Battlefield 2 [Walkthrough]

Battlefield 2


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                        FAQ/Strategy Guide
>>==<<==>>==<<==>>==<<==>>==<<==>>==<<==>>==<<==>>==<<==>>==<<==>>==
                             For PC
                           Version 1.41
                         By Chris Zawada
                         User: antseezee
                   E-mail: antseezee@epix.net
                   Website: www.antseezee.com
                         Created: 10/22/05
                       Last Update: 11/19/06
                    Copyright 2006 Chris Zawada
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Author"s Note
----------------------------
Ever wonder how it would feel if you could take all the elements of modern war,
and shove them into one game? A few years ago, Battlefield 1942 was one of the
first games to incorporate a full 3D FPS inside a realm with useable vehicles,
troops that could gun fight, and attempt to represent most aspects of war.
Battlefield 2 is the sequel to Battlefield 1942, except it places almost
everything from the Gulf War / modern era in an updated engine. With
particularly sharp graphics, seven classes to choose from, and over twelve
maps, how can you not indulge your gaming taste at a stab with this game?
Battlefield 2 was one of the most highly-anticipated PC games of the year,
mainly because it"s based around free first-person shooting multiplayer, with
all of the fun aspects other games lack. Combine this with quality
presentation, and the ability to warrant ranks as you play. This is the
ultimate war simulator at the moment.
Contributing/Feedback
----------------------------
If you have any contributions, feedback, or strategies you"d like to have
added to the guide, contact me via e-mail or on GameFAQs. I"ll be more than
content to add your segment of information, and will also provide credit. If
you have any questions you"d like added to the Common Questions section, ask.
I simply don"t have the time to sit around thinking of questions. Provide me
with what you want to know!
Updates
----------------------------
=11/19/06= v1.41
There were 2 patches released since this guide was last updated. The v1.4 patch
was released and this actually added a new map, Road to Jalalabad, and fixed
some crashing issues. Patch v1.41 was released a few days ago and this fixed
stability issues for servers. Unfortunately, it was released as a standalone
patch, and not an incremental meaning it has a large file size.
	- The new 1.4 patch adds the map, Road to Jalalabad
	- The new 1.41 patch fixes stability issues
	> Added map strategy for Road to Jalalabad
	> Updated the Modifications list with more information

=6/08/06= v1.3
Hardly any changes to add for patch 1.3 except the new commander options. I
have primarily sticking to beta mods being released, such as Project Reality
Mini-Mod, and US Intervention. More mods are being released as the summer moves
along, so hopefully the FAQ will progress as well.
	- The new 1.3 patch adds a new commander ability (Vehicle Drop). Other
	  items were tweaked for balancing issues. Few medals were tweaked for
	  requirements, however, I did not update the requirements in the
	  guide. SQUAD HOPPING has been removed, along with joining squads when
	  dead.
	> Added PRMM, USI, OPK mod reviews
	> Added few more Q&A on mods & general BF2 gaming in Common Questions
	> Armored Fury was released recently. Euro Force was released a few
	  months ago.
=3/07/06= v1.2
Added a tad amount of changes due to the 1.2 patch a few weeks ago. Patch 1.21
is coming out on the 10th supposedly, so expect another guide update to
compensate for it:
	> Added new weapons to Chapter 4 (2 available in the patch)
	> Added mods to modifications chapter
	> Updated ranking requirements
=11/28/05= v1.1
Updating the FAQ according to the recent v1.12 patch released for the
combination of Special Forces & BF2. Interestingly enough, I like the concept
of how some expansion weapons were implemented for SF owners. However,
flashbangs have been the biggest complaint by most players. Added the following
details:
	> Added new weapons to Chapter 4 (5 available in the patch)
	> Also added SF Weapons section in Chapter 4 (thanks Black_Duck_1)
	> Added few questions to Common Questions section
=10/29/05= v1.0
Finished the FAQ. Took a good week of continual typing, but I got through most
of it. I do plan on adding plenty of strategies and user submissions as they
come in.
=10/22/05= v1.0
Started the FAQ. I"ve owned this game since mid-July, and even bought a $1250
Dell laptop just to play this game. I tried to hold back from writing a FAQ,
but there"s no reason not to at this point.
- I"ve now added a Quick Search function to the guide. Press CTRL + F, and
type in the designated (&ndash.&ndash) to be quickly forwarded to that specific section
of the guide.
          ============================
          -    Table of Contents     -
          ============================
          1) Introduction
          2) Game Basics
             > Controls
             > Screen HUD
          3) Maps               (3.1)
             > Strategies
          4) Classes/Weapons    (4.1)
             > Strategies
             > SF Weapons
          5) Vehicles           (5.1)
             > Strategies
          6) Features
             > Awards
             > Ranks
             > Stats
             > Recording Videos
             > Making Mods
             > Single-Player
          7) Modifications      (7.1)
             > Descriptions
          8) Common Questions
             > Troubleshooting
          9) Copyright/Distribution/Reproduction Guidelines
         10) Proper Credits
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============================
- 1) Introduction          -
============================
Few gaming titles have managed to combine first-person genres with elements of
navigating, engaging targets, and managing a strategic aspect on the conflict
at hand. If a game has done all three of those elements, it probably did not
incorporate great multiplayer support, suffered from fairly bad graphics, or
simply did not perform up to expectations. Battlefield 2 is one of the games
that does perform up to expectations, simply because of the amount of depth
behind the project, and the amount of fun that results from it. The Battlefield
series originated with BF1942, which employed the same elements, except on the
primitive WWII front. While it was not as detailed, the game was simply awesome
to play online with friends, as you grunted it out from building to building in
numerous areas.
BF2 is the sequel to 1942, except it takes time in the present day era. You"ll
find many common modern weapons (not super-modern, but Gulf War eraish),
recognizeable vehicles/boats/helicopters/jets, and scenarios that could
"almost" happen in our current situation. The practical idea is that you spawn
as a lone soldier on either one of three coalitions (USA Forces, Chinese PLA,
or Middle-East Coalition), and must proceed to eliminate the tickets of your
opponents. Tickets act as reinforcements, or the amount of lives your team has
in reserve before you run out. If you have 245 tickets left, your team can only
accept 245 deaths before you run out of reinforcements and lose. On each map,
there are several flag points that must be captured. If you have more than 50%
of the points, the rate of your opponent"s tickets decrease faster. These flag
points also act as spawn points. Capturing a spawn point that holds a tank or
airbase is essential to victory, and will often help more than holding two
minor flag points with no vehicles. The idea is to capture all, or hold a
majority so the other team runs dry on reinforcements.
