Saturday, January 14, 2012

Caspian Border


Caspian Border was the second Battlefield 3 multiplayer map to be revealed. It’s a large, open map centered around a border area. The Russian and US forces each start out from their main bases and advance towards the five capture points spread across the map.

Caspian Border unique features

Caspian Border is a large, open map with a lot of room for vehicle combat — and the map features both Jets, Helicopters, Tanks and APCs. The capture points are relatively close together, meaning there will be some tight and tense combat for both infantry and vehicles.

Survey the Terrain

The map is an extremely open, woodland terrain. A two lane road runs the length from north to south generally. The flags are situated in the middle of the map with open terrain between the flags and the spawn zones. The Alpha Flag sits on a checkpoint in the road and is cluttered with wrecked cars, cargo containers and buildings. The Bravo Flag sits in a dense forest that makes vehicles a liability. The Charlie Flag sits on a hilltop that gives a great vantage point on Alpha and Bravo Flags and can see the road that approached the Delta Flag. Delta sits in a Gas Station complex with garages across the street.

Take Inventory

Both sides starts with several vehicles. Each side spawns with 2 light buggies, 2 MBT's, 1 attack helicopter, 2 jet fighters, 1 AA station in the spawn base and 2 stationary rocket launchers.

Strategize

I call this strategy "Operation Hamburger Hill." The reason is that the priority flag is Charlie, Hilltop. it should be clear why its the main objective:
1) It is the high ground
2) Its position in the middle allows for quick deployment to other flags being taken, and
3) Once held, the defenders have a significant advantage over enemy vehicles trying to take it back.

The priority list is the same for for both sides with the exception of Alpha/Delta, as these are the closest to that sides spawn.

Once deployed, two squads of infantry need to take the fast buggies and move directly to Charlie and Bravo for capture. Charlie is held for the above reasons. Bravo in the forest is 10 times more exposed than Charlie is, but the infantry still has the advantage over any vehicles entering to recapture. Bravo is in a forest that hampers a vehicles best asset; maneuverability. The path is small, the trees provide camouflage and has multiple entry/exit points for infantry with two entry/exit points for vehicles. Bravo is the perfect flag to execute ambushes and bushwhacking tactics. Both of these squads should be kitted out heavily in anti-vehicle equipment.

Meanwhile, the MBT's should press forward and capture Alpha/Delta (depending on whose side your one). Once theclosest flag to your spawn is taken, the tanks main role will change to tank-hunting, followed by supporting the infantry. The jets objective is air supremacy, i.e. engage the other jets and knock them out of the sky. The attack helicopter is Charlie and Bravo's close air support first, tank hunting second. Once these 3 flags are captured, the infantry should hold their position and the vehicles do their role.

The squad holding Charlie should heavily mine the only road that tanks can advance on. Although the enemy might see them, their means to destroy them removes the initiative from their hands into yours. Set up a defense along the crest of the hill so the enemy drives into the center of the kill zone and fire rockets, blow C4, etc till tank is dead. Setting up in a perimeter forces the tank gunner to constantly move the turret between targets. Enemy infantry that attempt to take the hill have to fight an uphill battle and usually fail (hence the name, Hamburger Hill). Keep Charlie at all costs and use the attack heli to drive the enemy off the hill.

Bravo should be defended in roughly the same way, only slightly more difficult against infantry. Vehicles moving into Bravo have only one clear way of doing it and that way should be mined heavily. Once the mines are in place, the squad should use the trees as cover and concealment. Set up a defensive perimeter and use guerrilla tactics to keep the enemy out. A good tactic is to let the tank capture it, then capture it back when it drives away. This can drive tankers nuts. If the Bravo Squad dies, respawn at Charlie and do it again.

Since Alpha/Delta flags are more easily defended with the tanks, defending these flags fall to them. Their maneuverability and firepower will keep the enemy infantry moving in the center where it provides the most cover for them, but they are exposed to your teams better defensive posture.

Remember, the goal is to bleed them to death from ticket loss. Attacking the enemies closest spawn flag weakens your position at the other flags. Charlie is always a pain to assault, Bravo is a chokepoint that changes hands frequently and Alpha/Delta are best defended with tanks due to their terrain. Jets should focus on other jets and tanks in the open while the attack helicopter should use their manuverabilty to assist with the squads in the center.

This is a map where you can walk away with 5000+ points and only 4 kills at the end of the round. Have fun with it.

Operation Metro



Operation Metro was the first map ever showcased for Battlefield 3, and was the map used in the Alpha and Beta testing of the game. The map is set in Paris, France, where Russian forces have taken control of a portion of the city and the US Marines attack in the Rush mode. The map also supports Conquest, Conquest 64, Squad Rush and Team Deathmatch.

