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Battlefield 3 Premium eGuide Battlefields Rush

Azadi Palace

This sprawling Rush battle tests the urban combat tactics and skills of both teams as they fight for control Azadi Palace and the surrounding neighborhoods. The battle is spread across four zones, starting at the City Entrance before progressing to the Downtown, the Azadi Palace, and the Construction Site. Throughout the course of the battle each team maintains access to one tank. In most cases, these tanks cancel each other out, leaving it up to the infantry to do the heavy lifting. But a good tank crew supported by Repair Tool-toting engineers can make a big difference in this battle. So never write off the effectiveness of these powerful vehicles when it comes to holding or taking ground. Field a few of engineers to repair your team’s tank and assist in taking out the opposing team’s tank by firing rockets and placing mines. Due to the cut-up nature of the damaged city, infantry combat takes place at various ranges, depending on the zone. The versatile carbines and assault rifles are ideal for engaging threats at any range. But when the battle shifts to Azadi Palace’s interior during the third phase, consider switching to a PDW or shotgun.

Zone 1: City Entrance

US Deployment

Deployment Area Assets

Name Quantity Respawn Time
Phoenix 1 30 sec.
M1 Abrams 1 30 sec.

At the start of the battle the US team deploys on the north side of the city, along with a Phoenix and M1 Abrams. The distance between this deployment area and the objectives makes it tough for the US team to rush the M-COM stations at the start of the match. The Phoenix stands the best chance of swiftly transporting a few troops into the city. Consider using this vehicle to transport troops to M-COM Station B and attacking through the building from the west. But the majority of the team must attack the objective at the City Entrance on foot. Make an effort to occupy the buildings on the north and east sides of the plaza where M-COM Station A is positioned. Place Radio Beacons in these buildings to maintain a spawn point close to the objectives. The priority of the M1 Abrams is to counter the RU team’s T-90A. A few engineers can assist in this task. But when the M1 Abrams isn’t busy dueling the T-90A, use it to overwhelm defenders around M-COM Station A. Just watch out for the Kornet launcher directly south of the City Entrance.

RU Deployment

Deployment Area Assets

Name Quantity Respawn Time
T-90A 1 50 sec.
9M133 Kornet Launcher 1 10 sec.

Unlike most initial phases during Rush matches, the RU defenders have a good chance of securing both objectives before the US attackers arrive. Deploying from the nearby Market to the south defenders spawning here still need to sprint north to establish their defenses. Rush to secure the buildings on the north side of the City Entrance and engage the attackers as they trickle into the city—the goal is to prevent the US team from gaining a solid foothold within the city. It’s a good idea to utilize squad spawning and Radio Beacons to maintain a presence close to the objectives. Meanwhile, get the T-90A into the action by positioning it along the road west of M-COM Station B. From here, the T-90A can ambush the US team’s M1 Abrams and Phoenix as they race into the city from the north. But make sure the T-90A is supported by a dedicated group of engineers ready to perform repairs. While blocking the US team from entering the city is a good strategy, keep at least one squad posted around each objective to counter breakthrough attacks by US infantry.

M-COM Station A

M-COM Station A is located in the small plaza at the City Entrance. Given the exposed nature of this objective, the US attackers must thoroughly secure the surrounding area before attempting to set a charge. The buildings to the south and west are popular overwatch positions for defenders—even the rooftops of these buildings are accessible and give defenders a great vantage point. Vehicles can approach the objective from the streets to the west and south, or from the wide staircase to the north. Defending engineers should consider mining the area around the objective as well as manning the Kornet launcher directly to the south. If infantry attacks fail, the US team may need to rely on their M1 Abrams to overwhelm the defenders here by bombarding the surrounding buildings. At the very least, the M1 Abrams can serve as a deterrent, giving infantry just enough time to rush in and set a charge. Whether arming or disarming a charge here, deploy smoke on the objective for some added concealment amidst the chaos.

M-COM Station B

Located on the ground floor of an apartment building to the west of the City Entrance, M-COM Station B is a tough objective to attack and defend, and attempts often lead to heavy casualties for both sides. There are only two entry points into this building: on the east and west sides. For the attackers, the western entrance is the safest route, as it allows infantry to approach the objective from within the building’s interior. However, expect heavy close-quarter fighting while pushing through the narrow corridors and doorways—PDWs, shotguns, and grenades dominate here. The eastern entrance is only accessible through a narrow alley. Attackers should approach from this side only when attempting to encircle the defenders in a pincer maneuver, hitting them simultaneously from the east and west. Like the attackers, the defenders should rely on close-quarter weapons as well as booby traps and T-UGS motion sensors. It’s also important to constantly monitor the western entrance and eastern alley, preventing the attackers from gaining entry.

Zone 2: Downtown

US Deployment

Deployment Area Assets

Name Quantity Respawn Time
M1 Abrams 1 30 sec.