Ideally, the game is set from a gameplay element. You can ride small transport
vehicles, fire mounted machine guns, use anti-aircraft stingers, or simply run-
n-gun on foot. With classes to choose from, this will alter your playing
strategy. Will you setup an ambush with C4 charges as a Spec Ops, or clear out
urban buildings as a default Assault man? This is why Battlefield 2 is quite
popular, and more specifically, it was designed for practical online play. The
game supports up to 64 players on one server, and single-player is quite weak.
Only buy this game if you plan to play online.
----------------------------
_____________________
&ndash&ndash&ndash&ndash&ndash GAME INFO &ndash&ndash&ndash&ndash&ndash
//////////|\\\\\
Players: 1-64 (w/ online support)
Developer: DICE
Released: 2005
Rarity: common
Special Features: Voice, Online, Account-kept Stats/Awards/Ranking
ESRB: Teen
Cover Art on box:
- Shows soldier holding rifle in air with several vehicles in background
Requirements:
	> Windows XP
	> Intel Celeron D / P4 1.7ghz or better
		(Pentium M"s & AMD"s work fine, P-M"s are faster than P4)
	> 512MB RAM +
		(Recommended is 2 GB from my experience. 1 GB makes
		 improvements but stutter lag occurs on high settings)
	> 8x or faster CD/DVD drive (depends on which version you buy)
	> 2.3 GB free HD space (recommend 7200 RPM HD to prevent stutter lag)
	> DirectX 9.0c
	> nVidia GeForce 5700 or better, ATI Radeon 8500 or better
		(There is an official list of supported video cards available
		 via google. People have managed to get it to work on some
		 lower-end mobile version cards, but the graphics were so bad I
		 could splatter a chalupa and not tell the difference. MX
		 series or GeForce 3+ do not work with this. I know for a fact
		 that someone got it to work with a 64MB video card, not sure
		 which brand. 128MB or better is recommended.)
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============================
- 2) Game Basics           -
============================
What I have always loved about PC games is the fact that you can use a keyboard
and mouse. The amount of keys gives you an overwhelming amount of options to
choose from when selecting what goes where. This section will go over the
involved controls, the screen setup, and an overview of the game modes.
 ____________________________
/Controls - General Gameplay/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          E - Enter/exit vehicle
          J - Say chat all
          K - Say chat team
          L - Say chat squad
          V - Talk to commander (only if squad leader)
          B - Talk to squadmates (only if in squad)
    Page Up - Vote yes during poll
  Page Down - Vote no during poll
  Caps Lock - Bring up squad management screen
        Tab - Shows scoreboard
  Prnt Scrn - Takes screenshot and puts in My Documents/BF2/Screenshots
      Enter - Bring up spawn management screen
- VOIP must be enabled, and you must have a MIC plugged in to talk to
teammates. You can only hear people in your squad (you must join one), or as a
squad leader, you can talk to the commander on a direct line. There is no way
to hear everyone on the same team or in the same game. Voting yes or no during
polls is usually done for kicking players or voting on a map. You can restrict
polls from popping up via the Options menu. The squad management screen let"s
you create your own squad, join another, or view who is in what squad. It also
shows what vehicles are grayed out and available on the map. The spawn
management screen let"s you pick a new spawn point after you die to spawn at.
 ______________________
/Controls - Navigation/
-=-=-=-=-=-=-=-=-=-=-=-=
          M - Show or hide big map
          N - Zoom on big map or your mini-map
          Q - Brings up spotter menu
          T - Brings up squad order/spotter menu
          C - Cycles camera views
- The big map basically fills your entire screen with the navigation map. It"s
useful for seeing what your enemy has, and where to go next. The spotter menu
is probably the most useful in terms of recon. Aim your mouse over an enemy
target, or fairly close to it. Hold Q and left click the mouse. You will
publicly spot an enemy for your teammates, and it should show up as a flashing
icon on their radar. This is useful for spotting air vehicles, tanks, or
snipers. The squad order/spotter menu is specialized for giving orders to
squadmates. Waypoints can be set. The camera cycler is useful for changing
views in vehicles, or at certain positions.
 ____________________
/Controls - Infantry/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
           W - Move forward
           S - Move backward
           A - Strafe left
           D - Strafe right
  Left Click - Fire weapon, use item
 Right Click - Zoom with weapon, secondary function
       Space - Jumps
Double-tap W - Sprints
	   G - Picks up kit
	   R - Reloads
 Mouse Wheel - Cycles weapons, used to change firing modes
Left Control - Crouches
	   Z - Prones
- I highly recommend sticking with the W,S,A,D moving configuration. These four
keys are used to move your character, while the mouse is used to look around
and aim. Use them in conjunction for maximum performance. Sprinting takes away
stamina faster, and you cannot use a weapon, however, you move quickly and can
evade bullets easier. Proning lays you flat on the ground, and makes it tougher
to hit you, but your upper-body is more exposed to hits. Crouching makes you
semi-accurate, but you"re still a hunched target. When reloading, the entire
clip is used to reload, regardless of your current ammo amount. It"s better to
reload once you are low on ammo, rather than reloading and wasting a good 20
bullets if you only wasted 8. To pick a different firing mode, re-select your
primary weapon, and left-click. Some guns only have one firing mode though.
Certain weapons have scopes that zoom a great distance when right-clicked.
 ________________________
/Controls - Land and Sea/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
	  W - Accelerate
	  S - Decelerate/Reverse
	  A - Steer left
	  D - Steer right
      Mouse - Move aiming turret
 Left Click - Fires main weapon
Right Click - Fires secondary weapon
  Left CTRL - Ducks in turret hatch
          X - Dispenses smoke
      F1-F6 - Switches from position 1 to 6
- Controlling land and sea vehicles is simple. Move the actual vehicle with the
W,S,A,D configuration, and rotate the turret using the mouse. Aim with the
mouse and fire, or if under fire, dispense smoke to take the aiming abilities
of an opposing force away. If you"re in a turret hatch, you can hold down the
left control to duck for cover. You"ll only be exposed from hits above you.
Vehicles have seating positions to sit in. The F buttons rotate from slot to
slot.
