During this Rush battle, both teams have access to tanks and scout helicopters, providing an added sense of urgency and danger to each phase. The battle is spread across four zones, starting out at the Construction Site and then moving on to the Mall, Power Station, and Bank. While infantry combat dominates the fight over each objective, both sides should be prepared to counter the threats posed by the tanks and helicopters. In close matches, these vehicles often cancel each other out. But neither team can rely on their own vehicles to win each tank vs. tank or helicopter vs. helicopter duel. That’s where engineers come in. In addition to repairing these critical vehicles, engineers can also dish out some serious damage through the deployment of mines and the firing of anti-tank and anti-aircraft missiles. The team that manages to field engineers in the most effective manner stands a good chance of walking away with a win. But don’t forget to get keep your vehicles in the fight as well. Once destroyed, vehicles often spawn far from the action. Still, they can all be accessed directly from the spawn screen, which makes it easy to get them back in the fight.
Zone 1: Construction Site
US Deployment
Deployment Area Assets
| Name | Quantity | Respawn Time |
|---|---|---|
| Phoenix | 1 | 30 sec. |
| M1 Abrams | 1 | 30 sec. |
| AH-6J Little Bird | 1 | 60 sec. |
At the start of this Rush battle, the US team deploys from the west side of the map. There are two initial deployment areas for the team. Infantry spawn just outside the city while the vehicles spawn in the area to the west, similar to the US Base during Conquest. If you want one of the vehicles, spawn directly into it from the spawn screen instead of hiking back to the west. Since the infantry spawn close to the city, this puts them within early-round striking distance of both objectives. So if you spawn here, sprint to the east in an effort to reach the objectives before the RU team can secure them. Alternately, use the Phoenix and Little Bird to rush troops to the front lines. However, be mindful of the RU team’s T-90A and Z-11W scout helicopter—the M1 Abrams and Little Bird are best suited for dealing with these threats. But in the event that friendly vehicles aren’t available, make sure your team has plenty of engineers armed with rocket launchers and Stingers to knock out the RU team’s tank and helicopter.
RU Deployment
Deployment Area Assets
| Name | Quantity | Respawn Time |
|---|---|---|
| T-90A | 1 | 50 sec. |
| Z-11W | 1 | 60 sec. |
| 9M133 Kornet Launcher | 1 | 10 sec. |
The race is on at the start of this battle, and the RU team has little time to waste. Most of the RU team deploys on the east side of the hotel, putting them close to M-COM Station B. However, reaching M-COM Station A at the Construction Site before the US attackers arrive can be tough. Infantry spawning near the hotel should make a beeline for the Construction Site. Meanwhile, get the T-90A to the front lines, too, and deploy it along the street between the two objectives—try to position the tank so it can ambush the incoming traffic from the west. Instead of relying on the Z-11W scout helicopter to transport troops, use it to attack the US team’s Little Bird, preferably with Heat Seekers. When the US air threat is eliminated, use this helicopter to support defensive efforts on the ground by strafing the M1 Abrams and Phoenix. If the RU team can survive the initial assault, the Z-11W is perfect for strafing the US team near their deployment area on the west side of the map. A good helicopter pilot can make all the difference in this fight.
M-COM Station A
M-COM Station A is on the ground floor of the partially constructed building at the Construction Site. This objective is likely to come under attack first given its close proximity to the US team’s deployment area to the west. Therefore, the RU defenders must sprint here if they wish to prevent an early-round attack. The objective is completely exposed on the east side of the building. Infantry hiding among the rubble to the east have a clear line of sight on the objective. As a result, the attackers should consider securing this side of the building before attempting to plant a charge—if necessary, park the M1 Abrams here to serve as a makeshift wall. Both sides stand the best chance of securing this objective if they can maintain a presence nearby. Therefore recon troops should consider placing Radio Beacons in the upper floors of this building to serve as forward spawn points. Whether attacking or defending, spawning on the upper floors of this building is a great way to stay near the action.
