Warzone & Execution
Warzone and Execution on Pavilion are nearly identical experiences, with Execution offering a little more opportunity for risk, as players can revive themselves and get back into the action. The map configuration is the same on both modes. Teams spawn inside the halls on either end of the symmetrical map and emerge to face the cupola containing the Mulcher. This immediately induces a battle for what is probably the map’s most important strategic position. The Mulcher is a brutally punishing weapon that lives up to its name, so obtaining it should be a priority. Additionally, the physical layout surrounding the Mulcher’s location is ideal for using the weapon. One can use the sandbags lining the cupola’s perimeter to mount the gun and cover the exits of both halls and the alleys leading down from the map’s upper portion. The cupola’s ceiling offers some cover from Mortar fire, though a well placed volley from the map’s lower portion can be dropped close enough to kill anyone taking cover inside the cupola. The biggest risk in using the Mulcher from this position is the possibility of getting flanked or attacked from the rear. To prevent this, one teammate can act as a spotter, staying in cover near the player wielding the Mulcher, watching his or her back and identifying targets.
Another valued weapon on this map is the Mortar. The Mortar can deal explosive death to multiple targets simultaneously on this largely open map. Obtaining the Mortar involves manipulating the gated room in which it is stored. The room is closed on both sides and can be opened only by pressing the X Button near the green light on either side. Once one gate is opened, the other remains shut for the round’s duration, or until the Mortar has been expended. The metal gate can be fired through, so beware of opposing players setting an ambush when you pick up the Mortar. This is especially true in Warzone, when your opponent doesn’t need to perform an execution. When you secure the Mortar, tell your teammates and give them your position so they can call out targets. You’ll be able to hang back on the map’s lower northern portion and provide the equivalent of aerial support.
If you’re unable to obtain either the Mulcher or Mortar, turn your attention to the Boomshield and a more defensive tactic. Combine the shield with either the Gorgon or Boltok Pistol to deal damage as you withstand enemy fire with the shield. The Boomshield won’t provide cover from Mortar fire, but one can use it to displace an enemy in the Mulcher location. Grab Frag or Ink Grenades and approach the Mulcher behind the shield’s cover. A well-placed grenade can either kill or flush out an opponent camped out in the Mulcher cupola.
Submission
The Stranded objective begins the match at either the grassy area near the Mulcher, near the Boomshield, or at either of the two rooms containing the Gorgon Pistol. The goal locations vary amongst the weapon drops, excluding the grenade locations. If the Stranded is near the Mulcher, take control of him and fall back toward your spawn hallway to benefit from the cover of teammates. Then work your way toward the goal. Have teammates cover your retreat with the Mulcher to pin down the enemy as you slowly drag your hostage to the capture point. When the Stranded is in one of the pistol locations, use the grassy slopes that run parallel to your starting hallway to move your prisoner. Have teammates cover your rear and scout ahead to cover your advance. The Mulcher again provides great covering fire, as its location can guard most of the terrain that must be traversed in order the move the Stranded to the capture location.
Some well-placed rounds in the captor’s kneecap can go a long way toward freeing the hostage from your opposition’s grip, but the Mortar makes it even easier! Stand back and carpet the battlefield with the Mortar to down the Stranded and annihilate the other team. Have your comrades rush in and lay claim to the prize.
Wingman
There are as many viable strategies for Wingman as there are spawn points. For starters, if you’re fortunate enough to spawn near the Mulcher, have one teammate pick it up and other cover the rear and flank. Use your Smoke Grenades as proximity mines to cover the cupola’s rear entrance while the teammate serves as a spotter. The Mulcher will likely scatter the other couplets, so send the non-Mulching half of your team to get the Mortar. This is admittedly a risky move, but a team that can secure both the Mulcher and Mortar will be very tough to beat.
