Bandar Desert
Conquest
This desert battle offers a unique balance of ground and air combat as both teams fight for control of this sprawling region. With five flags up for grabs, each team should attempt to capture and hold a minimum of three control points. However, the uneven layout of the flags can make it difficult to draw a cohesive battle line. The artillery base (E) on the west side of the map grants access to the gunship, making it the most popular flag on the map. Both teams should attempt to capture and hold this flag so they can put the gunship’s powerful weapons to use. The remaining four control points are all on the east side of the map. These control points produce very few vehicles, often leading to heavy infantry combat in this area. Most of the vehicles are produced at each team’s base. So if either team wants to gain the upper hand, they’ll need to consistently spawn back at their base and drive these vehicles to the front lines. Each side also has access to an attack helicopter and two jets. In most cases, their air assets offset each other as they streak across the sky locked in white-knuckle dogfights. But if one team can establish air superiority, these aircraft can make a big impact on the ground battle. In the desert, there are few places for ground vehicles to hide, making them particularly vulnerable to strafing runs.
US Base
Base Assets
| Name | Quad Bike | M1128 | M142 | AH-1Z Viper | F/A-18E Super Hornet |
|---|---|---|---|---|---|
| Quantity | 2 | 2 | 1 | 1 | 2 |
| Respawn Time | 5 sec. | 20 sec. | 60 sec. | 60 sec. | 40 sec. |
The US team deploys from the north side of the map. Infantry and vehicles spawn at the mountain village while air assets spawn farther north, along the highway. The early moments of the round are very important, leaving little time to waste. The fastest ground vehicles available here are the quad bikes, ideal for rushing the distant artillery base (E), where the gunship is accessed. While troops on quad bikes secure the artillery base (E), send the M1128 tank destroyers toward the gas station (D) and village south (A). Securing three control points early on is the best way to gain the upper hand in the battle, forcing a drain on the RU team’s ticket count. While the ground units capture and hold control points, use the AH-1Z Viper and F/A-18E Super Hornets to establish air superiority. The RU team’s jets and helicopters pose a constant threat to your ground forces, so act quickly to shoot down these aircraft. When the air is clear of hostile units, use the Viper and Super Hornets in a close air support role, strafing enemy tanks and tank destroyers.
RU Base
Base Assets
| Name | Quad Bike | SPRUT-SD | BM-23 | Mi-28 Havoc | SU-35BM Flanker-E |
|---|---|---|---|---|---|
| Quantity | 2 | 2 | 1 | 1 | 2 |
| Respawn Time | 5 sec. | 20 sec. | 60 sec. | 60 sec. | 40 sec. |
The RU team deploys on the south side of the map, with the majority of vehicles spawning at the mountain outpost. All air vehicles spawn at the airfield to the southeast. It’s important to make an early push to secure at least three flags. Start by sending quad bikes to the artillery base (E) in an effort to gain access to the gunship. Meanwhile, roll out the SPRUT-SD tank destroyers toward the central control points, securing the gas station (D) and construction site (C). While the ground units roll out, get the SU-35BM jets and Mi-28 attack helicopter in the air to guard against US air strikes. Neutralizing the US jets and helicopter should be the primary responsibility of the RU team’s air assets. This includes shooting down the gunship if the US team manages to capture the artillery base (E). With the US air assets eliminated, the RU team’s aircraft can begin conducting strafing runs on enemy ground units. But always watch for new US aircraft taking off. Break off any ground attacks to focus on achieving air superiority.
A: Village South
The village south (A) control point produces no vehicles for either team. But don’t let that deter you from capturing and defending this flag. With only five flags up for grabs, every control point is worth fighting for, especially in a close match. For the US team, simply having a spawn point in the center of the map is a big benefit, allowing for attacks on the nearby village center (B) or gas station (D). The flagpole is planted on a sidewalk along the main street cutting through the seaside village. Given the lack of cover, this flag is best captured from within the safe confines of an armored vehicle. If you’re on foot, take cover along the low wall to the west of the flag or hide in vegetation on the median to the east. Given its proximity to the street, this flag is often rushed by vehicles approaching from the north or south. Defenders should consider placing mines on this road or packing the flag’s capture radius with C4. The surrounding two-story buildings provide excellent overwatch positions for attackers and defenders alike. But the walls of these concrete buildings won’t withstand heavy fire, so be ready to move out if you’ve been spotted by an enemy tank destroyer.
B: Village Center
Control Point Assets
| US Control | RU Control | Respawn Time |
|---|---|---|
| Quad Bike (1) | Quad Bike (1) | 5 sec. |
| M1128 (1) | SPRUT-SD (1) | 20 sec. |
The village center (B) is one of the most valuable control points on the map, producing a quad bike and tank destroyer for each team. In matches where opponents fail to spawn at their base and field ground vehicles, gaining a tank destroyer in the center of the map can make a huge difference when attacking the four surrounding control points. The flag is located in a large parking lot next to a concrete two-story house. If you’re on foot, hide inside the house to convert or contest the flag. While the house’s exterior walls won’t hold up to heavy bombardment, they provide adequate protection from small-arms fire. Given this control point’s central location, it’s likely to change hands many times during the course of a battle. But gaining access to a tank destroyer spawn point makes this a flag worth fighting for, so don’t leave it undefended. Those left behind on guard duty will see more than their fair share of action. Engineers and support troops are capable of dealing with a variety of threats, but they can greatly benefit from keeping the tank destroyer nearby.