M-COM Station B
This objective is completely exposed, positioned alongside the southern exterior wall of the hotel, directly across the street from the Construction Site. The objective is visible from multiple angles, as well as from the upper floors above M-COM Station A. This makes the objective extremely dangerous for the attackers to approach without the aid of vehicles. In an effort to deter early-round attacks, the defenders should move their T-90A into the street adjacent to the objective. Instead of attacking along the street, attacking infantry can sneak up on the objective by accessing a hidden shortcut in the hotel. Locate the blue double doors within the hotel entryway and shoot red gas tank nearby to clear a path. Beyond the doors is a passage leading to the restaurant adjacent to the objective—place a Radio Beacon inside this building. From here infantry can rush out of the restaurant and plant a charge on the objective, minimizing their exposure in the street. Still, it’s a good idea to obscure the objective in smoke before attempting to plant a charge. At the very least, park the M1 Abrams nearby to offer some protection and covering fire.
Zone 2: Mall
US Deployment
Deployment Area Assets
| Name | Quantity | Respawn Time |
|---|---|---|
| M1 Abrams | 1 | 30 sec. |
| AH-6J Little Bird | 1 | 60 sec. |
Following the destruction of the M-COM stations at the Construction Site, the US team’s deployment area shifts into the city. US infantry now deploy at the intersection by the Construction Site and hotel. The team’s M1 Abrams spawns in the street, a block west of the Construction Site, and the AH-6J Little Bird still spawns back at the original deployment area to the far west—both vehicles can be accessed directly through the spawn screen. As in the previous phase, the vehicles provided to the US team are essential for countering the RU team’s T-90A and Z-11W. In addition to hunting down the enemy vehicles, the Little Bird is effective for scattering troops around the map—this is a great way to stage early-round sneak attacks on the distant M-COM Station B. Expect the heaviest fighting inside the Mall while attempting to set a charge on M-COM Station A. Consider driving the M1 Abrams into the Mall to provide cover and fire support while teammates attack the objective.
RU Deployment
Deployment Area Assets
| Name | Quantity | Respawn Time |
|---|---|---|
| T-90A | 1 | 50 sec. |
| Z-11W | 1 | 60 sec. |
| 9M133 Kornet Launcher | 1 | 10 sec. |
After losing ground at the Construction Site, the RU team is pushed back deeper into the city, and deploy in the street northeast of the Mall. Unlike the previous phase, this time the RU team has a few extra seconds to prepare their defenses around the two objectives. First, get troops into the Mall and establish a perimeter around M-COM Station A, utilizing the upper floors as overwatch positions. Simultaneously move troops to M-COM Station B and watch for enemy traffic along the street to the south—use the nearby Kornet launcher to target the US team’s M1 Abrams. Park the T-90A at the southwest corner of the Mall and hammer US troops near their deployment area to the south. If necessary, retreat to conduct repairs or whenever you need to respond to flanking attacks. Finally, attack aggressively with the Z-11W, engaging both the Little Bird and M1 Abrams—use Heat Seekers and cannon fire to shoot down the Little Bird, then perform strafing runs on the US team’s tank.
M-COM Station A
M-COM Station A is located on the Mall’s ground floor, which makes it an extremely dangerous objective to attack given the numerous sight lines focused on this position. The second, third, and fourth floors of the Mall are all accessible and they give the defenders plenty of elevated overwatch positions from which to cover the objective. In addition to watching the objective, defending engineers should place mines along the northern and western entry points to prevent the US team’s M1 Abrams from charging into the Mall. Before racing to the objective, the US team should work to secure the Mall’s upper floors. Infiltrate the Mall from the sky bridge on the east side and sneak up on the defenders from behind. However, watch the sky bridge for Claymores and other booby traps—the sky bridge is a narrow choke point that the defenders can leverage to score some easy kills. Both teams should place Radio Beacons on the Mall’s upper floors to maintain a presence close to this objective.
