Battlefield: 2142 Conquest Guide Author: Ghost1800 Version: 0.8 ================ Table of Contents ================ (1) - Introduction: "What is Conquest? More importantly, why am I here?" (2) - Basics: "How do I play?" (3) - Conquest Maps*: "THE FIELD OF HONOR... er... BATTLE!!!" (4) - Assault Lines: "WHAT!? I thought we were done!" (5) - Assault Lines Maps*: "Same general idea, but better!" (6) - Contact: "Where you go to complain." (7) - Contributors: "All the people who've helped." (8) - Copyright Info: "That thing that no one reads." * Each map will include a list of what each class should do as an individual, what seem to be the most rewarding squad set-ups and objectives, and just generally what the theme of the map is. ============================================== (1) - Introduction: "What is Conquest? More importantly, why am I here?" Welcome to one of my first FAQ's. The main reason this is my first is because generally I see them as helpful guides that no one bothers to read. Conquest is a game mode found throughout the battlefield series, starting with Battlefield: 1942 and extending all the way to Battlefield: 2142. In concept it is basically an elaborate game of king of the hill, where 2 sides fight for multiple key-points found in different areas throughout a map. These points provide spawn point's and, often times, vehicles. You win this game by depleting the enemies ticket count and keeping your's from running out. Before you go on, this guide is NOT a guide that will tell you how to play the game in general. I assume you know the basic controls, what the classes are, what all the weapons do, and generally how to survive on the battlefield. This guide is to help you not merely survive, it is to help you contribute to your team through knowing the mechanics of the game you are playing and how you can best support your allies. Now, that being said, I will NOT endorse or give any description to glitches or even "grey area" maneuvers. These actions do not give you a better understanding of how to play the game, they give you an advantage over you're enemy which while some may argue is a good thing, it does not teach you how to play the game or work towards a goal. ============================================== (2) Basics: "How do I play?" Now, the real meat and potatoes of this guide. What goal do you have in conquest mode? The same as any other multiplayer game, to have fun and win (the degree of each varies from person to person). Now I can't help you out with what is fun to you, you'll have to figure that out on your own, what I can do is tell you how to win Conquest mode. To do this, you must (get this) kill the enemy so that they are forced to respawn. Each death equates to a 1-point reduction from the total tickets to the victim's team. You might ask, how does this promote a "King of the Hill" style of gameplay as mentioned in the intro instead of just being considered a glorified deathmatch. The answer to this is that whoever controls the majority of the points on the map (here after referred to as CP's) will cause the enemy team's ticket count to slowly bleed out (in lamence terms, it goes down even if nobody dies, it just does it slowly). There are exceptions to this on certain maps, but it is important to know that just killing your enemies will not always win you the game. Additionally, being able to spawn at a CP closer to the action is always desirable to being forced to spawn at your main base, which is commonly placed a good distance from the other CP's. Now that we understand that you have two objectives of relatively equal importance (at least in the initial stages of the game), you must decide on how to go about killing people and capturing CPs. P.S. Keep in mind that the "Stereotypes" are just that. A common belief among the player base on what the average player of a certain class is like. While there are certainly plenty of examples to support these beliefs, keep in mind that there are probably even more to contradict them. ------------------------------------------------------ (a) - Recon: "Sneaky, sneaky, stab, stab." One of my personal favorites among the classes, this class is more of a specialist class when compared to the others. The reason I'm bringing this up first is that recon is often the exception to many rules (or more accurately, trends) and not in a good way. First off, this is not a good class to have in large or even moderate numbers, so if your team already has a healthy number of recon players, it's best to just pick another class (though muttering about how they aren't using the class as effectively as you is allowed as long as you keep it to yourself). Do not play Recon as Sniper until you have a basic idea of how to play battlefield and are reasonably good in staying alive, conserving ammo, and being the one to initiate fights (aka, you pick the fights with the enemy, not the other way around). Do not play Recon as SpecOps if you're team is lacking in Assault or Support Players (and on some maps, engineer). Overall, this class cannot be used to it's maximum