C: Construction Site
Like the village south (A), the construction site (C) produces no vehicles for either team. Still, it’s a control point worth holding onto, if for nothing other than maintaining a spawn point in the center of the map. The flag itself is in a small parking lot on the north side of the facility. Except for cars and a low perimeter wall, there isn’t much cover within the flag’s capture radius. As a result, it’s safest to capture this control point from within an armored vehicle. However, watch for mines and other booby traps before driving toward the flag. The nearby construction cranes are popular sniper perches for recon troops eager to score long-range kills. From the cranes, recon troops can easily cover the flags at the village south (A), village center (B), and gas station (D). So even if the construction site (C) is in your team’s possession, the cranes may be occupied by enemy snipers. Strafe the tops of these cranes regularly using your team’s attack helicopter or gunship in an effort to clear out enemy sharpshooters. It’s also possible to cover the flag and cranes from the house on the north edge of the parking lot. If necessary, blow a hole in the southern upstairs wall to make a bigger window.
D: Gas Station
Control Point Assets
| US Control | RU Control | Respawn Time |
|---|---|---|
| Quad Bike (1) | Quad Bike (1) | 5 sec. |
The gas station (D) is along the west side of the highway, between the village center (B) and artillery base (E). As the midway point between these two crucial control points, the gas station (D) sees plenty of traffic throughout the course of the battle. Before arriving, target the gas pumps. It’s better to knock out these highly explosive objects before you get too close—otherwise you run the risk of getting caught in a large explosion. Once the gas pumps have been set ablaze, the smoke offers some welcome concealment. The flag is next to a flimsy prefabricated office. If you’re on foot, always hide in this office while attempting to capture the flag. But when defending here, consider hiding in the partially constructed building to the south. The control point produces a quad bike for each team, ideal for racing to nearby flags. Use the highway overpass to the east to reach the nearby control points. This overpass can also serve as a choke point for defenders attempting to stop intrusions from the village center (B).
E: Artillery Base
Control Point Assets
| US Control | RU Control | Respawn Time |
|---|---|---|
| Quad Bike (2) | Quad Bike (2) | 5 sec. |
| Gunship (1) | Gunship (1) | 60 sec. |
The artillery base (E) is a fortified military installation on the western edge of the map. The team that manages to capture and control this flag gains access to the gunship orbiting above the battlefield. As a result, this is one of the most contentious points on the map. This sprawling facility is surrounded by a perimeter fence and contains multiple structures capable of serving as overwatch positions for defenders. Four official gates offer access into the facility, but the weak perimeter fence can be breached at virtually any point by vehicles or infantry. The flag is near the center of the base, near a large white fuel tank—consider blowing up this tank before you get too close. Given the size and its porous perimeter fence, don’t bother trying to lock down this base. Instead, focus defensive efforts around the flag. Placing mines near the flag or simply parking a tank destroyer nearby serves as a good deterrent. Keep at least one squad here at all times to secure this flag. Even if the defending squad is wiped out, they can maintain a presence in the base by placing a radio beacon in one of the nearby structures.
Conquest 64
To date, this is the largest map in the history of the Battlefield franchise. As a result, transportation is key to reaching your destination and securing control points—don’t try to hike across this sprawling landscape. Fortunately, the map is packed with vehicles, with most spawning at each team’s base. In fact, the bases supply each team with their only tanks. So be ready to spawn back at your base if you want to jump in a tank and gain an edge over the numerous tank destroyers and light vehicles racing across the desert. With seven flags on the map, each team must try to capture and hold at least four control points to initiate a drain on the opposing team’s ticket count. Both teams should make an early push for the army base (G) on the west side of the map. This crucial control point grants the controlling team access to the gunship as well as an extra scout helicopter. While most of the control points are spread out, requiring some form of transportation, the three flags clustered near the coast are easily managed by infantry. While vehicles are available at the village south (A), village center (B), and construction site (C), fighting for these flags is often dominated by infantry—vehicle drivers should watch for mines and other infantry-related threats when cruising through this area. With so many ground vehicles scurrying about, the desert is an absolute kill zone for jet and helicopter pilots eager to boost their score. But both teams should attempt to establish air superiority before lining up strafing runs. Getting distracted by juicy ground targets is a surefire way to get shot down by enemy pilots, not to mention the mobile and stationary anti-aircraft units.
US Base
Base Assets
| Name | Growler ITV | M1128 | M1 Abrams | LAV-AD | AH-6J Little Bird | AH-1Z Viper | F/A-18E Super Hornet | Centurion C-RAM |
|---|---|---|---|---|---|---|---|---|
| Quantity | 3 | 3 | 2 | 1 | 1 | 1 | 2 | 1 |
| Respawn Time | 20 sec. | 20 sec. | 20 sec. | 20 sec. | 60 sec. | 60 sec. | 40 sec. | — |
This base produces the vast majority of the US team’s vehicles. So if you’re having trouble finding transportation, this is the place to spawn. The US base is spread across two distinct zones. All the ground vehicles spawn along the highway on the north side of the map, while the jets and helicopters spawn on the aircraft carrier to the northeast. In between these two zones is a Centurion C-RAM anti-aircraft gun. The many parked vehicles at the US base make it a tempting target for enemy aircraft. Use the Centurion C-RAM and LAV-AD to fend off strafing runs by the RU team’s jets and helicopters. Early during the round US troops spawning here should try to capture as many control points as possible. Use the AH-6J Little Bird to transport troops to distant control points, like the army base (G), while the Growler ITVs and M1128 tank destroyers rush to the nearby flags of the mountain village (D), village south (A), and village center (B). While the ground forces take and hold ground, it’s up to the jets and helicopters to neutralize the RU team’s air assets. The RU team’s Mi-28 Havoc poses a particular threat to the US team’s ground forces. Use the Super Hornets and LAV-AD to clear the skies, paving a clear path for friendly tanks and tank destroyers.
