when accompanied by diversionary attacks. So keep the defenders distracted to draw their attention away from their exposed southern flank.
RU Deployment
Deployment Area Assets
| Name | T-90A | Mi-28 Havoc |
|---|---|---|
| Quantity | 1 | 1 |
| Respawn Time | 60 sec. | 60 sec. |
The RU team continues to suffer from a shortage of equipment, once again fielding only one T-90A and an Mi-28 Havoc. While confronting the US attackers in the field to the west may be tempting, it’s best to hide the T-90A back near the objectives, where it is easier to conceal among the structures. Meanwhile, rely on engineers and the Mi-28 Havoc to engage incoming US vehicles crossing the field to the west. Guided missiles, such as Javelins, are very effective here. But don’t let the action in the field distract you from potential flanking attacks approaching from the south, along the canal. Keep at least one squad posted around each objective to deter surprise infantry attacks.
M-COM Station A
M-COM Station A is just outside a two-story farmhouse amid a small cluster of agricultural structures. Although the objective is outdoors, a few large green crates help provide cover and concealment for troops attempting to arm or disarm a charge. When possible, approach from within the farmhouse and sneak up alongside the M-COM station. By taking this approach you’re far less likely to be spotted (or sniped) while moving through the open courtyard. While the nearby crates offer some protection, consider popping smoke before approaching the objective. No matter how carefully your team has secured the area, always assume an opponent has a line of sight on this M-COM station.
M-COM Station B
This objective is in a small concrete farmhouse on the south side of the area, only a few meters from the canal. Given the objective’s nearness to the canal, it is the perfect candidate for amphibious assaults staged by US troops arriving in a RHIB. RU defenders must constantly prepare for such attacks, monitoring the canal for incoming boats. The perimeter wall surrounding the house serves as a decent line of defense. So attackers should come prepared to breach the wall with explosives in an effort to avoid the few entry points, which serve as natural choke points.
Zone 4: Artillery Base
US Deployment
Deployment Area Assets
| Name | Growler ITV | M1128 | AH-1Z Viper | Gunship |
|---|---|---|---|---|
| Quantity | 2 | 2 | 1 | 1 |
| Respawn Time | 20 sec. | 20 sec. | 60 sec. | 120 sec. |
For the final phase of the battle the US team has lost some of the vehicles that made the attack such a success to begin with. However, there are still more than enough vehicular assets to secure a decisive victory. The RU artillery base to the east is the location of the final two M-COM stations. It’s important to cross and secure the nearby bridge to the east before the RU team can lock it down. This bridge is a choke point and can become a deathtrap for your Growler ITVs and M1128 tank destroyers as they try to cross. Using the AH-1Z Viper and gunship, it’s important to apply pressure from the air to help secure the bridge and clear a path to the final two objectives.
RU Deployment
Deployment Area Assets
| Name | T-90A | Mi-28 Havoc |
|---|---|---|
| Quantity | 1 | 1 |
| Respawn Time | 60 sec. | 60 sec. |
After three unsuccessful attempts to stop the US advance, the RU team is eventually pushed back to this base, where five artillery guns are positioned, shelling distant targets. Once again the RU team has only a single T-90A and an Mi-28 Havoc to assist in their last stand. The RU team can enjoy some success at containing the US team to their deployment area by controlling the east bank of the canal as well as the bridge. Engineers and other infantry can successfully harass US ground movement in this area. However, the defenders must also cover the objectives, too, protecting them from parachuting US troops dropping from the orbiting gunship. In many instances, consolidating forces around the objectives is the best way to approach this final phase.
M-COM Station A
M-COM Station A is the closest objective to the US deployment area, making it the most likely first target of the attackers. The objective is on the ground floor of a partially bombed-out farmhouse. Many of the exterior walls of this house have been destroyed, offering relatively long sight lines to the objective. Anyone attempting to arm or disarm this objective should watch for opponents positioned around the perimeter of the house. To safeguard against long-range threats, pop smoke on the objective before approaching to set or disarm a charge.
M-COM Station B
This objective is positioned atop a small reinforced hill outside the artillery base, northwest of M-COM Station A. If properly defended, this objective can be extremely difficult to arm or disarm due to the lack of cover. With the exception of a few crates and containers on the north side of the hill, the objective is completely exposed. As a result, both sides should deploy smoke on the objective prior to setting or disarming a charge. If the US is successful in setting a charge, they can use the gunship’s devastating weapons to defend the objective until their charge explodes. As long as the gunship is airborne, the RU team will have a difficult time reaching this objective.