 _______________
/Controls - Air/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
	  W - Accelerate
	  S - Decelerate/Reverse, Hovers (Harrier only)
	  A - Steer left
	  D - Steer right
      Mouse - Pitch forward/back, Roll left/right
 Left Click - Fires main weapon
Right Click - Fires secondary weapon
  Left CTRL - Ducks in turret hatch
          X - Dispenses flares
      F1-F6 - Switches from position 1 to 6
 Double-tap - Afterburners
- Air vehicles work almost exactly the same as ground vehicles. The W,S,A,D
configuration controls the navigation of the vehicle, but not as you"d think.
Accelerate increases the engine speed or rotating power. In order to move
forward in a helicopter, you must tilt the mouse forward and hold down W to
accelerate forward. If you want to hover, tilt the mouse to an even level
vertically, and hold W for a bit. As for flying jets, hold down W to keep the
engine speed fast and steady. Pull the mouse up & down to dive the jet up or
down. Tilting the mouse in the left direction cause the jet to turn left.
Tilting the mouse in a diagonal direction will pull in that direction while
turning, but remember to hold down the arrow keys to keep the engine steady.
Letting go of your engine acceleration can cause stalls or fallouts.
Afterburners are a little known feature, but they boost the engine on a jet to
maximum capacity. Use them for tight maneuvers, avoiding enemy jets, or taking
off. Landing can be difficult. Try to use the slowdown key about five seconds
before landing, then let go, let it land evenly on the ground, and hold down S
to brake. The harrier, or F-35 jet, can hover by changing the engine position.
Hold down S, and it will levitate in the air. It"s a very non-responsive
control when hovering though, so do it with clear surroundings.
 _____________________
/Controls - Commander/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Caps Lock - Brings up Commander screen
      1-9 - Picks squads 1 through 9
Left CTRL - Hold down to select multiple squads
- Use the mouse for everything under the commander screen. Use keyboard
shortcuts when selecting squads. Right-clicking on a squad tab allows you to
issue direct voice commands telling them of their status.
   >> Commanders can lay down ARTILLERY (explosive killer)
                              RADAR (sweeps to show enemies/vehicles)
                              UAV (shows enemies/vehicles to players)
                              SUPPLIES (drops supply crate)
                              VEHICLE DROP (drops portable vehicle)
 ___________
/Screen HUD/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  _______________________________________________________
 |[   ]                                         /       |
 |[ 1 ]                                        /        |
 |[   ]                                        | [2]   | |
 |                                                    / |
 |                                              \_____/  |
 |[ 3 ]                                                  |
 |                                                       |
 |                           |                           |
 |                         -   -                         |
 |                           | [4]                       |
 |                                                       |
 |                                                       |
 |                                                       |
 |                                                       |
 |_______                                         _______|
 |[5]    |                                       | [7]   |
 |[6]    |                                       ||||[8]||
 |_______________________________________________________|
Meaning KEY:
	[1] - Status Indicator - Shows who got killed by what or whom
	[2] - Minimap / Ticket Indicator - Shows amount of tickets left for
					   each team, who has a depletion
					   rate on their tickets, and also
					   displays your mini-map with all
					   icons, flag points, and what not.
					   Useful for navigation.
	[3] - Text Indicator - Shows typed messages, enemy spotted commands,
			       or green text for squad issued orders.
	[4] - Aiming Indicator - Your crosshair
	[5] - Health Meter - Shows your health bar with white vertical bars.
	                     You die when the meter runs empty.
	[6] - Stamina Meter - Shows your stamina bar with white vertical
			      bars. When you run out, you"ll run slow, and it
			      must regenerate naturally past the flashing mark.
	[7] - Ammo Indicator - Shows your ammo bar with white vertical bars.
			       When you run out, you"ll automatically reload.
	[8] - Overheat indicator - Shows your weapon heating status. If this
				   reaches full, the weapon will cease to work
				   for a short time interval. You can also see
				   the firing mode the weapon is in.
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============================
- 3) Maps (3.1)            -
============================
The territories you constantly engage throughout the game are called maps.
Battlefield 2 comes with a flurry of maps ranging from rural areas, coastal
sweeps, isolated islands, and desert settings to provide a partially universal
setting. The recent patch added Wake Island as one new map to the default
bunch. This section will cover the various maps, with some key strategies to
try.
   NOTE: All maps will be based off of the assumed 64-player versions.
				   ______________
__________________________________/ DALIAN PLANT \____________________________
> Conflict: USA vs. China
> Rating: ***
> Description: "Dalian Plant is practically a nuclear plant facility near the
		coast of China. The U.S. are attempting to take over the area
		for control of the power grid for a majority of northern
		China."
:> Key Bases (USA):
   - Holding the two south bases right on the beachline are crucial to success
   on this one. The middle beach base will spawn an additional attack
   helicopter for your team, along with a tank. You"ll also receive another
   tank if you get the point to the south of this. Control these two points,
   and resistance should not be that tough with armor & air superiority. If
   anything, pound all you got on the central Chinese base to the left, as this
   is where they will get their 2nd helicopter.
:> Key Bases (China):
   - Holding the central base closest to your non-cap spawn is essential, as
   you"ll get a boost with another attack helo. Make use of the fast moving
   transport vehicles to race to the surrounding points. You"ll have a tough
   time defending the flanks, especially the beachline where Blackhawks, boats,
   and enemy jets will approach. It"s nice to grab the south beach point, but
   is extremely difficult due to artillery strikes.
- The problem with this map is that it can go lopsided for either team. A
majority of the time, you"ll find the Chinese to be the strong team at hand,
simply because they have ground control thanks to their local base. Americans
have to race across a few hundreds meters of ocean water before they can reach
the shoreline. If the Chinese can rush and hold all points, it"s practically
impossible to breach any area. If you find yourself getting pinched in as the
Chinese, try to take a transport helo from your main base, and sneak it behind
to the north beach point. This is often unguarded.
:> Sniper Spots
   - If you find yourself getting stuffed in by the Americans, get on the
   mountain to the right of your main spawn, and snipe down on the Americans
   closest to you. There are 2-3 cranes on this map and cylinders you can use
   for height advantages. Unfortunately, this is an armor-dominant map, so
   you"ll find few infantry targets unless a team is down to their last capture
   point. Try sniping pilots who try to fly away with an abandoned helicopter.