RU Base
Base Assets
| Name | VDV Buggy | SPRUT-SD | T-90A | 9K22 Tunguska-M | Z-11W | Mi-28 Havoc | SU-35BM Flanker-E | Pantsir S-1 |
|---|---|---|---|---|---|---|---|---|
| Quantity | 3 | 3 | 2 | 1 | 1 | 1 | 2 | 1 |
| Respawn Time | 20 sec. | 20 sec. | 20 sec. | 20 sec. | 60 sec. | 60 sec. | 40 sec. | — |
The RU team deploys on the south side of the map with the exact same type and number of vehicles as their US opponents. As at the US base, the RU team’s assets are spread across two different locations. All the RU team’s ground vehicles are spawned on the highway along the southern coast. Meanwhile, the RU team’s jets and helicopters are spawned at the airfield to the southeast. To protect these vehicles from air strikes, make sure the Pantsir S-1 anti-aircraft gun is manned, particularly during the opening moments of the battle. The 9K22 Tunguska-M can also help deter strafing runs by US aircraft—move this vehicle west of the base so it can provide more comprehensive air coverage above the central control points. Early on the RU team should make a move for the army base (G) in an effort to gain control of the gunship. Use the Z-11W scout helicopter to rush a squad to this location while the VDV Buggies and SPRUT-SD tank destroyers secure the nearby mountain outpost (E), construction site (C), and village center (B). Consider making a move for the artillery base (F) too, in an effort to better secure the army base (G). Waste no time getting the SU-35BMs into the air so they can counter the US jets and helicopters. The Mi-28 Havoc can assist in the air battle as well, but it’s far more effective attacking the US tanks and tank destroyers as they race across the open desert.
A: Village South
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 (1) | 40 sec. |
Don’t let the name confuse you. The village south (A) is located on the north side of the map, not far from the US base. This control point spawns a tank destroyer for each team, making it an extremely valuable control point. For the US team, simply having a spawn point within the center of the map is a big benefit, allowing for attacks on the nearby village center (B) or construction site (C). The flagpole is planted on a sidewalk along the main street cutting through the seaside village. Given the lack of cover, this flag is best captured from the safe confines of an armored vehicle. If you’re on foot, take cover along the low wall to the west of the flag or hide in vegetation on the median to the east. Given its proximity to the street, this flag is often rushed by vehicles approaching from the north or south. Defenders should consider placing mines on this road or packing the flag’s capture radius with C4. The surrounding two-story buildings provide excellent overwatch positions for attackers and defenders alike. But the walls of these concrete buildings won’t withstand heavy fire, so be ready to move out if you’ve been spotted by an enemy tank or tank destroyer.
B: Village Center
Control Point Assets
| US Control | RU Control | Respawn Time |
|---|---|---|
| Growler ITV (1) | VDV Buggy (1) | 20 sec. |
| M1128 (1) | SPRUT-SD (1) | 40 sec. |
The village center (B) is in the center of the cluster of three control points near the coast. This makes it a high-traffic area that is likely to change hands many times during the course of the battle. The addition of a tank destroyer makes it a valuable flag to hold onto. In matches where opponents fail to spawn at their base and field ground vehicles, gaining a tank destroyer in the center of the map can make a huge difference when attacking the surrounding control points. The flag is located in a large parking lot next to a concrete two-story house. If you’re on foot, hide inside the house to convert or contest the flag. While the house’s exterior walls won’t hold up to heavy bombardment, they provide adequate protection from small-arms fire. Given this control point’s central location, it’s likely to change hands many times during the course of a battle. But gaining access to a tank destroyer spawn point makes this a flag worth fighting for, so don’t leave it undefended. Those left behind on guard duty will see more than their fair share of action. Engineers and support troops are capable of dealing with a variety of threats, but they can greatly benefit from keeping the tank destroyer nearby.
C: Construction Site
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. |
Unlike the nearby village south (A) and village center (B), the construction site (C) doesn’t produce a tank destroyer. Still, it’s a control point worth holding onto, if for nothing other than maintaining a spawn point in the center of the map. The flag itself is in a small parking lot on the north side of the facility. Except for cars and a low perimeter wall, there isn’t much cover within the flag’s capture radius. As a result, it’s safest to capture this control point in an armored vehicle. However, watch for mines and other booby traps before driving toward the flag. The nearby construction cranes are popular sniper perches for recon troops eager to score long-range kills. From the cranes, recon troops can easily cover the flags at the village south (A) and village center (B). Consider placing a SOFLAM on one of these tall cranes to laser-designate enemy vehicles. Even if the construction site (C) is in your team’s possession, the cranes may be occupied by enemy snipers. Strafe the tops of these cranes regularly using your team’s attack helicopter or gunship to clear out enemy sharpshooters. It’s also possible to cover the flag and cranes from the house on the north edge of the parking lot. If necessary, blow a hole in the southern upstairs wall to make a bigger window.
D: Mountain Village
Control Point Assets
| US Control | RU Control | Respawn Time |
|---|---|---|
| Quad Bike (2) | Quad Bike (2) | 5 sec. |
| M1128 (1) | SPRUT-SD (1) | 40 sec. |
| M142 (1) | BM-23 (1) | 50 sec. |
| M220 TOW Launcher (1) | M220 TOW Launcher (1) | 30 sec. |
The mountain village (D) is on the north side of the map, putting it well within the US team’s sphere of influence given its close proximity to the US base. However, both teams can benefit from the assets produced here, including a tank destroyer and mobile artillery unit. The M142 and BM-23 artillery units are great for bombarding distant control points like the artillery base (F) and army base (G). If the RU team takes control of this point, they can even aim the rockets toward the US base. For this reason alone, the US should try to hold onto this control point throughout the battle. The flag here is situated on a median on the street running through the village. There isn’t much cover near the flag, so it’s safest to capture or convert this flag from within an armored vehicle. But attackers should watch for mines left around the flagpole before rushing in for the capture. Defenders may also be posted in the buildings flanking the street. These buildings offer decent cover and concealment, but they can still be reduced to rubble when subjected to heavy bombardment by tanks or aircraft.
