|
Dragon Valley |
|
Daqing Oilfields |
|
Stike at Karkland |

|
Appendix B: Game Maps |

|
1 |
|
2 |
|
3 |
|
4 |
|
5 |
|
6 |
|
7 |
|
Red |
Station Avenue |
|
Blue |
Super Secret St. |
|
Green |
Main Street. |
|
Yellow |
Market Street |
|
Orange |
Muddy Waters |
|
Lost in the Maze
Another Urban map, makes me think back to Villinus or Embassy in Ghost Recon. No choppers or boats here, everything must be done on foot, tracks, or wheels. In pub matches the majority of people try to run the gauntlet thru the center of the map and end up hitting a wall of C4 and Mines and LAW’s and rocks, sticks, and whatever other shit the NME throws at them. For the moment at least, the Secret Left side attack tends to be more victorious, although this will change with continued map play and people become wise to it. In fact, as an MEC Engineer I often put a mine right on the turn behind that first building on the hook to the left. It’s damn near impossible for the enemy, who are having enough trouble just maneuvering their vehicles round that bend, to even see it and get sent to the scrapyard. After the first or second time, they become discouraged to use the secret western route and opt for a frontal attack.
The Maze that is the inner streets of Karkand is a deathtrap to Tanks and other heavy armored vehicles. If you MUST go in there to help cap bases (which I believe is a mistake, armor should be used away from the cap and scan the immediate surroundings for NME activity) then you need to keep a wide view 3rd person front, then back, then front again, over and over again. There are SO many little alleyways and places for special ops characters to hide that it is nearly impossible to be aware of them all. You should try to avoid staying still in any one place for too long, and ALWAYS keep your rear view checked every few seconds.
Lastly, the bridge up near the train accident is often blown, or mined, or hell, perhaps both. Due to ignorance, forgetfulness in the heat of battle, or just plain unknowing, many forget the southern river crossing and focus on the northern route along Station avenue. This southern crossing (muddy waters) is a very effective and lightly defended way to get to the northern flag. Once capped, a Tank will spawn for either side and should be used continuously due to the fact that it’s only 1 of 2 tanks, AND it’s much closer to the battle than the American.
Kp 7/05
|





|
Squad Makeup 12 man team
1. 3 or 4 man humvee team takes secret (blue) path to suburb (1) and drops off ONE man. They continue on to the MEC main to cap. The enemy see suburb go neutral and rush to defend it, meantime the bulk of the team has already moved onto main. When enemy kills suburb defender, he spawns with his team at MEC main and helps take it. Once main is taken, the squad should defend it over the river because it stops bleed.
2. 3 or 4 man RIGHT team moves in humvee skirting the out of bounds zone until they pass the staircase to the right of the hotel. They can drop off one or two of the team to help flank MEC forces moving south getting caught in a crossfire. Jeep continues on over muddy waters (orange) to MEC main to help 1 squad take the base.
3. 3 man Tank & APC engage forces in the middle but do not enter until teams one or two have capped position. They are mostly used as distractionary forces, albeit large ones. |