				__________________
_______________________________/ DAQING OILFIELDS \____________________________
> Conflict: USA vs. China
> Rating: **
> Description: "Daqing Oilfields is a resource-crucial point, as it contains
		numerous oil refineries and points of interest that could
		benefit either faction in the conflict."
:> Key Bases (USA):
   - I"ve found that holding the point to the south & right of the main
   refineries is what you need to do to succeed. These two points are
   practicaly chokeholds that lead to the rest of the points. Not only that,
   but tanks spawn at these points that can really alter the ground gameplan in
   the end. There"s an additional helopad to the northeast corner, but it"s
   isolated, and truly insignificant.
:> Key Bases (China):
   - Holding the main and upper right helopad will be crucial to success. You
   need additional air support on this one to deal with the armored threats
   that the Americans have. The main central point, while providing nothing
   else than common grounds is essential to boost morale. It"s difficult to
   take back, which is why you want to grab it first, and protect it at all
   costs.
- This one tends to go either way. Since both non-cap spawns are on the ground,
either team can get ambushed by eager soldiers. You"ll find both airbases to be
under attack extensively, hence why there are so many mounted AAs on this one.
Whoever controls your bomber will most likely be the combat leader on this one,
so make sure you have a good pilot. The point to the south of the refinery is
crucial as it has 3 spawning armors inside it, along with a refueling helopad,
and tall cylinders to snipe from. If you can hold this point on either team,
you"ll probably control a majority of the points. Don"t forget about the
additional helopad to the upper right. It gives a boost against the armor
beneficiaries of the US.
:> Sniper Spots
   - No cranes on this one, but the ground is dark and moist. There are forests
   that border some of the points. Make use of the treelines to prone and snipe
   away. You"ll be very hard to detect. Also, you can try infiltrating their
   main base, and sniping pilots who hop in the choppers or aircraft. If
   anything though, you"ll find a useful sniper spot on the three tall steam
   cylinders at the point to the south of the main point. If this doesn"t work,
   bail out of a transport helo above one of the large oil drums at the center
   point for an authentic height advantage.
				   _______________
__________________________________/ DRAGON VALLEY \____________________________
> Conflict: USA vs. China
> Rating: ***
> Description: "Dragon Valley is a historic region of China, but also contains
		a crucial refinery with strategy military points that can lead
		to victory."
:> Key Bases (USA):
   - To be honest, there are 3 bases you need on this one to succeed. The first
   is the Chinese airport. While it"s not necessary to grab it, doing so will
   make it SO EASY to win on this map. Try sneaking a Blackhawk along the far
   perimeter to cap the flag. This airport contains numerous armor vehicles,
   jets, helicopters, more than you can ask for. However, the two realistic
   points to capture are the base on the left yellow road that has a mounted
   AA, a dock, two garage slots, a TOW, and a building perimeter enclosure.
   This is great for making advancements into Chinese territory. The second
   point is the second Chinese main base, which has their transport helicopter
   and several houses. Taking this limits their air superiority.
:> Key Bases (China):
   - Simply hold the high points on the map. Hold the top mountain spot to
   prevent reinforcements from flooding through. Really, you don"t even need to
   push the Americans off of the land, just hold the highest points and your
   airfield on this one.
- Chinese win this about 70% of the time, simply because they have such a
starting advantage. You can easily sneak a transport helo in on the lone
American ground base, and take it immediately at the beginning. Chinese have
too many armor bases, which let"s them push through and take any American
advancements. The only time I see the Chinese lose is when the Americans take
and hold their airbase. No air support really turns the Chinese team into a
split rival. Try sneaking up along the left ridge that inlets to cover with a
Blackhawk.
:> Sniper Spots
   - On both sides of Dragon Valley are tall mountains that can be sniped down
   from upon. Try doing this. Make use of the height points to look down and
   snipe on the opposition. You can snipe men on the carrier from the high
   point as well. There are several cylinders and steam stacks you can climb at
   the Chinese airbase if you manage to infiltrate that perimeter. There are
   also partial rural forests in the steppes which can be used for ghille
   cover.
				   ____________
__________________________________/ FUSHE PASS \____________________________
> Conflict: USA vs. China
> Rating: **
> Description: "FuShe Pass is a mining crucial area containing uranium
		deposits, critical ores, and items of interest to either side."
:> Key Bases (USA):
   - Get the highest point closest to the non-cap American base. This location
   spawns out armor including AA. Then, take all points south of the river.
   This will practically give you complete control of the map, both air &
   ground wise.
:> Key Bases (China):
   - Get the point directly north of the main spawn, as this village center
   contains armor and extra helicopter support. Then, try to take over some
   points on the southern ridge. Points to the south of the river are difficult
   to take back, which is why it"s essential to grab them early and make sure
   no one grabs them back.
- Honestly, I find this to be a split map. Sometimes Chinese will push the
Americans back to where they cannot take over on the offensive front. On the
other hand, the Americans will simply dominate, pushing the Chinese back to the
village center. If anything, air support has the biggest effect on this one.
Jets tend to shoot down opposing helicopters and opposing bombers. Try using as
much armor as possible on this one, and this is one of the few maps where AA
has a huge effect on the outcome.
:> Sniper Spots
   - If you find yourself getting stuffed in by the Americans, get on the
   mountain to the right of your main spawn, and snipe down on the Americans
   closest to you. There are 2-3 cranes on this map and cylinders you can use
   for height advantages. Unfortunately, this is an armor-dominant map, so
   you"ll find few infantry targets unless a team is down to their last capture
   point. Try sniping pilots who try to fly away with an abandoned helicopter.
				   ______________
__________________________________/ GULF OF OMAN \____________________________
> Conflict: USA vs. MEC
> Rating: ****
> Description: "The MEC forces possess a key airport near the gulf that could
		be used to fuel counter-attacks. The Americans want to take
		this beach-head, and control the area to prevent the MEC from
		doing so."
:> Key Bases (USA):
   - If anything, you need at least one beach base to keep the MEC distracted.
   I find it best to take the one on the far left where a lone tank spawns.
   While it is an isolated location, it"s close to your artillery (if repairs
   are needed), has a stinger, and a boat for an alternate route through the
   map. Once you have one beach point, try to get the center construction area
   with the giant crane. This is another isolated location that rarely gets
   captured back and forth which could be a strong rear flanking point against
   the other MEC positions. You"ll find the coastal points along the right and
   near the hotel too tough to take with one assault.
