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Battlefield 3 Premium eGuide Battlefields Conquest 64

Operation Firestorm

Prepare for an epic clash of armor on this massive map centered around a sprawling oil refinery complex in the middle of a desert. Both sides maintain four tanks throughout the match that are spawned at the bases.

So don’t forget to move these tanks to the center of the map to take advantage of their devastating firepower. Air power also plays a large role in this battle, with each team possessing two jets, an attack helicopter, and a transport helicopter.

So choose the loadouts of the aircraft carefully and determine whether to fill a ground or air attack role. With all of the tanks rumbling about and jets screaming overhead, it’s easy to lose sight of the objective.

There are five control points on this map, meaning your team needs to hold at least three to bleed the opposing team’s ticket count. The area between the Warehouses (B) and Refilling Station (C) is always a deadly kill zone.

So instead of grinding against these two control points, consider working the perimeter of the map by capturing the Construction Site (A), Offices, (D), and Army Outpost (E).

Capturing and defending these flags is much easier, and results in fewer casualties, which helps to ensure that your team has the most tickets at the end of the round.

But like any 64-player match, the battle is very fluid, so be ready to alter your game plan accordingly. The key is capturing and defending control points the opposing team has inexplicably abandoned.

US BASE

Base Asset

Name Quantity Respawn Time
Growler ITV 1 5 sec.
M1 Abrams 4 20 sec.
LAV-AD 1 20 sec.
AH-1Z Viper 1 60 sec.
UH-1Y Venom 1 90 sec.
F/A-18E Super Hornet 2 40 sec.
Centurion C-RAM 1

The US team starts this battle at their base on the east side of the map, far from the nearest control point. Fortunately, there are plenty of vehicles available to transport the team to the map’s center.

So if you’re driving or flying, make sure your vehicle is filled to capacity before leaving the base—otherwise it’s a long, dusty hike for any teammates left behind. The UH-1Y Venom is the best way to quickly move troops to the control points.

Fly it over the Construction Site (A), Warehouses (B) and Offices (D), and drop one soldier at each location in an attempt to beat the RU team to these critical flags.

Once captured, reinforce these control points (particularly the Warehouses) with the M1 Abrams tanks. Use the tanks and AH-1Z Viper to counter the RU team’s T-90As, while the Super Hornets provide air cover and attack the enemy jet and helicopters with heat-seeking missiles.

The vehicles spawning at this base make tempting targets for the RU team’s jets and helicopters. So utilize the provided LAV-AD and Centurion C-RAM to deter such attacks, particularly at the start of the round.

Later, the LAV-AD is best deployed with the tanks, helping to provide air defenses near the central control points. In this match, no tanks are spawned by the control points in the center of the map.

So as the round commences, don’t forget to spawn back at the base to bring tanks and other vehicles to the front lines.

RU BASE

Base Assets

Name Quantity Respawn Time
VDV Buggy 1 5 sec.
T-90A 4 20 sec.
9K22 Tunguska-M 1 20 sec.
Mi-28 Havoc 1 60 sec.
KA-60 Kasatka 1 90 sec.
SU-35BM Flanker-E 2 40 sec.
Pantsir-S1 1

The RU Base is located on the far west side of the map, several hundred meters from the nearest control point. So it’s important to make the most out of the vehicles provided to transport the team to the control points.

If you find yourself without a vehicle, immediately ask teammates for a ride before they leave the base. The KA-60 Kasatka transport helicopter is the best way to move multiple troops to the map’s center.

Use this helicopter to drop troops (by parachute) at the Filling Station (C), Warehouses (B), and Army Outpost (E) control points.

But a few infantry won’t last long against the onslaught of US tanks, so act quickly to reinforce the control points with the T-90A tanks while the Mi-28 Havoc provides close air support.

At least one of the SU-35BM jets should assume the role of a fighter and shoot down the US jets and helicopters.

Air cover is particularly important during the opening moments of the match, so get fighters in the air and man the Pantsir-S1 and Tunguska-M to counter attacks by the US jets.

During the course of the battle, spawn back at the RU base periodically to bring ground vehicles forward to help attack and defend the central control points.

The control points provide no tanks, so the team that masters of the logistics of moving tanks forward has the upper hand in this battle.

A:) CONSTRUCTION SITE

Control Point Assets

US Control RU Control Respawn Time
Growler ITV (1) 20 sec.
9M133 Kornet Launcher 30 sec.

The Construction Site (A) is the easternmost control point, well within easy striking distance of the US Base. As a result, the US team is likely to capture this flag first.

But after the early moments of the round, this control point is very much up for grabs. While it’s the closest control point to the US Base, it’s by no means adjacent.

So unless the US team is constantly defending this location and reinforcing it with vehicles, it’s relatively easy for the RU team to steal it.

The flag is located in a parking lot outside an office building. Once captured, the Construction Site is relatively easy to lock down by any squad willing to stay put. Defenders can deter vehicle attacks by placing mines and C4 around the flagpole.

