Prima Games eGuides Battlefield 3 Premium eGuide

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Battlefield 3 Premium eGuide Battlefields Squad Rush

Damavand Park

This small-scale Rush battle centers around the Peak Facility and the Factory Valley, as the US team is tasked with taking out two M-COM stations.

While both teams start on relatively even footing at the start, the RU defenders have the upper hand when it comes to defending the final M-COM station inside the warehouse.

An effective RU squad can turn the warehouse interior into a treacherous kill zone, thus requiring the US team to quickly adapt and experiment with different plans of attack.

ZONE 1: PEAK FACILITY

In the first round, the RU team defend an M-COM station at the Peak Facility, on the northern edge of Damavand Peak. The M-COM station is on the south side of the facility on the bottom floor of the small gray structure.

The RU defenders may wish to knock out the walls of the lower floor so they have a better view of the M-COM station at long range. Taking out the walls denies the US attackers cover while they’re planting the charge.

But the US team has the high ground here and they should take full advantage of it. A skilled US recon player can provide sniping cover from the hillside to the south while squad mates rush in and set the charge.

While attacking, use explosive weapons to bring down perimeter wall sections. This will keep the defenders on their toes, never knowing where the attackers will infiltrate.

ZONE 2: FACTORY VALLEY

Prepare for some close-quarters fighting around this final M-COM station, which is on the second floor of the large warehouse. For the most part, the RU team can focus their defensive efforts on securing the two stairways leading up to the second-floor catwalks.

The stairways and catwalks are ideal choke points and should be watched at all times. For the US team, assaulting the warehouse interior is dangerous.

Instead of utilizing existing entry points, make your own with rocket launchers and grenade launchers. Opening holes in the warehouses outer walls keeps the defenders guessing, making it harder for them to predict the US team’s point of entry.

Radio Beacons are important for both teams because they allow them to spawn closer to the warehouse.

This is particularly important for the defenders because if their squad is wiped out, they’ll have a hard time making it to the warehouse in time to disarm the charge on the M-COM station.