:> Key Bases (MEC):
   - If anything, the MEC absolutely need a majority of the beach points, and
   at least the hotel area on the right. The hotel area is such a key position
   as it gives you the most armor to counter-attack. It also has isolated lanes
   which can be defended easily against American attacks. The beach points will
   hold your anti-air defenses, which is what you"ll need to shoot down the
   incoming Blackhawks. They"re also heavy casualty areas where you can sweep
   back and forth racking up kills.
- A split map that depends on who gets the best start. Both teams have fairly
average air capabilities. However, you"ve got to remember that the Americans
are isolated with their base carrier on this map. Even though they start off
with a split amount of beach points, they"ll lose them quickly due to MEC
rushes. Focus on capturing or holding the Hotel point based on which team you
are. Really, holding that point decides the match, as you get armor, closeness
to the opposing spawns, and a nice established base all at the cost of one
point. I find boats to merely useless on this map. Stick with the choppers, or
traverse on foot. Armor is the best way to go, but there are usually lots of
Anti-Tank or Engineers on this one.
:> Sniper Spots
   - If you have patience, head to the center crane near the middle point of
   the map. There"s little action to engage here, but if you"re lucky, the
   Americans will capture this point, and you"ll stack kills like you"re making
   a triple decker Wendy"s Burger. The hotel roof has a ladder on the south
   side that gives a very useful, but tough to get up to point. Americans
   always tend to pick me off before I can reach the top. Other than that,
   you"re not gonna find many height advantages. The entire area is practically
   coastal, or very smooth. You can bail out of an air vehicle and try to land
   on an oil drum in the non-cappable MEC spawn. You can also access a
   warehouse roof on the left portion of the map north of the left beach point.
   This point, while useful, sees little action unless down to your last point.
   Finally, you can always harass poor innocent souls that spawn onto the
   carrier deck.
				   ___________
__________________________________/ KUBRA DAM \____________________________
> Conflict: USA vs. MEC
> Rating: *****
> Description: "A current dam-in-construction happens to be a key chokehold
		for advancement for either the USA or MEC forces. Whoever holds
		this point can flood the opposing forces like a dock on the
		bayou."
:> Key Bases (USA):
   - You need to take the MEC airbase regardless. You may be able to hold most
   of the points except that one, but taking that literally crushes their
   ability to operate. Try sneaking a Blackhawk along the flanking ridge, close
   to the boundary lines. You can manage to get one in there, drop your troops,
   cap the point, and then limit the MEC air capabilities. There"s a neutral
   chopper in the center that can be taken by capturing the center point
   through the dam tunnel. This point is difficult to take, but there is a
   sewage tunnel beneath that is actually right underneath the flag, and counts
   as a capture zone. Stand here, take the point, let some reinforcements
   spawn, then flood the remaining MEC points. You may want to try taking the
   secondary base where the AA spawns with a double-slot garage about two
   clicks to the west. You"ll get several armor vehicles here and also provide
   access to a majority of the points.
:> Key Bases (MEC):
   - Hold the upper right building that is under construction with no windows.
   A TOW, AA, and jeep should spawn here. It"s the only true building that
   provides access to all other points because it has a triple-roadway segment.
   It branches out to every point, and you can parachute or drop down for the
   points near ground level. I highly recommend destroying the bridge near the
   first neutral point right next to the US non-cap spawn. You don"t want armor
   crossing easily to your height positions. Make it difficult, or make the
   Americans traverse in their Blackhawks so your jets can shoot them down.
   Don"t forget; your airbase means everything on this one.
- This is my personal favorite map out of every one in BF2. It has detailing,
height, tunnels, lots of armor, lots of places to snipe, and key areas that act
as chokehold points. It can go either way, based on who pushes further or who
infiltrates the rear positions. It"s slightly tougher on the MEC side since you
gotta deal with holding your rear airbase from sneak attacks. You"ll have
moderate air superiority in terms firepower, but don"t expect extreme
navigational abilities. There are narrow tunnels on the MEC side of the dam
that lead to dead ends. You"ll find one neat one you can fly through (only
perform during emergencies) if you have the elite skills. If you have snipers,
I recommend defending the low points by positioning themselves on highground
spots. There are several cranes on this one, one near the central, one on the
dam, one near the airbase. Pick one that is closest to the action. If anything
though, attack helicopters will do the most damage on this one. You can access
the neutral center one by climbing the rear stairwell & ladder by the center
point, or dropping down from the dam road on top over the left ledge. There is
also a secret tunnel underneath the central "ground-level" capture point. Go
into either large turbine tunnel near the base of the dam, and cut a right/left
into the inlet tunnel that connects both turbine tunnels. If you stand in the
center of this tunnel, you can actually lower & capture the central flag a few
meters above your head. This way, you won"t even be seen or equated in the
picture!
:> Sniper Spots
   - Three cranes to choose from, and two mountain valleys that aim downward at
   ground points. This map is a sniper"s dream. There are mountain valleys in
   the American spawn as well, and a farther range to deal with near the MEC
   airbase. Personally, any of these points are fine. DO NOT prone on top of
   the mountains. Prone where the bushy grass is. The sun horizon tends to
   reveal your position as a sniper on this one, and people will usually spot
   you for other snipers to deal with. If you can hold the Americans back,
   snipe across the destroyed bridge. You can also try dropping into the
   wreckage of the destroyed bridge, and proning on a twisted steel beam.
				   _______________
__________________________________/ MASHTUUR CITY \____________________________
> Conflict: USA vs. MEC
> Rating: ****
> Description: "A key city is about to be occupied by USA forces. The MEC rally
		together like Bravehearts in an attempt to defend the city."
:> Key Bases (USA):
   - Blackhawk, Blackhawk, Blackhawk. Hold your main airbase, and closest tank
   spawn point for domination. Despite blackhawks getting nerfed in the patch,
   have your helo circle a MEC point a few times laying down Vulcan fire. Drop
   out 2-3 troops to capture the point, let them hop back in, and move to the
   next point. There are lots of Anti-Tank players on this map, but the
   Blackhawk should be able to gun down infantry easily. The center mosque
   position goes back and forth between teams, so I wouldn"t worry about it too
   much. Focus on the MEC building spawn as this is where most players choose
   to go. It also is close to their key commander assets, artillery, and
   provides lots of relative position in terms of mass destruction.