potential unless the basic infrastructural needs of the team are met (L.T. = you got enough of the other classes). Now that I've gotten that out of the way, recon is a great asset to the team when it is used in conjunction with other players (read 'other players' as decoys). Your job as recon is to ambush, disorient, and generally piss off your enemy to the point of illogical decision making (surprisingly easier then it sounds). As recon, you have several tools at you're disposal that allow you to take on almost any type of opposition (though usually not in the same life), though knowing how and more importantly, when, to employ these tools is crucial. Stereotype: Most players will choose to try out recon relatively early in their "soldier's career". While many new players can get a great amount of success out of the right hand "Special Forces" branch unlocks, most find out rather quickly that sniping is not something that you can just pick up right off the bat. For the most part, recon players are seen as either idiots, newbies, or assholes. Guess which one the good recon players are labeled as... (I'll remove it if that's deemed a censor bypass, but the statement holds true. ------------------------------------------------------ (b) - Assault: "*insert overused gothic quote about giving and taking life here*" The bread and butter of you're team... in theory. This class is extremely useful in mobile fights, hence it's name. This class is arguably the best class to start out as if you don't know what you want to do. You're primary jobs as assault are to kill enemy infantry, keep your's alive, and to be either point man or rear-guard in CP capture maneuvers. If you want to play this class (and even if you don't it's probably a good idea to use it when needed) you must understand that the only thing you can do against any vehicle with more armor then you're dad's pickup... is to hide. While this class is hands down THE most versatile class against infantry, it is absolutely powerless against vehicles (sans FAV's, but only if you have PK rockets). Knowing this, it is quite easy to understand why maps that focus more on infantry combat will be overly populated by this class. Inversely, it is also quite easy to understand why on the larger vehicle maps that you can never ******* find one of these guys around when you need them. Assault is basically the "default" class in my opinion. If you ask your squad leader what he want's you to spawn as and he says something along the lines of " *silence* *belch* *more silence* " then you should spawn assault. While I briefly mentioned it before, Assault's unique role on the battlefield is to keep your infantry up and running (preferably towards the enemy). Since every death on your team detracts from your ticket total, saving as many allied infantry as possible (crucial: without dying) can be the deciding factor in a conquest map. There are many a game where the two sides are nearly out of tickets, 8-10, and when it reaches this point the best way to win is to not die and keep your buddies from doing so. Stereotype: There are many who see the assault class as "cheap" due to their equipment such as the "PK-74 rocket attatchment" and "Voss L-AR" (and to a lesser extent the "FA-37 Krylov"). While there may be some merit to the two latter examples, the real complaint here is that Assault is the best anti-infantry class available. Which is the point of Assault. Generally assault players are either ignored completely or others will attempt to criticize their choice of equipment. ------------------------------------------------------ (c) - Engineer: "Blowin **** up 'swhat 'is all about!" Engineer is probably the least appreciated of the classes. These guys do at least as much work as the others, but get ripped off when it comes to being rewarded for their actions. This class is without a doubt, reliant on the existance of vehicles, friendly or hostile. You're primary jobs as Engineer are to hunt down enemy vehicles and maintain you're own. Since Engineer is the most qualified class to take on vehicles, it makes sense that they are somewhat at a disadvantage against infantry. While this is true, don't underestimate you're SMG's effectiveness in close quarters (seriously, it can compete with almost everything at close range). If you have to engage infantry, try to use cover and concealment to get as close to them as possible before engaging. While theoretically if you have enough engineers on a team you should pick another class, I have yet to see this happen, so for the most part choose engineer whenever you want to do some work with/against vehicles. Now, what the engineer class is... you are, in essence, either a pack hunter or a guerilla fighter. To elaborate, there are two primary methods of hunting vehicles (wether or not you are in one yourself). You are either part of a small group, sometimes with different equipment to excel in different situations, that will overwhelm your target through numbers and attacking your target from multiple angles, or you are a lone wolf who will utilize