M-COM Station B
This objective is housed within the small convenience store across the street from the Mall. The store’s interior can be accessed through doorways on the north and south sides of the structure. However, the perimeter walls of the building are destructible, so attackers can make their own doorway with explosive weaponry. Instead of camping inside this small building, defenders should focus their efforts on the perimeter, hiding among the surrounding alleys and rubble to ambush enemy troops rushing toward the store. The long sight lines offered by the nearby streets make this a popular area for snipers, so be ready to dive behind cover, whether attacking or defending. A Kornet launcher is positioned across the street to the west, and it’s ideal for engaging the M1 Abrams—attackers can use this same launcher to attack the T-90A or to punch holes in the convenience store.
Zone 3: Power Station
US Deployment
Deployment Area Assets
| Name | Quantity | Respawn Time |
|---|---|---|
| Phoenix | 1 | 30 sec. |
| M1 Abrams | 1 | 30 sec. |
| AH-6J Little Bird | 1 | 60 sec. |
In this phase of the battle, the US team’s deployment area shifts slightly to the west in preparation for their assault on the objectives at the Power Station. Infantry spawn in the street just south of the hotel while the M1 Abrams and Phoenix are deployed to the west—the AH-6J Little Bird still spawns at the original deployment area on the city’s western outskirts. Since the next set of objectives are clustered in a small area, punching through the RU team’s consolidated defenses can be tough. Therefore the team needs to coordinate a simultaneous attack on the Power Station, hitting both objectives at once. The M1 Abrams and Phoenix are most successful advancing along the Bridge, flanking the Power Station from the south. Meanwhile, use the Little Bird to counter the RU team’s Z-11W and T-90A. Infantry should take up positions among the buildings on the west and south side of the Power Station, utilizing Radio Beacons and squad spawning to apply consistent pressure against the objectives.
RU Deployment
Deployment Area Assets
| Name | Quantity | Respawn Time |
|---|---|---|
| T-90A | 1 | 50 sec. |
| Z-11W | 1 | 60 sec. |
| 9M133 Kornet Launcher | 1 | 10 sec. |
Immediately following the loss of the two objectives at the Mall, don’t waste any time securing the next set of objectives at the Power Station. With both objectives placed only a few meters from each other, the defenders can consolidate their forces at one location. The defending infantry deploy in the street just north of the Power Station, along with the T-90A. The Z-11W spawns back at the original helipad to the far north. As usual, the US team’s vehicles pose the biggest threat, so use the T-90A and Z-11W to counter the incoming M1 Abrams, Phoenix, and Little Bird. Engineers can assist by placing mines and firing rocket launchers and IGLAs. While most attackers advance along the street to the west, prepare for flanking attacks crossing the Bridge to the south—consider posting a squad on the Bridge to detect and ambush opponents here. To avoid losing control of the Power Station, each defending squad should post a Radio Beacon near the objectives, preferably within the abandoned travel agency building. If the RU team can maintain a presence here, they stand a good chance of holding out for a win.
M-COM Station A
M-COM Station A is located at the Power Station, tucked between a gray transformer box and a green, cube-shaped shipping container. The cramped, narrow space between the transformer and shipping container is the perfect spot for Claymores and C4, so attackers should always toss a grenade into this space before rushing in to set a charge. The parking lot in which the objective is located is relatively open and offers very little cover. Therefore, attackers should saturate the area around the objective with smoke before stepping into this likely kill zone. Defenders are usually posted in the travel agency building to the east—the rooftop of this building is also accessible and offers a great view of the Power Station. Attacking infantry have the best chance of sneaking up on this objective through the rubble-filled alley to the west, under the cover of smoke.
M-COM Station B
Located only a few meters from M-COM Station A, this objective is housed within the ground floor of residence adjoined to the travel agency. Doorways on the east and west sides of the building allow easy access to the objective. The perimeter walls of the building are also destructible, which gives the attackers the opportunity to create their own entry points. On the east side of the objective is a staircase leading to the building’s second floor. The second floor of this building serves as a good base of operations for both teams—drop Radio Beacons here to maintain a spawn point close to the objectives. The rooftop of this building is also accessible, and it offers a good vantage point of the surrounding area. Attackers flanking from the Bridge to the south can sometimes sneak up on this objective without being noticed.Enter through the doorway on the east side of the building to avoid being detected.