:> Key Bases (MEC):
   - All I can say is hold your main building base, and helopad. Other than
   that, it honestly comes down to luck. The MEC transport helo is not a very
   good mobile device, even though it can be used for transporting. You"ll find
   the American"s Blackhawk to be the real threat to deal with on this map. As
   long as you hold both of these points, you can try to push onward into
   American territory. The transformer power complex to the south which has
   your tank is actually a critical point but not necessary to hold. Try
   destroying the bridge closest to your hotel position, and only make use of
   the southern bridge.
- Another enjoyable city map. You"ll get into many close encounters. Luckily,
there are only two tanks on this one, no APCs, and lots of transport vehicles.
Mount a vehicle somewhere in the distance, get on the .50 CAL, and gun down
infantry/helicopters. Snipers are somewhat prevalent on this map, so try to
move at all costs. Believe it or not, the Stingers are highly effective for
either team on this one. It"s just that there are few patient players willing
to sit in a Stinger to shoot down a transport helo that attempts to capture the
opposing spawn. I"ve also found that mining one of the bridges can be a smart
idea as long as your team is not in the lead flag-wise. The tanks should be
your main weapons into breaching opposing territory. Lead them slowly and
efficiently, dropping supplies for automatic repairs. Whatever you do, DO NOT
let one team get two tank spawns. This spells disaster, as you"re just handing
them the ability to rape and conquer.
:> Sniper Spots
   - There are lots on this one. Both airbases are on top of hills where
   snipers can defend against infantry rushes with ease. Both tank spawns have
   tall mountains that overlook the positions, meaning snipers can pick off
   spawning soldiers. If anything though, you"ll find a useful sniping point
   via a ladder near the USA tank spawn. The ladder leads up to a roof, where
   you can climb to a very top aclove that overlooks all the buildings on the
   map (including the busy mosque area). There are 3-4 roofs you can climb to
   via ladders on the MEC side of the dried river. If none of these places
   please you, try climbing the ladder to the water reservoir green drum near
   the American main base. If you"re desparate for innovation, bail out of a
   chopper and land on the mosque roof. This spot is so unstoppable it"s not
   even funny.
			  _______________________
_________________________/ OPERATION CLEAN SWEEP \____________________________
> Conflict: USA vs. MEC
> Rating: **
> Description: "A grouping of MEC-occupied islands must be overtaken by a
		nearby USA airbase. Unfortunately, the toughest challenge will
		be navigating to these lone isles without getting blown to
		pieces."
:> Key Bases (USA):
   - Taking either air strip of the MEC should be your ideal goal. The MEC"s
   bomber spawns at the closest airstrip with its own garage. Take the nearby
   middle segment point if possible, but be forewarned that there is tons of
   nearby armor to deal with. You need to reduce MEC air superiority at all
   costs, since this will be their main counter weapon against your armor
   advancement. Make use of the Blackhawk, but try to sneak capture the rear
   points if possible. Most troops will either stay near the middle portion of
   the island, or near the frontal part. As for your attack helicopters, they
   should try to pelt key positions. For the most part, you should try to sweep
   left-right with the islands, or from the rear and close in on the middle
   points like a swallowing herd.
:> Key Bases (MEC):
   - Hold your airbases. It seems ideal, but few MEC teams manage to hold both
   air bases without losing one in the process. You have to remember that the
   only defense you have against American jets, helicopters, and aerial
   assaults is your own air support. Make use of the firepower advantages on
   the MIG & chopper. Roam back and forth across the island in your tanks,
   relaying support whenever it is needed. Hell, jump on a jeep and gun down
   the Blackhawks that try to fly in low for a drop-off. All I can say is do
   your best to defend the island. Everything on island capturing is done like
   bunny hopping. Everyone flocks to one point, and everyone flocks to the
   next. Flank and capture a recent flocked position for little resistance.
   Repeat.
- I"m not too fond of this map, mainly since it"s air-designed, and MEC tends
to win a majority of the time. The Americans have to breach the initial
defense, which is tough on the front portion. There are TOWs that prevent APCs
from simply plowing through, and most people may even bring a tank to the
forefront to shoot boats. The only hope the Americans have is landing a
Blackhawk somewhere, capping a point, then letting reinforcements spawn
through. If you lose an airbase on this one, you really lose a chunk of your
tickets. It takes so much sacrificing to try and take back an airbase, after it
has been stolen. You"ll find spawn camping to be a big priority on this one,
specifically against the Americans who will all be crunched at the helopad
waiting for a chopper or jet. Artillery strikes make a difference on this one.
:> Sniper Spots
   - Unfortunately, the range of islands and water limits sniping advantages.
   There is a fairly high peak between the MEC helopad & establishment base,
   but it"s nothing major to make a difference. This map has few troops that go
   on the ground, unless you"re at a major base. Do your best to use the side
   hills for height advantages, or the treeline near the forefront of the
   mountain to snipe downward. It doesn"t have sniping spots, but a good sniper
   can treat this map like a ghille suit.
			  ___________________
_________________________/ ROAD TO JALALABAD \____________________________
> Conflict: USA vs. MEC
> Rating: *****
> Description: "A nearby MEC town is being threatened by a roaming U.S.
                attack. Before the actual town can be reached, one must
                traverse the long dusty plane full of snipers and legitimate
                threats."
:> Key Bases (USA):
   - The US will start off with one uncappable base that has several vehicles,
   and a few guard towers to protect their establishment. You may notice that
   the design of Road to Jalalabad is actually sniper friendly. The first half
   of the map starts off with a rolling hill that ends up near a coastal oasis,
   with some occasional boulder stacks here and there. What you want to do is
   sneak a transport vehicle into the main town, and capture one of the
   interior points (the Hotel is a GREAT spot to snatch up) or the Town center.
   Taking the rear mosque is challenging but also worth the effort as a tank
   spawns here. Once you have an interior point, the rest of the flags should
   fall with ease, and your kill count will increase.
:> Key Bases (MEC):
   - Don"t let them get a rear flag. Rush the Lake flag, and flank from the
   southern army base so that you can trap the Americans inside their own
   uncappable zone. Simply guard this long plane with multiple snipers, and
   spam grenades at some of the large rock quarries where other Americans may
   be hiding inside. Watch the boundary flanks for squads trying to sneak by.
   If this map is played with No Vehicles mode on, your chances of victory are
   much higher. If there are vehicles, landlock them with AT mines at key
   pathways (the water access route from Lake to the town).