concealment and surprise to take down your much larger prey. Due to the lack of dedicated engineer players, I would suggest you become at least familiar with the tactics and maneuvering associated with being a lone wolf. However, don't get carried away, you are by no means supposed to seperate yourself from you're team under most circumstances, it's just that you will likely be the only one engaging enemy armor, and are therefore a preferred target to the enemy drivers and pilots. Stereotype: Let me put it bluntly, most times you are either considered worthless or a vehicle whore... ------------------------------------------------------ (d) - Support: "All the ammo you need to take on an army in a convenient 8 ft^3 box!" Support... admittedly this is not my favorite class, and my views on it are probably not the most qualified. Support is a good class for digging in and holding a position against infantry, much like assault is good at the opposing situation. They effectively have unlimited ammunition, thanks to their ammo hubs so a simple strategy of using body shields... err, decoys... won't help you as much against a support player. Their role is further enhanced by their detection equipment, so overall they are an ideal defensive class. You're primary job as Support is to defend locations against infantry (mainly staging areas like CPs, choke points, and squad leaders when they can be described as a "location") and supply ammo to your allies. DO NOT FORGET ABOUT YOUR AMMO BOX! It is easy to get distracted with a machine gun watching an area, but it is just as important to keep your allies equipped to deal with situations that you yourself can't deal with. Generally, while support players can put out a tremendous amount of damage over time, they will not have the same 'damage per instant' as most of the other classes. You are at a disadvantage at close range (disregard this for clark users) and to a lesser extant, at longer ranges (clark users, read "absolutely fricken useless"). Support is also pretty innacurate while on the move (clark users know the drill) so you are probably going to develop some camping tendencies if you choose this class. If you intend to use Support offensively, you will for the most part have to act the part. You are not the guy who is going to do the most damage against the enemy, you are the guy who keeps your allies stocked up while you cover a certain angle for your group. You will have to rely on other players for things, as they will for you. It is a symbiotic relationship, they need you for ammo and putting fire down on certain static locations, and you need them to help you out in extreme conditions. Stereotype: I am struggling to keep my bias towards this class out of the picture, but generally people will be asking you for ammo all the time. Do your best to meet their demands, as the only other methods of getting it are getting the commander to drop supplies (basically same problem with only one supplier) or getting it off of fallen kits... however this usually requires some initial ammo to get. You will recieve a lot of text or verbal abuse from people who don't get ammo from you immediately, just be sure that they get it eventually. ============================================== (4) - Conquest Maps: "THE FIELD OF HONOR... er... BATTLE!!!" ------------------------------------------------------ ( a ) Minsk: "True test of Conquest, at least for one side" Description: One of the most detested maps in the game, ironically it is my favorite. EU starts out with all bases, no uncap, and a whole mash of vehicles, consisting of mostly Tanks and Mechs. PAC starts out with one uncap base that is seperated from the other CP's by an enormous no man's land and a fairly intimidating fortification. PAC: The general philosophy for PAC players on this map is to cut off the bleeding by any means necessary and to avoid long drawn out confrontations until this is taken care of. If you get stalled up, you will find yourself in a tough situation. You are not going to be able to rely on armor to get you through this alone, at least not at first. If you can manage to cap one CP, you must keep it until others are capped. Remember to ALWAYS keep at least one CP before the fortifications under your control. Make no mistake, the odds are stacked up against you, but it is by no means impossible to come out victorious. Recon: Ok, you have two options here, and both require you to have maxed out either side of your unlock tree. The first option is to do your absolute best to sneak by the initial conflict and get to a CP behind the major fight. The next option is to go sniper with a Zeller and concentrate on both enemy Engineers and the motion mines they will without a doubt lay down. Once you have a foothold, you can either remain spec ops or switch over to a purely anti-infantry sniper with the defaults. Assault: Kill every damned enemy soldier you can. Bring PK rockets to clear out the bunker complex's top two levels and try to clear out any hiding engineers that are trying to stop one of your FAVs from making a