Squad Rush
This small-scale Rush battle takes place entirely within the village, requiring both teams to brush up on their urban combat tactics. As in most Squad Rush battles, detecting your opponents plays a large part in securing a victory. But given the number of structures in the village, MAV units are largely ineffective, as they can’t see through rooftops. Therefore both teams should rely on T-UGS motion sensors to help locate opponents scurrying about the village. Expect a healthy dose of house-to-house fighting in this battle. In these close quarters, carbines, shotguns, and PDWs are all very effective. But rocket launchers and grenade launchers can also prove beneficial for breaching walls or simply denying the enemy cover. Both objectives are located within dark houses, so consider attaching a tactical light to your weapon in an effort to blind opponents gathered near the M-COM stations. Laser sights are also effective for blinding enemies, but they do little to illuminate these dark spaces.
Zone 1
The first M-COM station is on the north side of the village on the ground floor of a farmhouse. The structures of the farm to the north offer the US attackers some cover and concealment during their initial advance. However, the road directly north of the objective is wide open, making it a popular kill zone for defenders. The attackers should always deploy smoke before crossing this road. While there are several entry points into the farmhouse, attackers are better off making their own doorway by blasting a hole in one of the perimeter walls, preferably with a SMAW rocket launcher. Whether attacking or defending, prepare for close-quarters combat within the dark interior of the house. PDWs and shotguns fitted with tactical lights are ideal for getting the jump on your opponents. Grenades are also very effective in this cramped space. Attackers should always assume the area around the M-COM station is booby-trapped with claymores or C4. Always toss a grenade toward the objective to detonate any booby traps before attempting to plant a charge.
Zone 2
Similar to the first objective, the second M-COM station is also housed within a farmhouse, this time on the southern edge of the village. Expect more close-quarters engagements as both teams struggle to gain control of the area around the farmhouse. While PDWs and shotguns are still effective, rocket and grenade launchers also come in handy for blowing holes through walls. Both teams can benefit from deploying T-UGS motion sensors as well, ideal for detecting enemy movement when sight lines are obscured by structures. Once again, tactical lights and grenades are very effective inside the dark farmhouse. The house’s perimeter concrete walls are completely destructible, so attackers should always consider making their own entry point instead of walking through a potentially booby-trapped doorway.
Team Deathmatch
This battle, situated entirely within the confines of the village is an absolute meat grinder. The more players on the map, the greater the intensity—and carnage. Before spawning into this battle, think urban combat. Given the house-to-house nature of this battle, almost every enemy encounter occurs at extremely close range. Therefore, strongly consider bringing along a shotgun or PDW equipped with a laser sight. While the laser sight is effective for temporarily blinding opponents, it also increases hip accuracy, allowing you to fire accurately without aiming through a scope or iron sight. Rocket and grenade launchers are good choices too, ideal for blowing holes in walls, taking out opponents hiding behind cover. Consider spawning into the match as a shotgun-toting recon soldier and quickly place a T-UGS motion sensor to identify the locations of nearby enemies. Sharing this information with your team will help them hunt down opponents, boosting your team’s score. Every time you spawn into the match, plant a new T-UGS motion sensor to reveal more enemies. Tracking the locations and movement of enemy troops is the best way to give your team the upper hand in this unforgiving environment.
Squad Deathmatch
This battle is centered around the buildings of the farm and village, bringing urban-style combat to this otherwise rural setting. Expect plenty of house-to-house fighting in the center of the map, so choose your weapons accordingly. Carbines, PDWs, and shotguns are all very effective in these cramped spaces. But make sure your squad also has some anti-tank capability when it comes to dealing with the IFV. Engineers armed with rocket launchers or support troops equipped with C4 are required to take out this threat. A single IFV spawns at one of four possible locations along the perimeter of the village. Make an effort to take control of one of these vehicles to give your squad a quick boost in kills. But when driving the IFV, don’t loiter among the buildings in the center of the map—there are far too many hiding spots for opponents. Instead, drive out onto the field to the west and engage opponents in the village from long range. By avoiding close contact with enemy troops, you’ll have an easier time holding onto the IFV. But it will still require repairs, so make sure at least one squad member is carrying a repair tool at all times.
Tank Superiority
Superiority Flag
Achieving victory in this grueling armor duel requires each team to exert control over an open piece of farmland in the center of the map. The US team starts out on the west side of the map, deploying from the treatment plant. Meanwhile the RU team approaches from the east, deploying from the repair shop. The flag is located in a field just north of the farm, surrounded by rolling terrain. Since the flag sits in a bowl-like depression, units must approach within approximately 100 meters to establish a clear line of sight. So once your team has established control of the flag, form a defensive line on the east or west side of the field in an effort to block the opposing team’s access to the flag. The perimeter fence lines are built on a slight hill, providing some decent protection for tanks and tank destroyers. There are also multiple craters in the field capable of concealing the chassis of a tank or tank destroyer. Parking your vehicle in a crater greatly reduces your visible profile, requiring opponents to score a hit on your turret. While infantry should avoid the no-man’s land around the flag, engineers can offer support by firing Javelins and rockets from the farm to the south or from the antenna to the south. Vehicle repairs are always needed, so make sure you have access to a repair tool before spawning into the game.