E: Mountain Outpost
Control Point Assets
| US Control | RU Control | Respawn Time |
|---|---|---|
| Quad Bike (2) | Quad Bike (2) | 5 sec. |
| M1128 (1) | SPRUT-SD (1) | 40 sec. |
| M142 (1) | BM-23 (1) | 50 sec. |
The mountain outpost (E) is like a mirror image of the mountain village (D), providing the RU team with a control point close to their base. As a result, the RU team is likely to hold this control point for most of the battle. This southern control point produces a tank destroyer and mobile artillery unit for both teams, as well as a couple of quad bikes. Besides the mountain village (E), this is the only other control point that produces the M142 and BM-23 mobile artillery units, ideal for bombarding distant control points in the center of the map. The US team can even use the M142 spawned here to pound the nearby RU base. The flag is next to a small concrete storage building. This small structure is within the flag’s capture radius, allowing infantry to seek shelter while capturing or converting the flag. Given the flag’s proximity to the dirt road cutting through the facility, vehicle capture attempts are also common. Defenders should consider mining this road or keeping the control point’s tank destroyer nearby to fend off attackers.
F: Artillery Base
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 (1) | 40 sec. |
The artillery base (F) is a fortified military installation on the western edge of the map. Located only a short distance east of the highly contentious army base (G), it is likely to see heavy traffic throughout the battle. This sprawling facility is surrounded by a perimeter fence and contains multiple structures capable of serving as overwatch positions for defenders. Four official gates offer access to the facility, but the weak perimeter fence can be breached at virtually any point by vehicles or infantry. The flag is near the center of the base, by a large white fuel tank—consider blowing up this tank before getting too close. Given the size and its porous perimeter fence, don’t bother trying to lock down this base. Instead, focus defensive efforts around the flag. Placing mines near the flag or simply parking a tank destroyer nearby serves as a good deterrent. Keep at least one squad here at all times to secure this flag. Even if the defending squad is wiped out, they can maintain a presence in the base by placing a radio beacon in one of the nearby structures. Defending this control point is much easier if the army base (G) is held by your team. So make an effort to capture and defend these two western control points.
G: Army Base
Control Point Assets
| US Control | RU Control | Respawn Time |
|---|---|---|
| Quad Bike (2) | Quad Bike (2) | 5 sec. |
| M1128 (1) | SPRUT-SD (1) | 40 sec. |
| AH-6J Little Bird (1) | Z-11W (1) | 60 sec. |
| Gunship (1) | Gunship (1) | 60 sec. |
| 9M133 Kornet Launcher (2) | 9M133 Kornet Launcher (2) | 30 sec. |
The army base (G) is without a doubt the hottest spot on the map and often the site of the most intense fighting. In addition to supplying the controlling team with access to a powerful gunship, this control point produces a scout helicopter, a tank destroyer, and a couple of quad bikes. Both teams should rush this control point early during the battle and attempt to capture the flag. If necessary, fly a jet over the control point and bail out above the flag—sacrificing a jet is worth gaining early access to this control point’s bountiful assets. This facility is still under construction, as evident by the incomplete structures and massive crane. Like the crane at the construction site (C), this crane is a popular sniper perch, ideal for monitoring enemy movements on the western side of the map, including the nearby artillery base (F). The helipad on the north side of the facility is complete and hosts a scout helicopter for the controlling team. Even if your team doesn’t control the flag, make an effort to steal this helicopter to give your team a boost in the air. The flag is positioned on the east side of the facility next to a tall, partially constructed building. It’s possible to capture and contest the flag from within this structure, giving infantry the opportunity to seek cover amid the chaos. Once the flag is captured, keep at least one squad here at all times to defend this control point. Maintaining access to the gunship is crucial to gaining the upper hand in this battle.
Rush
This Rush battle starts off on the east side of the map, at the village, as the US attackers attempt to take control of four separate zones. As in all Rush battles, the attackers have the advantage when it comes to vehicles. But it will take a coordinated effort by the US to knock out all eight M-COM stations. Try to overwhelm the defenders by hitting one objective at a time, simultaneously attacking with tank destroyers and the AMTRAC while using the A-10 and gunship to provide close air support. This is a very large map, and the RU defenders must stay disciplined, focusing on the objectives instead of racing off into the desert in an attempt to hunt down the attackers. Careful deployment (and constant repair) of the tank destroyers and a good SU-25TM pilot can make all the difference for the defenders. But defending engineers are also essential for stopping the onslaught of attacking vehicles. The US team’s gunship circling above each zone can also be a game changer. This airborne spawn point and weapons platform is a constant threat to the RU team. So they should look to shoot it down early and often using the SU-25TM or shoulder-fired IGLA missiles. Maintaining air superiority is no easy task for the defenders, but it goes a long way in securing the objectives.
