OFFICIAL GAME GUIL BASED ON A GAME RATED BY THE Prima is an authorized Electronic Arts licensee. ■Ail 1 Hi V -- J BATTLEFIELD PRIMH Official Gome Guide Written bi| ^ David Knight > PflIMA K I I I I Prima Games A Division of Random House, Inc. www.primagames.com The Prima Games logo is a registered trademark of Random House, Inc., registered in the United States and other countries. Primagames.com is a registered trademark of Random House, Inc., registered in the United States. Prima Games is a division of Random House, Inc. © 2006 Digital Illusions CE AB. All rights reserved. Battlefield 2142 is a trademark of Digital Illusions CE AB. Electronic Arts, E A and the EA logo are trademarks or registered trademarks of Electronic Arts Inc. in the U.S. and/or other countries. All other trademarks are the property of their respective owners. EA™ is an Electronic Arts™ brand. No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or by any information storage or retrieval system without written permission from Electronic Arts Inc. Product Manager: Todd Manning Editor: Rebecca Chastain Design & Layout: Scott Watanabe, Jody Seltzer, Bryan Neff Please be advised that the ESRB Ratings icons, “EC”, “E”, “E10+”, “T”, “M”, “AO”, and “RP” are trademarks owned by the Entertainment Software Association, and may only be used with their permission and authority. For information regarding whether a product has been rated by the ESRB, please visit www. esrb.org. For permission to use the Ratings icons, please contact the ESA at esrblicenseinfo.com. Important: Prima Games has made every effort to determine that the information contained in this book is accurate. However, the publisher makes no warranty, either expressed or implied, as to the accuracy, effectiveness, or completeness of the material in this book; nor does the publisher assume liability for damages, either incidental or consequential, that may result from using the information in this book. The publisher cannot provide any additional information or support regarding gameplay, hints and strategies, or problems with hardware or software. Such questions should be directed to the support numbers provided by the game and/or device manufacturers as set forth in their documentation. Some game tricks require precise timing and may require repeated attempts before the desired result is achieved. ISBN: 0-7615-5391-6 Library of Congress Catalog Card Number: 2006904293 Printed in the United States of America 06 07 08 09 GG 10 9 8 7 6 5 4 3 2 1 David Knight has been an avid gamer since the days of the Atari 2600 and Commodore 64. His first foray into the gaming industry came in 1995, as a scenario designer for SSI’s WWH strategy game Steel Panthers. As online gaming communities sprung up across the Web, David lent his enthusiasm and design skills to many fan sites. In 1998 he co-founded and co-hosted Game Waves, a weekly webcast featuring industry news and game reviews. David’s involvement with Prima Games began in the late 90s as a technical editor. After co-authoring a couple of guides with his brother Michael, David authored his first solo game guide in 2002 for Rollercoaster Tycoon 2. Since then he’s written more than a dozen guides for Prima Games, including books for Battlefield 1942 , Star Wars Battlefront , and SWAT 4. We want to hear from you! E-mail comments and feedback to dknight@primagames.com. V l m W Protected by copyright. Unauthorized or unlawftrf copying or downloading expressly prohibited. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. 22nd-Century Warfare 4 The Future of War 4 What’s New? 4 BFHQ 4 Buddy List 5 Movement Fundamentals 5 Sprinting 5 Swimming 6 Parachuting 6 Navigation 6 Weapons Training 6 Knife 6 Firearms 7 Specialized Weapons 8 Game Modes 8 Conquest 8 Titan Mode 9 Scoring 10 Scoreboard 11 Persistence 12 Extended Play 12 Battle Recorder 12 Mods 12 Online Resources 12 Infantry 13 Body Armor 13 Weapon Damage 13 Recon 14 EU Recon 14 PAC Recon 14 Recon Unlocks: Branch A 14 Recon Unlocks: Branch B 15 Recon Tactics 17 Assault 17 EU Assault 17 PAC Assault 17 Specialized Equipment: MHUB-21 18 Assault Unlocks: Branch A 18 Assault Unlocks: Branch B 19 Assault Tactics 20 Engineer 20 EU Engineer 20 PAC Engineer 21 Specialized Equipment: H0FF-3000 21 Engineer Unlocks: Branch A 21 Engineer Unlocks: Branch B 22 Engineer Tactics 24 Support 24 EU Support 24 PAC Support 24 Specialized Equipment: AHUB-31 25 Support Unlocks: Branch A 25 Support Unlocks: Branch B 26 Support Tactics 27 Player Ability Unlocks 27 Unlock 1: FRG-1 Grenade 27 Unlock 2: Sprintcor 20 Enhanced Endurance. .28 Unlock 3: Staminar 9 Recovery System 28 Unlock 4: MaxClip 28 Unlock 5: Extra Grenade 28 Squad Leader Unlocks 28 Unlock 1: SLSB 28 Unlock 2: RD-4 Otus 28 Unlock 3: SD-8 Accipiter 29 Standard-Issue Infantry Equipment 29 BJ-2 Combat Knife 29 Pistols 29 Fixed Weapons 30 Railgun 30 AA Turret 30 Vehicles 31 Driver Training 31 Active Defense 31 Fast-Attack Vehicles (FAllsl 31 MK-15 Bandit 31 UAZ-8 Ocelot 32 FAV Tactics 32 FAV Weaknesses 32 Armored Personnel Carriers (APCs) 32 AVM-2 Groundhog 32 BTR-4 Romanov 33 APC Tactics 33 APC Weaknesses 33 Tanks 34 A8 Tiger 34 Type 32 Nekomata 34 Tank Tactics 35 Tank Weaknesses 35 Battle Walkers 35 L-5 Riesig 35 T-39 Bogatyr 35 Battle Walker Tactics 36 Battle Walker Weaknesses 36 Air Power: Flight School 36 Flying with the Keyboard 36 Joystick Setup 37 Flying with the Joystick 38 Gunships 38 Air Transports 39 Titans 40 Type 2 Titan 41 Titan Weaknesses Titan Tour jam Play Communication 41 41 44 44 VoIP 44 Chat 44 Commo Rose 45 The Chain of Command 45 Commander 45 Squad Leader 48 Squad Member 50 Lone Wolf 50 Team Logistics 51 Team Strategy 52 Conquest Head-On 52 Conquest Double Assault 52 Conquest Assault 52 Titan Mode 53 Belgrade 54 Conquest: 16 Player 54 Conquest: 32 Player 55 Bases & Control Points 56 PAC BASE 56 Pond 56 Ruin 57 Statue 57 Com Tower 58 Playground 58 Monorail 59 EU Base 59 Map Features 60 Choke Points 60 Logistical Considerations 60 Belgrade Tester Tips 61 Strategy 61 Key Control Points 61 Camp Gibraltar 62 Conquest: 16 Player 62 Conquest: 32 Player 63 Bases & Control Points 64 PAC Base 64 Harbor 64 Toll Station 65 Central Camp 65 Ruins 66 EU Base 66 Map Features 67 Key Choke Points 67 Logistical Considerations 67 Camp Gibraltar Tester Tips 68 Strategy 68 Key Control Points 68 Cerbere Landing 69 Conquest: 16 Player 69 Conquest: 32 Player 70 Bases & Control Points 71 Command Center 71 Roadblock Area 71 Church 72 Town Center 72 South Offices 73 Office Ruins 73 Harbor 74 Map Features 74 Key Chokepoints 75 Logistical Considerations 75 Cerbere Landing Tester Tips 76 Strategy 76 Key Control Points 76 Fall of Berlin 77 Conquest: 16 Player 77 Conquest: 32 Player 78 Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. Bases & Control Points 79 Outpost 79 Square 79 Roadblock 80 Crossroads 80 Streets 81 Map Features 81 Key Choke Points 81 Logistical Considerations 82 Fall of Berlin Tester lips 83 Strategy 83 Key Control Points 83 Minsk 84 Conquest: 16 Player 84 Conquest: 32 Player 85 Conquest: 64 Player 86 i & Control Points 87 Silo 5 108 PAC Camp & PAC Titan 109 Map Features 109 Key Choke Points 109 Logistical Considerations 109 Shuhia Taiba Tester Tips 110 Conquest/Titan Strategy 110 Key Control Points/Silos 110 Sidi Power Plant Ill Conquest: 16 Player Ill Conquest: 32 Player 112 Conquest: 64 Player 113 Bases & Control Points 114 Main Gate 114 Power Generator 114 Harbor 115 Offices 115 Conquest/Titan Strategy 136 Key Control Points/Silos 136 Tunis Harbor 137 Conquest: 16 Player 137 Conquest: 32 Player 138 Bases & Control Points 139 Outer Docks 139 Docks Office 139 Bridge 140 Lifting Quarters 140 Main Office 141 Eastern Docks 141 Power Station 142 Junkyard 142 Inner Docks 143 Map Features 143 Key Choke Points 144 Ghost Town 87 Warehouses 117 Tunis Harbor Tester Tips 145 Roadblock 88 Communications 117 Strategy 145 Monument Compound 88 Military Outpost 118 Key Control Points 145 South Outpost 89 Mountain Pass 118 Verdun 146 Hill 90 Titan Mode 119 Conquest: 16 Player 146 Front Line 90 Bases & Silos 120 Conquest: 32 Player 147 PAC Camp 91 Main Gate & EU Titan 120 Conquest: 64 Player 148 Titan Mode 92 Silo 1 120 Bases & Control Points 149 i & Silos 93 EU Headquarters & EU Titan 93 Silo 1 93 Silo 2 94 Silo 3 94 Silo 4 94 Silo 5 94 PAC Camp 95 Map Features 95 Key Choke Points 95 Logistical Considerations 96 Minsk Tester Tips 96 Conquest Strategy 96 Titan Strategy 96 Key Control Points/Silos 97 Shuhia Taiba 98 Conquest: 16 Player 98 Conquest: 32 Player 99 Conquest: 64 Player 100 Bases & Control Points 101 EU Military Base 101 Storage Area 101 West Mountain Pass 102 Freezers 102 Central Base 103 Office 104 East Mountain Pass 104 Supply Base 105 PAC Camp 105 Titan Mode 106 Bases & Silos 107 EU Military Base & EU Titan 107 Silo 2.. Silo 3.. Silo 4.. Silo 5.. ..121 ..121 ..121 ..121 Silo 1.. Silo 2.. Silo 3.. Silo 4.. Mountain Pass 122 Map Features 122 Key Choke Points 122 Logistical Considerations 122 Sidi Power Plant Tester Tips 123 Conquest/Titan Strategy 123 Key Control Points/Silos 123 Suez Canal 124 Conquest: 16 Player 124 Conquest: 32 Player 125 Conquest: 64 Player 126 Bases & Control Points 127 Refugee Camp 127 Inner Bridge Lock 127 Outer Bridge Lock 128 Trash Dump 128 Dry Lake 129 Oil Station 130 Outpost 130 Military Base 131 Titan Mode 132 Bases & Silos 133 Inner Bridge Lock & EU Titan 133 Silo 1 133 Silo 2 133 Silo 3 133 Silo 4 134 Silo 5 134 Military Base 134 Map Features 135 Key Choke Points 135 Logistical Considerations 135 Suez Canal Tester Tips 136 Mansion 149 Western Farm 149 Valley Farm 150 Guard Gate 151 Western Outskirts 151 Church 152 Eastern Outskirts 152 Glacier Rim 153 Hillside Farm 153 Eastern Farm 154 Military Camp 154 Titan Mode 155 Bases & Silos 156 Mansion & EU Titan 156 Silo 1 156 Silo 2 156 Silo 3 157 Silo 4 157 Silo 5 157 Military Camp 158 Map Features 158 Key Choke Points 158 Logistical Considerations 159 Verdun Tester Tips 1 59 Strategy 159 Key Control Points/Silos 159 Appendix A: Ranks 161 Appendix B: Awards 163 Medals 163 Badges 165 Ribbons 169 Pins 171 Art Gallery 172 Acknowledgements 174 j ■ ** EF Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. 4>.IND' In 2106, the world froze. After a hundred years of debate and dissension, the world’s governments were forced to face the reality of global warming — the next Ice Age had arrived. As snow and storms swept down from the north, living space and resources were swallowed by the encroaching ice and a frantic battle for survival began across the globe. Small-scale conflicts bloomed into major confrontations, as desperate nations united to form new superpowers — the European-led EU forces and Russo-Asian PAC army. With the formation of these coalitions came the consolidation of brains and resources needed to develop deadly new battlefront technologies: the Titans, vast dreadnoughts with the colossal destructive power to dominate the skies, and lethal, armored battle walkers, designed to outpace and outgun infantry. Now, in the year 2142, these advances have forever changed the face of war — but its purpose remains the same: absolute destruction of the enemy. WHAT’S NEW? Welcome to Battlefield 2142. With glaciers encroaching on much of Asia and Europe, the EU and PAC face off in epic battles, attempting to gain a foothold on the earth’s remaining inhabitable land. But don’t let the futuristic setting and new technologies intimidate you. The game plays much like its predecessors, allowing veterans from Wake Island, Khe Sahn, or Karkand to feel at home. While the addictive Battlefield gameplay has remained ntouched, there are many new features that affect tactics nd strategy. Here are a few of the new additions you should familiarize yourself with before lacing up your boots: • Titan Mode: Destroy the enemy's Titan before it destroys yours! Titan mode is a neui. fast- paced game mode that tabes teamuiorh to a whole neui level. • Battle Walkers: These massive mechanized walhers chew up infantry and armor at close range, but they're far from invincible. Exploit their weahnesses to blast them off the battlefield. • EMP Weapons: Some infantry and vehicles are now equipped with EMP munitions that temporarily disable vehicles and scramble soldiers' HDDs. Use these weapons to even the odds when facing superior armor and prepower. • Unlochs & Kit Customization: There are now a total of 40 unlochs! These are earned through promotions and allow players to customize their hits with new weapons and equipment, lihe the B12 Enforcer sentry gun or IT-33 optical camouflage. • Buddy List: Find which servers your friends are playing on and join them or send them messages. So what are you waiting for? Gather your gear! Before stepping out onto the battlefield, take a few minutes to read over the next few sections. Even if you’re a grizzled Battlefield veteran, the following information is a good refresher course. Who knows? It might even save your life. When you first start the game, you’re prompted to create or retrieve an EA account. If you already have an EA account, simply enter the account name and password in the appropriate fields on the first screen to login. Otherwise, click “Create New Account.” Once you have logged into your EA account, you can create a soldier name by clicking “Create New Solider” on the Your Soldiers menu. All solider names must be unique, so you can’t choose a name already in use by another player. However, you can have multiple soldiers per EA account, requiring only one login to select from your list of soldiers. New to Battlefield 2142 is the “Clan Tag” option at the top of the soldier menu. If you’re in a clan, simply type your clan tag (a maximum of eight characters) into this field and the tag will appear in front of your solider name in the game. This field can be changed whenever selecting a soldier, making it easy to edit or update clan affiliations for your various soldier profiles. Each soldier profile tracks of all of your game play stats. These stats determine your rank as well as your eligibility for any rewards or kit unlocks when playing on ranked servers. To take a look at your stats, click the BFHQ button in the main menu. The first section is Your Stats. Here you can get the basics, such as your career points, score, and time played, all shown in line graph. For more detailed information, click on the Details tab. The Details screen lists practically everything you’ve ever done in every online game you’ve played on ranked servers. Included are statistics on your most-played kits, vehicles, weapons, maps, and nationalities — it even logs, down to the second, how long you’ve played each! All your teamwork and combat stats are listed here, too. The Unlocks screen is where you can browse player abilities, unlockable equipment for each kit, and squad leader unlocks. You can also select unlocks here by clicking a piece of equipment and pressing the Choose Unlock button in the bottom-left corner of the screen. But make your selection carefully. Unlocks are awarded with promotions, and they’re not easily achieved after the first few ranks. Next is the Awards screen, showing medals, badges, ribbons, and pins. In addition to seeing which awards you’ve earned, you can browse items you haven’t earned yet. Click It's possible to move oihile peering through gour weapon's iron sight or scope, but pur movement is reduced to a slow wall; Be careful where gou tahe cover. High-caliber rounds can penetrate light objects lihe flimsg sheets of metal. For the best protection, tahe cover behind heavg. solid objects of concrete or stone. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. on the grayed-out awards to study the requirements. Many awards have multiple requirements, some of which you may have already fulfilled. Check up on the Awards section periodically to see how close you are to achieving new honors. Last is the Leaderboards screen, where you can track your statistics against everyone else in the online community. You can sort data by scores, kits, vehicles, and even individual kit equipment. Click the button on the right side of the screen next to any player’s name to bring up a new window showing the selected player’s stats in a side-by- side comparison with yours. BU©P¥ LIST The buddy list, new to Battlefield 2142, allows you to send messages and find out which servers your friends are playing on. You can find this list in the bottom-left corner of the start screen after you log in. To add a friend to the buddy list, type the soldier’s name in the Search Buddy field. Before you can add the name to your list, your friend must approve the request. Once the names are added, you can see whether your friends are Online or Offline, indicated by the two list headers. If they’re online, click the right arrow icon next to their names to open the server list, automatically identifying which servers your friends are playing on. Click the speech bubble icon next to a name to send that friend a message. The buddy list is a great tool for clans and individual players because they broaden the sense of community. If you find a good group of players who work together, add them to your buddy list and replicate your success in future battles. Before Battlefield 2142 was released, veterans were allowed to reserve their Battlefield 2 soldier name at the official Battlefield Web site. By registering the name early, they gained access to a new verbal taunt when playing Battlefield 2. Plus, upon starting Battlefield 2142 veterans receive an automatic promotion and unlock. In-game, these players have a “2” icon next to their names, indicating they’re veterans. Be careful around these guys, because they know what they’re doing — and we don’t take kindly to know-it-all noobs! Moving your soldier around the battlefield is simple, especially if you’ve played the earlier installments or any other first-person shooter. The standard combination of keyboard and mouse controls allow for quick and precise movement. All movement is controlled by your left hand, using (w) to move forward, (s) to , and [a] and [d] to strafe left and right. SPRINTING As in Battlefield 2, the sprinting function allows your solider to run at high speed by either holding down [Shift] while moving forward or by simply double-tapping (w). Sprinting can make your soldier a bit tougher to hit, especially if an enemy sniper has you in his sights. It also increases the distance your soldier can jump, so get a running start before leaping across large gaps. While sprinting, your soldier won’t be able to fire a weapon, but can reload it. Each soldier has a sprint meter, just below the health meter. The meter drops every time the soldier sprints (or jumps) and does not regenerate until the soldier stops to rest. Soldiers equipped with heavy body armor (the default) have shorter sprint durations due to the weight of their gear. 22NP~CENTtJRY WARFARE — Jumping is achieved by pressing [Spacebar] , and is useful for hopping over short barriers like sandbags and low walls. The mouse is used to change directional facing, as well as to aim and fire weapons. It’s possible, using the mouse and strafe keys, to move laterally in one direction while aiming in a different direction. This form of strafing is useful in close- combat situations because it helps you evade incoming fire. In addition to standing upright, your soldier can also crouch [ [ Ctrl ] ) or drop prone ([z]). While crouched, your soldier can duck behind low objects for cover. It’s possible to move while crouched, but speed is reduced. Dropping prone is the best way to stay out of sight and evade incoming gunfire when there’s no cover available. Crawling on your belly is the slowest way to move around, but it’s also the stealthiest form of movement. Recon troops equipped with sniper rifles should always stay as low as possible to avoid being detected. The crouched and prone stances also improve the accuracy of firearms. We’ll discuss the importance of these stances a bit more in the “Weapons Training” section, later in this chapter. SWIMMING If you find yourself in deep water, you can swim using the forward and backward movement keys — you can’t strafe. While swimming, you cannot access your kit’s weapons. You can sprint, however, which allows you to swim to shore faster. Avoid swimming whenever possible, because it leaves you out in the open with no way to defend yourself. If you must cross a river or other body of water, look for shallow areas. Bathe walkers can cross deep spans of water without taking damage. In maps like Tunis Harbor, swimming infantrg and battle walkers can use their aquatic abilities to attack from unexpected directions. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. Regardless of map size, you need some rudimentary navigational skills to find your way around. First, there’s a mini-map in the upper right-hand corner of the screen. At the center of the map is a yellow vector. You are always in the center of the mini-map and the vector shows which way you are facing, with north at the top of the mini-map. The mini-map lets you see your surroundings, the location of control points, and any nearby friendly troops. Your troops appear as blue, squad members are dark green, and enemy units appear as red — no matter whether you are playing as the EU or PAC. Squad leader orders show up on the map as icons — these same icons are superimposed on the HUD, showing you where the squad leader wants you to go. You can cycle through three zoom levels for the mini-map by pressing (n). For an expanded view of the map, press (m). This shows you the whole battlefield and the position of all your friendly units. Pressing [n] cycles through zoom levels for this larger map. Use the larger map to check the overall status of the battle. The fog of war is in effect on all the maps, so you will not see the location of enemies unless they are detected by a UAV or NetBat™ device, or their position is relayed through the Network Battlefield System. Unoccupied vehicles, commander’s stations, and AA turrets appear as gray icons; railguns are black. You can also toggle flag icons to appear on your HUD to show you the direction to and distance of the control points and silos. Press [Aitl to toggle these icons on and off as needed. For the most part, the weapons in Battlefield 2142 function the same way as they did in the previous games. But there are some slight variations worth taking note of. Let’s take a brief look at each weapon type. KNIFE Knife combat is more pronounced in Battlefield 2142 than in the earlier games. Scoring a knife kill allows you to take your victim’s dog tags as a trophy. All collected dog tags are visible within BFHQ, displaying your PARACHUTING Assault pods are now used when ejecting from an aircraft, but parachutes are still available to all infantry, and are useful when hopping off tall buildings or other high structures. Avoid [cratering into the ground by deploying [your parachute with [ Spacebar ) . During the descent, steer the parachute by using the strafe keys [(a) and (d)) to turn left and right. Press (s) to cause the parachute to flare, reducing forward momentum. You can use your troop kit’s weapons while drifting downward, but your accuracy won’t be that great. At high altitudes, try dropping grenades or demo packs on enemy infantry below, but make sure they explode long before you reach the ground. Parachutes can be used multiple times, so don’t worry if it takes a few jumps to descend a deep canyon or multi- tiered structure. The longer you’re in the air, though, the more attention you’re likely to attract. For this reason, freefall as long as possible and open the parachute just before you reach the ground. This is a great way to sneak into enemy-held control points. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. proficiency with the knife. Your own dog tags may appear in the collections of other players too, assuming they’ve been lucky enough to stab you. As usual, the knife kills in one hit, but can be used only at extremely close range, so use it sparingly, preferably when your intended victim hasn’t spotted you. Try rushing in close for a quick stab when your opponent is attempting to reload a firearm. It works best, however, when sneaking up behind enemies for a quick, stealthy kill. Use the new active camouflage unlock to sneak around enemies, then equip your knife when directly behind them. The idea of a knife fight may seem silly in a game loaded with so many projectile weapons, but it’s something you should prepare for. The best way to defend against a knife attack is by strafing left and right while continually facing your opponent. If holding a knife, look for your own opportunities to strike, lunging forward to stab and immediately stepping back to avoid the inevitable counterthrust. Depending on the skill of the combatants, knife fights can last anywhere from a couple of seconds to more than a minute. But you’re better off blasting knife attackers with your firearm. You’ll have plenty of opportunities to score easy kills on opponents hungry for dog tags. FIREARMS A number of firearms are available to infantry, and they all function similarly. Aiming your weapon is as simple as moving the mouse. Place the aim reticule over your target and click the left mouse button to fire. For more precise aim and accuracy, click the right mouse button to switch to the weapon’s sight view. If the firearm is equipped with a scope, this brings up the scope’s view. Most of the weapons are equipped with a magnified red-dot sight. Simply place the dot over the target and fire. On the pistols, the rear and front sighting apertures are automatically aligned, so all you have to do is place the tip of the front sight post over your target and fire. If you hit an enemy, the aiming reticule will “bloom” subtly. Use this hit information to place your following rounds in approximately the same area. Hit Boxes & Damage Hit Box Head 2X Domooe 2X Domooe Torso -307- Damaae Standard Domooe Limbs 1/2 Domooe 1/2 Domooe Each solider has three general hit boxes, each registering different damage when struck by a bullet. Scoring a head shot does the most damage, but an opponent’s head is much smaller than his torso and difficult to hit unless using a sniper rifle. For best results, aim for center mass, at an opponent’s torso. This does substantial damage. It’s the largest hit box, making it easier to hit, but it’s also the only hit box protected by heavy body armor, reducing the damage of each bullet strike by 30 percent. Arms and legs register damage too, but single hits to these non-critical areas are never life-threatening. Multiple hits add up, though, so don’t shy away from unloading a magazine into an opponent’s foot if it’s all you can see. For detailed information on weapon damage, including stats for each firearm, see the next chapter. Snipers do not hove o crosshairs icon on their HUD mhen their sniper rifle is selected, ond connot occorotelij oim their ineopon until theij peer through the scope viein bg right-cliching. This con be inconvenient ond dongerous mhen engoging enemies ot close range, os the magnification of the scope con be disorienting ond peripheral vision is reduced. Snipers should move around uiith their pistols dramn. using the sniper rifle onlg mhen theg find a good hiding spot. Some of the weapons in the game have two separate firing modes: automatic and semiautomatic. You can toggle the firing modes by pressing [ 3 ], the same key used to select a kit’s primary weapon. The selected fire mode is indicated by the bullet icons above the ammo meter — one bullet indicates semi auto and five bullets represent full auto. Automatic fire is useful in close-range engagements when accuracy takes a backseat to rate of fire. But consider switching to semiautomatic when engaging distant targets or when you simply need to conserve ammo. Accuracy Firearm accuracy is affected primarily by movement and stance. While moving, watch the aiming reticule increase in size, indicating a reduction in accuracy. But when you halt movement, the reticule shrinks, representing a more stable firing position. Clearly, it’s better to fire from stationary positions whenever possible. Accuracy can be increased even more by crouching or dropping prone. Crouched firing is the most practical of the two stances, particularly when on the move. Make a habit of dropping to one knee before squeezing off a few rounds. To fully maximize your weapon’s accuracy, drop prone and zoom in. This combination is the most stable and accurate firi position. Support troops will benefit most from firing in a prone position, because it helps stabilize their cumbersome light machine guns. Unlike early-model machine guns, the new light and heavy machine guns’ accuracy increases the longer they fire. They’re still prone to muzzle climb (caused by recoil) and overheating, so don’t get carried away. H temporary accuracij penalty is applied whenever you drop prone, indicated bi| the wide aiming reticole. So wait a second or two for poor sights to settle before opening fire. No accuracy penalty Is applied when crooching. Reloading Once you’ve expended the ammunition from a magazine, you must reload before firing can resume. If the Auto Reload function is checked in the Options menu, reloading occurs automatically every time a magazine runs dry. But it’s better to reload the weapon yourself by pressing (r). You want a full magazine at all times, because you never know when you’ll need every last round. But you also need to conserve ammunition, unless a support soldier or supply crate is nearby to keep you stocked. As a rule, reload your weapon once the magazine reaches the half-capacity mark. You can monitor how much ammo is left in a magazine by glancing at the ammo meter n the bottom right-hand corner of the screen. SPECIALIZE© WEAPONS Grenades IMo grenades are immediately available to infantry in Battlefield 2142. These weapons must be earned through the unlock system. There are a couple of ways to throw a grenade. The most common option is to click the left mouse button. This causes the grenade to be thrown at full strength. But by clicking the right mouse button and holding it down, you can specify how hard a grenade is thrown — the longer you hold down the right mouse button, the harder the grenade is thrown. The grenade is held until the right mouse button is released — don’t worry, it won’t detonate in your hand. