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Battlefield 3 Premium eGuide Battlefields Conquest

Death Valley

Conquest

In this nighttime Conquest battle the US and RU teams fight for control of a narrow valley. At the center of the valley is the train yard (C), a key flag that grants either captor access to a powerful gunship. As a result, expect most fighting to occur around the train yard (C). But with five flags up for grabs, both teams need to focus on capturing and defending at least two other flags as well. For the US, approaching from the north, it makes most sense to take the construction site (A) and power station (B) in addition to the train yard (C). This helps the US consolidate their forces on the north end of the valley, where they can better reinforce these flags with vehicles produced at their base. Approaching from the south, the RU team should focus on capturing and defending the anti-air site (D) and highway control (E) in addition to the train yard (C). Holding these three southern points allows for a stronger defense on the south side of the valley. At the bare minimum both sides should try to hold at least three flags throughout the course of the battle. This will initiate a drain on the opposing team’s ticket count, greatly increasing the chances of achieving victory.

US Base

Base Assets

Name Quantity Respawn Time
Quad Bike 1 5 sec.
M1128 2 20 sec.
AH-6J Little Bird 1 60 sec.
F/A-18E Super Hornet 2 40 sec.

In this small-scale variant of Conquest, the logging camp serves as the US base, giving the US team a firm foothold on the north side of the valley. A quad bike and two M1128 tank destroyers spawn here, ideal for rushing the nearby construction site (A) and power station (B) early during the battle. But as usual, be mindful of your teammates before racing away from the base—pause long enough to offer your comrades a ride. Stranding teammates at the US base will not help your team. If you want to take to the air in the AH-6J Little Bird or one of the F/A-18E Super Hornets, spawn directly into these vehicles from the Spawn screen. These air assets spawn far to the north of the US base, making the Spawn screen the quickest way to jump into a pilot’s seat. With no air defenses on the map, the US jets are necessary to counter the RU team’s SU-35BMs. While the AH-6J Little Bird is a capable ground-attack helicopter, it’s most effective for transporting troops to distant control points. Consider using this chopper to rush the train yard (C) early during the battle.

RU Base

Base Assets

Name Quantity Respawn Time
Quad Bike 1 5 sec.
SPRUT-SD 2 20 sec.
Z-11W 1 60 sec.
SU-35BM Flanker-E 2 40 sec.

The communication station on the south side of the valley is home to the RU base. Here ground troops can access a quad bike and two SPRUT-SD tank destroyers. These ground vehicles are perfect for capturing the nearby anti-air site (D) and highway control (E) control points. Remember, the tank destroyers can carry several teammates, so don’t leave the base until all empty seats are filled. The more teammates you transport into the valley, the easier time you’ll have capturing and defending flags. The RU team’s air assets spawn at the airfield to the south. Always spawn directly into these vehicles if you want to take flight. Get the SU-35BMs into the air as soon as possible to counter the US team’s jets. Once air superiority is established, the SU-35BMs can assist friendly ground forces by strafing US vehicles. The Z-11W is also useful for close air support but is even more effective as a transport helicopter. Use it to stage break-out attacks, helping capture distant US-held control points. The Z-11W is quickest way to secure the train yard (C) during the opening moments of the battle.

A: Construction Site

Control Point Assets

US Control RU Control Respawn Time
Quad Bike (1) Quad Bike (1) 5 sec.
M142 (1) BM-23 (1) 60 sec.

This control point is home to the tallest structure on the map, making it easy to spot regardless of where you are. The towering skyscraper on the south side of this control point is a popular sniping perch for recon troops. However, if you want to reach the top, get a ride from a helicopter or parachute down from the gunship—there are no ladders. Planting a SOFLAM on top of this building is a great way to laser-designate enemy targets for your teammates equipped with laser-guided weapons. The flagpole is located at the base of a much smaller three-story structure to the north. The wide capture radius allows troops hiding within the building and among the nearby equipment to capture or contest the flag. In addition to a quad bike, the construction site (A) also spawns a mobile artillery vehicle for both teams. Both the M142 and BM-23 artillery units are valuable additions well-suited for bombarding enemy-held control points during attacks. In the event of an RU capture of the construction site (A), the BM-23’s rockets can also be turned north to engage US ground units approaching from the US base. The only other artillery units produced on the map are spawned at the highway control (E) to the south. So holding this control point is important to both teams if they want to exert control over the nearby power station (B) and train yard (C).