Zone 1: Village
US Deployment
Deployment Area Assets
| Name | M1128 | AAV-7A1 AMTRAC | RHIB | A-10 Thunderbolt | Gunship | Centurion C-RAM |
|---|---|---|---|---|---|---|
| Quantity | 2 | 1 | 3 | 1 | 1 | 1 |
| Respawn Time | 5 sec. | 60 sec. | 10 sec. | 40 sec. | 120 sec. | — |
In the first phase of this Rush battle, the US team’s vehicle assets are spread across two distinct deployment areas as they prepare their amphibious invasion. The two M1128 tank destroyers spawn on a hovercraft located on the sandy peninsula east of the village. The rest of the US team’s assets spawn at the aircraft carrier, including the A-10 Thunderbolt, a few RHIBs, and the AMTRAC. Simply getting troops near the objective is the first challenge for the US. Use the tank destroyers as troop transports, delivering squads to the outskirts of the village. Air-dropping troops via the gunship is also very effective. Once within the village, recon troops should deploy radio beacons within the buildings, giving squad members spawn points close to the objectives. The AMTRAC is also a worthwhile mobile spawn point. Consider parking it out of sight from the RU team and using it to spawn teammates near the village. The A-10 is primarily a ground attack aircraft, but in this battle its main goal is to shoot down the RU team’s SU-25TM. The Centurion C-RAM at the aircraft carrier can lend a hand when it comes to clearing the skies. Man this powerful anti-aircraft gun if the RU team’s jet is making frequent strafing runs on the carrier or friendly vehicles leaving the carrier.
RU Deployment
Deployment Area Assets
| Name | SPRUT-SD | SU-25TM Frogfoot |
|---|---|---|
| Quantity | 1 | 1 |
| Respawn Time | 40 sec. | 40 sec. |
The RU team has a good chance of holding out at the village during this battle. But with only a single SPRUT-SD and one SU-25TM Frogfoot at their disposal, it takes a coordinated effort to hold back the onslaught of attacking vehicles. The defending infantry spawn near the village center while the SPRUT-SD spawns on the overpass near the gas station. Use the SPRUT-SD to transport troops near the objective. But instead of facing off against the attackers as they rush onto the beach, keep the SPRUT-SD and the bulk of defending infantry near the objectives. Consolidating forces around the objectives will make breakthrough attacks by the US team much more difficult. Two of the biggest threats come from the US team’s A-10 and gunship. The SU-25TM is the RU team’s best chance of shooting down these pesky aircraft. Get the SU-25TM into the air as soon as possible and use heat-seeking missiles to pound away at the gunship and A-10. Shooting down these aircraft gives the defenders on the ground a better chance of holding back the attackers. However, be careful not to fly too close to the US aircraft carrier—if manned, the carrier’s Centurion C-RAM can rip a jet to shreds.
M-COM Station A
M-COM Station A is on the first floor of a two-story structure on the north side of the construction site’s parking lot. This nondescript concrete house is easily accessible from the beach and is likely to be rushed by the US team’s M1128 tank destroyers early during the round, often before the RU defenders can establish a perimeter. But if the US team can’t reach this location quickly, attackers should prepare for booby traps and close-quarters fighting within the house. Instead of utilizing the building’s few ground-floor entry points, consider making one of your own by blowing holes in the perimeter walls with rocket launchers or other explosive weapons. The interior of the house is rather dark, making it the ideal location for laser sight and tactical light attachments. If the RU team hopes to hold onto this objective, they need to move troops here fast using the SPRUT-SD as a transport. This is often the first M-COM station to come under attack, so it pays to be ready for anything.
M-COM Station B
The burned-out bus wreck in the middle of the village’s main street is the home of this objective. While infantry must enter the bus and manually set a charge on the M-COM station, vehicles play an important role when it comes to securing the area. Using their tank destroyers and/or AMTRAC, the US team should attack this objective aggressively. Use these vehicles to establish a perimeter while infantry rush in and set a charge. Approaching this objective on foot isn’t wise, as there are many hiding spots for defenders. Defending troops can keep an eye on the objective from the surrounding buildings and engage any opponents tampering with the M-COM station. The interior of the bus is cramped, making it the perfect spot for claymores. When attacking, always toss a grenade inside the bus to detonate such booby traps. Also, when attempting to set or disarm a charge, always do so while prone. Otherwise the bus’s large windows leave you vulnerable to attack.
Zone 2: Gas Station
US Deployment
Deployment Area Assets
| Name | Quad Bike | M1128 | AAV-7A1 AMTRAC | RHIB | A-10 Thunderbolt | Gunship | Centurion C-RAM |
|---|---|---|---|---|---|---|---|
| Quantity | 2 | 2 | 1 | 1 | 1 | 1 | 1 |
| Respawn Time | 5 sec. | 5 sec. | 60 sec. | 10 sec. | 40 sec. | 120 sec. | — |
Having knocked out the first pair of M-COM stations, the US team has established a firm foothold within the village. Now the bulk of the US team’s assets spawn near the village center, just east of the overpass leading to the gas station. This overpass can become a deadly choke point favoring the RU defenders. So always look for flanking opportunities, even if it means taking the long way around. Quad bikes make such flanking attempts relatively painless—consider attacking the objectives at the gas station from the north or south instead of plowing across the highly contested overpass. While the gunship continues to be a great close air support asset, avoid parachuting down to the gas station because you’re likely to be spotted and shot before your boots even touch the ground. Meanwhile, continue using the A-10 Thunderbolt to shoot down the RU team’s SU-25TM. When the skies are clear, use the Thunderbolt’s powerful cannon to strafe the SPRUT-SD tank destroyers and enemy troops clustered on the overpass.