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. Specifying the strength of a throw is useful when you want to drop a grenade from a high elevation or roll it down an incline. The FRG-1 fragmentation grenade from the assault kit has a four-second fuse, and it will bounce and roll around until it eventually explodes. The support kit’s EMP grenades and the assault kit’s smoke grenades detonate on impact, however. Throw these grenades directly at the target you wish to disable or obscure with smoke. Guided Nissiles a The guided missiles Hr carried by the engineers * function identically to . . m r^ \.\ A** the anti-tank kit’s wire- guided missiles from Battlefield 2. You peer £§ j through the missile launcher’s scope, just WLM. as you would a sniper rifle, but the results are much more explosive. Right-click to bring up the weapon’s magnified scope view. Once you spot a target, click and hold down the left mouse button to launch the missile. While holding down the left mouse button, you can steer the missile toward the target by moving the mouse in any direction — the missile goes wherever you aim. To maximize damage, target the rear armor of tanks or the legs of battle walkers. When engaging vehicles at long range, aim and fire the missile above the target to avoid giving a launch warning. As the missile gets closer, tilt the sight down to bring the missile crashing down on top of the target. CONQUEST Conquest functions the same as it did in Battlefield 2, requiring teams to capture and defend control points while depleting the opponents’ ticket count. Spoiun Screen This is where you select or customize your kit and choose your spawn point. Spawn points are represented by white dots on the map and are usually located next to control points, silos, or bases. Squad leaders can also act as spawn — points for their squad, or they can place spawn beacons, which show up as green dots on the map. Access the spawn screen at any time during the game by pressing [ Enter) . Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. Tickers Tickets represent the number of reinforcements your team has at any given time. These fluctuating numbers are prominently displayed in the top-center of the screen. Every time a teammate dies, one ticket is subtracted from your team’s total count. The side with tickets at the end of the game wins; the side with no tickets loses. An assault soldier with a defibrillator can prevent ticket loss by reviving wounded teammates. Tickets can also be drained by holding a majority of flags. But these methods vary based on the type of battle. For more information on bleeding enemy tickets, see the “Game Types” section, later in this chapter. Control Points Control points are locations of strategic importance that can be captured by either side. You can view the location of a battlefield’s control points on the mini-map in the upper right-hand corner of the screen, or expand the map view by pressing (m). On the map, the control points are marked by small flag icons indicating location as well as the point’s current state. When a control point is held by your team, your nationality’s flag will appear here, and vice versa if your opponent controls it. Control points can also be neutral, represented by a gray flag icon on the map. In addition to being spawn points, most control points produce vehicles and stationary weapons when captured. The types and number of assets produced by a control point vary based on the map size and nationality of the occupier. Control Point Capture You must occupy a control point’s radius to capture it. Think of this as a large invisible dome emanating from the flagpole. The capture progress meter appears at the top of the screen any time you’re within a control point’s radius; it disappears when you move out. Use this to scout the boundaries of the radius, as well as to monitor the status of the conversion process. The raising and lowering of flags on the flagpole is another visual gauge of progress. l\lo opponents can be present within the control point’s radius at the time of capture, so all resistance must be routed or eliminated. Multiple teammates gathered within the radius can reduce the amount of time necessary to capture the control point. But only one player in a vehicle can convert a flag, so order all other passengers to get out, so as to expedite the process. Gome Types The popular Conquest battles return in Battlefield 2142. There are three different battle types, each with its own rules and victory conditions. In Head-On battles, both sides are on an even footing, each beginning with a base on opposite sides of the map. In most cases, all of the control points are neutral to begin with, often resulting in races to capture the most. Bleeding the opposing side’s tickets is possible by holding more than half of the map’s control points, bases included. For example, if there are five control points, a team must control three to bleed its enemy’s ticket count. The bases cannot be captured, so each side will always have at least one spawn point. Most of the 16-player maps are Double Assault battles, usually consisting of no more than four control points. On these maps, each side begins with one control point. As in Head-On battles, a ticket drain can be initiated on the opposing team by controlling more than half of the map’s control points. To achieve a quick victory, capture all of the control points, denying the opposing team a spawn point. During Assault battles, there is always an attacker and a defender. The attacker begins with at least one base that cannot be captured. Defenders usually hold most of the map’s control points. It’s the attackers’ job to capture all of the control points on the map, preventing the defenders from spawning new troops. The attacker begins the battle with more tickets than the defender, but a ticket drain is in effect till the attacker captures and holds at least one of the defender’s control points. The defender’s tickets cannot be drained unless it loses all of the control points. TITAN MOPE Titan is the new gaming mode, pitting the EU Titan versus the PAC Titan. The Titans are giant airships, resembling flying aircraft carriers. Each Titan has a spawn point and a hangar capable of spawning one gunship and two air transports. Each team also has a ground base capable of spawning a variety of ground vehicles. The only way to win in this mode is by destroying the enemy’s Titan — there are no tickets. - & While the rules are straightforward, the gameplay is extremely fast-paced and complex, requiring a heightened degree of teamwork and situational awareness. Each round of Titan is broken down into these two phases: Silo Capture & Defense 7 ^,' Each map has five neutral silo sites. These silos fire missiles capable of knocking out the Titan’s shields and damaging its hull. — Silos are captured just like control points in Conquest mode. But they have a much tighter capture radius, requiring both infantry and vehicles to cluster closely around the silo. Once captured, the silo automatically fires a missile at the enemy Titan. Subsequent missiles are fired every two minutes, assuming the silo is still under the same team’s control. Missiles cannot be shot down or intercepted in any way. Once launched, there’s no way to stop them. Each fired missile damages a Titan’s shields, which are eventually dropped. The more silos a team holds, the quicker that team can drop the shields of the enemy Titan, paving the way for an interior assault. Titan Takedown Once its shields are down, there are two ways to destroy a Titan. It can be further damaged and even destroyed by missiles fired from the silos or other explosive munitions fired against its hull. However, the Titan’s hull is very thick, and can withstand heavy punishment. It’s often much quicker to destroy the Titan from within by knocking out its reactor core. The first step of a Titan assault is getting infantry onboard. Use air units or the APC pod launchers to drop infantry onto the Titan. Don’t expect to knock out the Titan with one quick raid. Keep up the pressure by providing onboard spawn points. Squad leaders are the best option, using their own spawn point or the new SLSB spawn beacon. Squad members can then choose to spawn on their squad leader or the deployed spawn beacon. Air transports landed on the Titan can be also be used as spawn points, at least till they’re destroyed. - Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. Inside the Titan, the team must destroy four control panels to unlock the reactor core. These panels are located in four narrow corridors on the port and starboard sides of the Titan. The lower control panels, 1 and 2, extend shield barriers in the upper corridors, blocking access to Panels 3 and 4, respectively. So Panels 1 and 2 must be destroyed first. Blast the control panels with RDX, rockets, or even small-arms fire — the support kit’s light machine gun is the most effective of the firearms. Destroying the control panels causes the fore and aft doors of the central reactor room to blow open. Once again, use explosives or gunfire to destroy the reactor core — shoot directly into the colored arc of energy to register damage. After it sustains heavy damage, the core goes critical, shooting arcs of energy about the room. This is your exit cue. When the core goes critical, you have 20 seconds to get off the Titan before it explodes. Run out through the Titan’s rear entrances and simply jump off, deploying your parachute as the Titan ruptures above. Drop a sentry gun down the corridor, 10-15 meters back from the doorway. This forces enemy soldiers to commit to entering the corridor before the sentry gun opens fire, catching them in the open and doing more damage. It also creates a scenario where the enemy troops have to expose themselves to fire to take the sentry out. So, if they charge the turret as a group, you can be waiting in the hallway with your shotgun. — Andrew “Abyss” Stouppe SCORING As in the previous installment, in Battlefield 2142 you get credit for just about everything you do on ranked servers. While you’re still likely to make a majority of your points through kills, you can boost your score by Flao/Silo Capture fist olauer in radiusl 2 Flao/Silo Capture Assist [2nd and follominn olauers enterinn radiusl I Flao/Silo Defense fhills mithin radiusl I Neutralize Flao/Silo fapolieJ to all teammates milhin radius] I 1 1 Team Kill Team Damaoe f>50/. Jamaoel -1 Team Vehicle Damage [>507. damaoel -j Destroy Enemu Commander Station T Rssistino From Vehicle foassenoers mounted on ounsl 0.5 Disable Vehicle TEMPI 0.5 Titan Component Destroction 2 Titan Weapon DestroueJ 2 Titan Rttack Bonos [kills on enema Titan added to the kill score] T Titan Rirdroo ffor each olauer drooped from an air vehicle on an enemu Titan] T Titan Defense Bonus Thills on friendly Titan added to the kill score] T Suicide -2 Teamwork Scoring Repair [friendly vehicles mith >50?. damage] Repair Commander Station T Resnoolu T Repair Fixed Ground Weapon [Tyrrell T Repair Titan Guns T Kill Assist T>507- damaoe prior to other player's kllll 0.5 Vehicle Kill Assist [for each olauer Inside a vehicle if damaoe >507-1 0.5 Driver Assist [driver bonus point for kills scored bu oassenoersl 0.5 NOTE#-: Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. healing/reviving, repairing, and supplying. There are also points awarded for kill assists and driver assists, when your actions contribute to a kill. But you can also lose points by accidentally killing teammates. So it’s important to watch your fire, lest your score suffer. For a more details on scoring, take a look at the scoring breakdowns in the following tables. Player Scoring 22NO-CENTURY WARFARE SCOREBOARD You can access the scoreboard at any time during gameplay by pressing and holding [Tab). There are four different sections of the scoreboard, the first being the Players tab. Here you’ll see two lists, side by side, detailing the scores of every player in the game — players with the highest scores are at the top. The scoreboard tracks five separate statistics, indicated by the columns to the right of each player’s name. These columns are topped by a different icon: Trophg Icon: This is pr overall score, taking into accoont all actions. Men Icon: This is goor teamwork score. flng points earned kg providing team sopport are listed here. Points deducted for team hills show up here. too. Crosshairs Icon: The number of kills gon've scored. Sknll Icon: Rll of goor deaths are tracked in this colnmn. Deaths have no impact on goor total score, hot mag affect goor eligibilitg for certain awards. Compoters Icon: Your ping. R low number [TOO or less] indicates a good connection and is less likelg to result in lagged gameplag. If this number is high [200 or more] consider finding a different server. The scoreboard has two more tabs that can be accessed by right-clicking to activate the cursor — you still need to hold down [Tab) to keep the scoreboard open. Under the scoreboard’s Squads tab you can view the scoring status of each squad on your team. In addition to individual scores, each squad’s total points are also tabulated, making it easy to see which squads are effective and which aren’t. The Manage tab is where you can mute a teammate’s VoIP chatter as well as initiate votes to kick a player off. If a player is racking up team kills or just being a pain, consider voting that player off. Simply check the Kick Vote box next to the player’s name in the list. This initiates a vote, allowing all players to decide the fate of the problem player. A majority of players must agree to kick a player. When prompted to vote, press [Pg Up) to vote yes, or [Pg Dn) to vote no. Use this screen to invite players to your buddy list, too, allowing you to find them on different servers in the future. Access the Server tab to get the server’s IP as well as initiate a vote to change maps. Voting for new maps works the same way as voting a player off — a majority in favor is needed to succeed. At the top of the Manage screen, click on the Map Vote pull-down menu. Here you can select from a list of maps available on the server. Files downloaded here will be saved to the \My Documents\Battlefield 21 42\Profiles\Default\Demos\ directory. Once downloaded, these files can be played back and shared with other players. But download them before they’re overwritten by the server, which usually will store only about 30 recordings at a time. To play a recorded file, select it from the Battle Recorder Library list on the right side of the screen. During playback, use the number keys to control the speed of playback. If you prefer to follow individual players, press [Spacebar] to toggle through all of the participants, using the mouse to move the camera around and the mouse wheel (or (w) and (a)) to zoom in and out. You can also enter free-cam mode by right-clicking the mouse. This allows you to fly through the battle using the standard movement keys. In addition to providing proof of your prowess on the battlefield, the Battle Recorder is a great tool for reviewing team strategies, helping determine what worked and what didn’t. MOBS Mods, or modifications, is a term used to describe user- created content. Using the Battlefield engine and basic gameplay fundamentals, users design their own maps, vehicles, and weapons, making for entirely new gaming experiences. Given the game’s worldwide following, the number of mods under development for Battlefield 2 grows almost daily. The variety of mods is also impressive, ranging from historical to sci-fi. The best thing about mods is that they’re free! As long as you have Battlefield 2142 (and the appropriate updates) you can download mods and play them immediately. To activate a mod, click the Community button on the main menu, then click on the Custom Games button. This opens a new screen allowing you to choose from a list of installed mods. Select the mod you want to play from the list on the left side of the screen, then click the Activate button in the bottom-right corner to load the mod. ONLINE RESOURCES Official Battlefield M Site http://battlefield.ea.com This should be your first stop for community updates, patches, and other official add-ons. You can also sign up for a newsletter. Planet Battlefield http://planetbattlefield.gamespy.com This is one of the most comprehensive and frequently updated Battlefield sites on the web. Check it for news and mod updates as well as details on clans and upcoming tournaments. The forums are also an excellent source of information. Bookmark this one! Total BFSHS http://www.totalbf2142.com Here’s another great source for news with daily updates and links to other community Web sites around the world. PERSISTENCE By playing Battlefield 2142 on ranked servers, you’re eligible for new ranks and awards. These achievements are based on your overall performance on the battlefield. The points awarded in each round are applied to your score. This value represents each point earned through kills, teamwork, flag captures, and so forth. This score is amended after each round and plays a large role in determining rank, especially at the beginning. The number of medals, badges, and pins earned make up your Experience. Some of the higher ranks require a certain number of awards, so don’t neglect this aspect. Awards are earned through completing various tasks. Check the Awards section of the BFHQ to see the awards you’ve achieved, and the ones you’re close to earning. The combination of your score and Experience make up your Career Points, which ultimately determine your rank. Promotions in rank are the only way to earn unlocks, so keep moving up the ranks to gain access to new equipment. Study the rank and award requirements in the charts at the back of this guide. Battlefield 2 and its predecessors generated an enthusiastic gaming community, fueled largely by mods and anized team play. It only takes a few minutes of poking nd the Internet to find numerous fan sites dedicated everything Battlefield. So even when you’re not playing the game, there’s plenty of information and resources to keep you busy. Hit the forums and help other players out, or share some footage shot on the Battle Recorder. Community involvement is almost as addictive as playing the game. BATTLE RECORDER If you’ve been playing these games for any period of time, there’s a good chance you have a Battlefield story. You know, like the time you saved your team from total defeat by ditching your plane and capturing an undefended control point. Instead of just bragging to your friends about your incredible skills, you can back it up with footage, thanks to the Battle Recorder function, under the Community menu. With this server side option, individual rounds are recorded to a file and saved to a URL where they can be downloaded by participants. After completing a gaming session, click on the Community tab in the main menu. Under the Battle Recorder tab is a list of URLs allowing you to download files of the game rounds you’ve played. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. In Battlefield 2142, infantry is more powerful than ever. But there’s still a delicate balance at play, with each kit possessing its own set of strengths and weaknesses. The trademark Battlefield balance ensures that no kit dominates. There’s a time and a place for each, and it’s up to you to choose which tools are best for each situation. Use this chapter to help make those key decisions before gearing up or spending your hard-earned unlocks. BOBY ARMOR Both heavy and light body armor are available to each troop kit in the customization screen. Light body armor provides the least protection, but allows for longer sprint durations and quicker stamina regeneration. Heavy body armor, the default, reduces damage from small-arms fire to the torso by 20 percent but slows the wearer down, decreasing sprint durations and increasing recovery time. Before spawning in, Each time a bullet is fired from a weapon, its velocity reduces over distance, causing less damage upon impact. The Maximum Damage value represents the optimal damage caused by each round. The bullet or projectile will cause this damage within a predetermined range — indicated by the Start column in the table. After reaching that range, the bullet rapidly loses speed, causing its damage value to decrease. This value continues decreasing over distance until it reaches the Minimum Damage range — indicated by the End column in the table. At this point, the projectile inflicts the same damage regardless of how much further it travels. For example, a SCAR 1 1 round will cause 29 points of damage when hitting a target within a range of 35 meters. But beyond that range the damage value decreases, bottoming out at 20 points once passing 65 choose the right serving as a snip armor. But when you’re hitting the front lines, always go with heavy body armor. Weapon set of body armor for the task at hand. If p( er or commando, spawn in with light body g| fiction Heavu Bodu Rrmor Lioht Bodu Rrmor Bductions in damage — these bullets do heavy damage at ny range. The damage values in this chapter (and table below) are ased on torso shots against light body armor. Hits against aavy body armor (torso only) are reduced by approximately O percent. Head shots cause twice the max/min damage, itting an opponent’s limbs (arms and legs) cause half the lax/min damage. son Chart Min. Damaae Start [meters] End fmetersl ROF Sprint Time Bsec. 12 sec. Sprint Recharoe 24 sec. ni 17 sec. -5 Jumo Stamina Loss Kit/Unloch 25'/. Nao. Caoacitu IS'/. H rr Firearm Compari! Max. Damaae Horretti SR4 Sniper EU Recon s 80 80 — — — Parh S3 Sniper PBC Recon s 80 80 — — — Zeller-H Sniper Recon Unloch 3 90 90 — — — Lambert Carbine Recon Unloch 30 2S 16 25 55 600 SCHR11RR EURssault 30 29 20 35 65 600 Rrulov FR-37 RR PRCRssault 30 27 20 35 70 900 Herzoo RR Shotoun Assault Rnloch 3 10x12 2x12 10 35 — RaurH-RR Assault Rnloch 20 31 22 40 70 600 Voss L-HR Assault Rnloch 40 25 20 40 65 900 Turcotte Raoid SMG EU Engineer 20 28 10 13 36 600 Halhov RH-11 SMG PRCEnolneer 30 20 10 12 35 600 Bianchi LUG EU Support ISO 21 14 30 70 900 ShuhoLHG PRC Support 200 20 14 30 70 900 GanzHMG Suooort Rnloch 120 22 18 15 60 600 Clarh ISA Shotoun Suooort Rnloch 7 12x12 4x12 12 35 — P33 Pereira Pistol EU standard-issue TO 31 8 8 30 — Tahao 120 Pistol PRC standard-issue ! IS 20 8 12 30 — MOTE it, The Herzog HR Shotgun and Clarh 1SB Shotgun fire 12 buchshot-lihe sub-munitions uiitb each trigger pull. If all projectiles hit the target at close range, theg inflict heavg damage, to the spread of the buchshot. these meapons are most accurate [and lethal] urithin 10-12 meters. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. Combining the destructive power of Special Forces staples such as DemoPaks and rapid-fire weaponry with a range of immaculate sniper rifles and enhancements, the complete Recon kit offers a tactical edge — all wrapped up with the latest camouflage technology. Firing a custom-designed, 14mm flechette round, the Park 52 Sniper Rifle provides an equivalent level of force and precision as the EU Morretti SR4 without the cumbersome design factors. Fabricated using the latest metallurgic technologies, the lightweight Park 52 counters accuracy-hampering movement through a shock-resistant, plastic steel barrel bedding. A high-magnification scope allows the sniper a long-range visual field, which can be upgraded through the DysTek Hi-Scope X4. 80 [any range] 80 [any range] N/H High 5 Semi flufo The Morretti SR4 (Sniper MtecbH M Rifle 4] is a next generation jj^H sniping medium utilizing a semiautomatic configuration, high-caliber round, and telescopic sight to effectively assail medium- and long-range targets. The rifle is fitted withyM a carbonized metal barrel to decrease thermal distortion, ensuring maximum accuracy, although the high caliber generates significant recoil, requiring a non-repetitive, one shot/one kill approach. REC0N UNLOCKS: BRANCH A The APM (Anti Personnel Mine) is a directional ufl fragmentation mine ■ AJ " generating a fan-shaped explosion pattern. The mine is highly lethal to infantry who approach its front at speed, though it can be defused or circumvented by careful soldiers. m BJ-2 Combat Hnife — — [ 2 ] TakaoT20 Pistol 15 GO [3] Parh 52 Snioer 5 35 m BJ-2 Combat Hnife — [ 2 ] P33 Pereira Pistol 10 GO [3l Morretti SR4 Snioer 5 35 Since the APM is a directional mine, place it facing toward the threat. As long as you stay behind it, it won’t explode. You can move in front of the mine, but only slowly — crouched movement is safest. The mine doesn’t distinguish between friend and foe, so avoid placing it near control Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. points or silos where your teammates may set it off. Instead, drop it near your blind spots when sniping to take out opponents eager to take your dog tags. Unloch 2: DiisTeh Hi-Scope 1(4 DysTek Hi-Scope X4 is an enhanced accuracy optical system utilizing an upgraded electronics and sensor package to provide the user with a greatly enhanced zoom level and the ability to set its zoom level. If you’re into sniping, this unlock is a must. When equipped, zoom in and use the mouse wheel to adjust the scope’s magnification. This allows you to score head shots at great distances. However, at maximum zoom, vertical scope drift is more pronounced. To dampen this effect, use this unlock in conjunction with the Gruber 5 stabilizer. Unloch 3: Gruber 5 Stabilizer Utilizing a movement compensation sensor to grant temporary rifle stability, the Gruber 5 Scope Stabilizer System facilitates target acquisition. The Gruber’s power supply allows for nearly limitless repeat uses of the system, though the power levels demanded by the system require a significant recharge period between uses. This unlock eliminates scope drift for approximately two to three seconds, just long enough to get off a shot. Start by lining up a target in the scope, then hold down the sprint key [default left [Shift) ] to steady the crosshairs over the target. Fire while the scope is steady to score a direct hit. It takes approximately 6 seconds for the stabilizer to regenerate, so make the shot count. Unloch 4: Zeller-H Rdvanced Sniper Rifle A significant upgrade from the Morretti SR4 and Park 52 Sniper Rifles, the Zeller-H Advanced Sniper Rifle features state-of-the- art targeting precision, resulting from a series of enhancements including computerized stabilization and] advanced muzzle-brakes for recoil dampening. The Zeller-H’s higher caliber ammunition gives this anti-material sniper rifle a highly enhanced stopping power, especially against lightly armored targets. jy90 [ani| range] 90 [ang range] N/R High 3 i Single Shot The DiisTeh Hi-Scope X4 and GruberS stabilizer morh only with the sniper rifles. They have no impact on the The Zeller-H is the most powerful rifle in the game. It’s also the only weapon capable of detonating mines and other explosives. Use it during vehicle advances, watching narrow choke points from a distance to knock out booby traps. The downside to this rifle is its three-round magazine capacity and lengthy reload time, which limit its effectiveness to long-range duty. For best results, bring along the DysTek Hi- Scope X4 and Gruber 5 stabilizer when equipping this rifle, and stay clear of high-traffic areas. RECON UNLOCKS: BRANCH B Unlock 1: RDX DemoPak Similar to its predecessor, C4, RDX DemoPak is a remotely detonated, plastic-bonded chemical explosive. The RDX is infused with a highly stable high explosive chemical compound, PNC [polyethyl nitrate cyclobutane), increasing its optimum effective explosive output. Unlocking the RDX DemoPak is the first step in transforming the recon kit into a competent special ops kit. These work just like the C4 charges in Battlefield 2. Left-click to toss these explosives, and right-click to equip the detonator. A maximum of five charges can be placed at any given time. They’re great for taking out commander MMSA V „ This weapon provides the recon kit with some badly needed versatility, giving recon players the ability to hold their own in close-quarter firefights instead of relying on their pistols. What the Lambert carbine lacks in power and accuracy it makes up for in Rate of Fire, mimicking the rapid fire of the engineer’s submachine guns. To maximize accuracy and conserve ammo, operate the weapon on its semiautomatic fire mode when engaging targets at intermediate to long range. This gun has an extremely rapid Rate of Fire, and is capable of emptying its entire 30-round magazine in a matter of seconds. This makes it the gun to have in close-quarter assaults. Nothing I ever toed up against in the corridors of a Titan won (mind you, I never ran into anyone with a shotgun). Every other class, carrying any other weapon, fell before me. And there was many a fight when we both pulled the trigger at the same time. Its long-range capabilities are a little weak but it has a single-shot mode that helps. Put a few single rounds into anyone and they find cover quickly. I rarely killed at range with it, though. — Jason “Space Ape” Wigle Unloch 2: NeFBaf™ Fade Delay Part of the 3.0 update to the Network Battlefield System, the new Fade Delay nano-mod interfaces with existing modules to enhance their performance. The target acquisition algorithm provides longer on-mark feedback allowing soldiers employing the system to track their targets for longer. As with the other NetBat™ nano-mods, the information is both uplinkable and downlinkable to all soldiers who are plugged into the squad’s battle network. This device keeps enemy target icons on the HUD longer, even if nobody in the squad is actively acquiring the target. Like all NetBat™ upgrades, this is most effective when attacking or defending a Titan, where enemies are likely to duck out of sight. If the target isn’t reacquired (through line of sight) within a few seconds, the target icon eventually disappears — but the enemy doesn’t. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. Unlock 4: LamberF Carbine Originally designed for early century Special Operations Forces, the modernized Lambert Carbine remains the weapon of choice for urban warfare, given its maneuverability-enhancing compact design and rapid Rate of Fire. What the Lambert Carbine lacks in stopping power, it makes up for tenfold in usability. Made from SB-7, the latest polyimide matrix material, the rugged yet lightweight Lambert Carbine produces minimal recoil ensuring accurate burst suppression. The double magazine feeding system and compressed, low-caliber ammunition enable unmatched fire volume. jj25 [within 25 meters] 16 [beyond 55 meters] 600 rpm Low/Hedium 30 Full Huto. Semi Huto This is one of the most popular unlocks in the game, rendering its user nearly invisible for 20-second spans. Press (jT| to equip the device, and hold down the left mouse button to activate it. Falling and swimming automatically deactivates the device, so avoid these forms of movement to remain covert. The device is active only for brief oments, so use it to move from one piece of cover to the ext, letting it recharge at each stop. Keep your distance and stay in low-lighted areas to mask these limitations. Remember, you’re invisible, not invincible. Unlock 3: IT-33 Optical Camouflage Mimicking ambient light and background texture patterns through a microprocessor-controlled, fiber- optic, DLD (dynamic liquid display) fabric, the IT-33 Active Camouflage System enables a soldier to reduce his visibility by up to 90 percent. INFANTRY Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. RECON TACTICS The new recon kit combines both sniper and spec ops capability, giving players the ability to fine-tune the kit through the unlock system to meet their needs. For snipers, the kit is most effective in a supporting role, providing offensive or defensive fire from great distances. The sniper rifles associated with this kit do not generate an aiming reticule on the HUD — the only way to aim is through the weapon’s scope. Therefore, recon troops carrying a sniper rifle should equip the pistol when moving about the map, particularly in urban areas. The recon kit gains much more versatility once the four unlocks in Branch B are available, providing access to RDX, active camouflage, and the Lambert carbine. These weapons and equipment are well suited for deep incursions behind enemy lines. Sneak past enemies using the active camouflage, then use RDX to knock out commander stations at the enemy’s base. The combined effort of multiple US and European jj|H arms manufacturers, the SCAR 1 1 has become the standard-issue Assault Rifle due to its robust firepower and ability to perform in cold weather conditions. HR The SCAR 1 1 maintains a high Rate of Fire even in arctic climates, using an integrated heat distributor to prevent apparatus freezing. Electronically fired, each tungsten-core round boasts an impact velocity of over 800 m/s, penetrating even the latest body armor technologies. Bringing together heavy anti-infantry weaponry and frontline medical tech, the assault kit lets soldiers dish out and repair impressive amounts of human damage. Identify enemy infantry targets then take them out with your assault rifle or shotgun add-on, or be your comrades’ savior with your Medical Hub and defibrillator. Eli ASSAULT Employed by frontline infantry in a similar capacity as the EU SCAR 1 1 , the Krylov FA-37 fires a comparable caseless armor-piercing round with considerably more recoil due to its lighter-weight, hollow graphite stock, The PAC assault rifle is FhNlH equally effective in winter J environments, utilizing a built-in thermal dispenser. Appreciably damaging, but I less accurate when fired fully automatic, the Krylov FA-37 is often operated in single-shot mode, precision j_p^ enhanced via a fixed- position optical sight. m BJ-S Combat Knife — — [ 2 ] P33 Pereira Pistol 10 60 [3] mi dr 30 ISO MHUB-S1 — 1 m BJ-2 Combat Knife — — lYI TakaoTRO Pistol 15 60 f3l Krnlov Ffl-37 HR 30 tso t4l MHUB-S1 — 1 Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. SPECIALISED EQUIPMENT: MHUB*21 Within its medical equipment and supply package, the MHUB-21 Medical Hub includes a nitrate cauterizer, naproxen dosages, providone iodine wipes, benzalkonium chloride, a bulb syringe, trauma shears, petroleum gauze, occlusive dressings, and adhesive bandages. Onlq one medical hub can be dropped at a lime. To make Ibe most of Ibe package despile Ibis limitation, drop one medical hub near a high-traffic area to help heal teammates. R nem medical bub is generated in the assault soldier's inventory about 30 seconds after the first one is dropped. But if the second medical hub is dropped, the first one disappears. Instead of dropping the second medical hub. equip it mhen near injured teammates. This olloms qou to use turn medical hubs at the some time, gaining more teamurork points. 10x12 [uiifhin 10 meters] 2x12 [beqond 35 meters] H/R Lour 3 Semi fluto ASSAULT UNLOCKS; BRANCH A Unloch 1: Herzog HR-Shotgun Mounted in an under barrel configuration, the 20-gauge Herzog ■ Shotgun adds Isubstantial short range Istopping power to any [assault rifle’s standard repertoire. The Herzog utilizes the same Universal Ammo as the PK-74 AR-Rocket, allowing for inter-compatibility between the two weapons. This assault rifle accessory is a must for close-quarter fire fights, particularly in the tight confines of the Titan. Press [~6~] to equip the weapon and notice how the crosshairs change to a circular reticule — use this as an indication of whether the shotgun or assault rifle is selected. Deploy the shotgun at extreme close range, or as a back-up when the assault rifle’s magazine runs dry. You have only three shots, so reload the shotgun after each use. But don’t reload it during a fight — it takes too long. Switch to the assault rifle or pistol till all nearby threats are eliminated, then reload the shotgun. Unloch 2: NelBal™ Infantry ID Network Battlefield System has introduced the latest enhancement to the NetBat™ technology. The new net- centric warfare system allows soldiers equipped with the Infantry ID nano-mod to query an onboard database to identify infantry targets. The nano-mod will assess, analyze and report on the target soldier’s kit and assign an ID based on a 98% certainty. The nano-mod update is flexible enough to send and receive battle data over its synth-flex battle network, allowing everyone in the squad to receive the information. When the device is equipped, place your crosshairs over an enemy target. A gray kit icon will appear next to the red targeting icon, indicating which kit the enemy is using. It is most useful for identifying sniper threats for your squad. This unlock is also a stepping-stone necessary to reach the PK-74 AR Rocket and the Baur H-AR. Unlock 3: PH-74 HR Rochet The PK-74 AR-Rocket is fabricated from a fiberglass-zinc amalgam and filled with a highly explosive synthetic fuel compound. When attached to the soldier’s standard Assault Rifle it results in a compact and lightweight rifle rocket, ideal for a portable launcher. The Universal Ammunition, shared with the Herzog Shotgun, features variable fusing allowing for both impact and air burst detonations. This rocket can be fired in two modes: direct and air burst. In direct, it works just like a grenade launcher, fired in an arc-like trajectory and detonating on impact. For air burst, zoom in and use the assault rifle scope’s range finder to set the distance at which the rocket detonates. Use the mouse wheel to adjust the distance. This is great for taking out infantry hiding behind cover. For example, if they’re behind a wall at 20 meters, set the rocket to detonate at 22 meters. The rocket is still lobbed when fired, so elevate the barrel to properly range the weapon. Otherwise it may hit the ground and detonate before it reaches the target. The goal is to deliver the rocket a meter or two above the target’s head. The blast radius is relatively small, so the closer you can deliver the rocket over the target, the better the result. Mastering this weapon takes some practice, so don’t give up. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. UnlocH4: Bour H-RR The Baur H-AR [Heavy Assault Rifle) is a bulked-up edition of the SCAR 1 1 , firing high-caliber, tungsten- core ammunition for maximum damage potential. Manufactured with HM-3 composite metals, the weighty but powerful Baur H-AR is found ffll [Min 40 meters] 22 [beyond 70 meters] 000 rpm Nedium/Oiglr 20 Full Onto. Semi Onto most often in front-line conflict. The Baur H-AR is similar to the G3 from Battlefield 2, providing the assault kit with some heavy firepower. While it does more damage than the standard EU and PAC assault rifles, it has a smaller magazine capacity and exhibits some wicked recoil. To rein in these deficiencies, set the rifle on semiautomatic and engage targets at intermediate and long range through the scope. It can be a beast at close range, too — as long as you kill your target before you run out of ammo. The Baur H-AR is my preferred weapon in the assault kit. It has a nice balance between rate of fire, accuracy, and punch. — Jason “Space Ape” Wigle ASSAULT UNLOCKS: BRANCH B Unlock 1: RED-6 Defibrillator The portable AED-6 (Automated External Defibrillator) resuscitates casualties using an embedded, rhythm-tracking microprocessor to determine ventricular fibrillation or tachycardia and emit, via wet-gel secretion paddles, appropriately leveled, biphasic charges. If you’re a team player, this should be one of your first unlocks. Reviving teammates preserves tickets in Conquest mode and is also a good way to augment your score. Press [ 5 ] to equip the defibrillator and approach any downed teammates. You must stand or crouch over the body to deliver the reviving shock. The defibrillator can kill enemies, too. But you’ll have to get within knife range to shock an opponent to death. If an assault teammate with a defibrillator is downed, p con save him if you act quichlij. Grab the hit with (g) and equip the defibrillator to revive qour teammate. When revived, qour teammate will automaticallq equip qour dropped hit. You're sfuch with the revived soldier's assault hit — at least till qou grab another one. Unloch 2: Advanced Med Hub An upgraded version of the standard- issue Medical Hub, the Advanced Med Hub includes an additional supply of antibiotics, health revivers and muscle stimulants including soloxil, dyphatine, and quivinol, expediting a medic’s health provision capabilities. When equipped, the advanced medical hub replaces the standard medical hub in the inventory, and can still be accessed by pressing (7|- The advanced medical hub also allows soldiers in the vehicles to heal nearby soldiers outside of the vehicle. Unloch 3: SG-34 Grenade Impact detonated, the SG-34 Smoke Grenade can be used as a screening, diversionary, signaling, or offensive device, dispersing a cloud of dense potassium chlorate-based smoke. This is your standard smoke grenade. Equip it by pressing [§] and throw it by left- or right-clicking. The grenade’s smoke screen lasts for only about 10 seconds, so plan ahead before tossing it. Smoke is valuable when advancing across streets or other known fields of fire. This obscures the vision of troops as well as sentry guns and drones. They can be especially useful on Titans too. A E GINEE; Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. 25 [within 40 meters] < 20 [beyond 65 meters] 900 rpm Medium/High 40 Full Huto. Semi Huto Unloch 4: VOSS L-flR Ergonomically designed with a fibre-reinforced polymer shell, the Voss L-AR [Light Assault Rifle) is a close cousin of the Krylov FA-37, sacrificing incapacitation capabilities for increased portability and firing longevity. Used primarily in supportive, high- movement scenarios, the Voss L-AR uses lower-caliber ammunition allowing for higher-volume cartridges, enabling prolonged suppressive assault. Like the recon kit’s Lambert carbine, the Voss L-AR is awesome in close-quarter firefights. Although it lacks the stopping power of the Baur H-AR and the standard-issue assault rifles, this compact weapon compensates with its high Rate of Fire and 40-round magazine. Still, this is a specialty weapon and should be deployed as such. Bring it along when fighting in urban centers or in the tight corridors of a Titan. ASSAULT TACTICS an arsenal of assault rifles and medical equipment, assault kit offers players a myriad of options for killing opponents and saving teammates. As in the previous installments, the assault kit is the most balanced when it comes to taking on enemy infantry. The assault rifles provide a perfect mix of power and accuracy, qualities lacking in the more specialized weapons found in other kits. The Herzog AR shotgun and PK-74 AR rocket unlocks further enhance the kit’s lethal capabilities, at both short and long range. But with no armor-piercing ordnance, assault soldiers must rely on their engineer brethren to deal with APCs, tanks, and battle walkers. Still, assault soldiers have the ability to heal and even revive through the use of the AED-6 defibrillator unlock. The defibrillator is a key piece of equipment in any squad, providing the user with a nice boost in teamwork points while helping preserve tickets in Conquest battles. Unlock the defibrillator early on, and use it to keep your team alive and fighting. Then focus on the Branch A unlocks to acquire greater offensive capability. f4l H0FF-3000 Primary Weapon: Turco^e Rapid SNG Strong Against: All Vehicles Meah Against: Infantry As you’d expect, the engineer kit is all about machinery: anti- vehicle and anti-aircraft weaponry and mines are supported by vehicle detection and identification equipment, posing a threat to even the most advanced battlefield craft. An impressive vehicle repair kit makes fixing any damage a cinch. EtJ ENGINEER Ell Engineer Kit Key WeaDon/ltem Magazine Canacitu Ammo Count m BJ-2 Combat Knife — — Hfl Turcotte Ronid SHE 26 130 f3l Mitchell AV-18 1 6 Originally used in law enforcement and adopted by military forces as a personal defense weapon the high-tech Turcotte Rapid SMG [Sub Machine Gun) combines the muzzle velocity of a standard assault rifle, the automatic capability of a machine gun and the portability of a pistol. Loaded with small-caliber, armor- piercing rounds, the Turcotte Rapid lacks accuracy, and stopping power at long range, but its high Rate of Fire makes it an effective close-combat weapon. M8 [within 13 meters] p 10 [beyond 36 meters] GOO rpm Low/Medium 26 Full Auto To use The H0FF-3D00. approach a damaged vehicle. Turrel, or commander station till an aiming reticule appears on the HIID — this indicates the object is damaged and ready for repairs. Hold douin the left mouse button to conduct repairs, matching the colored circle icon in the aiming reticule fill in. clochuiise. Once this icon is completely uihite, the objectis fully repaired. INFANTRY Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. Mi-Vehicle Weapon: Mirchell flV-18 This modern-day Anti- Vehicle weapon was developed in direct response to mid-century advances in vehicle armor design. Made from polyminium, a new titanium-based amalgam, the Mitchell AV-18 body is ultra-light, allowing a greater portion of its travel weight to be dedicated to ammunition. Replacing standard HEAT [high explosive anti- tank) rockets with heavier, more formidable, superplastic, multi-warhead explosives, the Mitchell AV-18 is able to perforate even the most resilient cladding and cause extensive damage. 1 Armor-Piercing Guided 1 Single Shot Mi-Vehicle Weapon: Sudnih VP Damage Hrmor-Piercing Hccurac Guided Magazine Capacity:] Fire Modes: Single Shot The Sudnik VP Anti- Vehicle weapon fires a single optically guided missile with a shaped charge capable of penetrating over two feet of steel plate. The multiple stages of the shaped charge allow the Sudnik to by pass traditional reactive armors without sacrificing the overall effectiveness of the weapon system. Primorij Weapon: Molhov RK-11 SMG f3l Sudnih VP ] G ffl H0FF-3000 Slightly lighter than the EU Turcotte Rapid and due to its reinforced polymer stock the Maikov RK-1 1 SMG [Sub Machine Gun) is equally effective in confined environments, using a high firing rate to ensure multiple impact points. Like its EU counterpart, the Maikov RK-1 1 suffers a long range. 2G [uiithin 12 meters] 1 10 [beyund 35 meters] GOO rpm Lnui/Medium 30 Full Hutn great loss of stopping power at PflC Engineer Kit Key WeaDon/ltem Magazine Canacitu Hmmo Count (Ti BJ-2 Combat Knife — — [ 2 ] MaIHuv RK-11 SMG 30 ISO SPECIALIZED EQUIPMENT: HOFF-300© The H0FF-3000 is a high-tech Repair Tool equipped with computer analysis and a nano-torch that allows ENGINEER UNLOCKS: BRANCH A Unloch 1: HE Defuser The CPU-driven AE Defuser analyzes munitions characteristics using chemical and electronic sensors. An Engineer can use the Defuser’s embedded electrical neutralization apparatus to defuse a variety of explosive devices from a safer distance than previous explosives disposal devices. PAC ENGINEER: the engineer to quickly and easily repair all vehicles on the battlefield. - & Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. Outside of the recon kit’s Zeller-H, the AE defuser is the only other way to neutralize mines and explosives. This small hand-held device can be equipped by pressing (jT|. Aim the defuser at the explosive and step forward till the device acquires it — usually within five meters. Hold down the left mouse button to defuse the explosive, removing it from the map. This is a good way to remove mines, but be careful when approaching RDX or APMs, because the blast radius of these weapons is far greater than the range of the defuser. Unloch 2: NelBfll™ Vehicle ID The NetBat™ Vehicle ID is the first in a new line of upgrades to the successful Network Battlefield System. Combining the latest nanotech modifications with the synth-flex battle network allows a soldier to identify an enemy vehicle and transmit the data to all members of the network. Like the NetBat™ infantry ID found in the assault kit, this device identifies the type of vehicle targeted and relays the information and coordinates through the NetBat system. However, the information is relayed only while the vehicle is within the user’s sights. This can be useful when scouting high-value targets for squad members in a gunship. They’ll be able to see the vehicle’s position on their HUD, making it easier to hit with a TV-guided missile at long range. Unloch 3: PDS-1 The microprocessor-based PDS-1 detects vehicles within the vicinity using a i Sonar tracking system that (distinguishes sub-elevation and atmospheric reverberations. I Both type and position of the vehicles in range of the device are determined and displayed through the NetBat™ for all squad members. Unloch 4: Pilum H-flVR The Pilum H-AVR [Heavy Anti Vehicle Rifle) lacks any guidance package, instead relying on the high speed of its projectile to eliminate targets. With an embedded, microprocessor-driven, anti-recoil system and steel alloy-composite structure, the Pilum H-AVR launches armor-piercing fin-stabilized projectiles that have proven far more effective against armored targets than traditional warheads, especially against the weaker rear armor of tanks. MM Armor-Piercing High 1 Single Shot mm u The Pilum H-AVR is basically a huge sniper rifle with anti- tank capability. Its armor-piercing round travels at higher speeds than the rockets fired by the standard-issue launchers, but it does approximately the same amount of damage. But instead of leaving behind a highly visible smoke trail, the projectile generates a thin blue energy trail that quickly dissipates, allowing the shooter to remain relatively concealed — an important feature when taking on tanks and battle walkers. The accuracy of the weapon also allows the shooter to target specific weak spots, like a battle walker’s knee joints. As with the rocket launchers, the Pilum must be reloaded after firing one round, and the engineer only carries six rounds. So make each shot count. The Pilum and The standard-issue rnchet launchers can destrug a Titan's turrets, ever uihen its shields are up. It tahes three rochets ur HP ruunds tu hnnch nut each Turret. The PDS-1 detects all enemy vehicles within its 1 0O-meter search diameter, relaying the data to each squad member’s mini-map indicated by the appropriate vehicle icon. Equip the device by pressing [§], then simply left-click to drop it where you want to scout for enemy vehicles or stick it to your own vehicle. The device continues transmitting till a new one is dropped or till the user dies. Use these when defending, to monitor the flow of enemy traffic and help identify choke points suitable for orbital strikes. ENGINEER UNLOCKS; BRANCH B Unlockl: 11-14 EMP Mine The larger, more powerful, stationary cousin of the EMP grenade, the 11-14 EMP Mine utilizes the same electromagnetic pulse methodology to fully immobilize nearby machinery in almost all situations. Speeding vehicles fake the heaviest damage from motion mines, os the mines often detonate behind the vehicle, inhere the armor is ineahest. For instance, a heolthg tanh tahes onlg about 15-25 points of damage if it cramls forward and allows the mine to detonate on its thich front armor. If it is moving at top speed, the damage dealt can be two to three times greater! Don't fire the 5RHM SS if the targeted aircraft has deployed its active defense shield — it will do no damage. Wait a few seconds for the shield to drop, then fire. The EMP mine delivers an electromagnetic shock second in power only to that of the orbital strike. Vehicles that run directly over one of these lose all mobility and weapons functions for about 10 seconds. This buys engineers time to pound the disabled vehicle with rockets or the Pilum, making the mine ideal for ambushes. Equip the EMP mine by pressing (jT| and drop one by clicking the left mouse button. Of the mines, these are the largest and most visible, so try to place them in areas where enemy drivers can’t easily spot them, such as in high grass, around corners, or at the crest of a hill. UnlocH S: DqsTeh Repair v2.0 The DysTek Repair v2.0 addition replaces the H0FF-3000’s manual control with a mechanized torque booster, increasing the speed of repairs. This upgrade to the H0FF-3000 reduces the amount of time necessary to repair vehicles and other objects. This is most noticeable when repairing commander stations. Consider equipping this unlock if you’re tasked with baby-sitting the commander stations at the team’s base. This unlock only affects repairs conducted directly with the H0FF-3000, however — repairs conducted while driving or riding in a vehicle are as slow as ever, though the repair radius is slightly increased. Unloch 3: 11-29 Motion Mine The 11-29 Motion Mine uses an advanced TDD [Target Detection Device) to actively track and seek enemy vehicles by detecting their electronic and infrared signatures. The ll-29’s explosive yield is lower than traditional mines, as a significant portion of the mine’s housing is dedicated to the TDD. This wicked invention literally chases vehicles and attaches to them before detonating. The 11-29 begins tracking moving vehicles at approximately 10 meters. The mine only detects motion, however. If vehicles are moving slowly to begin with, they can avoid getting hit by a mine simply by stopping. FAVs can actually outrun mines trailing behind them by using their sprint function. For all other speeding vehicles, there is no escape. Compared to the instant-death AT mines from the previous installments, the motion mine is relatively weak; it takes two or three to knock out a single tank or battle walker. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. INFANTRY The SAAW 86 is the only infantry- based anti-aircraft weapon, useful for filling gaps in the team’s air defenses. Unlike the standard-issue launchers, this missile’s guidance system requires a lock to track aircraft. Establish a lock by tracking an enemy aircraft through the weapon’s scope. Listen for the tone and watch for the Shoot prompt below the green bounding targeting box before firing. The shooter must maintain a lock on the target for the missile to hit. This missile does heavy damage to both gunships and air transports, but it lacks the armor-piercing characteristics to effectively knock out APCs, tanks, or battle walkers. In a pinch, the missile can be fired at ground targets. Simply aim and fire it as you would a rocket with no guidance — the missile cannot lock on to ground targets. Unloch 4: SRRW 86 finfi-fiir A powerful anti-aircraft weapon, the SAAW 86 is built with a low- density steel composite and incorporates an implanted, CPU- controlled balance system to maximize portability. Launching aerodynamic, high-velocity rounds, the SAAW 86 is especially effective against moving airborne targets. vim. - ^ ^ i ** High Explosive Guided 2 „ H Single Shot ry . Shuho LUG 200 GOO flHUB-31 ENGINEER TACTICS Need to blast an enemy tank? Look no further than the engineer kit. This kit is packed with weapons and equipment to take out vehicles of all types. The standard-issue rocket launchers and the Pilum H-AVR unlock are awesome anti- tank platforms, capable of punching through the thick armor of tanks and battle walkers. For best results, try to hit tanks from the rear where their armor is the thinnest. Battle walkers are weakest in their legs and knee joints. Or walk between their legs and aim up to fire a rocket or AP round into their vent port for an instant kill! The mines are also effective anti-vehicle weapons. Use them to block enemy traffic at narrow choke points, or deploy them around control points and silos for defense. The SAAW 86 unlock gives the engineer anti-air capability as well, which is useful for knocking down enemy gunships and air transports. But the engineer is also vital in a support role, repairing vehicles and other objects. The engineer’s trusty wrench has been updated with the H0FF-3000 — a blowtorch- like device. Remember, the engineer can repair damaged objects while riding in or driving a vehicle. Use this capability to provide repairs during offensive advances. fin Ranchi LHC 150 600 ID AAUB-31 Tahao T20 Pistol 15 GO fin P33 Pereira Pistol 10 GO Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. PriiMii Weapon: Bianchi LNG The Bianchi FA-6 Light Machine Gun is remarkably effective as a provider of suppressive fire given its all-condition resilience and lengthy firing duration. Unlike its 21st century precursors, with its heat-resistant metal alloy components and computer-driven thermal transfer system, the Bianchi FA-6 requires neither mid-battle barrel changes nor maintenance, allowing for rapid, uninterrupted fire. With a retractable bipod, the Bianchi FA-6 is most accurate when fired from the prone position. ffil [within 30 meters] 14 [beyond 70 meters] 900 rpm Medium 150 Full Hutu PAC SUPPORT PflC Support Hit Magazine Heu Weanon/ltem Capacity m BH Combat Unite — Strong Against: Infantry Meah Against: Armored Vehicles From delivering ammo to detecting stealthy infantry, this kit creates the true multi-talented force on the frontline. Shielding offers the support soldier a measure of protection, as his wide-ranging capabilities take him across he front line to eliminate infantry with machineguns or a well-placed sentry gun, and disrupt vehicles with EMP grenades. SEU SUPPORT EU Support Hit Magazine Ammo Heu Weapon/ltem Canacitu Count m BHCombalHnife — ^ This hand-thrown EMP weapon isn’t as strong as the EMP mine, but can still immobilize vehicles for approximately 1 □ seconds. Multiple EMP grandes used against a target can keep it slow or stationary. Tanks and battle walkers retain their weapons and turret functions when hit by a single EMP grenade, however. To fully disable these threats, layer on the EMP damage by tossing multiple grenades, giving engineers or nearby vehicles time to pound them with rockets and other armor-piercing rounds. EMP grenades also scramble the HUDs of infantry, useful during The A1 2 Enforcer is one of the support kit’s most popular unlocks — and the hype is well deserved. This deployable weapon system has a firing arc of approximately 90° making it useful for covering narrow areas like alleys and corridors. Like the APM, place it facing toward the enemy or area you wish to cover. Avoid placing it on hills or in gullies. The weapon has difficulty acquiring and hitting targets above or below the surface it’s deployed on. Although it can detect and fire at enemies at long range, it’s most accurate [and deadly) within 50 meters. Try to place it in blind spots to catch enemies by surprise. The support soldier can deploy only one sentry gun at a time, but he can receive another one from an ammo hub or supply drop. Plus, all of the A1 2’s kills are credited to the support soldier who placed it, reinforcing the need for a high- traffic location. Despite what the manufacturer says, the weapon’s ability to distinguish between friend and foe is still a work in progress. If you value your kneecaps, stay out of a sentry gun’s line of fire once it opens up. SUPPORT UNLOCKS: BRANCH A Unloch 1: VS EMP Grenade Unlike a standard grenade, which generates physically damaging fragmentation, the V5 EMP Grenade releases an electromagnetic wave that creates a short-circuit effect, temporarily slowing or disabling nearby vehicles and electronic devices. Although this device is highly specialized, it’s also very useful given the popularity of active camo. Like all NetBat™ upgrades, this one doesn’t have to be activated. It’s automatically integrated into the system once it’s equipped in the customization screen. Enemy players activating or deactivating active camo systems within the device’s compact radius show up as red diamonds on the HUD. This information is also relayed to team members, alerting them of invisible enemies. Because of the device’s limited range, this unlock is best used when defending small areas, like control points, silos, or the Titan. Unloch 3: 1112 Enforcer Senfrij Gun Deployed in key defensive positions, the automated A12 Enforcer Sentry Gun system utilizes a combination of infrared and optical tracking to identify, trace and engage enemy combatants in medium range. Able to distinguish between soft and hard targets, the A1 2 Enforcer can alternate firing procedure to avoid hitting friendly targets in the line of fire. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. INFANTRY Unlock 2: NefBaf™ Active Como ID IMetBat™ Active Camo ID was introduced as a countermeasure to the IT-33 active camouflage system. It is designed to detect, track, and report on the energy signature of the active camo system. If a soldier activates or deactivates an IT-33 system within the detection radius of the IMetBat™ Active Camo ID, the system will instantly report the activity to the user and other members of the Networked Battlefield. Primoni Weapon: ShuHo LMG Like its EU counterpart, the Bianchi FA-6, the PAC Shuko K-80 Light Machine Gun provides invaluable support to assault operations through unrelenting suppressive fire. Shooting smaller, nitrocellulose-molded, caseless ammunition, the Shuko K-80 boasts higher clip capacity, resulting in less frequent reloading, albeit at the expensive of per-round stopping power. Like the Bianchi FA- 6, the Shuko K-80 is more precise when stabilized on its protracted bipod. SO [within 30 meters] 14 [beyond 70 meters] 900 rpm Medium 200 Full Huto SPECIALIZED EQUIPMENT: AHUB-31 The AHUB-31 Ammo Hub completely refills both soldier and vehicle ammunition stores. Unlock 4: Ganz HMG Even more dependable than the Bianchi LMG and more relentless than the Shuko LMG, the Ganz HMG (Heavy Machinegun) is the crowning achievement in light machine gun design. Engineered from superlight polymer matter, upgraded with an ultramodern onboard stabilization and heat-reduction system, and fitted with an electronic double-magazine feeder, the Ganz HMG is unmatched in power, quality, and consistency of fire. 22 [within 15 meters] IB [hepnd 60 meters] 600 rpm Medium ISO Full Hutu If it’s stopping power you seek, the Ganz HMG delivers. It is capable of mowing down a small squad in a matter of seconds. This weapon fires a higher-caliber round than the standard-issue light machine guns, causing significantly more damage per hit. The Ganz exhibits fierce recoil, though, and is prone to overheating during sustained fire. To combat the effects of recoil, always fire from a prone position. Keep the weapon on target and at operational temperature levels by firing in short, controlled bursts. Since it’s most effective in a stationary position, use the primarily for defense. Find a good cover position and it for enemies to step into your line of sight. The Ganz HMG is just a killer in my eager hands. The accuracy grows exponentially when lying down, so try to always hit the dirt before firing. Also aim low and squeeze the trigger in small bursts. Sustained fire will not only cause it to kick and become horribly inaccurate but will cause it to overheat, which will temporarily shut the weapon down. The Ganz, despite its ferocious power, doesn’t have the Rate of Fire to make it a stone-cold killer in close quarters, so aim for the head when toeing up against assault rifles at close range. At 50 meters, though, this thing kills like nothing else in the game. And its large-caliber rounds seem capable of hitting people behind soft cover. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. SUPPORT UNLOCKS: BRANCH B Unlock 1: IPS Shield Able to withstand short durations of direct, small- and medium-caliber fire, the IPS (Infantry Protection Shield) is a personnel-scaled, ion-charged shield employed by infantry for temporary individual protection. The system is not designed to withstand vehicle- mounted munitions. The support soldier carries one portable shield, useful during both offensive and defensive operations. The support soldeir can deploy another shield (replacing the first) once rearmed. Drop the shield in front of a firing position, and drop prone behind it. The shield blocks all incoming small- arms fire, so stay behind it when taking heavy fire. The shield can be destroyed with heavy fire or a well-placed sniper round in the device’s gray control box, however. To avoid being flanked, deploy the shield at intermediate ranges, preferably in an alley or hallway — ideal for Titan defense. Unlock 2: Advanced Ummo Hub Using the Advanced Ammo Hub, an infantryman can greatly increase the rate that ammunition can be delivered to his peers. Just as the advanced med hub replaces the standard medical hub, this unlock replaces the standard ammo hub, increasing the rate at which ammo is dispensed. It’s not a vital piece of equipment, but you must unlock it to get the DysTek pulse meter or the Clark 15B shotgun. Unlock 3: DysTek Pulse Meter The DysTek Pulse Meter is a short- to medium-range detection device that allows soldiers to scan for enemies behind cover using sonic differentiation and acoustic analysis to identify and track human heart rhythms in the immediate vicinity. — Jason “Space Ape” Wigle The light and heavy machineguns are unique, since their accuracy increases as they are i fired. Houiever. they alsu overheat. In the right hands, the Clark 15B is one of the most devastating weapons available. But it takes a player with great aim and a cool head to get the most out of this bad boy. As with most shotguns, it’s most effective at close range. But its spread is relatively tight, making it capable of injuring and even killing enemies at distances of 30 meters and beyond. The weapon uses a seven-round magazine, allowing for quick reloads. But it has a slow Rate of Fire, resulting in a noticeable delay between shots. For Titan assault, few other weapons in the game compare to the Clark 1 5B shotgun and nothing is its equal. One shot, one kill (at close range). Just don’t miss or you’ll be wishing you had an assault rifle. Its Rate of Fire isn’t horrible, just slow enough to make you wish you had a different weapon if you’re feeling jumpy. It’s important to take your time, place your crosshairs center-mass-high, and BOOM BABY! — Jason “Space Ape” Wigle This hand-held device detects the presence of enemies behind solid objects. Simply point the device toward the area you wish to scan and click the left mouse button to activate it. All enemies within range show up as red diamond icons on the HUD. But these positions are merely a snapshot. The device does not update movement, so either act quickly on the intel or follow up with repeated scans. The device takes approximately 10 seconds to recharge after each scan. Use it to locate enemies hiding in urban areas or within the Titan. Unloch 4: Clark 15B Shotgun Built with kylonite, an advanced thermoplastic shell material, and a polymer drum magazine, the gas- operated Clark 1 5B Combat Shotgun fires the latest fin-stabilized flechette Frag-1 5 rounds, which produce a circular damage pattern, most effective against close- range, light armored infantry. SylSxIS [luiThin IS meTers] 4x12 [beyond 35 meters] N/fl Luui/Medium 7 Semi Auto SUPPORT TACTICS Of all the kits, the support kit has changed the least since Battlefield 2. Support soldiers still lug around a light machine gun and ammo and, as in the previous century, are masters of suppressive fire, a vital element in any infantry assault. Lay down high volumes of fire on enemy positions to keep their heads down while your squadmates flank. The machine guns and the A12 sentry gun unlock are great on defense, too, especially onboard the Titan. Use a sentry gun to guard one corridor while you cover another with a light machine gun or the Clark 15B shotgun. As usual, ammo is in short supply, so it’s up to the support soldier to keep his squad shooting by dropping ammo hubs. Engineers are particularly reliant on the support soldier, as they run out of rockets and mines very quickly. Drop an ammo hub near your squad’s engineer, or stay nearby and respond as ammo is requested. For veterans, the EMP grenade unlock is a welcome addition, finally giving the support kit some anti-vehicle capability. While these grenades are good at disabling vehicles, the support soldier must rely on engineers or recon troops to finish the vehicles off with rockets or RDX. Still, disabling vehicles is better than constantly running away from them. The occupants might even panic and vacate the vehicle — be ready to cut them down and claim the vehicle for yourself. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. INFANTRY _ Use these unlocks to gain a slight edge on the battlefield. Once unlocked, player abilities are available to all kit types. But like the kit upgrades, they must be unlocked sequentially, beginning with the FRG-1 and ending with the extra grenade upgrade. UNLOCK 1: FRG-1 GRENADE Hand-thrown, the FRG-1 is a modernized Fragmentation Grenade which yields a small but highly lethal explosive radius. By substituting the traditional TIMT filter with the RDX chemical compound, PNC (polyethyl nitrate cyclobutane) the grenade offers a lighter grenade with enhanced effectiveness. This unlock makes most sense to players who gravitate toward the engineer kit. The addition of an extra SMG magazine is much more substantial than a few extra rounds in the pistol. If you do a lot of sprinting, this is a worthwhile unlock. It also helps offset the fatigue caused by wearing body armor, allowing armored players to sprint farther than normal. UNLOCK 3: STAfcflNAR 9 RECOVERY SYSTEM The Staminar 9 Recovery System is also a swallowed capsule, immediately accelerating muscle recovery so one can regain sprint speed in less time. Automatically administered prior to combat, the capsule is long-lasting with no side effects. With this unlock, the sprint meter regenerates much ster, so the soldier requires less rest time between prints. When combined with the prerequisite Sprintcor 20 enhanced endurance and light body armor, this unlock allows players to sprint great distances with less downtime. UNLOCK 4: MAXCL1P The Sidearm Ammo Upgrade equips the pistol with a larger-capacity clip, adding 2 rounds to the EU’s sidearm, the P33 Pereira, and 3 rounds to the PAC’s primary sidearm, the Takao T20. The Engineer will receive an additional clip for his SMG. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. UNLOCK 5: EXTRA GRENADE This upgrade allows you to carry one additional Frag, EMP, and Smoke grenade. This is a welcome unlock for those who rely on grenades. This is especially helpful to those using the FRG-1 and the SG-34, increasing the grenade count to three, from two. This is a standard frag grenade, equipped with a timed detonator. It may not sound too impressive, but you will sorely miss this weapon when knee-deep in a firefight. It is one of the must-have unlocks. When thrown, the grenade bounces and rolls around before detonating. At close quarters, bank the grenade off walls to hit enemies hiding around a corner. The FRG-1 is essential during Titan assaults. Use it to help clear corridors or the reactor room. Only two grenades are provided at a time, so stay near a support soldier or ammo hub to keep stocked. UNLOCK 2: SPRINTCOR 20 ENHANCED ENDURANCE The Sprintcor 20 Enhanced Endurance is an orally ingested, immediately activated energy boost, increasing a person’s sprint capacity. Automatically administered prior to combat, the effects of Sprintcor will last throughout a battle’s duration. These three unlocks further enhance the squad leader’s ability to assist the squad. But before they can be deployed, each unlock requires a minimum number of squad members: three for the SLSB, four for the RD-4 Otus, and five for the SD-8. Only one of these unlocks can be equipped at a time, so choose carefully, making sure the device best meets the squad’s needs. UNLOCK 1: SLSB The SLSB (Squad Leader Spawn Beacon) allows players to quickly deploy at the beacon’s current location via drop- pod. The training for proper use of the device is only available to squad leaders. This device is an excellent back-up if the squad leader is killed. There must be a minimum of two players in the squad (including the squad leader) before the squad leader can deploy a beacon. The squad leader should drop this when the squad needs to hold ground or apply offensive pressure to a particular area. This is most helpful when placed on the enemy Titan during assaults. If it’s deployed on the ground, drop it away from high-traffic areas, as the incoming assault pods are likely to draw some attention. The SLSB emits a constant beeping sound. Use this sound to locate enemy spawn beacons and destroy them. Only one spawn beacon can be deployed on the map at a time. If you want to place a new beacon, the previously dropped beacon must be picked up ((g)) or destroyed. UNLOCK 2: RD-4 OTUS The airborne RD-4 Otus is a short- range reconnaissance drone used to identify the location and movement of enemy forces behind cover using sonic differentiation and acoustic analysis to identify and track human heart rhythms. Enemy targets are transmitted to the squad’s NetBat™ System. The training for proper use of the device is only available for squad leaders. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. Think of the Otus as an extra set of eyes. The reconnaissance drone can be deployed only if there are a minimum of three squad members. Once activated, it scans 360 degrees around the squad leader, identifying any nearby enemies and automatically relaying the information to squad members. Contacts show up as red diamond icons on the HUD of each squad member. The drone floats above the squad leader’s head at all times, serving as a bull’s-eye of sorts, identifying the squad’s spawn point. It has a very limited range and is best reserved for close-combat situations. UNLOCK 3: SD-8 ACC1P1TER The SD-8 Accipiter is a flying sentry drone with assault capabilities, armed with an optical tracker and multi-barrel rotating cannons. Targets are acquired by the squad’s NetBat™ System, £ allowing all members of the squad to utilize the drone. The training for proper use of the device is only available for squad leaders. The SD-8 must be given targets by squad members using the NetBat system. This drone requires a minimum of four squad members before it can be deployed. Like the Otus, it floats above the squad leader’s head and scouts for targets. Once it spots enemy infantry, it opens fire. The Accipiter’s range and accuracy are similar to that of the A1 2 Enforcer sentry gun from the support kit, so don’t expect it to kill enemies at 1 00 meters. At ranges beyond 30 meters, it’s little more than a suppressive weapon, firing a constant barrage of lead at enemy troops. Use its firepower to locate and pin enemies, while squad members flank. BJ~2t COMBAT KNIFE The BJ-2 is carried by all EU and PAC troops and can kill with one slash. Use this primarily as a stealthy weapon, deploying it only when you have the jump on your opponent, earning your foe’s dog tags in the process. It’s also a last-resort back-up when your weapons are out of ammo. But never charge a firearm-equipped opponent head-on with a knife — you’ll probably be mowed down before you’re even within striking range. PISTOLS P33 Pereira Pistol [El] The P33 is a very competent back-up weapon when your primary weapon is out of ammo or lacks close- quarter capability. It has only a 10-round magazine, so make each shot count. toffijiSl [within 8 meters] 8 [beyond 30 meters] N/R Low 8 tjpmi Mn ■’ 2 If equipped with a drone on the Titan, don't deploy it till you're inside. Ithas a hard time maneuvering through the cramped entry points, and often destroys itself hy smashing into walls and low ceilings. Tahao T20 PisFol [PHC] magazine capacity than the EU’s P33, giving it a slight advantage in pistol duels. But PAC troops carry the same 60 rounds of pistol ammo as the EU, so don’t fire too wildly. [within 12 meters] 8 [beyond 30 meters] N/R Low 12 Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. AA TURRET RAILGUN Railguns are found near most control points, bases, and silos, and are useful for knocking out ground vehicles. Each shot from a railgun causes approximately the same amount of damage as an engineer’s rocket launcher. But the railgun delivers its energy blast with • pinpoint precision and lightning-quick , speed, making it great for targeting /■ / K : vulnerable areas of tanks and .battle walkers. Access the weapon’s zoom jLaM function by right-clicking. It takes about three seconds for the railgun to recharge after each shot, so stay seated or A prepare to bail if you’re detected. The new and improved AA turret fires both flak and EMP missiles, ideal for shooting down any air threat. Hold down the left mouse button to fire the flak cannons, aiming directly at an enemy aircraft. Flak chews up gunships and air transports quickly; it doesn’t take many hits to knock them of the sky. Fire i EMP missiles by clicking the right mouse itt button. These missiles have minimal tracking ability, ft, so try to fire them directly at an aircraft as it flies away or toward you. If you score a hit, the aircraft’s flight controls will be disabled, causing it to crash. But to ensure a kill, stick with the flak cannons. The flak cannons can also be turned on infantry and FAVs. Flak can’t penetrate the armor of APCs, tanks, or battle walkers, but the EMP missiles can disable them, buying you enough time to get away. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. Like the infantry troop kits, vehicles are another set of tools with their own strengths and weaknesses. No one vehicle dominates the battlefield, so it takes a firm understanding of which vehicles match up best against varied opponents. Use this chapter to study the different ground and air vehicles, as well as the weapons systems deployed by each. DRIVER TRAINING Consider switching to an external view luhen driving. Toggle external views with (cj or press ( fio) for a rear chase view. Driving a vehicle is as intuitive as moving your soldier. To get inside any vehicle, simply stand near it and press E. By default, you enter the vehicle’s driver position, assuming it’s unoccupied. Switch to other positions by using fun ction keys, like 1 F2 ] and [F3 ] . Press (ED to return to the driver’s position. All surface vehicles use the same default movement keys as the soldier: © to move forward, E to reverse, ® to steer left, and El to steer right. If the vehicle is equipped with a turret, pan the mouse to rotate it and click the mouse buttons to fire its weapons. Moving the mouse while driving a vehicle without a turret causes the player’s head to turn left and right. To make driving easier, consider switching to one of the third-person external views by p ress ing E. If you prefer the first-person perspective, press (EE. You can hop out of a vehicle by pressing E at any time. Vehicles respond to their environment, just as they would in the real world. For instance, you can usually move faster on roads than you can through marshlands or snow. Depending on the vehicle’s durability, it can also be damaged by running into objects — the higher the speed of impact, the more damage dealt to the vehicle. And unless you’re in a walker or the PAC APC, which has a higher tollerance for water than other vehicles, no land vehicle is salvageable if driven into deep water. So take care of your vehicle and keep it at full strength. Otherwise you’re just making destroying it easier for your opponents. ACTIVE DEFENSE All APCs, tanks, battle walkers, and aircraft are equipped with the active defense countermeasure. This deployable green energy shield surrounds the vehicle, blocking incoming missiles and shells. Press ® to activate it. The shield lasts for only about five seconds, and it takes 1 2-1 5 seconds for it to regenerate. Because of these limits, deploy this shield only when your vehicle is under attack or when missile lock-on warnings sound. Likewise, hold your fire when an enemy has deployed its active defense. If deployed at the right time, active defense can give you an edge in any encounter. These countermeasures are particularly helpful during tank-on-tank and tank-on-battle- walker duels. Battle walkers can use active defense for protection while rushing a tank to use their powerful (but highly inaccurate) rockets at close range. Wm~tS BANDIT Quick and agile, the three- occupant, MK-1 5 Bandit is a high-performance, four-wheel- drive FAV used primarily as a multi-terrain, front line, battle transport. Armored only with lightweight ceramic elements and Triplex plates, the latest aramid fire-resistant synthetic fiber, the Bandit sacrifices protection for speed, boasting 1 El) Fas! Hone H/H 30 seconds a pulsed plasma thruster (PPT), providing short bursts of unrivaled acceleration. The Bandit is armed with a single, If lefl unoccupied, all vehicles moved from Their inilial spauin poInT eventually self- deslrucl. Lihe all destroyed vehicles. Ihe vehicle spauins again alils inilial spauin poinl afler a pre-sel number of seconds elapse. medium-caliber, anti-infantry repeater. w v r.CJ 3 *' \ :■ ARMORED PERSONNEL CARRIERS (ARCS) MH-15 flrmamenr Crem Position Primaru Fire (F 2 ~) Gunner Lioht Machine Gun x S (F3~) Passenger Troop Hit ID Passenoer Troon Hit FAV TACTICS The FAVs are the fastest ground vehicles, making them ideal for rushing neutral control points or silos at the start of a battle. The FAV’s speed also gives it its best chance at surviving close encounters with the enemy vehicles and infantry. The MK-15 and UAZ-8 are both equipped with a spee d-boo st option. To activate this, hold down the sprint key ((Shift)) while accelerating with ©. This increases the speed of the vehicle tremendously, so use it only on straight roads or flat terrain. Attempting to turn while the speed boost is activated can lead to rollovers and spectacular crashes, so be careful. Like a soldier’s sprint option, the speed-boost option can be used for only a few seconds, indicated by the sprint meter in the bottom left corner of the screen. If the sprint meter is depleted, the speed-boost function must recharge before it is used again. UAZ-8 OCELOT Crem Position UflZ-8 Rrmamenr Primary Fire Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. Outside of speed, the FAVs have few defensive features. The lightweight materials used to construct their chassis are vulnerable to even the lightest small-arms fire. Plus, the open driver and passenger compartments leave all occupants exposed. But the FAVs have some defensive teeth in the form of machine guns mounted in a turret on the top of the vehicle. These rapid-firing weapons are useful only against infantry and other FAVs, as their rounds cannot penetrate armored vehicles. They can’t even pierce the relatively light armor of gunships and air transports, leaving the FAV at the bottom of the food chain in combat. So stay away from high-traffic areas by heading off-road, using the vehicle’s speed and maneuverability to stage base raids or attack enemy-held positions from unexpected directions. FAV WEAKNESSES When attacking an FAV, target its occupants first. Because of the openness of the crew positions, it is entirely possible to kill all of the vehicle’s occupants without scratching the FAV’s paint. If you can’t get a good angle on the driver or passengers, open fire on the vehicle’s wheels. AVM-2 I3ROIINDHOC5 is armed with an EMP launcher to disable enemy vehicles long enough to escape. The AVM-2s are outfitted with ejecting assault pods, which soldiers can use to mobilize against airborne targets. PI1C FflSf None N/H 30 seconds In 2032, the PAC developed the UAZ-8 Ocelot FAV based on a stolen Bandit prototype, creating an equally dexterous, high-speed, off-road-capable transport medium. Substituting a boron carbide-filled resin aggregate armor system for the Bandit’s ceramic-based matrix, the UAZ-8 Ocelot trades a negligible decrease in protection in exchange for an increase of five miles-an-hour maximum speed. Similar to its FAV contemporary, the UAZ-8 Ocelot also provides short- duration speed boosts through a hypochlorite- based, fuel- oxidization injector. The AVM-2 Groundhog is a specialty personnel carrier, used to deliver infantry into escalated conflict areas. This near impenetrable transport is fortified by a multifaceted 35 seconds armor arrangement, including P an amalgamated polymer lattice under five layers of alternating steel and ceramic plates, coated with extreme temperature resilient Kevlar. The driver EU Medium Medium HcNve Defense i WliBni 35 seconds - If falling heavy file while driving an HP, and escape in an assault pod. smllch lo one of the rear machine gun positions Assault Pod ®B| EU/PHC ^ I EU/PflC Fas! Light N/fl . N/fl " /n The APCs are equipped with assault pod launchers in the four rear machine gun positions. When occupying one of these positions, left-click to fire the machine gun and right-click to launch yourself (D Pnssennerl Linht Machine Gun Assault Pod Launcher* 0 Passenner B Lioht Machine Gun Assault Pod Launcher* © Passenner 3 Linht Machine Gun Assault Pod Launcher* © Passenner 4 Lioht Machine Gun Assault Pod Launcher* * = Titan mode only BTR-4 ROMANOV Almost identical to the AVM-2 kLf pop Vi Groundhog, the BTR-4 Romanov provides a highly secure means for infantry to penetrate hotly- contested battle zones. Utilizing a ready-launch assault pod system, the Romanov is very effective as a Titan assault vehicle, propelling infantry directly into close-range strike positions. The driver’s side is fitted with a gas-actuated, medium caliber automatic, as well as a vehicle-disabling EMP grenade launcher. The gunner mans a medium-range, auto mortar. f PIIC Medium Medium Active Defense ™ BIB 35 seconds APC TACTICS The new APCs benefit from thicker armor, but lack the offensive punch offered by their predecessors in Battlefield 2. The driver has access to a turret equipped with a machine gun and an EMP grenade launcher. The machine gun is rather standard, but the grenade launcher is capable of causing light EMP damage to vehicles, causing them to slow down but retain weapon functions. Like any grenade launcher, the EMP grenades are lobbed in an arc-like trajectory, so elevate the aim to compensate for distance. But the launcher fires slowly, and the reload process after each shot is lengthy, preventing it from completely disabling enemy vehicles with successive EMP hits. Unlike the EMP grenade launch er, th e APC’s mortar, accessible from the gunner seat [ 1 F2 1 ), fires three high- explosive shells at a time. The mortar is most effective against infantry and FAVs, but can also do light damage to armored vehicles. It has amazing range, being capable of accurately shelling an area more than 300 meters away. At such ranges you can’t always see where the shells land, so ask a squad member to act as a forward observer. Each of the APC’s four rear crew positions is equipped with a machine gun, ideal for defending the vehicle’s flanks from infantry sneak attacks. Because of its relatively lightweight weapons, the APC can’t survive toe-to-toe duels with enemy tanks and battle walkers. During such encounters, it’s best to hit the enemy vehicle with EMP grenades and mortar rounds while attempting to escape. APC WEAKNESSES The APC’s armor is resistant to all small-arms fire, so don’t bother shooting it with an assault rifle or a machine gun. Instead, hit it with armor-piercing munitions or slap some RDX to its side. An APC’s armor is weakest at the small, vent-like areas on the top and rear. These spots are weak only against the infantry handheld anti-vehicle weapons. BTR-4 flrmamenr Kei| Crem Position Primaru Fire Secondaru Fire (ED Driver Lioht Machine Gun EMP Grenade Launcher F7B1 (ED Gunner Mortar Launcher — (ED Passenoerl Lioht Machine Gun Assault Pod Launcher* (ED Passenner A Lioht Machine Gun Assault Pod Launcher* (ED Passenner 3 Lioht Machine Gun Assault Pod Launcher* (ED Passenner 4 Lioht Machine Gun Assault Pod Launcher* * = If you are near a Titan, these launch you enough to reach it. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. AVM-2 Armament Aeu Crem Position Primary Fire Secondary Fire © Driver Lioht Machine Gun EMP Grenade Launcher F7B1 © Gunner Mortar Launcher VEHICLES skyward in an assault pod. The pod faces toward the Titan automatically, when you are within range of it. The pod is capable of traveling a maximum of approximately 325 meters when fired in a flat trajectory — use the flag and Titan icons on the HUD to judge approximate distance to your destination. This is a great way to get around the map and to stage surprise airborne assaults on enemy-held silos. While airborne, use the mouse and standard movement keys to guide the pod. With some practice, you’ll be able to land your pod just about anywhere. Try landing on enemy troops or FAVs to score instant kills. Landing on top of armored vehicles causes significant damage too. All sorts of creative mayhem can be achieved through assault pods, so keep your mind open to new tactics and possibilities. For instance, land on a battle walker, drop some RDX on its top hatch, then jump off and detonate the explosive. The APC’s assault pods are also one of the best ways to board the enemy Titan. Before launching toward a Titan, make sure its shields are down. You will die if you land on its shields. Next, move the APC within 200 meters of the Titan and launch. If you launch from farther out, you’ll have a tough time gaining the altitude and distance necessary to land on top of the Titan. Try to land on one of the Titan’s two rear decks, where the entry points are located. Assault pods ore also used mhen electing from air transports. Vou still need gour parachute mhen bailing out of a gunship. The assault pods used uihen spauining on a squad leader's spauin beacon device lach the control offered bq the other pods. This is because the pod is Inched onto the SLSB's coordinates. But qou can still mahe minor course corrections uihile descending. r hi * 1 _ ] — W fANKS 1 AS TIGER EEjjji eu Medium “-0 The A8 Tiger is the latest version of the A-series heavy tank division, adding a Non- Heavq Active Defense .I' tf r SO seconds Explosive Reactive Armor [NxRA] package to its standard composite construction. An additional Active Defense System enables the Tiger to withstand orbital strikes and missile attacks. Increased engine torque and power-to-weight ratio enable the track-based Tiger additional mobility and improved speed across rugged terrain. The Tiger is equipped with a driver- Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. controlled main cannon and a rapid-fire, high caliber repeater at the second position, providing robust firepower against ground-based infantry and armored vehicle targets. Kei FH Driver 118 Armament Crem Position Primaru Fire Secondary Fire Main Gun [401 Main Gun Zoom (Em Heavu Machine Gun — The HA Tiger is exfremelq wide, mahing if difficult To moneuver in norrooi village streets. Hatch qour speed to avoid tahing damage from roadside obstacles. The armor on the Tiger's turret, especially at the rear, is significantly oieaher than the armor on its chas- sis. Hhen attaching the Tiger from the side or rear, aloiaqs aim for the rear portion of its turret to maximize damage. TYPE 32 NEKOMATA Utilizing state-of-the-art, air- assisted levitation technology, the Type 32 Nekomata hover tank is the very latest in armored combat, boasting unmatched mobility across almost any topography. Similar to the A8 Tiger, the Nekomata incorporates NxRA technology into its composite armor base and uses an Active Defense System to ward off high impact, airborne weapon attacks. It also matches the A8 attack capabilities with a driver-controlled cannon and second position repeater. PAC Medium Heavy Active Defense 50 seconds Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. Heu_ Type 32 firmament Crem Position Primary Fire Secondary Fire (ED Driver m Gunner Main Gun M Heavy Machine Gan — The Type 32 has no Turret. The mhole tanh must rotate mhen aiming at targets. This can tahe a uihile to get used to hut it's lust like controlling a soldier— a clumsy, drunk soldier. Still, the hover tank's ability to strafe is vital in combat. Strafe left and right to avoid incoming shells or rockets. In tank battles, the Type 32 can outmaneuver the H8 Tiger by circle-strapng around it to score critical hits on its rear armor. TANK TACTICS Despite the introduction of battle walkers, tanks still rule the battlefield. But this time around, teamwork is necessary to take full advantage of the each tank’s arsenal. As usual, the driver mans the main gun. The guns on the A8 and Type 32 fire large armor-piercing shells. Instead of a firing coaxial machine gun, right-clicking while in the driver position brings up a zoomed view for the main gun. Shells are still lobbed, so elevate the barrel to compensate for distance when engaging targets at long range. The second crew position in the tank controls the turret- mounted machine gun. Unlike the turret gunner in earlier tanks, this crew member sits inside the tank, protected by its thick armor at all times. Because there is no longer a coaxial machine gun at the driver position, it’s up to this gunner to engage infantry. The heavy machine gun rounds have armor-piercing characteristics. While these bullets cause no harm to battle walkers or APCs, they can penetrate the thin armor of gunships and air transports, making the tank’s heavy machine gun a surprisingly effective air defense weapon. The tank’s biggest threats are other tanks and gunships. During combat, always keep your front thick armor facing toward the threat and be ready to deploy active defense. When engaging enemy tanks, try to score hits on their side or rear armor to maximize damage. Gunships are easily scared off by pumping a steady stream of lead into their fuselage with the machine gun. But because of the driver’s lack of visibility, it’s up to the gunner to tell the driver when to deploy active defense in the event of air assault. It’s best if the driver and gunner are in the same squad and using VoIP. TANK WEAKNESSES Although both tanks are surrounded by armor, the thickness varies. The front armor on the chassis and turret are the thickest, so avoid hitting these areas unless it’s the only shot you’ve got. When attacking from the side, aim for the turret, as its armor is thinner than the armor protecting the chassis. But always try to attack tanks from the rear. This is the weakest spot on each tank, and lethal damage often results from a hit by a tank round. L-s mmm EU Slum Heavy Active Defense I 75 seconds What the L-5 Riesig battle walker loses in forward velocity, it makes up for ten-fold in offensive potency and scope. The bipedal configuration of this next generation assault unit enables it to traverse almost all terrains while its elevated vantage point, providing long distance viewing and multi- directional targeting, gives it a significant advantage over low height, horizontally-based agents. Manned by two occupants, the battle walker is outfitted with an array of weaponry, including two rapid-fire cannons and a dual- arena, infrared homing missile system. The battle walker armor is multi-layered, combining steel and reinforced plastic laminates with kinetic energy and heat absorbing materials. An automatic Active Defense System assists in resisting off & air and ground fired rocket attacks. Heu Crem Position Primaru Fire T-39 BOGATYR PflC Slum Heavy Active Defense 75 seconds When the widespread climatic changes severely altered the Earth’s landscape, the PAC military developed an assault vehicle to handle these new diverse conditions by employing a more versatile (ED Driver Miniuun x 2 HP Auto-Fire Missile Launcher (801 (ED Gunner Hint) Exclusive Machineuun Anil-Aircraft EMP Missiles anthropoid structure. Later duplicated by the EU forces in the form of the L-5 Riesig, the PAC T-1 battle walker changed the face of warfare forever. The T-39 Bogatyr is the most recent adaptation, shielded with full-coated, high-impact armor and an embedded ADS and supplied with an assortment of attack options, counting radar-guided, high-damage impulse rockets and a pair of heavy-duty auto-cannons. T-39 flrmamenT Heo [fem Position Primary Fire Secondary Fife ED Driver (ED oid-Fire Cannon x 3 RP Mo-Fire Missile Launcher (801 Hioh-Exolozive Machineoun Rnti-Rircraft EMP Missiles BATTLE WALKER TACTICS The new battle walkers are packed with weapons, making them a serious threat to all infantry and vehicles. The driver controls the battle walker much like a tank, complete with turret control. But the battle walker also has the ability to sprint and crouch, using the same keys as infantry [with the exception of “crouch,” which is (z) for the Mech). The battle walker can constantly sprint without depleting a sprint meter, significantly increasing its normal walking speed. In combat, it’s best to use the crouch function, to help protect the walker’s vulnerable knee joints. While crouched, however, the walker cannot move. Both crew positions are equipped with a diverse package of weapons. The driver fires the dual auto-cannons by left- clicking and the rockets by right-clicking. Upon impact, each auto-cannon round explodes, causing a small amount of splash damage, which makes the weapon extremely effective against infantry and lightly armored vehicles. But the auto-cannons are prone to overheating, so fire them in short bursts. The auto-cannons can’t penetrate heavy armor, so rely on the driver’s rockets to damage APCs, tanks, and other walkers. These rockets are only accurate within proximately 30 meters, however, so make sure you’re close range before firing. You can fire a total of four rockets in quick succession, but after firing the fourth, you have to wait for more rockets to load into the launcher. To avoid these long reload times, fire the rockets slowly, about one per second. This allows the overheat system to keep pace, providing a steady supply of rockets at all times. The walker’s gunner controls the top-mounted turret, which is equipped with another auto-cannon and an EMP missile launcher. The gunner’s auto-cannon has ballistic properties similar to the driver’s, and is fired by left-clicking. But the turret allows a much broader view of the battlefield, so the gunner can target ground units as well as aircraft. The EMP missile launcher functions much like the ones mounted on the AA turrets, and is fired by right-clicking. The launcher holds two missiles at a time, and reloads automatically. As with the AA turrets, these missiles have great tracking ability, but you must maintain lock-on with your target by keeping it within the crosshairs while the missile is in flight. Two successive hits from these missiles temporarily immobilize any vehicle; the driver can flank and finish off the paralyzed vehicle with rockets. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. Because the battle walkers are such high-profile targets, the gunner should focus on defending against infantry and air attack. As in tanks, it’s best for the driver and gunner to be in the same squad, using VoIP to communicate. BATTLE WALKER WEAKNESSES The walker’s legs are its most obvious and accessible vulnerability. Always aim for a walker’s legs to inflict the most damage, as the main chassis and turret are heavily armored. High-damage kills can be achieved by hitting the walker’s knee joints — the narrow gap between the upper and lower leg. Engineers equipped with the Pilum H-AVR unlock or infantry in a railgun have the best chance at hitting these small targets. To ensure a hit, wait till the walker is stationary or disabled — EMP mines are the best way to immobilize a walker. You’ll know you scored a direct hit if the targeted knee buckles, causing the walker to tilt toward its damaged side. When a walker’s knee is knocked out, its occupants have a few seconds to escape before it topples and explodes. Be ready to mow down the crew. The walkers have another weak spot on the underside of the main chassis, usually visible only to infantry walking between the walker’s legs and looking up. Look for a ventilation grate — the L-5 has two and the T-39 has one. These grates and the ducts beyond aren’t armored at all, giving infantry the ability to fire directly into the walker’s interior — even pistol rounds inflict damage. To score an instant kill, use a rocket launcher or the Pilum H-AVR. Just get out of the way before the walker explodes or falls on top of you. Flying the gunships and air transports is a bit more difficult than maneuvering the ground vehicles. Beginner pilots are often more of a danger to themselves and their passengers than they are to the enemy. In this section, we offer some quick tips to help get you into the air without crashing, whether your control preference is a keyboard or joystick. FLYING WITH THE KEYBOARD © = Throttle Up 0 = Roll Left El = Throttle Down/VTOL 0 = Roll Right ® = Rudder Left (Spacebar) = Fire Rockets El = Rudder Right (gunship only) 0 = Nose Down ® = Active Defense 0 = Nose Up Controlling the gunship is similar to flying the F-3SB Joint Strihe Fighter from Battlefield B. The gunship is much more stable and maneuverable uihen hovering, houiever. making it more like the attach helicopters. VEHICLES To stop moving forward, tap 0 to reduce speed. Keep reducing speed until the transport comes to a stop. This is made easier by aligning the HUD’s center reticule with the artificial horizon line. To maintain a stationary position in the air, tap the pitch and roll keys. While in a hover you can cause the transport to side-slip left and right by using 0 and 0. This is useful for peeking around buildin gs and hills. The transport can even fly backward by using 0. Just remember, each movement causes the transport to lose some lift, resulting in a loss of altitude, so always compensate by tappin to lose altitude^ hover and tap 2^-Pre djti ress jDr holding down ©. When you want To land, bring the transport to a I till it touches the ground. The transport can’t take hard landings like the gunship, so bring it down nice and easy to avoid taking damage. Always land on even terrain too, or the transport may tip over and explode, killing everyone inside. JOYSTICK SETUP Battlefield 2142 allows players to customize their control configuration to suit their personal preferences for the various types of units. For most, the standard keyboard and mouse combination works great, but many players like to use a joystick when piloting aircraft. The game does not automatically configure controls for a joystick, though, so you will have to do so manually from the Options menu. Following are some quick tips on how best to get your joystick up and running. Before you start your game, be sure your joystick is connected to your computer and ready to go. Once in the game, select the Options menu and then click on the Controls button to open a menu that allows you to select from the various types of units to control. Click the Aircraft tab. Here you will designate secondary controls for various functions. To assign a control, click on the empty box to the right of the function and on the right side in the secondary column. Then input the control you want to use (i.e., push a button on the joystick) Under the Weapons category, click on the Fire slot and then assign that to your trigger. For the Movement category, you will need to assign Accelerate and Decelerate to the throttle, if your joystick is so equipped. Before doing this, center your throttle, select Accelerate from the menu, and then move your throttle forward. The game will detect the throttle and automatically assign Decelerate to moving your throttle back from center. The same goes for all of the axis controls. You only need to assign one direction — not both. For Steer Right, use the rudder control on your joystick if so equipped. For Pitch Forward, push your joystick fnnm i in i ■ Than fnn Drill D in l~fh m n\ in i in i in inwcfinl/ fn 1-1 Vou must set up pour iopsNck manually, using The Controls button in the Options menu to assign secondary controls to your joystick's movements and buttons. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. Flying a gunship with the keyboard isn’t quite as daunting or clumsy as it may sound. In fact, the default key setup makes flying rather easy and intuitive. Place your left hand over the basic movement keys of ©, 0, 0, and 0. These keys are used to adjust the aircraft’s speed and heading. Your right hand should hover over the arrow keys, which are responsible for pitch and roll. Start by giving the gunship some throttle. This lifts the gunship vertically into the air. Once you’re airborne, hold down © to begin level flight. [The engines also provide upward lift r turning —) to ) Now try tu I ® and 0 1 Control points and silos con be converted bij hovering above them. But march out for incoming rochets. with (w).) Now tr by using 1 activate the rudders. This is the easiest way to change the gunship’s heading and is vital when lining up for strafing runs. To turn faster, roll left or right using 0 or 0 and pull back on the stick using 0. Banking is the quickest way to change directions and is useful when makinaevasive maneuvers. To reduce speed, simply let go of ©. Once © is released, the gunship loses speed quickly. Do this whenever you want to hover or land. To maintain a hover, hold 0 to maintain altitude. But if you want to land, level out using the arrow keys and let the gunship descend, applying minimal vertical thrust to soften the landing. Flying the air transports with the keyboard is easier than flying the gunship. But it takes plenty of practice to master the skill, not to mention a light touch on the keys. Keep your hands in the same positions used to fly the jets. Pressing © increases vertical lift speed, eventually lifting the transport into the air. The longer you hold down ©, the higher you’ll go. Once you’re a few feet in the air, release © to hover and use the rudder controls [® and 0) to quickly rotate the transport left and right to change its heading. The arrow keys still control pitch and roll, allowing the transport to move in any direction. Tap ® to slightly pitch the transport’s nose forward, causing forward motion. While moving, the transport will lose some altitude, so compensate by tapping © — you can read the transport’s altitude and air speed on the HUD. UD-G Armament Heu Crem Position Primary Fire Secondary Fire CO Pilot RP Missile Launcher r601 — right. Depending on the number of buttons on your joystick, you many want to assign Countermeasures to your joystick as well, for quick deployment of the active defense shield. The final step is to set the sensitivity. This is under Mouse Settings, but also affects your joystick. Because the game is set up for mouse use by default, the sensitivity is usually around 3. Leaving it at that setting means you have to be incredibly light on the joystick or you will be overcorrecting all over the map — until you crash. Reduce the sensitivity to 1 , and flying around will be much easier. If necessary, tweak the sensitivity more with the Pitch and Yaw Factor sliders. FLYING WITH THE JOYSTICK Flying the gunship with the joystick is very easy. If you have ever played any type of flight simulation game, you will have no trouble. Apply negative throttle input to activate the craft’s VTOL function, lifting it into the air. Once airborne, push the throttle forward to enter level flight. With the throttle set, use the joystick to climb, dive, and roll while using the rudder to slew the gunship left and right. Air transports are a bit trickier to fly with the joystick. The throttle controls how much lift the engines provide. In the center position, the transport should maintain the same altitude while hovering, or not moving horizontally. As soon as you begin to move horizontally, some of your lift is redirected to provide motion. To maintain altitude, you will have to give it more throttle. Horizontal motion is created by moving the joystick in the direction of the desired motion, thus tilting the transport in that direction. To stop this type of motion, tilt the helicopter in the opposite direction to slow it down and then return to level to hover. To land, gently pull the throttle back from center to reduce lift. To prevent ur transport from being damaged during a landing, you hould make sure you have as little horizontal motion as ossible. The best way to learn to fly the transport is to practice. Start up a solo LAN game, so you can fly around without having to worry about people shooting at you — or worry about killing your passengers by crashing. This training also works well for gunships. A good exercise is to conduct repeated take-offs and landings from one landing pad or Titan hangar. Rir transports can't handle hard landings, so bring them in nice and easy. Use landing pads or Titan hangars for repairs. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. GUN SHIPS UD-G Talon Quite simply, the UD-6 Talon gunship was built to kill. Nimble and deadly, this ultramodern, two-person, VTOL aircraft combines a multipurpose arsenal with a uniquely flexible flight profile, allowing the Talon to strike both air and ground targets with unparalleled force and accuracy. The Talon’s munitions include a gunner-controlled pneumatically charged, high velocity autoblaster and vectored thrust, high-impulse thermobaric missile launcher and a pilot- controlled rocket fire system. The dual-layered composite buffer system, with a depleted uranium mesh insert, is durable enough to withstand heavy fire without hindering the gunship’s maneuverability through excessive weight or rigidity. Ip 4 Doragon r J Appropriately named Doragon, “ PRC “ meaning "Dragon,” the Type 4 Air Mobile Multipurpose Platform (AMP), like its EU equivalent, provides unparalleled usability and firepower in any theater. With a range of armaments, an active protective system, and a high-tech, “anticipatory” flight control system, the Doragon is a highly mobile, dynamically potent, multi-situational assault medium. The Type 4 arsenal includes a semi-dumbfire missile cluster, employed exclusively against close-range, heat-trackable targets. PI1C Very Fast Light . . HcMve Defense i G5 seconds EU Very Fasf Light ra Active Defense i 65 seconds Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. Type Armament Keij Crew Position Primoru Fire Secondaru Fire (FT) Pilot HP Missile Launcher FG01 — m. Gunner Rapid-Fire Cannon RC Missile F81 Gunship Mealinesses Both gunships are lightly armored, and take no damage from small-arms fire. The top-mounted turrets on the tanks and battle walkers have enough firepower to penetrate this armor, but flak and EMP missiles fired by AA turrets are the biggest threat. Flak can chew up a gunship in a matter of seconds. The EMP missiles are just as deadly, causing the gunship to lose flight controls temporarily, often resulting in a crash. Engineers can do heavy damage to gunships too, using one of their armor-piercing weapons or the SAAW 86 anti-air missile with lock-on capability. So when piloting a gunship, remain in level flight and avoid pulling to a hover when near enemy units — hovering gunships are dead gunships. AIR TRANSPORTS Gunship Todies Like the attack helicopters from Battlefield 2, the new gunships are masters of close air support, making them the most effective and versatile killers on the battlefield. The aircraft’s VTOL function gives it the maneuverability of a chopper and the speed of a fixed-wing aircraft, useful when deploying weapons or evading enemy fire. While the gunship is potent against all ground targets, always prioritize tanks and battle walkers, as they pose the biggest threat to your teammates on the ground. In addition to flying the gunship, the pilot controls the armor-piercing missile launcher. These missiles have limited tracking ability, locking onto the heat signature of manned air vehicles. Lead the target to make the missiles meet up with them; if you fire directly at the target, they will probably not track. The missiles are most effective against armored vehicles. The gunship’s gunner controls the chin-mounted cannon as well as the devastating remote-controlled missiles. The cannon is controlled with the mouse and fired by left- clicking. Each cannon round causes a small amount of splash damage, making it effective against infantry, FAVs, and other aircraft. The rounds cannot penetrate or damage heavily armored vehicles, however. This is where the RC missile comes in. Gunners can toggle between the cannon and remote- controlled missile view by right-clicking. Left-click to launch a missile, and move the mouse to fly it into a target. This is difficult at first, so practice. To better spot targets during flight, check out the icon on the missile’s HUD, offering a heading toward the target. Missiles have a larger warhead than the pilots’ AP missiles and can take out a tank or battle walker with 1-2 hits, depending on where the missile strikes. These missiles are also effective against commander stations and the turrets on Titans. UD-12 Shepherd EU Very Fast Light Active Defense i 45 seconds The UD-1 2 Shepherd was developed with a single purpose, to convey military personnel into the combat arena, dropping soldiers via spherical, quick-drop escape pods. Slow moving, but direction flexible, the Shepherd draws on a marriage of multi- source jet propulsion and hover technology to travel long distances at a mid-level altitude. The UD-1 2 is shelled in composite, electrically charged armor lined with IMomex fiber and relies on two medium-caliber, bipod mounted automatics to repel assailants. Keij Creni Position UD-12 Armament Primary Fire Secondaru Fire (ED Pilot — — (ED Gunner fleftl Minioun Zoom (ED Gunner triohtl Minioun Zoom (ED Passenger 1 Troon Ait — (ED Passenger A Troon Ait — (ED Passenger 3 Troon Ait — (ED Passenger 4 Troon Ait — BTR-20 Vastreb PRC Very Fasf Light Active Defense 45 seconds Similar to its EU counterpart, the UD-12 Shepherd, the BTR-20 Yastreb armored air transport is a slow-moving, easily visible target best limited to personnel pick-up and delivery. In contrast to the Shepherd, the PAC Type 20 substitutes Self-Limiting Explosive Reactive Armor [SLERA] for the UD-12’s electrically charged scheme and complements the arrangement with an alternative Triplex synthetic material. Like the EU air transport aerodyne, the Yastreb is also vulnerable to attack with only two personnel-scaled assault weapons at the passengers’ disposal. Heu m Crem Position Gunner flefri Gunner friohM Passenoerl Passenger E Passenger 3 Passenoer4 BTR-20 Armament Primary Fire Rapid-Fire Cannon oid-Fire Cannon Troop Hit Troop Hit Troop Hit Troop Hit Secondary Fire flir Transport Mies Both air transports are capable of carrying a full squad [six players) to any point on the map. Use them to drop teammates on control points, silos, or distant areas of the battlefield to conduct close-quarter airborne raids. When you bail out of the air transport [press [D], you’re automatically dropped in an assault pod. Use the pod to guide your descent, landing directly next to a flag/silo or on top of any defenders. In Titan mode, the air transports serve as mobile spawn points too, available to all teammates. This way teammates can spawn in the air transport while it’s in flight, or even once it has landed. If you lack a spawn beacon, park one of these on the enemy Titan to keep spawning teammates. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. These aircraft fly and function much like the transport helicopters in Battlefield 2, complete with passenger- operated weapons on the port and starboard sides. The side-mounted cannons have increased firing radiuses over their helicopter cousins, capable of covering the fore and aft areas of the transport as well as of firing straight down. Use these weapons to mow down infantry and puncture the light armor of FAVs and other aircraft — they do no damage against heavily armored vehicles. flir Transport Weaknesses The air transports have the same vulnerabilities as the gunships, and are threatened by flak, rockets, and missiles of any variety. Although their armor is resistant to small-arms fire, the passenger positions in the rear are completely open. If passengers are on board, infantry on the ground can score kills by firing into an air transport’s open cargo hold. But drawing the attention of the aircraft’s machine guns isn’t always the wisest move unless you have substantial cover. H Titan | SB EU Very Slow Heavy [Shielded] N/A N/H TITANS Appropriating the PAC’s innovative technology, the EU created an analogous MK- 1 Titan airship, complete with defensive armaments, protective casing and equipment expulsion procedure. The MK- 1 incorporates a handful of western developments, including electric reactive armor base- plating for additional protection against ground-based assaults and combustion-assisted impulse cannons. Key Crem Position MR-1 firmament Primary Fire Secondary Fire (Em Gunner 1 Imnulse Cannon Zoom dm Gunner 2 Imuulse Cannon Zoom (Em Gunners Imnulse Cannon Zoom (Em Gunner 4 Imuulse Cannon Zoom (Em AH Gunner 1 AH Blaster Zoom (Em AH Gunner 2 AH Blaster Zoom (F7~] br Gunner 2 HR Blaster Zoo m Hen Crew Position Type 2 firmament Primaru Fire Secondaru Fire (Em Gunner 1 Imoulse Cannon Znom dm GunnerR Imoulse Cannon Zoom (Em Gunner 3 Imoulse Cannon Zoom (Em Gunner 4 Imoulse Cannon Zoom (Em HR Gunner 1 RR Blaster Zoom TITAN TACTICS With the exception of their colored energy shields, both the EU and PAC Titans are identical. These massive airships are first deployed near their team’s base during Titan battles. Each Titan spawns one gunship and a two air transports — however, only one air transport spawns in the hangar at a time. Only the commander can move the team’s Titan about the battlefield, through the Move Titan support option on the commander mode screen. But the Titans travel extremely slowly, so plot a destination early in the battle. Both Titans are equipped with an array of weapons, accessible via the consoles at the back of the hangar. The most devastating of the weapons are the four turrets, located beneath the Titan. All four of these guns fire high- explosive blasts capable of knocking out a tank in one shot if the rear of the tank is targeted. They do, however, have a long reload time. But since all gun positions are rarely occupied, hop around from one gun to the next by pressing [ F 2 ] — [ F 5 ] to keep the guns firing — just like moving around the ship gun positions in Battlefield 1942. VEHICLES TYPE 2 TITAN Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. shell and fitted with multi-conveyor, synchronized discharge mechanisms, the Titan air-drops assets directly into contention, including infantry teams, gunships and air transports. As well, the Titan is heavily armed with an array of high-tech weaponry, including ion-charged, air-to- surface and air-to-air blasters, making it a devastatingly powerful assault aircraft IMo orbital strike commander support option is available in Titan mode, so use these turrets as your heavy support, helping defend silos or simply blasting enemy vehicles brave enough to move within range. The remaining two turrets are positioned on top of the Titan, each equipped with a mini-gun-like weapon, useful for downing enemy aircraft. Manning these guns is crucial when the Titan’s shields go down, as the enemy is likely to approach in gunships and air transports in an attempt to land a boarding party. These turrets have a very limited field of view, however, and are incapable of engaging aircraft flying just below their line of sight. TITAN WEAKNESSES The Titan’s shield system and thick hull protect it well from exterior attacks. But if the shield goes down, the hull can take damage from repeated missile strikes as well as other heavy munitions. A Titan’s biggest vulnerability is its reactor core. Once the shields are down, enemy infantry can board and assault the Titan’s interior. After destroying the consoles in the flanking corridors, infantry can gain entry to the reactor core room and destroy it with explosives or gunfire. Damage to the reactor core is irreversible, so it’s imperative to prevent such attacks. The Titan’s turrets can also be destroyed, even when its shield is still up. Engineer rockets and gunship missiles are the most effective weapons for taking out a Titan’s turrets. TITAN TOUR Before spawning on or assaulting a Titan, it’s a good idea to know your way around. Titans are massive ships and it’s easy to get lost if you don’t know where to go. Hangar The hangar is located at the front of the Titan. This is where the gunship and air transports spawn, as well as any troops who choose the team’s Titan as their spawn point. The hangar is encased in its own protective shield, independent of the Titan’s main shield. This shield prevents enemy troops from ever gaining entry, making it a safe hiding spot for the team’s commander. The hangar also serves as a repair and rearming platform for friendly aircraft, so watch out for gunships coming in for a landing. All of the Titan’s weapons are accessed through the control panels at the back of the hangar. If the weapons take damage or are destroyed, engineers can repair them by using their H0FF-3000 on the corresponding consoles — damaged During the height of the ground war, the Pan Asian Coalition developed the original Titan as a large-scale, civilian transport medium, employed to relocate the refugee population. When the combat escalated into all theaters, the Titan was militarized to serve as both an armored air transport and fortified warship. Reinforced with a comprehensive steel-ceramic matrix ■ ** When attaching a Titan, maintain a presence onboard bg placing a spawn beacon on the aft decb. If qouTe not a squad leader or don't have access to the 5L5B unloch, simplq parti an air transport on the rear dech. allowing all teammates to spawn — at least till the defenders get wise and blow it up. The Titan's sensors can detect enemq troops moving through the corridors. When defending, listen for the Titan's audible announcements to quichlq hunt down intruders. Or prepare for them bq clogging the corridors with infantrq. Reactor Room The reactor core sits at the center of this large, white octagonal- shaped room. When all four control panels are destroyed, this room can be entered through the front or back doors. There are a number of walls that defenders consoles show big "X”s on the screens. Recessed walkways surrounding the hangar landing pad lead into the Titan’s interior, emptying into a tight corridor junction with a large energy shield. This is part of the hangar’s independent shielding system and can be crossed only by friendly units. By standing behind this shield you can watch for enemy troops moving about without exposing yourself to fire. But you can’t shoot or throw grenades through the shield. This can lead to some awkward stand- offs, so be ready for anything. Just opposite this shield is the reactor room’s sealed front door. Cargo Hold The cargo hold is a central position inside the Titan likely to see heavy action. From the cargo hold, players can access all four corridors as well as the reactor room. The doorways for Corridors 1 and 2 are located on the lower portion of the cargo hold, while doorways for Corridors 3 and 4 are on the upper portion. Attackers can enter Corridors 1 and 2 only from the cargo hold, as 3 and 4 are blocked by shield barriers. But defenders can move through these barriers, just like the Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. one near the hangar. Players entering the cargo hold from the upper aft deck’s hatches can use the catwalk to pick off opponents scrambling about below. But the cargo hold offers plenty of cover in the form of crates. Use these objects to stay out of the line of fire. Corridors A total of four corridors line the port and starboard sides of the Titan, each containing a key control panel. All four control panels must be destroyed before attackers can gain entry into the reactor room. Use the labels on the doorways or the console icons on the HUD to locate and identify these panels. But these control panels can’t be destroyed in just any order, because of the shield barriers in Corridors 3 and 4. Therefore Control Panels 1 and 2 must by knocked out first — use explosives or gunfire. Afterward, attackers must move toward the hangar and enter Corridors 3 and 4 from the Titan’s front side — the shield barriers near the cargo hold are still active. Once Control Panels 3 and 4 are destroyed, the reactor room’s doors are blown open and the remaining shield barriers in Corridors 3 and 4 are removed. Hfr Dechs Both teams can access a Titan’s interior through the entrances on the rear deck. There are two rear decks, designated by height. The upper deck has two hatches in the floor, located on the port and starboard sides. These open hatches lead into a catwalk system lining the aft portion of the cargo hold inside. The hatches are often preferred by attackers, as they’re harder for the defenders to watch, allowing for a more stealthy entry. Plus the catwalk provides great elevated cover positions. The two doorways on the lower deck lead directly into the cargo hold, leaving attackers open to all sorts of booby traps and ambushes. During Titan mode, press (D to see the countdomn status of each silo. These count- ornns appear beloui the corresponding silo icons at the top of the screen. VEHICLES Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. and attackers can use for cover, including the transparent barriers opposite the doors. These transparent barriers protect the core from exterior attacks, so all attackers must enter the reactor room to inflict damage on the core, The core is susceptible to damage from firearms and explosives. If using RDX, place it around the core’s base, using all five charges in the inventory — you won’t need it after this anyway. Always tell teammates to vacate the room before you set off the charges, otherwise they’ll probably die. If no explosives are available, simply open fire on the core, shooting directly into the arc of energy to register damage. When the core goes critical, you have approximately 20 seconds to vacate the Titan before it explodes. Run out through the reactor room’s back door to enter the cargo hold. From there, sprint out onto the aft deck and jump off the back of the Titan. Don’t forget to deploy your parachute on the way down. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. Team play has always been a significant component of the Battlefield games. However, communication and organization are more important then ever in Battlefield 2142, especially when playing the new Titan mode. Even if you’re just interested in boosting your stats and earning unlocks, team play is the way to go, offering ways to earn points and to experiment with unlocked equipment through the new field upgrades. In this chapter, we take a look at the communication system, the chain of command, and team logistics, and offer some general team strategy for the various game modes. *it COMMUNICATION Some clans use external software like Ventrilo and Team Speak to overcome the in-game’s VoIP limitations. These third-party programs allow for broader communication and elaborate customization. For example, all players can enter the same room and talk at once. Or players can break into smaller groups by creating new rooms, even mirroring the game’s division of teams and squads. While these programs aren’t necessary, being able to speak to everyone in the game has its advantages, especially when practicing for tournament-style play. Ventrilo: http://www.ventrilo.com Team Speak: http: //www. goteamspeak. com Heu Channel/Send Message To: a nil Dlauers in aame m All Dlauers on uour team a Rll olauers in uoursauad Tijped and Comma Rose messages appear belom the Rill messages in the fop left corner of Hie „ , screen. Watch for messages in green fexf — Compared to VoIP, chattmg these are sentbg squad members. ^ rough typed te * fc s f ms . like a major step backward. But sometimes it’s the only way to get your team on the same page — especially if you don’t have a microphone. Chat is the only way to communicate with players on the other team. It also allows you to send detailed messages to players on your own team or squad. To chat, open the correct channel [see the table above), type your message, and press [Enter] to send it. The message appears in the top left corner of the screen, below the kill messages. The downside to this type of communication is that it takes time. While you are typing out your message, you are unable to control your character and may get killed while you are communicating. Find a safe place before you start typing out messages, or devise a form of shorthand to keep your messages brief. You don’t want the people receiving your messages to get killed while they are reading them, either — at least not those on your team. There’s also a strong possibility that your typed message won’t be read at all by fellow players, who may be preoccupied with blasting enemies. Consider typing in all caps to make the message stand out, and use chat communication as a last resort. CHAT As with most multiplayer games, you can type out messages to chat with other players. Establishing and maintaining good communication is essential in any team effort. This is particularly true when tasked with assaulting a heavily defended Titan. As in the previous installment, Battlefield 2142 provides three basic methods of communicating with your squad, team, and other players on the server. VOIP VoIP, or Voice over Internet Protocol, allows for voice communication among squad members and between squad leaders and the team commander. No additional software is required because VoIP support is included with Battlefield 2142. Simply connect a headset equipped with a microphone to your computer and adjust the mic’s sensitivity under the game’s audio settings. Before joining a server, make sure it supports VoIP, indicated by the headset icon on the left side of the server name. Squad members can speak to each other by pressing nd holding (v) while talking — just like a CB. Commanders nd squad leaders can talk to each other by holding down [b). When a player talks, the player’s name and a speaker icon appear on the left side of the screen. The speaker’s position on the mini-map is highlighted in yellow, showing the player’s location. VoIP allows for detailed communication, paving the way for complex squad tactics. These are useful when coordinating ambushes or staging Titan assaults. Try rushing a lonely defender on the count of three, for example. You can provide targeting corrections while a squadmate pounds an enemy position with the APC’s mortar from beyond visual range, or you can tell your spawning squad members which kits to enter the battle with. VoIP makes communication easy and fun, taking team play to a whole new level. The in-game VoIP function, however, has its limits. Players on the same team cannot speak to each other unless they’re in the same squad — and forget about taunting the opponent you just knifed. But there are other in-game options to bridge these gaps. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. But before selecting an option, make sure you’re aiming at the precise point where you intend the support or order to be deployed. Use the (T) function when it isn’t safe to take your eyes off the battlefield to access the Commander mode or Squad screens. It’s also useful when precision is needed to accurately place supplies or orbital strikes. commo rose The Commo Rose is back from Battlefield 2, providing a quick way to send canned messages to your teammates. Press (q) to open the Commo Rose, then move your mouse to highlight one of 1 1 common messages. The Commo Rose is a quick uioq To shore information uiiTh pr team. Hold doom (o) and move the mouse to select a canned message. Left-clicR to send it. Spotted Roger That Need Medic Go, Go, Go Negative [Need Repairs*] Need Backup Thank You Need Ammo Need Pickup Sorry Follow Me (Get In*) (Bail Out*) * If you are in a vehicle, some of the messages will change to reflect the context of your situation. Highlight a message, then left-click to send it. Your team not only receives a text message, but also hears it spoken. Depending on the context, visual cues also appear on certain player’s screens or maps. For example, a Need Medic message shows assault troops where the sender is located; a Need Ammo does the same for support troops. The system works in reverse, too, showing the sender where the requested support is located. This makes it easy for teammates to rush toward each other. Use this function to quickly track down the closest med kit or ammo hub. The Spotted message is in the center of the Commo Rose. It is meant to be centered over a target before being sent. Placing the reticule over infantry or an empty spot before sending this message sends an Infantry Spotted message, while placing the reticule over a tank or other vehicle sends an appropriate message on the type of target. You can even send messages while using the sight or scope view from your weapon. This ability makes the recon kit even more valuable to observers, because they can call out enemy vehicles from a distance. If playing as a squad member, squad leader, or the commander, you can issue orders or request support in the 3D map view by holding down (T). This opens a different set of options based on the role you’re playing. For instance, squad members can request commander support or orders and spawn beacons from their squad leader. Squad leaders can request commander support and orders as well as issue attack orders to their squad. Commanders can use this function to quickly deploy support actions or issue orders. As in Battlefield 2, a hierarchical command structure is in place to streamline the flow of orders and communication. Each player has a specific role in this chain of command, whether playing as the commander or as a low-ranking squad member. Even lone-wolf players can contribute to the cause. The commander occupies the top position in the chain of command and is responsible for issuing orders to squads and providing them with support through the commander stations. Any player can apply to become the commander commander mode screen provides a wealfh of early in a round by information. Topple to Hie map's third zoom level bp accessing the squad pressing ^ f0 g e f a |j ve satellite image of the battlefield, screen [press [Caps Lock] ) and click the Apply button at the top of the squad list on the left side of the screen, next to the Commander label. A commander is chosen automatically, based on the rank of the applicants. Higher-ranking players get first dibs, and may accept the commander position or decline it, at their option. If the highest-ranking player declines, the opportunity is passed to the applicant with the second- highest rank, and so on. If given the choice to become commander, press [Pg Up[ to accept or [Pg Dn[ to decline. support requests from squad leaders appear on the commander mode screen's map as icons. Click on these icons to grant or denq the support. These support request icons contain the precise targeting coordinates designated bq the squad leader. Don't ignore these icons bq placing qour ouin support on or near them. Chances are the sup- port won't deploq inhere the squad leader needs it. Orbital strihes are available onlq in Conquest mode — use the Titan's massive underside turrets as mobile orbital strihes in Titan battles. Issue orders to squads bq right-clichiuq on the commander mode's map. Support can also be deploqed in this manner. Commander Support The commander mode screen also features, in the top left corner, a list of the team’s squads, each assigned a number. Press the corresponding number on the keyboard to select the squad, then right-click on the map to issue the squad an order. Six orders can be issued in this manner: Move, Defend, Attack, Repair, Destroy, and Mine. Once an order is issued, the squad leader may opt to accept or decline the order. If accepted, the order is relayed to the squad members, and the appropriate order icon appears on their mini-maps as well as on their HUDs. The order icon in the map view remains gray until the order is accepted; it times out after a few seconds. It’s best to | back up orders by repeating them aloud by holding down | while speaking to the squad leaders. First, address the (correct squad (Alpha, Bravo, Charlie, etc.), then tell them Fwhat to do and where. Squad leaders might overlook on- screen orders during chaotic firefights. The commander support buttons appear at the bottom of the commander mode screen. These options allow the commander to assist squads anywhere on the battlefield. Simply click the appropriate support button, then click on where to deploy it in the map view. With the exception of Supplies, all of these support options are made possible by stations located on the map, usually at the team’s base. Each station can be destroyed by the opposing team, denying the commander access to the corresponding support options. Although the stations are extremely durable, they’re vulnerable to the recon kit’s RDX demo packs and the gunship’s TV-guided missiles — it takes two demo packs or three TV-guided missiles to knock out a station. Players get points for destroying the opposing team’s commander stations, making them even more attractive targets. But stations can be repaired with the engineer’s blowtorch or a supply crate dropped nearby. Commanders can access the unique commander mode screen by pressing (lib), which gives them a top-down view of the battlefield, as well as the ability to issue orders and provide support. The map view has three levels of zoom, toggled by pressing (n). At the highest zoom level, the commander can view real-time satellite imagery of the battlefield and spot individual players moving about. The maximum zoom level is useful when dropping supplies or targeting enemy vehicles with an orbital strike. The map view can be scrolled by using the standard movement keys C(w), (s), ®) or repositioned by clicking on the mini-map in the top right corner. Orbital Sfrike The new orbital strike drops high-explosive munitions in a wide area, similar to the shell-based artillery in Battlefield 2. The rockets fire faster, however, and are a bit more accurate, packing the target area with a rapid succession of explosions and killing any nearby infantry and destroying lightly armored vehicles. Healthy APCs, tanks, and battle walkers can withstand an orbital strike barrage, although they will take heavy damage. But even these armored vehicles can’t withstand a direct rocket hit. All orbital strike kills are credited to the commander. Orbital strikes don’t distinguish between friend and foe, potentially resulting in team kills. Always double-check the position of teammates on the mini-map before ordering an orbital strike. At the very least, give squad leaders a heads- up before dropping rockets near their location. Keep the orbital strikes going as much as possible, prioritizing squad leader requests. If the squad leaders aren’t requesting orbital strikes, locate high concentrations of enemy units using either the radar scan or the map’s maximum level of zoom. It takes approximately one minute for the orbital strike to recharge after a barrage, so don’t waste it on individual targets. Instead, center it on choke points (like bridges) or other areas where multiple enemies are clustered. