In this larger Conquest variant, the map gets even larger, with two more control points added to the south side of the map. The addition of these new control points significantly shifts the geographical balance of power in favor of the RU team. By locking down the Outpost (D), Senate (E), Main Floor (F), and Construction Site (G), the RU team can consolidate their forces on the south side of the map while draining the US team’s ticket count. The US team still stands the best chance of maintaining control of the north side of the city, but holding the City Entrance (A), Market (B), and Downtown (C) is no longer sufficient to guarantee a win. So in addition to controlling the north half of the city, the US team must take the fight to the south side, and hopefully capture at least one more control point in the process. The Outpost (D), located on the east side of the Palace, is one of the most valuable control points on the map; it produces an extra tank for both teams. Therefore both teams should make an effort to capture and hold this vital control point. With up to three tanks and two IFVs patrolling the map at any given time, each squad should have at least one engineer ready to dish out damage and conduct repairs. With the exception of the Senate (E), vehicles play a crucial role in securing and defending the control points in this battle. So don’t let the vehicles spawned back at your team’s base gather dust—move them to the front lines where they can make a difference.
US Base
Base Assets
| Name | Quantity | Respawn Time |
|---|---|---|
| Rhino | 1 | 20 sec. |
| Phoenix | 1 | 20 sec. |
| LAV-25 | 1 | 50 sec. |
| M1 Abrams | 1 | 50 sec. |
The US team deploys on the north side of the map, in the city outskirts. The vehicles spawned here play their most important role at the start of the match by serving as troop transports. Both the Rhino and Phoenix are capable of transporting three soldiers and the LAV-25 can carry six. Fill these vehicles to capacity and send the Rhino to the Market (B) while the Phoenix secures the Downtown (C) and the LAV-25 takes the Outpost (D). Meanwhile, the remaining infantry and M1 Abrams can follow these speedy vehicles into the city and capture the City Entrance (A). If the US team moves out fast, they stand a good chance of securing the three northern control points as well as the Outpost (D), thereby instantly draining the RU team’s ticket count. By holding four out of the seven flags, the US team doesn’t need to even approach the Palace. Instead, it’s better to consolidate on the north side of the city. Post at least one vehicle at each control point and dig in for the rest of the match. As vehicles are destroyed, don’t forget to spawn back at the US Base and move new vehicles to the front lines—keeping the M1 Abrams and LAV-25 in the fight is particularly important.
RU Base
Base Assets
| Name | Quantity | Respawn Time |
|---|---|---|
| Rhino | 1 | 20 sec. |
| Barsuk | 1 | 20 sec. |
| BMP-2M | 1 | 50 sec. |
| T-90A | 1 | 50 sec. |
Spawning from a gas station on the southwest edge of the city, the RU team begins the battle from a slight geographic advantage. Early on, the RU team should rush to secure the four control points on the south side of the map. So at the start of the battle, while a couple of squads secure the nearby Construction Site (G), the rest of the team should make an aggressive push toward the Main Floor (F), Senate (E), and Outpost (D). Use speedy vehicles like the Rhino and Barsuk to reach the distant Outpost (D) while the BMP-2M drops off troops at the Palace to secure the Main Floor (F) and Senate (E). If the RU team moves out quickly, they stand a good chance of locking down the south side of the map while bleeding the US team’s ticket count. But don’t expect the US team to completely forfeit the southern half of the map. Keep squads posted at each of the southern control points full-time. Also, keep moving new vehicles from the base to front line positions at the Palace and Outpost (D). Use tanks and the BMP-2M to cover the street on the north side of the Palace. Treat this street as a border, and engage any US units that attempt to cross it.
A: City Entrance
The City Entrance (A) is a small plaza located on the north side of the city, only a few meters from the US Base. The US team stands a good chance of capturing this control point at the start of the match. However, the US team often takes this flag for granted and leaves it undefended. This gives RU squads an opportunity to sneak in and capture this control point, often without ever firing a shot. The flag is positioned in a small plaza flanked by several small buildings. The crates next to the flag offer adequate cover for infantry, but attackers should always watch for defenders posted in the buildings or on rooftops nearby. This control point is easiest for vehicles to access from the south or west. But in a pinch, vehicles can also traverse the wide staircase to the north—it’s easier to drive down the stairs than it is to drive up them. Although the control point produces no vehicles for either team, it’s still a location worth holding onto, so make sure at least one squad stays behind to guard it.
B: Market
The Market (B) is located just south of the City Entrance (A) and directly east of the Downtown (C), so it’s a key piece of the control point triangle on the city’s north side. Like the City Entrance (A), the control point produces no vehicles for either team. But that shouldn’t deter either team from attempting to capture and hold this location. The flag is located in a small parking lot on the east side of an abandoned outdoor market. With the exception of a few damaged cars, there isn’t much cover for infantry within the flag’s capture radius. While infantry can approach the flag from any direction, vehicles can only enter the parking lot from the south—defending engineers should place mines at the parking lot’s entrance. Since there aren’t too many hiding spots near the flag, defenders should watch this area from the periphery, and take up positions in the building to the east or among the market stalls to the west. If the opposing team holds the Outpost (D), expect a constant flow of attacks from the south. Opponents spawning at the Outpost (D) have access to a tank, so engineers may be necessary when defending this flag.