After taking out the first set of objectives, the US deployment area shifts to the City Entrance. While all infantry spawn at the City Entrance, the M1 Abrams still spawns back at the original deployment area to the north. Access this vehicle directly from the spawn screen instead of hiking back to the previous area. The next objectives are located at the Downtown area to the west. Instead of making a beeline for the M-COM station, establish a presence in the Market to south, and deploy Radio Beacons to maintain a spawn point in this area. From the Market, it’s easy to sneak up on M-COM Station A and flank it from the east. Flank attacks are also effective against M-COM Station B. Instead of sprinting across the exposed plaza, sneak in from the west side and secure the surrounding storefronts before attempting to set a charge. While infantry fight for control around both objectives, get the M1 Abrams into the fight by approaching the Downtown from the east—this is a great way to flank the RU team’s T-90A, which is usually posted in the street between the objectives.

RU Deployment

Deployment Area Assets

Name Quantity Respawn Time
T-90A 1 50 sec.

Following the loss of the objectives at the City Entrance, the RU team deploys in the street north of the Palace in preparation for the next phase of the battle. At the start of this phase, the RU team gets a few extra seconds to make their defensive preparations before the US team can enter the Downtown area. Use this time to rush troops to each objective. Given its close proximity to the US deployment area at the City Entrance, M-COM Station A is likely to come under attack first. So move infantry into the surrounding buildings and watch for enemy movement in the Market to the east. Meanwhile, secure the plaza where M-COM Station B is located by occupying the surrounding storefronts. Position the T-90A in the street between the two objectives. From here it can cover the northern approach (most likely traveled by the M1 Abrams) as well as respond to attacks on either objective. Engineers must support the T-90A by performing repairs and attacking the M1 Abrams with rocket launchers and mines. Keeping the T-90A in the fight is the key to holding out for a victory here.

M-COM Station A

M-COM Station A is housed within the ground floor of a residence across the street from the Downtown plaza. The US attackers are likely to advance against this objective first at the start of this phase, so the RU defenders must act quickly to secure this location. The building can be accessed via doorways on the western and eastern sides. Initially, US troops are likely to approach from the eastern alley, so defending troops should cover this side, perhaps extending patrols into the Market to the east as well. But as the battle progresses, defenders should also watch for opponents approaching from the street on the west side. When arming or disarming this objective, always stay on the east side and use the actual M-COM station for cover. The glass doorway to the west leaves the objective completely exposed to opponents positioned in the plaza across the street.

M-COM Station B

This objective is located inside the small abandoned hookah bar on the west side of the plaza. For the attackers, the biggest danger here is crossing the open plaza from the east. However, the north and west sides of the Downtown area are completely open, and they allow for safer flanking attacks. It’s best to approach from the north side, cutting through the narrow alley adjacent to the hookah bar—always toss a grenade through the window before entering to detonate any booby traps left behind by defenders. While flanking attacks from the north or west aren’t common, defenders should prepare for the possibility—place T-UGS motion sensors in the alley north of the objective to detect enemy movement in this area. Otherwise, M-COM Station B is relatively easy to defend. Position troops in the hookah bar and in the storefront on the north side of the plaza to catch attackers in a deadly crossfire.

Zone 3: Azadi Palace

US Deployment

Deployment Area Assets

Name Quantity Respawn Time
Phoenix 1 30 sec.
M1 Abrams 1 30 sec.

In this phase of the battle, the US team deploys from Downtown in preparation for their assault on the objectives at Azadi Palace to the south. The US team maintains access to an M1 Abrams that spawns in the street to the north, as well as a Phoenix that deploys from the street near the Marker to the east—both vehicles can be accessed directly from the spawn screen. Since both objectives are located on the second floor of the Palace, the vehicles play a limited role during this phase. However, their weapons can come in handy for securing the street on the north side of the Palace allowing troops to cross without getting picked off by defenders. As usual, the M1 Abrams should prioritize hunting down and destroying the RU team’s T-90A. If positioned near the Outpost to the east, the M1 Abrams can shell the Palace from a safe distance. Just watch out for incoming fire from the Kornet launcher posted on the east side of the Palace. While the M1 Abrams and Phoenix provide covering fire, infantry should rush into the Palace and secure a foothold in the north wing before making a move on either objective upstairs.

RU Deployment

Deployment Area Assets

Name Quantity Respawn Time
T-90A 1 50 sec.
9M133 Kornet Launcher 1 10 sec.

The Palace is by far the RU team’s most defensible position in this battle. Defenders have a good chance of holding out here for a win. Deploying from the heavily damaged south side of the Palace near the Main Floor, defending troops have just enough time to rush upstairs and secure the objectives before the US attackers arrive. Ideally, all that the RU team needs to do is defend the second floor. This means covering all stairways and ramps. The fighting on the second floor often takes place at close and intermediate ranges, so choose your weapons accordingly. The T-90A isn’t of much use when it comes to defending the objectives, but it can still help secure the Palace. Position it in the street on the north side of the Palace and use its weapons to engage opponents rushing in from Downtown—this street offers long sight lines, so the tank’s machine guns can pick off infantry from long range. The T-90A is also the best tool for countering the US team’s M1 Abrams and Phoenix.