- What makes Road to Jalalabad such a successful map is the fact that it"s big,
it"s one of the few sniper-friendly maps, and it gets to be one heck of a
hellish fight if both teams are combating in the long desert plane. If one team
does manage to infiltrate the town, it gets even more interesting as more close
quarter battles occur. Nonetheless, this is one of the best maps along with
Wake Island, and Strike of Karkand due to its unique yet refreshing design.
Many servers play this map with No Vehicles mode on due to the sniper wars that
go on.
:> Sniper Spots
   - If the town has been breached, there is a ladder on the south side of the
   burning hotel that can be climbed for a VERY high view. There are also
   multiple adjacent buildings with ladders that give you a medium height
   sniping point. You will find 2 tall buildings that can be climbed south of
   the mosque area, and these buildings give great shots to anyone approaching
   from the Lake flag or from the Town Center flag. There is one elevated
   garage with ladder access in between the Lake flag point and well flag point
   to the south. This spot is decent for protecting the interior of the town.
   Otherwise, you can actually snipe very good on just the long flat plane that
   leads to the US"s uncappable zone. Use the rock quarries for cover, or hide
   behind palm trees.
			       ___________________
______________________________/ SHARQI PENNINSULA \____________________________
> Conflict: USA vs. MEC
> Rating: ****
> Description: "USA forces have seized a key television station that was
		boasting propoganda. The MEC wants to take it back so they can
		send out more eroding brainwaves."
:> Key Bases (USA):
   - All you need to hold on this one is the tall TV station. It has a helopad
   spawn and a wide point of view. You can easily defend it against the
   ground, and sabotage the inner stairwells in case you do get overrun. While
   you may eventually lose due to a loss of reinforcements, hold the TV station
   at all costs for the best chance to win. I do recommend capturing the
   building in construction to the west as your secondary spawn point. Few MEC
   forces will breach this area, and if they do, will most likely be gunned
   down. Other than that, this map comes down to counter-rushing, taking a
   point, defending it for a bit, and then repeating to rack up lots of kills.
   Artillery should be your friend to counter the mass rushes of the MEC
   troops.
:> Key Bases (MEC):
   - You"re going to want to capture bases sort of like you"re pinching a taco
   shell. Get a point on the south/north, then work inward. The support points
   are generally easier to take over, and you can spawn your reinforcements
   closer to the battlefield. I found it too difficult doing a head-on assault
   into the triple spawn point to the west, or the TV station to the east. The
   support positions lack armor support, but they do have lots of navigating
   treadways that head off to the rest of the city.
- Sharqi is similar to Mashtuur City, except the conflicts on the ground are
more close-combat based. Both teams only have one attack helicopter spawn, and
it does make a difference how you utilize them. Remember to abuse and cruise
with the MEC chopper. AA stations are mounted across the map, but few players
utilize them to full potential. You can take the TV station easily with the
help of the MEC chopper, laying gunner grenades on the infantry below. It can
also spawn camp the American helo when it respawns, which means your infantry
can rush in towards the ground to capture the point. Taking the TV station
eliminates most chances of a victory for the USA. From a vice versa point of
view, the Americans have to hold the TV station. It"s the only point that is
based on one-side. The other side is bordered by a cliff and the ocean. Hence,
you truly only have one side of a threat to deal with, and you get the superior
height advantage for your snipers, plus a tank spawn by the TOW. Your commander
can make a world of difference on this one, specifically where he/she lays down
artillery fire. Try to check it over the center positions, especially the
commonly taken point that only has one stone wall bordering it.
:> Sniper Spots
   - There are several on this one. If you"re playing the USA, spawn at the
   centered hollow building, and make your way up to the top of the yellow
   crane. This position will be extremely efficient as it overlooks the busiest
   sections of the map. Be careful not to give away your position though as
   players do check the top of the crane out for snipers. There are about 5-6
   building tops you can also utilize across the map by climbing the base
   ladders on each. An interest spot to note is by the south point near the
   water edge. Climb up to the corner building that looks towards this flag.
   This is a common flanking point for troops, and your position is rarely
   revealed as an American (or MEC). Another great USA sniper position is on
   top of the TV station spawn. It may be a common artillery point, but you can
   bail out. To make your accuracy better, jump and prone onto the railing edge
   before it slants downward. You"ll be exposed, but be extremely accurate and
   capable of picking off MEC troops that rush your position.
			       ___________________
______________________________/ SONGHUA STALEMATE \____________________________
> Conflict: USA vs. China
> Rating: ***
> Description: "A key chokehold has reached a standstill between the USA &
		Chinese forces. A dense fog covers the field like liquor on a
		grumpy drunk."
:> Key Bases (USA):
   - Keep the two closest bases where you spawn. You need the two transport
   helicopters spawn simply because you"re rewarded with two shiny Blackhawks.
   Blackhawks will be your main transport, do lots of killing damage, and help
   capture points a tad easier. Many of the oddball outposts may have APCs you
   can make use of, but this map is primarily dominated by holding your own two
   helicopter bases. Matter of fact, purposely defend them as others will try
   to take them back.
:> Key Bases (China):
   - I hate to say it, but the MEC strategy is the same on this one. Hold the
   two points that posses chopper spawns, try to make use of the jalopie
   helicopters, and defend the points from American captures. The only other
   hint I can give is to man the mounted AAs more frequently as Blackhawks are
   fairly tough to take down. It may also benefit you to try and sneak-flank an
   American helopad and take it over. The only problem is that you"ll probably
   lose a rear base in the same effort.
- Personally, Songhua has always been a favorite of mine, but a map that I"d
only play for an hour before getting bored. It"s one of the most balanced ones
with the addition of the recent patch, as Blackhawks don"t dominate it anymore.
Seems like transport helicopters are even now that personnel have to bail out
to increase the capture time. Stingers are also more capable of shooting down
the helos, so you"ll find more infantry battles in the distance. Mines are
highly effective on this one, especially on the roadways that dip slightly into
the water. Make use of an APC that spawns nearby if you hear a chopper flying
overhead. There are a few spots on this one that you can flank from the rear
via tall hill points. Both secondary helopads have these reinforced positions
that are great for looking down on the valley ahead. If you find yourself
getting dominated in the ground game, capture a few side flanking points to
surround the base positions near the center of the map.