blitz. If it's possible, then try to invade the bunker complex and get a foothold in there, but your main concern is just killing infantry. Engineer: A couple different things you can do. First, you can take one of the tanks and rain down fire on the enemy armor blockade that will eventually build up (do not try to close in, you will be eaten alive). Second, if you have a defuser or Motion Mine Bait, you can clear out the mines present around the Bunker Complex to clear a way for an FAV blitz. Third, you can either snipe the enemy vehicles with your tanks or get in close and try to put down your own motion mines to restrict their movement. The most important role however is to keep the gunship alive, wether or not you're actually in it. Support: At first, you will want to accompany assault in their objective to clear out enemy infantry. However, if you can manage to EMP vehicles this will help your team's engineers to eliminate the blockade and potentially gain temporary control of the situation. If you plan on trying to take the Bunker Complex outright, bring a clark and preferably an IDS-1. Squad: Have the Squad Lead grab a gunship and have a couple people hold their spawn. The Squad lead should then proceed at low altitude either to the north or the south using the terrain to keep them out of reach of the enemies at the bunker complex. After you have bypassed the main base, you MUST drop off your squadmates above one of the rear CP's, everything else is secondary. If you are engaged by the enemy gunship either tell your gunner to bail out and have as many do the same while you stall for time, or you have to fight him while your passengers try to bail out amid the chaos. Make note that there are some good locations on the far west, north, and south of the map to shake off a pursuer. EU: You must hold your initial position for as long as possible while maintaining air superiority and stopping anyone trying to go around the fights. If you can garuntee this, victory is practically garunteed. Recon: You will not have much need for many of these, and all of those should be snipers focused solely on the infantry closest to the bunker. If it gets past the bunker, then either stay with the same role or go specops. Assault: Kill the enemies and keep your engineers alive over everyone else. Engineer: You must block off any means for vehicles to pass through the Bunker Complex. If it's possible, take out the gunship, but unless you have one of you're own the enemy gunship is secondary to the enemy vehicles. It is also important to keep your vehicles alive. Support: Your main job at the start of this map should be to keep the enemies approaching the main bunker from entering. Secondary to this is being able to slow down the advance of enemy FAVs trying to blitz past your defenses. ------------------------------------------------------ ( b ) Belgrade: "Vehicles on the left, infantry on the right, no cutting or your at the back of the line!" Description: The important thing to notice on this map is that the farther to one side you go, the more the balance between vehicles and infantry is tipped to one side. While the statue can be held by a squad of infantry, it is probably the only section of the western half of the map that they can do so. That being said, most of the western side of the map is uninhabited a good chunk of the time. Both Sides: The idea here seems to be to channel your infantry and vehicles into two seperate halves of the map. What most teams seem to not understand is that you still need infantry to help the vehicles out. This symetrical map cannot be easily predicted except by who can maintain control over the statue CP. Recon: Not one of the better maps to play recon, visibility is poor and most combat is just far enough away to lessen the effectiveness of your carbine and close enough to make sniping less effective. If you want to play recon on this map it'd be better to go specops and lay explosives around for ambushes. Do not make the mistake of using the monorail as a sniping spot, it is good for getting farther up or down the map, but the moment someone notices you, you will be annihalated by a barrage of PK rockets. Assault: No real variation for this or any other urban map. Your basic load out will do you well here. Most Assault players should go through the eastern side of the map, though a few should stick around on the other side and hunt engineers. Engineer: Stick with the vehicles and around Statue, keep the roads as cluttered with mines as you possibly can. Support: Up to you, both vectors will need ammo and sustained fire. ------------------------------------------------------ ( c ) Fall of Berlin: "Look up inane, asinine, and vexatious in a dictionary." Description: My least favorite map in the game, this is a city map that throws 2 power vehicles per side into the mix of almost pure Assault and Engineer infantry. Absolute mayhem usually ensues. PAC: Same general concept as Minsk. Worry about going toe-to-toe with your enemy after you have cut off the ticket bleed. Recon: For the most part, if