The nearby two-story office and partially constructed buildings across the road to the east provide excellent views of the flag so defenders can pick off attackers.

However, the office building can be destroyed, so you may want to seek better cover if you come under heavy bombardment.

Outside their base, the Construction Site is the only control point that spawns a vehicle for the US team—the RU team gets nothing here.

While the Growler ITV spawned here isn’t a game changer, it’s useful for launching raids on distant control points—try stealing the Offices (D) or Army Outpost (E).

B: WAREHOUSES

As the central control point, the Warehouses (B) are the most contentious site on the map. At the start of the round, both teams should attempt to capture this flag early.

The transport helicopters spawned at each base are the best way to take control of this site quickly. Load a chopper with troops, then fly low and fast, dropping troops on the rooftop of the large warehouse near the flag.

While infantry can capture this flag, it takes tanks and close air support provided by helicopters and jets to defend it. The flagpole is located outside the large warehouse; tanks and other ground vehicles can camp in it’s capture radius.

So if you’re attacking on foot, always approach from the warehouse interior. It’s possible to capture and contest this flag from inside the warehouse.

This beats lying prone next to the flagpole. With so many possible approaches, it takes a dedicated squad of defenders to patrol the warehouse and ferret out any opponents attempting to convert the flag from within.

Infantry are also effective outside. They can utilize the surrounding rooftops and catwalks to spot incoming vehicles and troops. A T-UGS motion sensor planted near the flag is a great way to monitor enemy traffic.

Spotting enemies can be a full-time job here, so find a good elevated spot and simply call out the locations of hostile forces to help direct attacks by your team’s air units.

Or better yet, use a SOFLAM to paint enemy vehicles for guided munitions fired by friendly tanks, helicopters, and jets.

C: FILLING STATION

Located on the west side of the map, this massive industrial facility is closest to the RU Base. While the RU team has the best chance of capturing the Filling Station (C) early, there’s no guarantee they’ll be able to hold onto it, especially if it’s left undefended.

The flagpole here is located on an open piece of asphalt surrounded by three explosive tanker trucks.

It’s a good idea to destroy the tanker trucks upon arrival because you don’t want them to explode while you’re attempting to capture the flag, especially if you’re on foot.

With minimal cover nearby, this is a control point best captured and contested by tanks. However, infantry can play a large role in defending this flag.

Given the likelihood of heavy vehicle traffic around the flag, mines and C4 are very effective. The surrounding structures and catwalks also offer great elevated vantage points of the flag that are ideal for scoring hits on attacking infantry and vehicles.

Regardless of which team you’re playing on, make an effort to reinforce this control point with tanks spawned at your team’s base.

D: OFFICES

Located just north of the Construction Site (A), this control point at the Offices (D) shares a very similar configuration as its neighbor.

The flag here is posted just outside the front door of an office building. This allows infantry to hide inside the building while capturing and contesting the flag.

But the concrete office building will not hold up to heavy bombardment. The tall, partially constructed buildings to the west offer a great view of the flag as well as the surrounding control points.

Recon troops posted here can snipe and spot targets as far away as the Army Outpost (E) to the far west. So if you want to be a forward spotter for aircraft, this is an excellent position from which to use the SOFLAM.

However, infantry in these tall buildings cannot prevent the capture of the flag at the Offices and must leave their perch if they wish to contest the flag, particularly if enemy troops are hiding in the office building.

A T-UGS motion sensor planted near the flag can serve as a great early warning system to alert you when enemy troops are in the area.

Despite the close proximity to the US Base, the Offices control point is likely to change hands frequently during the course of the battle unless it’s properly defended.

In a 64-player game, there’s no reason why any captured flag should be abandoned. So convert this flag and dig in!

E: ARMY OUTPOST

Control Point Assets

US Control RU Control Respawn Time
VDV Buggy (1) 20 sec.

The Army Outpost (E) is the closest control point to the RU Base, and it is relatively easy for the RU team to capture it in the early moments of the match.

Use a VDV Buggy spawned at the RU Base to rush to this control point and secure it before the US team can. The Army Outpost serves as a good forward base for the RU team because it provides them with an extra VDV Buggy that is ideal for raiding the other flags.

Simply having a spawn point near the heart of the battle is a huge benefit. But don’t expect enemy troops to be intimidated by the Army Outpost’s guard towers and perimeter fence. Make sure at least one squad holds back and defends the flag.

The flagpole is located near the center of the outpost and can be accessed from any direction by vehicles and infantry. When attacking, instead of huddling near the flag, hide in the nearby trailer to the south.

Instead of guarding the perimeter, defenders here should center their efforts around the flag itself, planting mines and C4 around the flag while performing routine patrols of the capture radius.

But make sure you find adequate cover, as this control point is a popular strafing target for jets and helicopters. Engineers armed with IGLA or Stinger anti-aircraft missiles have plenty of air targets to choose from, with few line-of-sight obstructions.