RU Deployment
Deployment Area Assets
| Name | SPRUT-SD | SU-25TM Frogfoot | 9M133 Kornet Launcher |
|---|---|---|---|
| Quantity | 2 | 1 | 1 |
| Respawn Time | 40 sec. | 40 sec. | 30 sec. |
Having been pushed back from the village, the RU team must now prevent the destruction of the two M-COM stations at the gas station. Fortunately, all RU infantry spawn on the west side of the gas station, giving them just enough time to establish a perimeter before the US team comes charging across the overpass to the east. While infantry rush to defensive positions, move the two SPRUT-SD tank destroyers (spawned way back at the artillery base) forward to help secure the overpass. While the bulk of US attackers approach from the overpass, don’t rule out the possibility of flanking attacks coming from the north or south—not to mention troops dropping in via parachute from the gunship. Keep at least one squad posted near each objective to deal with these potential surprise attacks. As in the previous phase, keep the SU-25TM airborne as long as possible to contest the US team’s gunship and A-10. If the SU-25TM can clear the skies, the defending ground forces have a good chance of holding out for a win by locking down the overpass between the village center and gas station. The Kornet Launcher on the west side of the gas station is ideally positioned for blasting incoming vehicles rushing across the overpass.
M-COM Station A
Situated among the pumps at the gas station, M-COM Station A is most likely to come under attack first during this phase of the battle. Given its nearness to the overpass, this objective is often rushed by US attackers arriving on quad bikes. Of course, the best way to stop such attacks is by blocking off the overpass with mines and the SPRUT-SD tank destroyers. But even if the overpass is cut off, the attackers can flank from the north or south. Consider driving the AMTRAC around to the north side of the gas station, where it can serve as a forward spawn point for the US attackers. The AMTRAC’s weapons are also great for providing covering fire while teammates set the charge. Whether attacking or defending, it’s a good idea to detonate the gas pumps before getting too close to the objective. If these pumps explode while you’re attempting to arm or disarm a charge, you’ll find yourself back at the respawn screen.
M-COM Station B
M-COM Station B is on the northwest edge of the gas station, sitting between a pair of gray shipping containers. The RU team has a good chance of securing this objective before the US attackers arrive. When defending, consider planting C4 and claymores in the narrow alley between the two shipping containers. The nearby rocks to the north and east serve as good overwatch positions for defenders tasked with keeping an eye on the objective. In many Rush battles here, most of the heavy fighting occurs near the overpass and M-COM Station A. As a result, this objective is sometimes overlooked by defenders assuming this rear position is secure. This opens the door for the US attackers to approach from the north or south. Use quad bikes to circle around and perform sneaky flanking attacks on this objective. Troops landing via parachute from the gunship can also make a push for this objective, assuming they land a safe distance from the gas station.
Zone 3: Artillery Base
US Deployment
Deployment Area Assets
| Name | Quad Bike | M1128 | AAV-7A1 AMTRAC | RHIB | A-10 Thunderbolt | Gunship | Centurion C-RAM |
|---|---|---|---|---|---|---|---|
| Quantity | 4 | 2 | 1 | 1 | 1 | 1 | 1 |
| Respawn Time | 5 sec. | 5 sec. | 60 sec. | 10 sec. | 40 sec. | 120 sec. | — |
Having destroyed the last set of M-COM stations, the US deployment area has been moved inland to the gas station. In this phase of the battle the US team must cross the desert to the west and approach the next pair of objectives at the artillery base. Given the distance and lack of cover, the desert is no place for infantry. Fortunately there are plenty of vehicles provided here to serve as transportation for the US team. Just be sure to give your teammates a ride before racing off into the desert—don’t leave your buddies stranded at the gas station. The M1128 tank destroyers are great troop transports, but the quad bikes are faster and more maneuverable, making them ideal for infiltrating the artillery base early on. Sneak into the artillery base from the north or south, then plant radio beacons in one of the many structures within the facility to maintain a forward spawn point for your squad. As usual, use the A-10 to suppress the RU team’s SU-25TM while the gunship targets the SPRUT-SD tank destroyers and RU infantry at the artillery base.
RU Deployment
Deployment Area Assets
| Name | SPRUT-SD | SU-25TM Frogfoot | 9M133 Kornet Launcher |
|---|---|---|---|
| Quantity | 2 | 1 | 1 |
| Respawn Time | 40 sec. | 40 sec. | 30 sec. |
The US advance has pushed the RU team back to the artillery base, where they must defend another set of M-COM stations. The RU team’s infantry spawn on the west side of the facility, but the SPRUT-SD tank destroyers spawn far to the west, near the army base. While most players want to spawn close to the action, it’s important to bring these tank destroyers forward in an effort to lock down the objectives at the artillery base. Although the artillery base has a perimeter fence, don’t count on it keeping the attackers out. So instead of guarding the perimeter of the large sprawling facility, focus defensive efforts around the two objectives. Consider parking a SPRUT-SD close to each objective to serve as a deterrent. Most attacks will come through the artillery base’s eastern gate, but watch for flanking attacks from the north or south. Placing mines at these entry points is a great way to slow down attackers. The SU-25TM is still primarily needed to shoot down the US team’s aircraft. But the desert to the west presents a good opportunity to strafe incoming vehicles approaching from the gas station. So when you’re not maintaining air superiority, target the US team’s tank destroyers and AMTRAC as they cross the open desert.
M-COM Station A
M-COM Station A is inside a portable communication structure on the north side of the artillery base. For the attackers, this objective is easiest to approach from the facility’s northern gate. Taking this flanking route often allows the attackers to avoid the high concentration of enemy infantry and vehicles gathered on the artillery base’s east side. Both teams can benefit from placing radio beacons nearby in an effort to maintain a spawn point near the objective. The storage building north of the communication structure is an ideal spot to place a radio beacon. The communication structure has only two entry points, on the east and west sides. These entrances and the structure’s interior are often booby-trapped with claymores and C4. So before rushing in to set a charge, toss a grenade inside to detonate these nasty traps.