you're playing recon, you're playing Spec Ops. There are a few people who can successfully play sniper on this level, but they are an exception, and those that do are usually on EU. Your job is to sneak around the massive wall of infantry and APC mortars of doom to cap a flag. One suggestion... sometimes you just don't have enough time to fully cap a flag before the other team responds. Getting it neutral however, will often put the other team into a state of panic and they will over react by sending a very large force back to retake the CP. Just neutralizing CPs can sometimes allow your guys at the roadblock to cap it. Assault: Kill everything without a blue nametag. Seriously, you won't have much time to do anything else. I guess if you did have spare time you could assist your recon guys by killing off any pursuers they may have, but don't give away their position. Engineer: Either grab one of the precious few vehicles on the map and KEEP IT ALIVE, or toss motion mines around like water balloons, after which try to take out the enemy APC first, then mech. Support: *has no idea how to play this level as support while on PAC* EU: Form 3 infantry blockades, 2 of which will be purely anti-infantry (Assault and Support), the other consisting of your vehicles and engineers. If nothing gets by you, you win. Recon: At most there should be one or two of you guys on the entire team. You are to be used on the blockade in the alley and the blockade on the hill only. If the enemy breaks through, pick another class. Assault: ... kill stuff, keep engineers alive. Engineer: Motion Mines, Vehicles, rockets, oh my... Support: There should be a good number of you around, though Assault should outnumber you by a little. Set up shop at either the Hill or Alley blockade, toss nades, shoot stuff, have a pick nick. ------------------------------------------------------ ( d ) Verdun: "A glimmer of sanity" Description: A large, symetrical, vehicle oriented map. Control of the Center can be either a boon or a death trap depending on the enemy team. Your best bet would be to hold the north and south CPs simultaneously, and funnel your enemy into an armor colum. Both Sides: You will need plenty of engineers on this map, but do not forget about the others. Keep momentum with your armor and travel in packs, if not at least with a buddy. If you plan on playing infantry, you are going to be located mostly at the northern and southern CPs. Recon: Mostly should be anti-infantry snipers, best locations are near the broken down wall that is found throughout the center of the map. Spec Ops can be used to travel unseen to other CPs, but FAVs would be more efficient. Assault: For the most part you are going to stay put in your rear capturable base, and the north and southern bases. Priority should be on the elimination and preservation of engineers. Engineer: Grab a vehicle and roll out in a group to engage the enemy. After initial contact you either move your column to the enemy rear capturable CP (if you win) or regroup at your rear capturable CP (if you lose). Again, engineers on foot should stay along the wall towards the north and south. Support: Make for some great passengers/gunners in vehicles, but if you are on foot, north/south. ------------------------------------------------------ ( e ) Cerbere Landing: "The intelligent man's cluster ****." Description: A decent infantry focused map with an uphill push towards a defensible military base. PAC: Use your Mech to project a presence and then use your infantry to sweep out the people that are hiding. Keep flankers from retaking captured CPs. Recon: While initially very useful as specops for making pushes up the sides of the map, as PAC pushes farther and farther uphill the map funnels infantry movement into confined areas and predictable paths. At this point (generally when EU only has it's last flag) if you want to keep playing as recon you should focus on sniping from a distance and eliminating flankers. Assault: Push straight up the middle and kill stuff. Watch out for grenades, as their much more useful when thrown from a higher position. Engineer: You are there solely to keep the Mech alive. If in the mech, don't take unnecessary risks and don't be afraid to retreat to safety if things get to dicey. If your on foot get rid of motion mines, repair, take out jihad FAVs. Support: Aside from your job of ressuply, you should focus on keeping the enemy from retaking CP's you have already taken. EU: This can be a tough fight. You need to keep at least a small garrison at your main, but you also can't give up the early CPs without a fight. Watch your flanks and hold your ground. Recon: You should focus on the elimination of flankers and stragglers. Assault: Keep a cohesive battlefront intact against infantry, but you will have to retreat from the mech. Engineer: Destroy the enemy mech, or at least keep it limited to the lower areas of the map. A mech on lower terrain cannot affect units on higher terrain for the most part. Secondary should be keeping FAVs from blitzing past your lines and getting to