Consider making a mad dash for the Boomshield if you spawn outside the upper hallway access. Stay extremely close together and allow the shield-wielder to lead the way while the other player backpedals behind. This tactic requires a more defensive approach, but if the shield carrier downs an opponent, have the follower quickly move in for the execution. Camping in the Boomshield area provides a great chokepoint but beware of Mortar fire. Keep your ears open and your heads down!
One lucky Wingman duo spawns directly near the Mortar. Move together to obtain this powerful weapon and set up behind cover at the bottom of the stairs. Instruct the teammate without the Mortar to go to the top of the stairs to spot targets and intercept rushers. Use proximity grenades near the Mortar pickup to slow down flankers and to alert you to their presence.
Lastly, the two pistol locations provide great protection and the opportunity to camp out and pick off unsuspecting passersby. Use your standard-issue weapons to cover the two entrances and set up proximity mines on the stairs. Attack with Gnashers when enemies enter your kill zone. Use the deep interior corner and rear stairwell to set up a crossfire situation. If possible, send one member of your team to get the Boomshield to increase your available cover.
Guardian
Guardian on Pavilion plays much like Warzone and Execution with the additional emphasis on protecting the team leader. As team leader, use the hallway where you spawn as your defensive position. Grab the Ink Grenades and set them up as proximity mines near the entryway. You can then take cover behind the column next to the grenades or behind the metal boxes and cover the lone entryway. Continue to pick up more grenades as the others are tripped—repeat this process.
Another approach as team leader would be to rush the Boomshield with an escort and fall back, carrying the extra defensive edge to either pistol location or the original hall. Deploy the Boomshield and take cover behind it—this is better than carrying it in a stationary position because it will offer full concealment.
When you go after the opposing team’s leader, focus on obtaining the Mulcher. Then use it to fire into the opponent’s hallway. Have your teammates rush the entry to take out the leader, assuming he or she is in there. Teams that take care to hide their leaders often protect them near the spawn point, in the tunnel near the Boomshield, or in either of the rooms with the pistols. Exploit your Warzone skills to flush them out!
Annex & King of the Hill
From a defensive perspective, each of this map’s capture locations has its strengths and weaknesses. The two pistol locations are perhaps the easiest to defend. They have cover from Mortar fire, multiple corners inside from which to ambush enemies and take cover, and a side stairwell area in which to drop back and lure in the enemy for a close-range kill. Placing proximity grenades on the interior walls, unseen by attackers, can also wreak havoc on the opposing team.
The Boomshield capture point has one way in, along with a handy shield to help fend off frontal attacks. However, the area is completely open to Mortar fire, so keep your ears open when you defend that spot. Dive into the tunnel and away from the capture point temporarily to avoid any potential splash damage. The Mulcher and Mortar capture points are both susceptible to crossfire, especially the Mortar position, which provides minimal cover. Have your team push through to cover both sides of the location before you make the capture, or you may get taken out before you gain control of the location. Instruct your team to shoot anything that moves near either staircase!
One tactic that works particularly well on this map in Annex matches is to set up defensive positions between capture points to gain an advantage in capturing subsequent locations. Watch the point timer tick down and prepare for the next location. One way to do this, especially while holding one of the pistol capture locations, is to grab the Boomshield and set up a roadblock between the two pistol rooms. This positions you near three of the potential capture points and enables you to run interference on any enemies trying to cut through that area.
The stairwells leading down to the Mortar capture point provide ambush points and cover on either side at the bottom. Implanting a stronghold in this spot also has the advantage of putting you in a position to quickly transition to the Mulcher should the next capture point move to that area.
Utilizing these transitional areas is not as crucial in King of the Hill because the capture point remains stationary throughout the entire round. Leave one team member to stay inside the capture point and spread out to cover enemy advances and obtain weapons. Setting up a Mulcher on one of the approaches to a pistol location creates an almost impenetrable defense. Focus on branching out incrementally to slow the enemy advance. When you defend the Boomshield location, have two players cover both sides of the alley near the tunnel. The other two should set up opposite those locations, near the closed hallway doors, to cover the grassy slopes heading up to that area.