:> Sniper Spots
   - In terms of sniping points, there are not many. To be honest, there are no
   roofs you can climb on this one with exception to the large fish factory on
   one side of the map. Treat this map like a mobile sniper type, as you"re
   going to have to move around to actually find infantry. If possible, camp on
   one of the hills overlooking a popular spawn point, aka the secondary
   helopads. If not, position yourself near the center in one of the dense
   bamboo jungles. You"ll be nearly impossible to see, at the sacrifice of some
   added height for more targets to sight. Other than that, avoid being a
   sniper on this one. Heck, the enhanced fog makes it tough to see at a far
   range too, decreasing the ability of this class.
			       ___________________
______________________________/ STRIKE AT KARKAND \____________________________
> Conflict: USA vs. MEC
> Rating: *****
> Description: "USA and MEC forces clash in the urban setting of a tightely
		wound city, with a key bridge and river to cross. This battle
		will determine who controls a majority of the territory."
:> Key Bases (USA):
   - Thankfully you have a non-cap spawn on this one. I"ve found the two best
   points to have is the point in the farthest northwest corner, and the bridge
   point. Holding the bridge allows you to completely shut off the MEC"s
   ability to bring armor over (assuming you also have units covering the river
   crosswalk to the south). The point in the northeast only relays
   reinforcements, and can flank the other points from the north. The ideal
   plan is to completely takeover every point to the left of the bridge. Then,
   sneak a few soldiers across the crosswalk, and slowly but surely take over
   each point on the right side. The MEC will have the advantage of more armor
   initially, but this tab will be overrided as you take over more and more
   points. In order to get the northwest spawn from where you initially start,
   flank along the west, and go behind the buildings along the left to make it
   up to this position. From here, it"s just like taking candy from a baby.
:> Key Bases (MEC):
   - You need three points on this one to hold. Keep control of the first point
   right next to the USA"s non-cap spawn. While it serves no usefulness, it
   makes a GREAT distraction for USA forces, and acts like a MEC barrier that
   is tough to pass by (assuming balanced defenses along all perimeters). The
   second point to hold is the point directly above this. If the USA forces
   take the force, just push downward. Not to mention, but this second point
   also has a sniper"s roof on top, and acts as a key distribution point near
   the center. Finally, it would be best if you could hold onto the home base
   that spawns your APCs, Tank, and vehicles.
- Strike at Karkand is a fun map mainly because it has no air support, all
ground-based, and feels like Vietnam in some sort of alternate universe with a
desert setting. The initial strike pits the USA at a disadvantage, but the
battle sometimes turns over to reveal a unique standstill at the key bridge.
The map is very condensed, has lots of close encounters, and also seems easiest
to accumulate the most points in the least amount of time. This is why you will
find many players who only play Strike at Karkand just to earn points at a
faster time rate. Vehicle whoring is a common normality on this map, so don"t
complain. Often, engineers will hop into Tanks or APCs, ask for a supply drop,
then camp next to the supply drop while firing numerous rounds into a spawn. If
this occurs, take out the supply crate first next to the vehicle, then work on
destroying it before the engineer can repair it efficiently. Snipers may exist
on this map, and if they do, it"s either on a rooftop or bushy hill. Look for
both. Watch for Assaulters, as they"ll try to grenade launch you. Making use of
.50 CALs on this one can make a difference, especially in the jeeps. Just
remember to bail out when the heat gets sizzling. Medics are the best class to
utilize on this map simply because lots of people die from infantry fire, which
means there are more possible revives available.
:> Sniper Spots
   - There are a few buildings with rooftops that have ladders to access them.
   I won"t describe them in particular since they"re fairly common sense. If
   you"re pinched across the river, just launch bullets from the ridgeline.
   There"s a tall sniper spot on a tower across the river at the point directly
   west of the MEC home base. This spot rarely goes noticed, and you can hop
   down onto some cylinders if you wish as well. If USA forces are rushing the
   left flank, mount yourself on the hill, and snipe down towards the non-cap
   spawn. The left side of Karkand also has a height advantage over the middle
   sections. A busy spot to snipe down from is on top of the roof at the point
   above the initial MEC barrier spot. While you"ll most likely get shelled
   out, the spot will have lots of USA forces trying to sneak up on it, and
   you"ll get a 360 degree view as well.
			       __________________
______________________________/ WAKE ISLAND 2007 \____________________________
> Conflict: USA vs. China
> Rating: ****
> Description: "Chinese forces have occupied a key island with a strategically
		located airbase. The USA forces want to take it down to
		Chinatown."
:> Key Bases (USA):
   - Chinese airbase, plain and simple. This is the only point you need on the
   island to isolate Chinese superiority, as EVERYTHING practically spawns at
   their airbase. You"ll gain the advantage of a tank, extra helopad, their
   airstrip, several vehicles, mounted MG towers to defend against a Chinese
   counter-rush, and practically a mission complete status. All you have to do
   is hold this point and allow your air support to shell down on the isolated
   tips of the Chinese island.
:> Key Bases (China):
   - Best strategy I"ve witnessed is to immediately grab the tanks on the two
   tips of the island, get them near the edge where the brown bunkers are, and
   fire at any boats or choppers that approach. The only infiltration tactic
   the Americans will be forced to use is via air support, which can be shot
   down with mounted AAs, or a mere AT rockets. However, watch for bombing
   raids near the tips of the islands where Americans will try to destroy your
   valiant tanks. If you happen to lose one side of the island, simply
   chokehold them via the central airbase, and send reinforcements to disperse
   out. Whatever you do, don"t all flock to one side of the island. Since the
   shape is much like a giant "U", the idea is to manage equal defense on both
   sides without losing the central airbase. If you happen to get the chinese
   transport helicopter, load it up, and try to land on their carrier. Cause
   distractions, chaos, whatever you can do to prevent the Americans from
   advancing to the island. Also, make sure your tanks gun and fire shells at
   the artillery island that"s in close proximity to your position. You"ll
   accumulate many points by simply firing in this direction.
- Wake Island was the only expansion map released via the patch to this date.
It is essentially a U-shaped island dominated by Chinese control, in which the
Americans must take back either from a small artillery isle, or their central
carrier. All I can say is that this map does NOT look balanced, although it
tends to balance out after a few minutes. Sometimes, the Chinese will dominate
and not even permit American captures on their island using the two-tip tank
approach. Sometimes Americans will sneak behind, capture the central airbase,
and spawn so many reinforcements that the Chinese are left isolated at the tips
of their islands for the rest of the game. All I can say is to make use of the
transport vehicles to rush from place to place. Use the two-tip approach
initially, then scramble the tanks as nece


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