your rear CPs. Support: While Assault defends CPs by pushing back against the incoming enemy forces, you defend by being the last line of defense against enemy infantry. For some CPs a clark might be a better choice, but it's up to preference. Keep the enemy from taking control of the map. ------------------------------------------------------ ( f ) Camp Gibraltar: "What is it with small urban centers located in the middle of a desert?" Description: Without a doubt, the most popular map in the game. As far as strategy and tactics go it's nothing special, but it keeps the assault players and mech pilots happy. PAC: Cut off ticket bleed through any means necessary. Recon: Take an FAV as Spec Ops, try to blitz to the main EU CPs, and if successful destroy their assets and hold until help arrives. Assault: Kill stuff. Seriously, I could mention a few methods, but that is generally their role. Don't venture out into the open and keep to cover. Engineer: Once again, their only point of existance on this map is to destroy the single enemy mech. Support: Defense of captured CP's and blocking up chokepoints. Some areas are good for the Clark, others not so much. EU: Hold out as long as possible. If you can hold Toll Station and Harbor simultaneously, there is nowhere else the enemy can go unless they go straight through you. Recon: There should be no more then one sniper on your team. If you insist on playing recon after that, you should play specops. Should initially focus all efforts on forming roadblocks at harbor and toll station with RDX. Assault: Push back against the incoming tide of infantry. Don't get carried away though, don't let anyone past you. Engineer: Form a defensive line at Toll station. Make sure no FAVs or mechs get through. A few should also go to harbor to thin out the potential rushers before they make it to toll station. Support: Defense of Toll station and everything south of it. ------------------------------------------------------ ( g ) Suez Canal: "Keep an eye in the sky." Will be added at later date. ------------------------------------------------------ ( h ) Tunis Harbor: "Can't see? Shoot anyway." Will be added at later date. ------------------------------------------------------ ( i ) Shuhia Taiba: "A mechanic's paradise and hell." Description: A massive battlefield with a mountain blocking direct access to the other side. A true King of the Hill match on a massive scale, if you control the center of this map and all of your rear flags, you will most likely win. Both Sides: All sides should make a large coordinated push at the start of this map. Air units should proceed directly to the mountain CPs, FAVs should proceed to the 2nd in line CP, and armor should proceed directly to the first CP in line. Unlike some maps, don't worry too much about bringing up vehicles from your main base after the initial push, because even with only your two rear bases, you will likely have more armor then you can use at one time. Recon: If your team controls all of the upper hill you should set up overwatch on the next enemy CP and report enemy armor movement while keeping enemy infantry under control. If not, sneak around and try to capture stuff (or support allies doing the same). Assault: You should keep on the move throughout the mountain CPs, making sure enemy infantry don't sneak by. Engineer: Get in a vehicle, or stay in the mountain CPs. Otherwise, just play your best. Vehicles should try to team up however, to overwhelm any defenders or to have a chance against an enemy convoy. Keeping your vehicle in prime condition is especially important when enemy vehicles come in groups. Support: Bring EMP grenades, and a machine gun. You should be either defending the mountain CP closest to the enemy, or attempting to capture it. ------------------------------------------------------ ( j ) Sidi Power Plant: "Just like a merry'go'round... with 120mm smooth-bore cannons!" Will be added at later date. ============================================== (5) - Assault Lines: "WHAT!? I thought we were done!" The way I see it, Assault Lines is not different enough to seriously be considered it's own gametype. It's basically the same thing, except that you cannot capture your enemies main base until all other points are captured. Thats it, other then the new vehicles and content present. ============================================== (6) - Assault Lines Maps: "Same general idea, but better!" While the new game mode is just an improved version of conquest, the new content on these maps and accessible for getting NS does mix things up a little. The Hachimoto can be a useful tool in making hit and run strikes against both infantry and heavy armor, and the goliath is a leviathan of armor plating that will slowly crawl over it's opposition if not kept in check by a cohesive enemy force. ------------------------------------------------------ (a) - Bridge at Remagen: "All you'll ever find." Description: The most commonly found NS map, Bridge at Remagen is primarily a vehicle fight with a few CPs that are innaccessable except to