Operation Metro Unique features

The map is divided into three main sections: An outside area centered around a park, a large, underground metro area, and another open, Urban environment. The map offers a lot of tense combat and tight sections, particularly in the Subway section.


Survey The Terrain


The subway section is very long and linear with open sightlines. The station itself has a little more room to manuver but otherwise its still a straight shot. The Russian spawn is outside the station but its still a linear map.

Take Inventory

This an all-infantry map. As such, whatever equipment you unlocked helps a great deal.
*Certain equipment is useless here, so make sure to change them. The Javelin, Stingers and Mortars are ineffective. RPG's, however, are great on this map to deal with campers.

Strategize

First, here are the objectives and the area around them:

Alpha Flag: Cafe

This flag is between the Russian spawn and the subway entrance. It sits between two large buildings whose floors can be accessed. This flag becomes a high traffic area if the Marines hold Bravo, so do not take this flag for granted. Of all the flags, this is one that can be flanked if the enemy gets outside. The station has multiple exit points and the one to the west has a route that allows soldiers to get between the Russian spawn and the flag.

Bravo Flag: Ticket Hall

This flag is in the center of the map. It sits in front of a wall and right behind the northern most escalators. This flag has a large capture radius so be sure to keep that in mind when attacking and defending. The locker room to the west is a popular spot for Bravo Defenders for its multiple entrances and its vantage point on the flag.

Charlie Flag: Platform

This flag is closest to the Marines and sits on a train platform. Like all flags on this map, it has a large capture radius. If Russia holds this flag, they can ambush any Marines coming through the dark tunnels and the train tracks from the north. Whoever holds this flag would be wise to set up at least a defender due its ease of being captured.

The Plan

Once you spawn, start running!! Your primary objective is Bravo and that is it. Keep that in your head: Bravo, Bravo, Bravo! If your playing as Russians, than you have the significant advantage as Bravo is closer to you. But the Marines should not let this deter them, as their approach to Bravo has more options by either the first escalators, the right staircase and the second escalators. Once Bravo is captured by whoever, the front line resembles more like a WW2 Battlefield than a modern one. The area around Bravo is a bottleneck and even someone who has played this map once knows that.

Marines

If the Marines hold Bravo, then they need to worry about just two directions: the north towards the turnstiles and the locker room on the right. The locker room is particularly treacherous as if there are too many defenders there, one well thrown grenade can create a huge opening. Other player soldiers can trap you so you can't move. One support with an LMG and one Assault for revives are plenty. The station area is the main attack zone. The force should divide itself to face two sectors on the right and left front. Set up sectors of fire that overlap over the ticket booth in the center. It wouldn't be wise to push forward; losing this flag is not good.

If the Marines can't get to this flag first, then it is an uphill fight to reclaim it but its not impossible. Unlike your defense set up, the Russian need to cover three approaches: the staircase on your right, the escalators that go right to the flag and the set of escalators that go behind the flag. A direct assault on the flag is dumb, but then again not so dumb. What makes Bravo so hard to reclaim is the sheer amount of defenders that will be in the area looking forward. Once Bravo is controlled, all enemy future spawning will be on that flag and no where else. That works in your favor since Alpha will be unguarded.

The best method plays out like this. The Russians will have every available man on the front. Novice players will attack Bravo directly, die, spawn and do it again. This fixes the enemy in place, leaving a good sneaky player to use the second set of escalators to get behind the line and go right for Charlie unheeded. Once Charlie is captured, either you will hold it for the match (good) or the enemy will send soldiers to the rear to get it back (still good). This removes defenders at Bravo, giving your team an opening to overwhelm the defenders and claim it. Just bear in mind that the enemy can do the same thing to you at Alpha.

Russians

As said before, the Russians have three avenues to defend against. The back set of escalators are tricky to defend. Its best to leave a support or an assault in the ticket booth to shoot any sneaky ones as they try to roll up your line. If the Marines hold Bravo, getting to those escalators to sneak attack Alpha is harder for your team than the Marines. A player who is disciplined enough not to shoot at any available target should be the one to sneak down to the lower level. Once down there, the rest of the team should spawn on that player to get a presence down there instantly.

Tips for Both Teams

A nasty tactic is to play dead. There will so many bodies around that eventually the teams will ignore bodies on the ground. I have used this tactic with great success. To counter this tactic, use IR scopes to pick off them off.

Smoke is wonderful on this map. Smoke the enemy in their positions and you have shut down their snipers, LMG's and Engineers from aiming accurately. It also masks heat signatures.

Assault class will have to make a tactical choice, 'nade launcher or Med packs. Med packs are vital for babysitters and launcher is preferred for the ones who push the line forward. Think of what role is needed and adjust accordingly.

Don't bother aiming down the sights of an LMG in the tunnels. Its takes too much time and you will probably die anyway.