M-COM Station A

M-COM Station A is located in the Senate room, on the second floor of the Palace’s north wing. The objective is positioned against a wall in this small room, which is accessible only by infantry. 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 be accessed only through three points: the large exterior staircase to the east, the narrow interior staircase to the south, and the arched doorway to the south. One squad can adequately cover all three entry points, if assisted by a T-UGS motion sensor and Claymores. When attacking here, avoid the staircases and advance from the restaurant to the south, which is also on the second floor. Attacking through the arched doorway to the south is much safer than trudging up the stairs. Toss grenades and fire rockets through the doorway to soften up any defenders near the objective before entering the room.

M-COM Station B

Located only a few meters south of M-COM Station A, this objective is positioned on the Palace’s second floor restaurant. Like the Senate room, the key to defending the restaurant is locking down the various staircases and ramps leading to the second floor. The earthquake has collapsed a large portion of the Palace’s eastern wing, leaving a long piece of floor to serve as a ramp on the east side—this ramp is the most direct approach to the restaurant. Instead of looking for the quickest way to reach the objective, attackers should exploit areas of the Palace that the defenders have overlooked, such as the large staircase at the Main Floor, to the south, or the various internal staircases, like the one to the north. But simply gaining access to the second floor is only part of challenge. Once inside the Palace, expect stiff resistance around the objective—Laser Sights and Tactical Lights are ideal for blinding opponents in the dimly lit restaurant and adjoining corridors.

Zone 4: Construction Site

US Deployment

Deployment Area Assets

Name Quantity Respawn Time
M1 Abrams 1 30 sec.

Victory is close at hand for the US team at the start of this phase. But don’t celebrate just yet—two more M-COM stations await at the Construction Site to the west. In this final phase, the US team deploys from the Palace along with one M1 Abrams that spawns on the east side near the fountain. Unlike the previous phase, the M1 Abrams once again plays a pivotal role in attacking the objectives. Before the US team’s infantry can reach the Construction Site, they must first cross the street on the west side of the Palace. Use the M1 Abrams to aid in this crossing by providing covering fire and countering the RU team’s T-90A. Once across the street, the US attackers should establish a presence on the north and south sides of the Construction Sites, and use squad spawning and Radio Beacons to apply consistent pressure against each objective. Driving the M1 Abrams into the center of the Construction Site can serve as a distraction, but don’t expect it to last long. Still, the M1 Abrams may create just enough chaos to give infantry the opportunity they need to set charges on both objectives.

RU Deployment

Deployment Area Assets

Name Quantity Respawn Time
T-90A 1 50 sec.
9M133 Kornet Launcher 1 10 sec.

Defending the objectives at the Construction Site is the last chance the RU team has at holding out for a win in this battle. Fortunately, the defenders have a few extra seconds to get into position before the US team arrives. Use this time wisely and take up positions in the two partially constructed buildings on the west side of the site. The upper floors of these buildings offer a great view of the area. Place Radio Beacons on the second and third floors of these buildings to give your team a spawn point close to the objectives. In addition to covering the objectives, take the fight into the street to the east, intercepting the attackers before they can get a foothold at the Construction Site. The T-90A is particularly effective when positioned along this street—use its devastating weapons to ambush enemy troops and the M1 Abrams as they exit the Palace. Pinning the attackers at the Palace is a great way to kill the US team’s momentum. But when laying siege to the Palace, make sure at least two squads stay back and guard the two M-COM stations.

M-COM Station A

Propped against a wrecked van in the middle of the Construction Site, M-COM Station A is very exposed. So before the US attackers even consider approaching it, they should sweep the two buildings to the west. The upper floors of these two buildings offer clear sight lines of the objective, allowing defending sharpshooters to pick off anyone tampering with the M-COM station. By clearing out these two buildings, the attackers not only eliminate defenders, but they also gain a solid foothold in the Construction Site—immediately deploy Radio Beacons to maintain spawn points in the area. Given the exposed nature of this objective, also deploy smoke whether you’re attempting to arm or disarm a charge. Alternately, park a tank right next to the objective to provide some cover; use it as a mobile wall of steel. However, when driving a tank in this area, be mindful of the nearby Kornet launcher—don’t expose your tank’s weak rear armor to this stationary weapon.

M-COM Station B

M-COM Station B is housed within in the partially constructed building on the south side of the Construction Site. Although the objective is somewhat sheltered, its position on the first floor makes it extremely vulnerable to attacks. Attackers slipping in from the south can often sneak up on this objective without being detected. Even defenders posted on the upper floors of these two buildings won’t be able to detect enemy movement down here. Therefore, the RU defenders should place T-UGS motion sensors around the objective so they can respond to such incursions. Due to the building’s lack of perimeter walls, the objective can also be monitored from multiple angles—infantry positioned on the north side of the Construction Site can easily pick off opponents tampering with the objective. So if smoke is available, deploy it on the objective before arming or disarming a charge to avoid getting hit from long range.