infantry. PAC: You need to draw a line in the dirt and do everything you can to keep the enemy from crossing it. Usually this line is at either of the bridge CPs. On the 64 player version, control of the dropship spawn is crucial. Make sure to engage the Goliath well before it reaches this line, otherwise it will slowly plow through it. Recon: A couple snipers scattered throughout the level can do wonders. Just don't pick any obvious spots (always keep your sillhouette in mind when choosing a spot). Also, if the goliath is not fully manned (rare), you can easily sneak in close and plant explosives on it. Assault: One of the maps that won't have very many assault players, assault players should focus on the defense of CPs after the bridge crossing. Engineer: Boy are you going to be busy here. You need to take down the Goliath repeatedly, keep enemy armor to a minimum, and you will always have friendly armor asking for repairs. Don't forget to mine the roads and bring your scarf! Support: You will mostly be accompanying the assault players wherever they go. Don't forget to bring EMP grenades. EU: Use your Goliath to project a solid presence on the battlefield while walkers take up the sides. Advance in unison and don't let anything through (you will need engineers on foot to take down the hachimotos). Recon: If you choose to play recon here, you will probably end up playing as a designated marksman. That is to say, you will advance with the regular infantry equipped with a sniper rifle and concentrate on high priority targets that present themselves. This can include counter sniping, squad leader assassination, getting rid of a hachimoto gunner, and more. Assault: While the vehicles are the ones to get you there, you're going to be the people completing the actual objective. Engineer: For the most part, you will be moving in conjunction with the goliath or with your squad. Hachimotos take precedence over all other vehicles as rocket launchers are one of the only effective means of destroying them. Support: Supply the goliath. That thing runs out of ammo faster then you'd think a massive, self repairing, slow as a snail juggernaut would... bring a clark to repel those guys with RDX. ------------------------------------------------------ (b) - Port Bavaria: "Over the mountain, and through the shredder..." Description: A barren tundra gives a false impression at the start for EU, as PAC sets up defenses in the harbor areas of the map. Control over the hangar bays is crucial to both sides while the remaining sections of the map vary from compact industrial settings to open roads. PAC: Hold all of the hangars for as long as possible, once control is lost (and it will happen), use hachimotos and mechs to take down enemy armor and whittle down the goliath with hit and run tactics. Recon: Can be used to sneak around the map on foot, and sniping is extremely effective for some portions of the map. They should focus on the elimination of enemy infantry and diversions, though any oppurtunity to sneak in a few RDX packs on the goliath is a good thing. During the initial push into the hangar a couple snipers should keep the mountain ranges clear of any enemy infantry trying to scale the range on foot. Assault: After being pushed out of the hangars, you should focus on getting back into the hangars and retaking CPs. Engineer: You should probably not participate in the initial hangar fight, instead you should focus on preperations for when the enemy finally does manage to take control of a hangar. Place mines ahead of time, put down a PDS-1 on the hangar where the goliath spawns, bring up mechs and hachimotos, etc. You are setting up a buffer for your team to respawn and regroup after a CP is lost. Mechs and Hachimotos should remain on the move hunting down infantry and other mechs, but need to be able to respond to a CP being taken over by the enemy extremely quick. Support: Like assault, you should start the map inside the hangars and hold out as long as possible. However, unlike assault, you should focus more on defending the CPs after the hangars have fallen. If you manage to push the enemy back to their main, repeat the process. EU: Do not be overly reliant on your Goliath. Unlike Bridge at Remagen, you can only exert a presence over one avenue of attack against the enemy main. Your team will have to form a offensive line that converges on the enemy main if you hope to take it. Recon: Initially, there will be no use for recon, except perhaps to try and sneak up the mountain side, though it isn't usually worth the effort. After the hangars have been taken however, a couple snipers spread across the map can aid greatly in both defending a hangar CP and taking over the middle CPs. Assault: Pick either flank or the center and push straight for the enemy Main, taking CPs along the way. Make sure no infantry get by. Engineer: This role is largely similar to the previous map. You are there to reinforce the armor and maintain it, prioritizing hachimotos when they show themselves. Support: While the previous maps role will be needed here, Port