M-COM Station B
This objective is housed in a gray prefabricated office on the south side of the artillery base. When attacking, make an effort to approach this objective from the facility’s southern gate. This is the best way to avoid the heavy fighting likely occurring to the east. This office is one of three gray portable trailers on the south side. Both sides can take advantage of these neighboring trailers when it comes to hiding or planting radio beacons. Given the size of the artillery base and the distance from the deployment areas, both teams should try to maintain a spawn point nearby. The US team’s AMTRAC is another option for spawning troops close to the action. By parking the AMTRAC on the south side of the artillery base, US attackers can easily infiltrate the facility and make a move on M-COM Station B. Spotting and predicting attacks is difficult in such a large facility, so the defenders should rely heavily on T-UGS motion sensors and MAVs to help detect the attackers.
Zone 4: Army Base
US Deployment
Deployment Area Assets
| Name | Quad Bike | M1128 | AAV-7A1 AMTRAC | RHIB | A-10 Thunderbolt | Gunship | Centurion C-RAM |
|---|---|---|---|---|---|---|---|
| Quantity | 1 | 2 | 1 | 1 | 1 | 1 | 1 |
| Respawn Time | 5 sec. | 5 sec. | 60 sec. | 10 sec. | 40 sec. | 120 sec. | — |
Having secured the objectives at the artillery base, the US team is now poised for the final push against the army base to the west. The bulk of the US team’s vehicles now deploy from the artillery base. But this time there is only one quad bike. As a result, the M1128 tank destroyers and AMTRAC play a much larger role in transporting infantry—don’t leave the artillery base until you have some passengers. As usual, deploying from the gunship remains risky. If possible, parachute in along the north or south side of the army base and deploy your chute as late as possible to avoid being spotted and hunted down by the RU defenders. Once again, the A-10 Thunderbolt must counter the RU team’s SU-25TM in an effort to maintain air superiority. The SU-25TM deploys from the airstrip directly west of the army base. It may be cheap, but strafing the SU-25TM before it can take off is a surefire way to keep the skies clear. Due to the various structures, be careful when strafing targets at the army base. Make sure you have plenty of room to maneuver, and avoid collisions with the crane.
RU Deployment
Deployment Area Assets
| Name | SPRUT-SD | SU-25TM Frogfoot | 9M133 Kornet Launcher |
|---|---|---|---|
| Quantity | 2 | 1 | 2 |
| Respawn Time | 40 sec. | 40 sec. | 30 sec. |
The army base is the last stand for the RU team, giving them one more chance to hold back the US attackers. Immediately following the destruction of the M-COM stations at the artillery base, fall back to the army base and begin establishing a perimeter around the two final objectives before the US team rushes in from the east. Move infantry into the nearby buildings and rush the SPRUT-SD tank destroyers to the east side of the facility. Consider placing radio beacons within the buildings to maintain a spawn point close to the objectives. While the crane at the army base is a popular sniping perch for the defenders, loading this structure with multiple recon soldiers will do little to stop the invasion. So if the crane is already occupied by a teammate, find another defensive position closer to the objectives. If you do climb the crane, place a SOFLAM at the top so it can be used to laser-designate incoming US vehicles. The SU-25TM spawns dangerously close to the action, deploying from the airstrip to the west. While this area is still off-limits to US troops, attacks by the A-10 are likely. So scan the skies before taking off to avoid being killed on the runway. While vehicles play a role in this final phase, most of the fighting in the army base is conducted by infantry. So stay close to the objectives at all times and be ready to engage opponents at close range.
M-COM Station A
M-COM Station A is on the ground floor of a partially constructed three-story building on the east side of the army base. Given its relatively close proximity to the US deployment area, this objective is likely to come under attack first. As a result, RU defenders must rush this location early during this phase to establish a defensive perimeter. The ground floor is extremely porous, with multiple entry points thanks to the incomplete perimeter walls. So attacks can come from any direction. As a result, defenders should place booby traps around the objective to slow down the attackers. Both teams can benefit from planting radio beacons on the upper levels of this building. Maintaining a spawn point just above the objective is a great way to apply consistent offensive or defensive pressure on this location. The US attackers can gain a little extra support by parking the AMTRAC outside the building and within view of the M-COM station. This allows the vehicle to constantly spawn attackers while covering the objective with its machine gun and grenade launcher.
M-COM Station B
This objective is the RU team’s best chance of holding out for an upset. M-COM Station B is on the second floor of the large three-story building on the west side of the army base. If properly defended, this maze-like building can become an absolute death trap for the US attackers. But the size of the structure can also make it incredibly difficult to lock down. While the interior stairways are the most popular route to the second floor, there are also multiple ladders on the perimeter of the building leading up to the second floor. For the attackers, climbing these ladders can be risky, but no more so than the dark stairways, which are often booby-trapped and camped on by defenders. When seeking cover inside the building, steer clear of the orange wooden panels on the perimeter. These panels will shatter under heavy fire, leaving you exposed. Instead, use the cinder-block walls and concrete vertical supports to absorb incoming fire. Fighting on the second floor is almost entirely conducted by infantry. So bring along a solid shotgun or PDW to take down opponents near the objective. Tactical lights and laser sights are also good additions in this dark, close-quarters environment.