Zone 4: Bank
US Deployment
Deployment Area Assets
| Name | Quantity | Respawn Time |
|---|---|---|
| Phoenix | 1 | 30 sec. |
| M1 Abrams | 1 | 30 sec. |
| AH-6J Little Bird | 1 | 60 sec. |
Having successfully taken out six M-COM stations up to this point, the US team only needs to destroy two more objectives to secure a win in this battle. This time the US team’s infantry and Phoenix spawn near the Power Station—the M1 Abrams spawns on the Bridge to the south and the Little Bird deploys from the original deployment area to the distant west. The next objectives are located near the Bank to the north. The best way to secure this area is by taking control of the streets on the south and west side of the Bank building. The M1 Abrams and Phoenix are well suited for engaging opponents along this street—just watch out for the RU team’s T-90A and infantry manning the Kornet launcher on the west side of the bank. While the vehicles make a push along the streets, infantry should advance from the south, securing M-COM Station B before making a move on M-COM Station A. The Little Bird is still a useful air asset but should prioritize maintaining air superiority by shooting down the RU team’s Z-11W.
RU Deployment
Deployment Area Assets
| Name | Quantity | Respawn Time |
|---|---|---|
| T-90A | 1 | 50 sec. |
| Z-11W | 1 | 60 sec. |
| 9M133 Kornet Launcher | 1 | 10 sec. |
This is the RU team’s last chance of holding out for an upset. If your team hasn’t managed to halt the US advance at this point, redouble your efforts to keep the T-90A and Z-11W in the battle as long as possible. This requires support from engineers to provide repairs. If the T-90A takes heavy damage, retreat to a safe location and perform repairs immediately. Engineers riding in the Z-11W as a passenger can conduct repairs on the fly, helping keep the helicopter airborne for long periods of time. It’s equally important to keep troops clustered around the objectives at all times. Instead of constantly spawning on the north side of the Bank, use squad spawning and Radio Beacons to keep your team close to the action. The street on the west side of the bank is likely to see heavy action since it runs between the two objectives. Focus the majority of your team here so they can respond to attacks on either M-COM station. But also watch for flanking attacks from the east or west—T-UGS motion sensors are ideal for detecting such maneuvers.
M-COM Station A
M-COM Station A is housed within an abandoned convenience store across the street from the bank. Given the heavy traffic along the adjoining street, this building is likely to take heavy damage from tanks that reduce the perimeter walls to dust. As a result, attackers shouldn’t have too many problems finding a suitable entry point. The east side of the store is mostly glass, giving defenders posted at the Bank a clear view of the objective. This angle can also benefit the attackers if they manage to take out M-COM Station B first and use the Bank as a forward base. So whether attempting to set a charge or disarming one, prepare to take incoming fire from the Bank. Snipers posted on the Bank’s rooftop pose a serious threat. To avoid exposing yourself to incoming fire, approach the objective from the west side, using the M-COM station for cover.
M-COM Station B
This objective is located at the Bank’s entryway, in the same position as the flag during Conquest matches. While this M-COM station looks relatively sheltered, it can be monitored from multiple directions, including from the convenience store across the street—snipers posted on this rooftop have a great view of this area. The entryway’s ring-shaped rooftop, directly above the objective, is another possible overwatch position. There are also multiple hiding spots around the objective itself, so watch for campers positioned behind the various planters, shipping containers, and rubble. When attacking here, it’s best to approach from the east side, avoiding the chaos in the western street. It’s possible to drive a vehicle next to the objective, but maneuvering in this cramped space can be difficult. Still, if all else fails, driving a tank next to the objective may give infantry just enough time to arm or disarm a charge.