Bavaria is compact enough to allow you to seriously consider taking the offensive with a Clark. Just don't get carried away and remember to leave ammo for allies. ------------------------------------------------------ (c) - Liberation of Leipzig: "Liberate the ruins of a city you gave up for some reason!" Description: Well... it's darker, but for most practical purposes it's just an aesthetic difference between the other maps. This map can be a challenging urban fight for both sides. (note, this is primarily for the 32 and 64 player versions) PAC: Fear the Goliath. On the other two maps you had a lot more distance between you and it to deal with it safely. Not anymore. Taking care of enemy mechs and the Goliath should be your top priority. Recon: Not a great need for them, though a few snipers here and there help. Assault: Forget taking the fight to the enemy. You need to maintain your control over the CPs you have. If you make an outward push, you will likely have scores of enemy infantry sneak through the gaps. For once, follow the support guys around and give them a hand. Engineer: Hunt enemy armor and deploy mines at the bridges. You will likely have to take out the goliath soon in the match (at least for smaller maps) otherwise your positions will be overrun. Mechs should make every effort to take down advancing armor that usually advances up the eastern side, though they shouldn't chase enemies back over to EU controlled areas. Hachimotos should set up patrols to cover the western and central CPs and if there is an opputunity to do so without much risk of losing a CP, should proceed south to either harass enemy armor moving up or potentially capture a CP on the other side of the river. Support: Here's your time to shine. If you choose the clark, you should be towards the center or western side of the map. If you choose an MG, then you should be covering both the center and Eastern side of the map. Camp those CPs and fry those vehicles! EU: A mix of the previous 2 maps. Your goliath is an extremely important asset, however, it cannot block all routes that lead to the rear bases so you will need people to take other routes. After you have taken the middle CP's leave your goliath and armor back to defend while infantry try their best to take over the main. Maintaining control over rear CPs and keeping team cohesion is essential, otherwise this map turns into a merry'go'round. Recon: A specops or two harassing the enemy commander's assets can be especially useful on this map. A couple snipers moving along with the Goliath (at a distance) can also keep it safer. Assault: You probably should try to push around the western side of the map, avoiding contact until you get to the north-western CP. After that, move east to the central CP, take that, and maintain control over the two. Although the majority of Assault players should take this route, some are necessary to accompany the center and eastern pushes as well. Engineer: Your job here is to hunt down both the hachimotos and mechs. Supporting your goliath really isn't necessary on this map, but you should pick the western, center, or eastern push to accompany. The goliath should proceed along the eastern side of the map and then head towards the middle, where it will try to bottle up PAC forces from escaping to capture your rear CPs. Mech Pilots should focus on accompanying the western push, though 1 should probably head towards the center. Support: Your gonna be running all over the place trying to keep your assault players, engineer players, and goliath stocked up. However, as far as where you need to go is concerned, push straight up the middle through the frozen river bed, up the ladders, and try to capture the center CP (or at least keep them occupied for a while). When someone calls out for ammo, see if you can reach them. ------------------------------------------------------ (d) - Highway Tampa: "I'm ******* lost, where's the nearest restroom?" Will be added at later date. ============================================== (5) - Contact: "Where you go to complain." Past events have taught me to remain anonomous to a certain degree (and where possible). If you really need to contact me for something, you will have to do it through XFire (Ghost1800), gamespot's message system, or contact me on the board concerning this FAQ's game. Keep in mind, I may not recieve your message for quite some time, as I have a rather erratic schedule with getting my degree. ... and no, I don't care if you know my name (to those who get it). ============================================== (6) - Contributors: "All the people who've helped." Zombie Kestrel: For unknowingly supplying me with a good layout (if you have a problem with it, I can change it). ============================================== (7) - Copyright Info: "That thing that no one reads." You know if you need to read this or not. This may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. Sites with permission to use this FAQ: http://www.gamefaqs.com http://www.gamespot.com Copyright 2007 Andrew Dalrymple (AKA Ghost1800)