Squad Rush
This Squad Rush battle is centered around the village center and construction site, an area ideal for infantry combat. Due to the urban environment, gathering intel on the opposing squad can be tricky. Both squads can take advantage of the buildings in this area, making it difficult to spot opponents when using a MAV. T-UGS motion sensors are still effective for spotting opponents within a limited radius, but these mostly favor the defenders, particularly when placed near each objective. Not knowing where your opponents are can make the fighting here intense, leading to timid advances by the attackers. This makes utilizing cover extremely important. And when cover is sparse, use smoke to conceal your squad’s movements. In the first zone, engagements can occur at any range, so consider bringing along assault rifles or carbines for greater versatility. When the fight moves to the construction site, shotguns and PDWs are very effective for firefights within the building where the second objective is located.
Zone 1: Village Center
The first M-COM station is inside the burnt-out bus not far from the village center. The bus sits in the middle of the street, offering very little cover or concealment. Instead of conducting a frontal assault along the street from the north, the attacking squad should attempt to flank from the east or west, where they can use the buildings and low walls for cover and concealment. The lack of cover around the bus is equally problematic for the defending squad. While it’s a good idea to booby-trap the interior of the bus, hiding in the bus isn’t wise. Instead, look for overwatch positions within the nearby buildings that offer good sight lines through the bus’s large windows. Whether arming or disarming the charge, always drop prone before interacting with the M-COM station. Opponents positioned on the perimeter can easily hit anyone standing or crouching near the objective. To provide some extra concealment, consider popping smoke on the bus before entry.
Zone 2: Construction Site
After the first objective in the bus is destroyed, the fighting moves to the construction site to the south, where the next M-COM station is housed within the first floor of a partially constructed building. This zone offers much cover and concealment for both teams, often leading to close-quarters combat, particularly inside the building. Defenders must fight the urge to climb to the top of the nearby cranes. In the time it takes to climb one of these massive cranes, the attackers can easily plant a charge on the objective. It’s best to keep your entire squad close to the objective at all times. It’s important for the attackers to also stay close to the objective at all times. Consider taking refuge in the two-story building on the north side of the construction site’s parking lot. This is a great place to plant a radio beacon, providing the squad with a spawn point closer to the objective.
Team Deathmatch
In Team Deathmatch the action is largely focused around the construction site, making this a deadly urban environment ideal for this fast-paced game mode. The many buildings here offer plenty of cover and options for static defenses. If your team is looking for an Alamo, consider one of the partially constructed three-story buildings on the south side of the map. The third floors of these buildings offer excellent sight lines and decent protection. But if you choose to hold out in one of these buildings, make sure someone defends the ladders and stairways. Placing T-UGS motion sensors around your defensive position is a great way to warn your team of potential intruders. While the cranes are attractive sniper perches, you’re likely to be picked off while climbing the tall ladders. Instead, look for lower-elevation positions that offer a good view of the street on the north side of the map. If you prefer to stay on the move, always travel in a pack of three to four teammates while using the walls, barriers, and buildings for cover. When possible, move along the perimeter of the map, particularly when operating in the south side of the map. Avoid the center of the construction site at all costs, as it’s likely watched by opponents posted in the surrounding buildings. Instead, look for opportunities to target opponents hiding in these buildings—rockets and grenade launchers are ideal for making these players scramble for cover.
Squad Deathmatch
In this game mode the fighting takes place entirely around the army base, giving each squad the opportunity showcase their versatility. In almost every match, the squads usually gravitate toward the two three-story structures in the center of the map. Fighting in these dark buildings is common, so consider bringing along a carbine or PDW equipped with either a tactical light or laser sight. Of the two buildings, the smaller structure on the east side is easier for a squad to control. Consider moving to the second floor of this building and defending all stairways and ladders, preferably with claymores. Gaining a base in the middle of the map is attractive, but it may be very costly to hold if your squad settles on a sedentary game plan. If you prefer to stay on the move, patrol the perimeter of the map while engaging the opposing squads battling in the center. This is a good way to take advantage of the chaos around the two central buildings. Staying outside of the center also gives your squad a better chance of acquiring an IFV—all four IFV spawn points are on the perimeter of the map. If your squad manages to take control of an IFV, stay away from the center of the map. Instead, stay on the perimeter, preferably on the north side. The idea is to keep your distance from the opposing squads while using the IFV’s powerful weapons to rack up kills from long range. Even if you keep your distance, the IFV is likely to get the attention of the other squads. So be ready to repair the vehicle as it takes damage. The longer you can maintain control of the IFV, the more likely your squad will come out on top.
Tank Superiority
Superiority Flag
In this chaotic game mode the flag is located in the middle of the desert, between the artillery base and the gas station. The US team deploys from the mountain village to the north while the RU team deploys from the mountain outpost to the south. As in all Tank Superiority matches both teams have access to two tanks and six tank destroyers at all times. While the desert looks flat from the air, upon closer inspection there are several sand dunes. These dunes limit visibility, particularly along the northern and southern sides of the flag. As a result, hiding your tank or tank destroyer behind a dune is a great way to ambush enemy vehicles making a move for the flag. Sight lines on the east and west sides of the flag are relatively open, allowing for longer range engagements. Hitting moving targets at this range can be difficult, so consider choosing the guided shell option for a little extra targeting assistance. Recon soldiers equipped with SOFLAMs can also assist by laser-designating targets. The artillery base to the west is a good spot for infantry to take cover and participate in the battle, whether designating targets with a SOFLAM or firing Javelins. The rocks on the west side of the gas station also provide decent cover and concealment for infantry. But if you’re on foot, avoid the no-man’s land around the flag. The flag is best captured and contested by armored vehicles. Once it’s captured, vehicles should retreat to the perimeter and defend from a reasonable distance. A carefully coordinated team can even form an impenetrable line of armor on the north or south side of the flag to prevent breakthroughs by the opposing team—but always watch for flanking maneuvers.