C: Downtown
Control Point Assets
| US Control | RU Control | Respawn Time |
|---|---|---|
| Phoenix (1) | Barsuk (1) | 50 sec. |
The Downtown (C) control point is one of the most contested locations on the north side of the city. This area of the map serves as a bridge linking the north side of the city to the Palace in the south. So expect heavy traffic (and fighting) in the area between the Downtown (C) and Senate (E). The US should rush this location at the outset of the match and reinforce it with their M1 Abrams. Once captured, the control point is relatively easy to defend thanks to the exposed flag, which stands in the middle of a large plaza. A few crates and planters serve as the only cover within the flag’s capture radius, which encompasses most of the plaza. So if you’re on foot, take cover behind one of these objects and drop prone. Given the exposed nature of the flag, its often safer to capture this control point from within the confines of an armored vehicle—the steps on the south and east sides of the plaza can be traversed by vehicles. However, defenders posted in the abandoned storefronts on the west and north sides of the plaza have a clear view of the flag, and they can engage attackers from the buildings’ dark interiors. So before racing to the flag, make an effort to secure the perimeter. Otherwise you’re likely to get caught in an ambush. The control point produces a light vehicle for both teams; they spawning in the barricaded street to the west.
D: Outpost
Control Point Assets
| US Control | RU Control | Respawn Time |
|---|---|---|
| M1 Abrams (1) | T-90A (1) | 50 sec. |
The Outpost (D) is a rocky hilltop control point located directly east of Azadi Palace. Surrounded by tall trees and adjacent to a serene lake, this undeveloped area offers a nice change of scenery, free of rubble and destruction. But the great view isn’t the only reason to secure this flag. The Outpost (D) is the only control point that produces an extra tank for each team. In a close match, gaining access to another tank can make a huge difference. So both teams should make an effort to capture and hold this location. The flag is positioned atop a rocky hill that is easily accessed by vehicles traveling along the dirt road on the south side. Although rocky, the north face of the hill features a narrow trail that infantry can climb to reach the top of the hill. The trees and a few crates clustered around the flagpole offer decent cover and concealment for infantry gathered within the flag’s capture radius. The hilltop’s elevation also makes it easy for defenders to spot incoming attacks, whether approaching from the Palace or the Market (B) to the north. If the opposing team holds the Market (B), consider taking up positions along the street to the north and ambushing the attackers as they scramble up the rocky north side of the hill.
E: Senate
This control point is located in the moderately damaged north wing of Azadi Palace, on the second floor. What was once an ornate room frequented by politicians (and most recently tourists) has been transformed into a military outpost. The flag is positioned in the center of this small room. Therefore, expect most fighting here to take place at close range—PDWs and shotguns are well suited for these point-blank engagements. This room can only be accessed through three points: the large exterior staircase to the east, the narrow interior staircase to the south, and the arched doorway to the south. It's possible for light vehicles like the Phoenix, Barsuk, and Rhino to climb the exterior staircase to gain entry into this room. Tanks can climb the ramp on the east side of the palace, near the restaurant, and fire through the arched doorway. But the doorway is too narrow for a tank to fit in the room. While vehicle attacks are uncommon here, they're a possibility all defenders should prepare for. Once the flag is captured, one squad can adequately cover all three entry points, assisted by a T-UGS motion sensor and Claymores. When attacking here, avoid the staircases and advance from the restaurant to the south, also on the second floor. Attacking through the arched doorway on the south side of the flag is much safer than trudging up the stairs. Toss grenades and fire rockets through the doorway to soften-up any defenders near the flag before entering the room.
F: Main Floor
Control Point Assets
| US Control | RU Control | Respawn Time |
|---|---|---|
| Phoenix (1) | Barsuk (1) | 50 sec. |
This is another control point located within Azadi Palace, on the south side of the map. Before the earthquake, this lavish foyer and its impressive domed roof greeted guests and dignitaries from around the world. But now the southern wall of the Palace has collapsed, leaving the Main Floor (F) exposed to the elements. The flag stands at the base of a large staircase leading to the second-floor promenade. With the exception of a few crates, there isn’t much cover near the flag, so attackers are largely exposed while gathered within the capture radius. So consider capturing this flag from within a vehicle. A narrow dirt road cuts through the middle of the foyer, connecting the south and east sides of the palace. But even vehicles run the risk of getting ambushed here by defenders posted on the second floor. The second-floor walkway to the west of the flag is a popular overwatch position for defenders. The piles of rubble and perimeter arched doorways on the ground floor also offer plenty of sneaky spots for defenders to hide. So before approaching the flag, it’s wise to secure the second floor. Although this control point is closest to the RU Base, the Main Floor (F) produces light vehicles for both teams; they spawn outside the Palace to the south.
G: Construction Site
The Construction Site (G) is located in a residential area of the city directly west of the Palace. Because it is situated only a few meters from the RU Base, the RU team stands the best chance of capturing and controlling this location throughout the match. But given it’s somewhat isolated position on the western side of the map, this control point is rarely defended, so US troops have the chance to sneak in and convert the flag without facing stiff resistance. However, the US team shouldn’t expend many resources on holding this position for any significant amount of time. The Construction Site (G) produces no vehicles for either team, and given this control point’s proximity to the RU Base, it’s only a matter of time before the RU team strikes back with their tank and IFV. So, for the US team, it’s best to capture the flag and move on to another control point. However, if the US team has managed to capture all seven flags, forming a defensive line at the Construction Site (G) can be an effective way to trap the RU team at their base. The two partially constructed buildings west of the flag have fared much better than the surrounding structures, and infantry can access all three floors. With so many elevated overwatch positions within these two buildings, the flag is safest to capture from within a tank or IFV. Still, troops on the ground can find some cover within the capture radius by ducking down behind the crates next to the flag.