B: Power Station

Control Point Assets

US Control RU Control Respawn Time
M1128 (1) SPRUT-SD (1) 20 sec.

The power station (B) is on the north side of the valley, not far from the US base and the construction site (A). As the southernmost control point in this northern cluster, it’s likely to see heavy traffic by both teams. The flag is near the center of the facility and can easily be captured or contested by vehicles or infantry. Defenders can find plenty of hiding spots among the nearby structures and should prepare for enemy vehicle attacks by placing mines along the dirt road adjacent to the flag. The control point produces a tank destroyer for each team. These vehicles are ideal for raiding the train yard (C), the hotly contested control point to the southwest. But be careful not to leave this control point undefended. Make sure at least one squad stays back and guards the flag. As a central control point, the power station (B) sees plenty of action. Even in a match with 24 players, defenders here will have plenty of enemy encounters to keep them occupied. Engineers armed with mines and rocket launchers are most effective for holding back attackers. The tank destroyer here spawns on the hill to the east—don’t let attackers sneak in and steal it.

C: Train Yard

Control Point Assets

US Control RU Control Respawn Time
Quad Bike (1) Quad Bike (1) 5 sec.
Gunship (1) Gunship (1) 60 sec.

This control point is located directly in the center of the map, making it a crucial location in the tug-of-war fight for control of this valley. The train yard (C) is situated on a slight hill on the west side of the valley. From this hill it’s possible to gain access to the railway bridge cutting across the valley from east to west. But think twice before driving a tank destroyer or other vehicle onto this bridge—you’ll be a sitting duck for strafing helicopters and jets. In addition to providing each team with an extra quad bike, the control point supplies the captor with access to the gunship orbiting around the map. Gaining access to the gunship can be a game changer given its powerful weapons and ability to air drop troops over any control point on the map. As a result, expect heavy fighting to occur here. The flag is at the center of this sprawling facility and is easily accessed via the adjacent dirt roads. Defenders should expect attackers arriving on anything from quad bikes to tank destroyers. Infantry often attempt to capture or contest the flag by hiding within the nearby concrete building. So be ready to conduct a thorough search of the surrounding structures if you suspect enemy troops are present. If necessary, reinforce the train yard (C) with tank destroyers. Infantry alone will have a difficult time holding this position for any significant span of time.

D: Anti-Air Site

Control Point Assets

US Control RU Control Respawn Time
M1128 (1) SPRUT-SD (1) 20 sec.

Don’t let the name of this control point fool you—there are no interactive anti-aircraft assets here. The missile batteries here are merely aesthetic. This control point on the south side of the valley supplies each team with a tank destroyer. The anti-air site’s (D) close proximity to the train yard (C) makes it a relatively high-traffic area as both teams attempt to control the flags in the center of the map. While the RU team stands the best chance of capturing this control point early, if left undefended it can easily slip into the US team’s hands. The dirt road cutting through the center of the facility offers easy access to vehicles approaching from the north or south. Controlling traffic along this dirt road is easiest accomplished by placing mines. Unless it’s needed elsewhere, keeping a tank destroyer on guard detail is also a wise decision. The flag is next to a green, metal communication structure. Infantry hiding inside this structure can capture and contest the flag. Defenders may wish to booby-trap the interior of this structure with C4 or claymores to prevent such sneaky capture attempts.

E: Highway Control

Control Point Assets

US Control RU Control Respawn Time
Quad Bike (1) Quad Bike (1) 5 sec.
M142 (1) BM-23 (1) 60 sec.

Highway control (E) is one of two control points located in the southern half of the valley, making it a critical flag for the RU team to hold. The flag is along the west side of the highway, next to a small concrete building. Due to its proximity to the highway, the flag is often rushed by vehicles approaching from the north or southeast. The highway is a major thoroughfare stretching as far north as the US base before veering east in the southern half of the valley. While the highway offers a quick way to travel through the valley, there is very little cover, making vehicles vulnerable to attacks by aircraft. It’s often better to approach this control point by utilizing the various dirt roads on the periphery. As with the construction site (A) to the north, whichever team controls this flag gains a mobile artillery vehicle in the form of a BM-23 or M142. The mobile artillery units spawned here allow for devastating bombardments of the surrounding control points, ideal for suppressing defenders. If the US captures this point, they can even aim their rockets south and pound RU vehicles approaching from the RU base.