The Mulcher and Mortar locations are open to attacks from multiple directions, but they provide some rather potent firepower to help offset this drawback. Use the Mulcher generously from in its position to keep the enemy at bay. Use the cover at the base of both stairwells to defend the Mortar position against attacks from above. Try to keep Frag or Ink Grenades handy—equip the grenade so you can detonate it after getting picked off if you’re the last man standing and the enemy is closing in.
Horde
This is one of our favorite maps for playing Horde because it allows you to set up a perfect military alignment, forcing the Locust to attack from few locations. Locust primarily originate from the hallway exits (both upper and lower), from near the Mortar, and also by the two pistol locations. Positioning the entire team on either end of the map forces them to attack from afar. However, using the area by the Mulcher gives your team the most powerful weaponry and it offers the best sightlines. Just keep in mind that this plan requires a full team. Those playing with three or fewer players should take up position near the Boomshield instead.
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Ammo: There are two ammo crates on the map, one near the Boomshield and the other in front of the cupola. Variables: The upper doors leaving from the hallway are open in this mode. Similarly, both of the gates near the Mortar are also open. |
Many of the enemies make their way out of the hallways or down the grassy slope and take cover behind the planter and by the park bench. Some even mantle over this cover in a dead sprint, attempting to rush your location. Planting grenades on this bit of unused cover to serve as proximity mines catches more than a few unsuspecting Locust off guard.
Those members of the Horde that don’t use the planters or benches will likely try to get in between the sandbags and wall, attempting to slip out of the Mulcher’s range. Keep an eye out for enemies slipping into this blind spot and eliminate them as soon as possible. Having to relinquish the Mulcher in order to drop an enemy behind the cupola allows the other foes to advance rapidly, making ultimate survival that much more difficult.
Know Your Role
The following tactics correspond to the numbered positions marked on the accompanying map. Follow these tips carefully for maximum survivability. These tips assume a five-person team.
The point man playing Horde on Pavilion secures the Mulcher within the cupola. Everything else must revolve around keeping this person safe. The sandbags provide the perfect platform to steady the massive weapon. Swiveling the weapon makes it possible to cut down enemies exiting either hallway, as well as those coming down the grass slopes. This position is vulnerable to attacks from behind. Remain stationary inside the cupola and do not exit this position unless absolutely necessary.
The second player should take a position to the point man’s flank, behind the row of sandbags to the west. This player’s role is to use the Lancer or Hammerburst to cut down enemies exiting from the hallway doors. He or she also serves as the last line of defense against enemies that make it up the stairs from below. Dash into the hallway between rounds to collect grenades. Use them as proximity mines on the planter and park benches in front of the hallway exits. Be sure to grab the ammo crate as well. Limited strafing is necessary to get better angles on enemies, to lend support to the other players, and to revive fallen comrades.
The third player’s role is similar to that of the second, but it covers the map’s eastern side. Take cover behind the sandbags to the point man’s left. Use the Lancer to help eliminate enemies making their way down the grassy slope on the east. Call out enemy locations to serve as a spotter for the Mulcher operator, and place grenades on the planter and park bench during the brief intermissions. Limited strafing is necessary to get better angles on enemies, to lend support to the other players, and to revive fallen comrades.
A fourth player creates a decided advantage by bringing the Mortar into play. It also eliminates the chance of Locust Horde spawning on at least one side of the lower northern patio. Stay near the stairs in the northwest corner and assist the second player with enemies that advance too closely. Use the Mortar to fire from the base of the stairs in the direction that player #2 specifies. This player should also help revive any players on the upper courtyard so the others can focus on fighting.
Having a fifth player in the map’s lower northeastern corner all but eliminates the chance of ever having an enemy spawn near the Mortar. Advance and retreat from the stairs to the Mortar location to assist where necessary, whether you use standard-issue machineguns or the Mortar. This player should also be responsible for reviving players #1 and #3.