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. EMP Strike EMP strikes allow commanders to temporarily disable enemy vehicles with a strong EMP blast fired from an orbiting weapons platform. Communication between the commander and weapon system in space is established through a satellite relay system, usually located at the team’s base — and vulnerable to sabotage. Unlike orbital strikes, EMP strikes have a narrow area of effect, useful for targeting individual vehicles. For best results, maximize the zoom on the map view to locate a vehicle and place the EMP strike’s crosshairs directly over it. Left-click to fire. The incoming EMP blast takes a couple of seconds to reach the Earth, so make sure the target is stationary; otherwise it may miss. A direct hit will cause the vehicle to lose all movement and weapon functionality for approximately 20 seconds, making it a sitting duck for friendly infantry, tanks, or aircraft. Try to use it as a close- support weapon, giving friendly units on the ground the opportunity to knock out the disabled vehicle or escape. Like all EMP weapons, EMP strikes also affect infantry, temporarily scrambling their HUDs. Focus on disabling high-value targets like tanks and battle walkers to get the most out of this weapon. The UAVs work just like the ones in Battlefield 2, revealing enemy types and positions at the targeted location. Once deployed by the commander, UAVs are automatically controlled through the white UAV units located at the team’s base. UAVs remain airborne for only about 20 seconds and have a scan diameter of about 100 meters, so target areas close to friendly ground units for optimal results. For instance, consider scouting ahead with a UAV when sending a squad in to assault a control point or silo. The UAV detects all enemy units within its search diameter, whether it has line of sight or not. This is useful for locating pesky snipers or other defenders hidden inside structures. Enemy positions are automatically relayed to each team member’s mini-map, showing up as red dot icons [for infantry) and red vehicle icons. These positions are not relayed to the team member’s HUDs through the networked battlefield system. When relying on UAV support, keep an eye on the mini-map to locate enemy units. The radar scan is another holdover from Battlefield 2, taking a quick snapshot of the entire battlefield and identifying the locations of all enemy units. These scans are conducted by the large radar station at the team’s base. Unlike the UAV, the radar scan is for the commander’s eyes only, and is isolated to the commander mode screen’s map. It also doesn’t identify unit types — infantry and vehicles alike show up as big red dots. The information expires quickly, too, because it doesn’t track the movement of units. But it does scan the entire map, giving the commander a quick view of enemy locations, and is useful for spotting high concentrations or flanking maneuvers. Always run a quick radar scan before dropping an orbital strike. This is a good way to prevent wasting an orbital strike on an empty piece of land. The radar regenerates quickly (in about 20 seconds), faster than any of the stations, which allows for nearly continual scans of the battlefield. Keep running scans as soon as they’re available. Despite shortcomings, radar scans are a good way to maintain situational awareness, helping commanders effectively deploy their squads to the right locations at the right time. Supplies Supply crates are dropped from the sky, helping restock and heal units on the ground. Both infantry and vehicles benefit from supply crates and can heal, rearm, and repair themselves by moving within close proximity. Deliver supply crates upon squad leader requests or deploy them at high-traffic front-line positions, where vehicles require constant repairs and engineers need a steady supply of ammo and mines. Enemy units cannot stop supply drops, as this option does not rely on any ground station to function. But all units can use supply crates, regardless of which commander dropped them. So carefully consider placement before dropping one. These crates can be destroyed, so keep them out of the line of fire. Since infantry can carry their own supplies [through the assault and support kits), focus on using supply crates to repair vehicles or damaged commander stations. Use the zoomed-in map view to accurately drop crates. This is particularly important when dropping them near commander stations — the crate must land right next to the station or it won’t be repaired. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. The Titan's hangar is The safest place on the battlefield. Because of its independent shielding system, it can never he infiltrated by enemy troops. Bluiays stay in the hangar uihen conducting business on the commander mode screen. Still, stay near the turret consoles to avoid getting smashed by incoming friendly aircraft seeding repairs. SQUAB LEADER When it comes to winning battles, squad leaders are the most valuable team members on the battlefield. In addition to being a critical link between the commander and the rest of the team, squad leaders can serve as a spawn point (and deploy spawn beacons), keeping their squad in the heat of the battle. The squad screen shows [lie team's squads in the list on the left, as uiell as the squad leaders' positions on the battlefield in the map vieiu. Only squad members can spawn on their squad leader or the spawn beacon deployed by their squad leader. But these spawn points only work as long as there’s at least one other spawn location on the map. If all control points are held by the enemy in Conquest Assault or Double Assault battles, the squad leader’s spawn functions are disabled. It’s possible to order a squad around from any position on the map, but it’s best to stay with the squad members so they can use the spawn point in the event they die. This makes it much easier to apply consistent pressure against enemy-held control points. But this spawn point is available only when the squad leader is alive, so avoid taking unnecessary risks. In fact, hold back and provide suppressing fire until the squad has cleared out the area around a contested flag or silo. Ihe squad leader's spaum point shoius up as a green dot on the spaum screen. If the squad leader is in a vehicle uihen qou spaum, qou re-enter the game in the same vehicle— assuming there are enough open creiu positions available. Move Titan In Titan mode, the commander is the only team member who can fly the Titan around the map. Like the other support options, this is accomplished through the commander mode screen. After clicking the Move Titan button, select the Titan’s destination by clicking on the map. However, the Titan moves extremely slowly, so consider moving it incrementally, from one adjacent silo to the next. Keep it away from the enemy’s Titan unless the shields are still up. If the Titans are close to each other, infantry have an easier time boarding. With no artillery support in these battles, use the Titan’s four massive underside turrets to pound enemies on the ground. If the Titan is parked over a silo, its crew can defend it all by themselves, blasting any attackers with the turrets. Any player can become a squad leader by opening the squad screen ( [Caps Lock) ) and clicking the Create button next to the Squad label in the list on the left side — or press [ insert] - This creates a new squad, under the generic Alpha, Bravo, Charlie, etc. designations. To create a squad with a unique name, click the Custom Squad button at the bottom of the list, and enter a custom name of no more than 10 characters. Whoever creates a squad automatically becomes the squad leader — but that doesn’t necessarily mean the creator is ready to lead troops into battle. Populate your newly formed squad by inviting players to join. In the squad screen, click the Manage Squad button at the bottom of the list to open a new side menu. Here you can select from a list of teammates. Place check marks next to five names and click Apply. This sends invitations to the selected players, which they can accept or decline. New players may not know how to join a squad, so this is a good way to get them involved. The Manage Squad menu is also used to kick players off your squad or mute their microphones. Place a check mark in the corresponding box next to the squad member’s name, and click Apply to boot or mute them. Only the squad leader can invite players to or remove them from the squad. If the entire team appears to he a lost cause, your first inclination mail he to hop into the commander seat. Your leadership shills are actuallij much more effective in a squad leader role, houiever. especially if there aren't that many squads to begin uiith. TEAM PLAY The bulh of squad poinTs are earned Through hills, buT an acTive order most be placed near The squad's position for These poinTs To counT. fls The squad leader, alinaqs issue an aTTach or defend order niilhin The squad's area of operations To maximize squad minis and expediTe The achievemenT of field upgrades. If qour squad leader isn'T issuing orders, requesTThem. Field Upgrades Keep up [Fie good work and qour squad mill be eligible for o field upgrade! Watch [be preen status bar in [be top left corner of [be screen [o monitor [be squad's progress. New to Battlefield 2142 are the field upgrades, available only to players in squads. Effective squads earn squad points for accomplishing certain tasks, such as following orders or supporting squad members with support items — see the following table. The accumulation of these communal points is shown in the green meter in the top left corner of the screen. Once the meter is full, a field upgrade is awarded, allowing each squad member to select one locked item from the kit customization system. As with normal unlocks, only adjacent items in the upgrade tree can be selected. All unlocks achieved through field upgrades are temporary, lasting as long as the player remains on the server, regardless of which squad or team the player moves to. This is an excellent way to try out new equipment before spending hard-earned unlocks. There are no limits to how many field upgrades a squad can earn, so the longer the squad is effective, the more temporary unlocks it will access. Leaving a squad before an upgrade is awarded removes the field upgrade status bar, however, as well as the player’s ability to earn a temporary unlock, so find a good squad and stay with it. The field unlock value carries over from round to round. Squad Points Squad Points Squad Member Motivator [for hills performed Luithin the squad leader's order radius, but not Move Tol Heal fif healed olauer is a souad member! Revive fif revived olauerisasouad memberl Resuoolu fif supplied olauer is a souad member! Repair fif repaired olauerisasouad memberl Driver Assist [drivers oet bonus points if a passenger hills from the vehicle] Hill Assist f>5D/. health before other olauer's hilll Squad Management Invite players to qour squad through tbe Manage Squad menu. Use tbe same menu to Rich players off qour squad. The squad leader’s primary objective is to keep the squad on task. This is best accomplished through constant communications and the order system. Stay in contact with squad mates, holding down (v) while speaking through a microphone. Tell them what type of kits or weapons are needed and elaborate on the squad’s current objective. Squad members are much more likely to respond to orders when voice communication is established. Voice communication also allows for greater coordination when attacking or defending. Keep in contact with the commander, too, holding down [b) to orally request orders or other information. Accept or decline incoming orders from the commander by pressing [Pg Up] or [Pg Dn| , respectively. Squad leaders can issue orders themselves by right- clicking on the map in the squad screen, which is recommended whenever the commander fails to give orders. Accepted and issued orders appear as icons on each squad member’s mini-map, as well as on each member’s HUD. Right-clicking on the squad screen map also allows the squad leader to request artillery, orbital strikes, UAVs, and supply drops. These orders are best issued in the 3-D map. Simply aim where the support is needed and hold down (T) to bring up the support menu. Select which support option is required to relay the precise targeting information to the commander, who can then accept or deny the request. Keep in mind that not all support options may be available because of recharging downtime, station damage, or a vacant commander position. Strive for self-reliance within the squad and don’t become overly dependent on support from the commander. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. The number of squads required differs based on The size of Tbe Teams. In mosT lG-plaqer bafties, a Team can geT bq until Tino squads. BuT in 32-plaqer gomes, a Team should be spliT inTo af leasT four squads. Even more squads are necessarq in huge 64-plaqer baffles: each Team can have a Total of nine squads. IT's up To The commander To suggest The formation of neui squads. If There aren't enough squads, consider dividing six-man squads or persuading some lone-uiolf plaqers To create Their ouin Through The Team chat function. 0 maximum of nine squad slots are available to each team. Don't hog a squad slot bq yourself if the squad max has alreadq been reached. Open the squad to neui members or leave the squad and plaq as an unassigned plaqer. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. LONE WOLF Lone-wolf players are at a major disadvantage because of the game’s heightened emphasis on team play. However, those wishing to play alone can still make a contribution to the team effort. Stay in the loop by creating a squad and immediately locking it so no other players can join — click the lock icon next to the squad’s name in the squad list. Consider creating a custom squad and naming it "Sniper” or “Recon” to better communicate your solo role. Creating a squad allows the lone-wolf player to stay in contact with the commander, request support, and even earn field upgrades. While solo players can make an impact with any kit, the recon kit is particularly popular, as it is useful for sniping and sabotaging commander stations. Lone-wolf players can take up supporting roles, too, by dropping med kits or ammo for other squads or racing around the map in an FAV as an engineer, conducting repairs on friendly vehicles or the commander stations. One thing lone-wolf players shouldn’t do is attack heavily defended control points or Titans. Even unorganized squads maintain the advantage over a player attempting to win the battle solo. When the friendly-fire option is activated on the server, team kills will follow. If you become the victim of a team kill, don’t rush to judgment. A majority of team kills are purely accidental, particularly on ranked servers. In some instances, your death might have been your fault. Did you step out in front of a speeding vehicle? Or maybe you ran in front of your squad’s support soldier while he was laying down suppressing fire. Whatever the situation, wait a few seconds before punishing or forgiving a team kill. While choosing a new kit in the spawn screen, listen or watch for incoming apologies. Make a habit of forgiving most teammates [(PgDn)), especially those who apologize — what goes around, comes around. Reserve punishment [ ( Pg UpQ for clearly intentional team kills — like the guys who shoot anyone who gets near the team’s gunship spawn point. Don’t seek revenge by hunting down the offending players — they’ll lose points for the punished team kill. Scan the scoreboard periodically and look for players at the bottom of the list with double-digit negative scores — these folks are probably full-time team killers. Get the ultimate revenge by initiating a vote to boot them off the server. SQUAD M EMBER While squad leaders coordinate and help the squad stay in the battle, it’s the squad members who get the job done. When entering a game, browse the available squads on the squad screen and join one. Before spawning, check bvqm mandering our of qour squad's visual range. Instead. the kit icons next to ^ ^ S(| jf [ffl| sup p 0rf p vice vefSfl each squad members name in the squad list. Choose a kit that supplements the squad’s capabilities. For instance, if it has no engineers, spawn in as an engineer to provide the squad with anti- armor capability. Or spawn in with an assault kit to provide medical support. If unsure, simply ask the squad what kit or equipment is needed most. Once in the game, stay within visual range of the other squad members to provide fire or logistical support as needed. Keep the communication lines open by holding down (v) to speak with the squad. Squad members cannot issue orders, but they can request support by right- clicking on the squad screen map or by pressing (T) and selecting the type of support needed. All support requests automatically go up the chain of command, and must be accepted by both the squad leader and commander before the support is deployed. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. r ^ T - ^ If the squad relies tit TEAM LOGISTICS | on vehicles to get 1 around, engineers are In the earlier installments of this series, supplies were scattered around the maps, easily accessible by all players. But this all changed in Battlefield 2, which required teams to deploy their own supplies. The same logistical system is carried over into Battlefield 2142, putting the onus on the team’s commander and squads to heal, repair, and rearm themselves. As discussed earlier, the commander can supply units on the ground with supply drops. These crates are best deployed at defensive positions, or wherever high-value vehicles (like tanks and battle walkers] require repairs. Vehicles can park next to a supply crate for slow but steady repairs. The repairs continue till the vehicle’s health is at maximum, the vehicle moves out of the supply crate’s support radius, or the supply crate is destroyed. Supply crates don’t provide an endless amount of provisions. After dispensing a pre-set amount of ammo, medical, or repair support, the crate self-destructs. Commanders must keep dropping fresh supply crates throughout the battle. When defending [lie Titan corridors, drop supplies near the consoles, allowing the team to rearm and heal after fending off attacks. Reserve supply crates for front-line vehicles like tanks and battle malkers. important. When in a vehicle, engineers can extend their repair capabilities to nearby vehicles, turrets, and commander stations. For instance, two tanks, each driven by an engineer, can repair each other when within close proximity, even while moving. Repairs are conducted much more slowly in this manner than with the engineer’s blowtorch, but staying inside a vehicle allows the engineer to remain protected and to return fire. Choose the engineer kit when driving a vehicle, and always try to team up with a second vehicle also driven by an engineer [indicated by the rocket icon above the vehicle]. Assault and support soldiers can also extend their healing and rearming capabilities to passengers and nearby units when driving or riding in a vehicle. The landing pads and Titan hangars repair and rearm aircraft. But a landing pad can be used unlg if its control point/silo is friendly or neutral, so matte the distinction before setting douin. The enemy's Titan hangar is aluiays protected by a shield, so don't even bother trying to land there. Some players parh their tanhs in front of supply crates during duels, protecting the crate uihile receiving constant repairs. This gives them an advantage, but given the sloui rate of repairs offered by the supply crate, it doesn't mahe them invincible. If your opponents try this, flanh them, hitting their side or rear armor to maximize damage. Or simply overuihelm them uiith firepouier from multiple tanhs. battle uialhers. or engineers. At the squad level, each squad should be self-sufficient, providing its own ammo and medical support. At the very least, each squad should have one assault kit and one support kit at all times. The assault soldier is the new medic, capable of dropping med kits and, with the defibrillator unlock, reviving teammates. As in Battlefield 2, the support soldier can drop ammo, a vital asset to all teammates, especially engineers who run out of rockets and mines very quickly. Set up mini-supply depots when defending at control points, silos, or in the Titan. Drop a med kit and an ammo hub in a spot all squad members can easily reach, preferably behind cover. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. No battle plays exactly the same. That’s the beauty of Battlefield. Regardless of how many hours you’ve played, each gaming experience is entirely unique. There are, however, general strategies and tactics that teams can apply to get the upper hand. Surprisingly, even some Battlefield veterans aren’t well versed in the rules and nuances of each game mode. But a basic understanding of these rules allows teams to tailor effective strategies, helping secure victory after victory. CONQUEST HEAD-ON In Head-On battles, both teams have bases that cannot be captured. Because each team has a permanent spawn point, these battles must be won through attrition by depleting the enemy team’s ticket count. The best way to do this is by holding a majority of the control points to bleed the opposing team’s tickets. For example, if there are five control points [including the bases), your team must hold at least three to initiate a ticket drain. The ticket drain causes a steady loss of tickets, but the rate of loss is not increased with the capture of additional control points. Don’t spread your team thin by attempting to capture and defend every control point on the map. This leads to endless flag chases, reminiscent of a game of whack-a-mole. Instead, capture and defend the barest majority (50 percent plus one) of control points. This allows for more manpower on defense at each control point, helping maintain L the ticket drain throughout the battle. It may sound easy enough, [but persuading the team to stay on defense is difficult — especially when team members think they’re winning. Squad leaders stand the best chance of keeping the team in line, explaining to squad members why the team is defending. If necessary, compromise with your trigger-happy and stat-hungry troops, telling them they can attack as soon as the team has a 100-ticket advantage. An organized and disciplined team realizes the strategic and tactical advantages of digging in and letting the enemy come to it. Use lulls between attacks to stage elaborate ambushes with explosives or concealed vehicles. As long as a control point is held by your team, you can count on a steady stream of attackers to arrive. Just be patient. 1 CONQUEST DOUBLE ASSAULT Double Assaults are similar to Head-On battles. But in these small-scale conflicts, every control point on the map is up for grabs — there are no true bases. These battles can be won through attrition, or by capturing every control point on the map, denying the enemy any spawn points. In many respects, Double Assaults require much more defensive discipline — if nobody stays on defense, the team loses. Start by assigning one small squad to defend the starting control point. Then use the rest of the team to attack, capturing a majority of the control points to initiate a drain on the enemy ticket count. Maintain the drain by defending for a few minutes to establish a ticket count advantage before attempting to capture all of the control points. When going for the decisive victory, lock down the held control points with infantry while sending in tanks or battle walkers to assault the enemy’s last control point. CONQUEST ASSAULT Many of the battles in Battlefield 2142 are Assaults, with the EU as the defender and the PAC as the attacker. During Assaults, the defender holds all (or most) of the control points except for the attacker’s base, which can’t be captured. The defender can win the battle through attrition only, by depleting the attacker’s tickets. The attacker can win through attrition or by capturing all of the control points on the map. The defender’s ticket count can never be bled, however, no matter how many control points the attacker takes. Although the attackers begin with more tickets, they begin with a ticket drain too, imposed till they capture a control point. The defender can prolong the initial ticket drain by locking down all of the control points and isolating the attacker to its base. Because of the geographical layouts of these maps, most assaults are linear, with a clearly defined front-line control point backed up by several control points to the rear. Attackers should always try to break away from linear attacks and look for flanking opportunities. This is easiest if air units are available to drop troops on rear positions to open new fronts. Study the maps in this guide to identify and capture first the control points that produce the most valuable vehicles for the defender — denying the defender access to aircraft, tanks, and battle walkers greatly reduces its chances of holding out. m ■l It A 52 1 TEAM PLAY Protected by copyright. Unauthorized or unlawful ■ copying or downloading expressly prohibited. Capture the control point where the defender’s commander stations are located too, eliminating its ability to use artillery, UAVs, radar scans, and orbital strikes. Force the defender to make its last stand at the weakest control point on the map, preferably where players spawn in the open, making them easy targets for advancing tanks and battle walkers. The defender must prepare for the worst at the front line, while maintaining a light presence at the rear control points. The bulk of the team is needed at the front line, using every available weapon to stop the attacker and prevent it from stopping its ticket drain. Front-line positions are notoriously light on armored vehicles, so move tanks and battle walkers (spawned at rear control points) to the front as soon as possible. Without these heavy vehicles as reinforcements, front-line defenders won’t last long. Players defending the rear control points should man AA turrets to knock down any airborne assaults. If the attacker gains a foothold, consider falling back and consolidating forces around two or three key control points instead of counterattacking. This exploits the map’s bottlenecks and inflicts heavy casualties on the attackers. A defender can win the battle with only one control point, so avoid unnecessary (and costly) attacks — ultimately, it often costs more tickets to attack a control point than it does to defend one. TITAN Executing a winning strategy in the new Titan mode requires constant communication and coordination, testing the teamwork skills of even the most organized teams and squads. Each team should try to quickly capture (and defend) at least three out of the five silos, ensuring that the enemy Titan’s shields are down before the team’s Titan’s shields fail. To prevent a chaotic flow of changing orders, commanders should assign each squad to a particular silo, charging it with assaulting, defending, and counterattacking the silo for the entire battle. Such focus keeps squads from rushing all over the map and accomplishing little. Once the enemy Titan’s shields are down, a couple of squads should be assigned to assault its interior while the rest of the team stays on the ground and defends the silos and the team’s Titan. Even if the Titan infantry assaults are unsuccessful, maintaining control of the silos is a good backup plan, as each fired missile damages the enemy Titan. Plus, just attempting to assault the enemy Titan forces the enemy to tie up precious manpower for its defense, leaving fewer enemy troops on the ground — or assaulting the team’s Titan. The team that manages to simultaneously maintain a presence on its Titan, at the silos, and on the enemy’s Titan stands the best chance of winning. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. In February 2140, the PAC’s X and II Command Divisions swept through Serbia and trapped the EU 9th Armored Corps in the heart of Belgrade. A massive ice wall blocking its retreat, the EU force, inspired by General Emil IMikoli, staged a tenacious resistance. In March, the PAC’s Northern Command Group arrived through recently annexed Bulgaria. Led by a swift, V-shaped formation of T-39 Bogatyr battle walkers, the bolstered PAC forces burst through the EU’s eastern flank and forced their surrender. With control of Eastern Europe, the PAC turned its sights to the EU’s central command in Berlin. iO In this small head-on battle, the magic number is two, meaning your team needs to hold at least two control points to impose a drain on the PAC’s ticket count. For the EU, this means holding the Statue and Com Tower. At the start of the battle, rush the Statue with the MK-15 Bandit and the L-5 Riesig. Meanwhile, send the remaining infantry pouring into the Com Tower via the alley just south of the Playground. Once both control points have been captured, take steps to hold them, including placing mines and sentry guns. Keep the L-5 near the Statue, as this control point is likely to see the bulk of PAC vehicle attacks. Don’t worry about attacking the Ruin until your team has a significant ticket advantage. Playground Like the EU, the PAC needs to quickly capture and hold a pair of control points to bleed their enemy’s tickets. The Ruin is a short walk from the Pond, so use infantry to convert this control point as soon as possible. The T-39 Bogatyr and UAZ-8 Ocelot should head for the Statue and prepare the grounds for immediate EU counterattacks originating from the Com Tower and Playground. Commander supply drops at the Statue are necessary to keep the T-39 and infantry defenders at full strength and stocked on ammo. Defenders at the Ruin should monitor the alley to the south, watching for EU troops attacking from the Com Tower. Sentry guns and anti-personnel mines can help lock down this path. Hold tight at the Ruin and Statue till the ticket count is in your team’s favor. iO Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. This expanded battle features a few more control points, requiring your team to capture and hold a minimum of four to secure a drain on the PAC ticket count. As in the 1 6-player battle, draw your front line at the Statue and Com Tower while securing the Monorail and Playground in the rear. Use the MK-15 Bandits (filled to capacity) and the A8 Tiger to capture and defend the Statue, securing the only battle walker spawn point on the map. At the same time, move the AVM-2 Groundhog to the Playground, where infantry can fan out and capture the Com Tower and Monorail. After establishing a front line, hold it with infantry and the L-5 Riesig spawned at the Statue. Maintain control of the four southernmost control points as long as possible, bleeding the PAC ticket count in the process. TL& PRC Bose EU Bose There’s no way to quickly end this battle of attrition, so the PAC team is best off capturing and holding the four northern control points, using the same front line positions at the Com Tower and Statue. Grab the Statue as quickly as possible, rushing it with the UAZ-8 Ocelots and reinforcing it with the Type 32 IMekomata. Meanwhile, fill the BTR-4 Romanov and rush toward the Ruin, allowing the infantry to assault the Com Tower and Pond on foot. Expect the heaviest fighting near the Statue, and be prepared to counter with firepower from the T-39 Bogatyr and Orbital Strikes strikes. If other control points fall, quickly counterattack, but never leave the Statue undefended — the battle walker spawn point is far too valuable to give away. BELGRADE 16 and 32 Player PfIC [16 Player]/ Heulral [62 Player] — Radar Station BASES CONTROL POINTS PAC BASE inMiiroiifMiifimE Player Only PRC EU Con ro PRC Base Rssers PRC Control 16 Player 32 Player Tune 32 Orbital Strides Radar .in if Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. POND • PRC Base Pond Assets PRC Control 1G Player 32 Plauer This base serves as the primary source of vehicles for the PAC in 32-player battles. Although the base can’t be captured, the numerous assets provided here make it worth defending. The main road to the southwest also provides a quick way for the PAC to move vehicles out into the map’s center when going after control points like the Statue and Playground. The UAZ-8s should use this road early in the match to rush the distant control points. PAC players spawning at this base have two spawn points to choose from — a northern point near the vehicles and a southern point just meters away from the Pond. Attack the battle rages in the ap’s center, consider going after the PAC’s commander assets. Either grab an FA V or move out on foot. The base is usually deserted, except for the occasional players camping at vehicle spawn points. Gun them down or slip past undetected with the aid of active camouflage. Knock out the enemy commander’s gear with demo packs, then steal a vehicle to rejoin the battle. — Orbital Strides 2 — Jfir r"Ir> In both 16- and 32-player matches, the Pond is well within the PAC’s sphere of influence given its northern position. This control point is the PAC team’s uncapturable base on the 1 6-player map, providing the team’s only vehicles. But in the 32-player variation, the Pond is up for grabs. Hrroch The flag sits on top of a hill overlooking the large pond to the south. While infantry and some vehicles can cross the pond, it’s best to attack from the hill’s eastern or western slopes. A dirt road to the north makes it easy for vehicles to rush the hilltop and convert the flag. Given the height advantage of the defenders, speedy vehicle attacks are the best way to convert this flag. Defend The hill’s high ground and low perimeter wall provide great visibility and cover for defenders. Two railguns are also located on the hill for added protection. But the perimeter wall blocks the view of both guns, preventing them from seeing beyond the hilltop itself. Still, both guns can be used to knock out vehicles attempting to rush the flag. Defend The commander assets alone are likely to draw plenty of attention from EU saboteurs. A lone railgun is the only defensive feature at this base, covering the road to the west. Defenders should expect most vehicular attacks to originate from this road. While the railgun is decent for defending against vehicle attacks, a sentry gun can help deter enemy infantry. Bathe uialhers can climb the steps on the hill's eastern and mestern slopes. Defenders map mant to boobij-lrap these access points mith explosives. The Ruin can be capTured from the second-floor office jusf oiesi of the flag. Climb The die of rubble outside the building to access this room. Once inside, move east, tooiard the flag, until gou're inside the capture radius. This is a good defensive position for contesting flog captures, too— as long as goo stag out of sight. EU Control Statue Assets PRC Control 32 Player L-S T-33 — 1 Roiloun Roiloun 2 2 The Statue is another central control point likely to see heavy fighting during both 1 6- and 32- player battles. But the stakes are much higher in 32-player matches as this is the only control point on the map that spawns a battle walker. Both sides must attempt to take this control point early and hold on to it as long as possible. In a battle this evenly matched, attaining a battle walker is just as important as denying the enemy one. nrrach If the Statue is already held by the enemy, avoid the two main ramps to the east. Defenders are likely to be expecting attacks in this direction or are already facing this direction, distracted by the action near the Com Tower or Ruin. Instead, sneak along one of the snow- covered roads to the west to take the defenders by surprise. If you make it in unnoticed, hold your fire and approach the flag. Wait until the flag is at least neutralized before attempting to mop up the defenders. Defend Once captured, the Statue is relatively easy to lock down. The flag is surrounded by a low wall, preventing most vehicle rushes, but battle walkers can step over the wall. Mine the ramps to the northeast and southeast to knock out incoming vehicles. Don’t ignore the snow-covered roads to the northwest and southwest, which are also potential avenues of covert attack. The two railguns to the north and south are capable of engaging attackers from any of these directions. Sentry guns and demo packs placed around the flag can help eliminate enemies that manage to slip through the outer defenses. The moll surrounding The Sfofue Is loo blgb To lump over and Ibe fern occess poinfs mog be boobg-fropped or covered bg senlrg guns. InsTeud, hop onto The melol rubbish bins pushed ugulnsT The moll ond drop domn on The older side. TG ond 32 Ploger • Pond Neutrol • Sfofue yy» Com Tomer rm BELGRADE EU Control Ruin Assets PRC Control 16 Planer 32 Planer Given its central location and lack of defensive features, the Ruin control point is likely to change hands several times during the course of a battle. The flag is stuck in the ground at the southern side of a damaged skyscraper. Attach The general openness of the Ruin makes it tough even to approach on foot. Try to rush it with a vehicle whenever possible. Attackers can find some cover around the flag’s base, useful during the conversion process. The building overhang can also provide protection from incoming orbital strikes, but it’s best to stay away from the flag when you’re not capturing it. A railgun just south of the flag is a good way to blindside enemy vehicles attempting to rush this control point. Recon troops may want to defend from farther out, holding attackers at bay with their sniper rifles and demo packs. Defenders should keep an eye on the map and study which team holds the three surrounding control points to determine the most likely avenues of attack. RUIN Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. The Playground is the EU base in 1 6-player battles, spawning a couple of vehicles and serving as home to the commander’s assets. ED Control Playground Assets PRC Control 16 Plauer 33 PlauEf L-S Orbital Strihes — com TOWER IG and 33 Player • Ruin Neutral • Statue > ■ I, FV* Playground m Although the Com Tower control point offers no vehicles or defensive weapons, its central position makes it a valuable piece of territory. Situated in a small courtyard park tucked among skyscrapers, the control point is somewhat insulated from the chaos surrounding it. nrroch The perimeter wall and nearby trees make it impossible for any vehicles other than battle walkers to approach the control point. But even walkers have difficulty navigating the narrow paths between trees, making them vulnerable to ambushes. For this reason, move in on foot, bringing along plenty of automatic weapons and a few shotguns, if available. Use the objects around the flag for cover and consider deploying a sentry gun or two to help fend off counterattacks. of camping out near the flag, move out among e trees and watch the control point from a distance. But before moving out, consider deploying some demo packs and sentry guns around the flag. Most attackers will funnel in through the alleys to the north or south. Use assault rifles and light machine guns to cut them down before they can even reach the flag. But keep an eye on the flag’s status, and be ready to counterattack or detonate explosives if it’s neutralized. Radar Station — This sparse courtyard features a few trees, a couple of swing sets and a basketball court — hardly enough cover for a full-scale battle. Players spawning at the Playground can get a quick jump on the Com Tower by advancing through the alley to the north. Hrrach Unless you’re in a battle walker, it’s impossible to get close enough to the flag to convert it. You’ll usually need to take this one on foot. Still, use vehicles to get as close as possible before rushing the flag. The nearby apartments are likely to house snipers and other defenders using the flag as bait. Carefully survey the area [preferably with a UAV) before moving in to capture the flag. Defend The low wall surrounding the Playground offers some protection, preventing most vehicles from approaching the flag. A railgun is positioned near the main road to the west and can engage incoming vehicles from the north and south. If the control point is contested, recon troops (with sniper rifles) and engineers (with rocket launchers) can rain down heavy fire on the flag area from the second- story balconies to the north and south. These elevated positions provide a great view of the Playground as well as concealment. , L. The park's trees and rocks provide excellent cover inhether attacking or defending. Methodically advance from one piece of cover to the next to avoid getting shredded. Like the mall surrounding the Statue, the mall at the Playground cannot be leaped. Use the benches on the outer side of the mall to get a boost over. RLAYGROIINO EMi IG and 33 Player EU [IG Player]/ Neutral [33 Player] • Com Tomer • Monorail Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. MONORAIL Ell BASE BE LO RAPE 32 Player Only Neutral • Playground • Ell Base Advancing along the monorail trach allouis players to slip past the front lines and stage raids on northern control points litre the Ruin or PRC Base. Such maneuvers are best performed by recon troops equipped uiith active camouflage. El) Control Monorail Assets PRC Control IE Plauer 32 Plauer Sitting just south of the EU Base, the Monorail is likely to stay under EU control for most of the battle. The flag sits at the base of the elevated station platform, flanked by two railguns. Attach Virtually no cover surrounds this control point, making it a great candidate for a vehicle rush. Approaching on foot is too risky, as the area is probably covered by snipers positioned in the station platform or along the monorail track. On the way in, open fire on the two railguns posted near the flag. Make sure teammates unload near the flag to speed up the conversion process. Defend No barricades protect the flag from vehicle rushes, requiring defenders to use the railguns or explosives to deal with such threats. Instead of staying on the ground, where there’s little protection, infantry are better off watching the flag from the elevated platform or on the actual monorail track to the west. This is possible by entering the covered station platform and simply jumping over to the track. Once on the track, it’s possible to advance north, toward the other control points, avoiding the carnage below. m EU CunffPl Ell Base Assets 16 Plauer 32 Plauer n Orbital Sfrihes — Radar Station — Railoun The EU Base is located near the southern edge of the map, comfortably removed from the bulk of the fighting. But since this is where the bulk of the EU’s vehicles spawn, that team will need to take steps to keep it safe from PAC sabotage and theft. Like the PAC Base, this one has two separate spawn points. Those wishing to grab a vehicle should spawn at the southern point while those moving out on foot should spawn at the northern point. AM To avoid a long walk, grab a UAZ-8 or other vehicle before heading out for the EU Base. Even if attacking from the Monorail, it’s a long uphill climb and there’s not much cover along the way. All the vehicles and commander assets are clustered together in a relatively small area, making it easy to pull off vehicle theft and sabotage operations. Those wishing to spawn- camp can find cover and concealment in the surrounding forest. /j£ f W Defend The EU commander can handle most of the defensive tasks around this base by spawning in as an engineer. Since most attackers advance in vehicles, drop mines along the main road and entrance. A railgun is positioned near the main road leading into the base, capable of engaging attackers approaching from the north. Manning the turret of a parked MK-1 5 Bandit can also help deter enemy attacks. MAP FEATURES fift Commander: Help your team by locating and attacking the enemy team’s battle walker, tank, or both with orbital strikes. Keeping friendly vehicles healthy with supply drops is equally important. Squad Leader: Keep in close contact with the commander and order UAV support in low-visibility areas (like the Com Tower) before assaulting. Maintain mixed weapons capability within the squad to deal with infantry and the occasional battle walker or tank. Plant a spawn beacon near the Statue to help maintain control of this vital control point. Recon: Take on a defensive sniper role by setting up near the Statue and picking off targets at the Ruin, Com Tower, or Playground. Sabotage attacks on the enemy base’s commander assets are also possible with the help of active camouflage and demo packs. Assault: Lead attacks on control points that vehicles can’t easily access, like the Statue, Com Tower, and Playground. On defense, drop first-aid kits near control points to keep your squad at full strength. Engineer: Reinforce team-held control points by placing mines along the western road or other heavily traveled paths like the ramps near the Statue. Keep an eye on the status of friendly vehicles and conduct repairs as needed, always prioritizing the team’s battle walker. Support: Own the wooded area around the Com Tower, using machine guns and sentry guns to mow down enemies advancing through the adjacent Playground and Ruin alleys. Drop ammo packs near defensive positions to keep engineers stocked up on mines and rockets — they’ll need plenty to fend off vehicle attacks. CHOICE POINTS e Western Rood The road running along the western side of the map is the only north/south thoroughfare traversable by all vehicles and infantry. The chaos surrounding this road is enhanced by the proximity of all the central control points, including the Com Tower and Statue. As a result, this area is best avoided whenever possible — especially when advancing on foot. On the other hand, commanders can often find plenty of juicy targets on this road to pepper with orbital strikes. fl battle walker and sentrij guns can help block fhe wesfern road, denying enemy troops and vehicles passage. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. In the 32-player battle, controlling this road is essential to protecting rear control points from vehicle rush attacks. Infantry can help deter traffic by placing mines and lying in wait with rocket launchers or other anti-vehicle munitions. Blockading the road with tanks and battle walkers is also an option, as long as they’re supported by infantry and frequent supply drops. Com Tower Alleys Capturing and holding the Com Tower often means controlling the alleys to the north and south, connecting this control point to the Ruin and Playground respectively. EU troops will usually face attackers approaching from the Ruins while pac defenders will Exercise caution when advancing through these often deal with assaults from narrow alleys, as they're often watched or booby- the Playground. In either trapped bl| enemy troops, instance, the alley pathways can be locked down by placing sentry guns and anti- personnel mines near these high-traffic alleyways. These passive weapons may not be enough to stop a determined assault, though, so support troops should keep these alleys in their sights while hiding amid the trees and rocks. LOGISTICAL CONSIDERATIONS Like most head-on battles, the bulk of the fighting in Belgrade occurs in the map’s center, focused mostly around the Statue, Com Tower, and Ruins. It’s up to assault and support troops to make sure teammates have plenty of ammo and first aid in these areas, particularly when defending. Commander supply drops should be reserved for vehicles and deployed along the western road. Battle walkers are likely to draw plenty of attention and require constant repairs. All team members should make an effort to keep their team’s battle walker in the fight as long as possible, even if it means repairing it in the heat of a firefight. Remember, battle walkers take a long time to respawn, so the longer you can keep your team’s walker alive, the better chance you’ll have at winning. Support and assault troops need to keep ammo and first-aid packs scattered around tbe central control points, like tbe Ruin. Heeping pour team healtbij and stocked on ammo can often be tbe deciding factor. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. BELGRADE Vehicles are limited on this map, in both numbers and maneuverability, so use them with care. If you control the highway, you have a better chance of winning. It’s also vital to coordinate an infantry attack on the Statue and Com Tower control points. Each of these control points has its own advantages; controlling both should give you the upper hand. Monorail FEATURES: Monorail station, destroyed vehicles, craters. ATTACK: It should be fairly easy to take this control point. You can use your vehicles in several different ways to assist in the capture, but the best way is to try to stay on the main road. You can drive in behind the monorail station, but the road is much narrower here and you might be vulnerable to ambushes. DEFEND: You should be able to cover all entry points with the static weapons. Infantry should take cover in the buildings and around the parked cars, but they can also climb up the monorail station to get a height advantage. Playground FEATURES: Tall residential buildings, park, and pond. ATTACK: Vehicles have no access to the actual flag but can circle around it and provide cover fire while infantry move in and capture it. DEFEND: If you can keep vehicles out of this yard, you have a better chance at defending this flag. There are only two entry points for vehicles. Use the static weapon and mines to cover these points. Statue FEATURES: Large monument, large residential buildings with balconies, a small park, and parking lots. ATTACK: Attacking this control point can be tricky, because it’s on an elevated platform. There are several paths to choose from, though, both for vehicles and for infantry, and if you can coordinate an attack you should be able to surround the defending team. If you take this control point in the 32-player battle, you will have access to the only battle walker on the map, so this is a key control point. DEFEND: There are several ways into this area but you should be able to monitor them fairly well if you have enough soldiers up there. Mine the vehicle paths, and you will have a much easier time holding this control point. With the battle walker on your side, holding the point becomes much easier. Com Tomer FEATURES: Narrow pathways, forest park, with lots of trees/ stones to use for cover. ATTACK: Use the trees to your advantage and try to surround the small Com Tower. Use the surrounding balconies to get a slight height advantage. DEFEND: This is a hard control point to defend; the enemies have a lot of options for attacking. Try to stay close to the actual Com Tower; there are many hiding places around that area. Ruin FEATURES: Burned-out building, vehicle wreck. ATTACK: This control point can be attacked with vehicles, and that, in combination with your infantry soldiers, is your best option for taking control. DEFEND: The terrain makes maneuvering a vehicle difficult, and if one gets close enough, you should be able to destroy it with the static weapon. You should also be able to fend off any infantry units, because the area is fairly open. Pond FEATURES: Tall residential buildings, park, pond. ATTACK: There are several infantry paths into this control point; use this to your advantage to surround it. It’s not as accessible to vehicles, although they can get up here. DEFEND: The two static weapons should provide you with enough firepower to defend against incoming vehicles. Infantry should use the height advantage and the low walls to fend off incoming enemy troops. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. The assault on Camp Gibraltar was the first deception attack used by the PAC to draw EU forces out of position. Although not of military significance, the site was an important staging point for refugees from the western Mediterranean territories. On April 10th 2142, the PAC’s AA Command Division attacked the camp. The EU’s 4th and 5th Armored Battalions fought vigorously but conservatively. The EU commander relied on sniper tactics to hold key positions in an attempt to occupy the PAC forces as long as possible. As the attacker, the PAC team begins the battle with more tickets. However, a ticket drain is in effect till they capture one of The PAC team must grab a control point quickly to halt the drain on its tickets. If the team mobilizes quickly, it can capture |Bh^ \ h | T '3 r ' i [if ‘i ill TO the EU team’s control points. Therefore, it’s imperative that the EU forces hold back the attackers as long as possible to keep bleeding the PAC ticket count. All but one player should spawn at the Toll Station and prepare to defend it, using rockets, mines, and small arms fire to stop the PAC battle walker and infantry. Only one player is needed to spawn at the EU Base and bring the battle walker to the front lines. Hold steady at the Toll Station as long as possible, using orbital strikes and supply drops to support the defensive effort. If the Toll Station falls, divide the team to defend the Central Camp and EU Base. Meanwhile, try to retake the Toll Station with the L-5 Riesig to restore the PAC ticket drain. the Toll Station before the EU battle walker can respond. Lead the attack with the T-39 Bogatyr with infantry following closely behind, preferably along the western catwalk. Both the T-39 and infantry should be prepared for the inevitable L-5 Riesig counterattack through the gate just south of the flag. Focus fire on this narrow passage to knock out the EU battle walker, then secure the Toll Station. Keep the T-39 near the Toll Station to help defend it against counterattacks. Remember, if you lose your foothold here, the ticket drain resumes. In fact, it’s possible to fight a battle of attrition entirely from the Toll Station. But for a more decisive victory, send infantry deeper into the camp to capture the EU Base and Central Camp. PRC Bose Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. CAMP GIBRALTAR Ell Bose HI The EU strategy is the same in this expanded map, with more control points to defend. This time the front- line position is the Harbor, and almost every teammate is needed here to prevent it from being overrun by PAC forces. Pack the road and nearby ramp with mines to stop rush attacks by the battle walker and FAVs. Move the L-5 Riesig to the front, too, parking it near the Harbor flag. EU infantry should fan out and cover the Harbor flanks from rooftops and stairways. A smaller defensive force is needed at the Toll Station to deal with any PAC breakthrough attacks. Even if the Harbor falls, the line must be held at the Toll Station as long as possible — this is the strongest defensive position on the map. If the PAC forces capture the Toll Station, they’ll have an easy time infiltrating the remaining control points to the south. If necessary, rally around the EU Base as a last resort. Maintaining the L-5 spawn point (and the commander assets) is your best chance at staging successful counterattacks. Once again, the PAC force must strike quickly to end the drain on its ticket count. Rush the Harbor with the T-39 Bogatyr and FAVs in an attempt to overwhelm the defenders before their battle walker arrives. The Harbor flag falls quickly if you can get a few vehicles around it. Instead of grinding against the Toll Station, solidify defenses at the Harbor while sneaking infantry along the western catwalk system to infiltrate the southern control points like the Central Camp and EU Base. Before assaults, squad leaders should deploy spawn beacons to maintain a PAC presence in the south. Such flanking attacks can be tricky on this map, but it’s the best way to avoid bogging down at the Toll Station. Recon troops with active camouflage have the best chance of breaking through unnoticed. Take the EU Base as soon as possible to shut down its battle walker spawn point and commander assets. With a strong presence at the Harbor and EU Base, squeeze the remaining EU positions from the north and south till they run out of spawn points or tickets. PAC BASE 32 Player Onlij PHC This northern amphibious landing site is the staging area for the PAC assault on the EU-held camp. Unlike the EU team, PAC forces have two permanent j-jg spawn points here, as this base cannot be captured. Players seeking vehicles should spawn at PHC Base Ossets 16 Plauer 32 Plauer — 2 _ — 1 _ — 2 Radar Station — the northern point, while those looking to assault on foot should RailQUfl spawn to the south, closer to the Harbor control point. Attack Although the PAC Base can’t be converted, EU troops need to put some pressure on the enemy, particularly at the start of the battle. Instead of rushing the base, hold back near the Harbor and engage PAC forces at a distance with rocket launchers and sniper rifles. Once available, orbital strikes can be devastating Iwhen focused on the [bottleneck at the Harbor’s [entrance. Defend PAC troops should focus mostly on getting off the beach as soon as possible and securing a new spawn point within the camp. But a few defenders should take steps to prevent the damage and theft of spawning vehicles. Sentry guns are the best way to deter infantry attacks, and should be placed on the northern end of the beach near the T-39 and UAZ-8 spawn points. Three railguns are also available on the eastern and western edge of the beach, useful for taking out any vehicles that move within range. Jf*- Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. HARBOR " 16 and 32 Player “is PHC [IB Player]/ • PHC Base EU [32 Player] • Toll Slalion EU Control Harbor Assets PRC Control 16 Plauer 32 Plauer — Orbital Stfihes 2 — — Radar Station In the 1 6-player battle, the Harbor serves as the PAC Base, and is named as such. But in the 32-player battle, the Harbor starts off as the EU’s front-line position. Holding the Harbor as long as possible is critical to a EU victory, but the team must work together to withstand the PAC onslaught. Attach When attacking from the PAC Base on foot, avoid frontal assaults as much as possible. Instead of rushing up the main access ramp to the northwest, use breaches in the nearby fence to get off the beach, such as the one to the north. Once in the Harbor facility, use cover and try to flank the flag from the east or west. Vehicles, like battle walkers, can advance right next to the flag and begin converting it immediately. But such bold maneuvers are usually met with a barrage of rockets and the blasts of the demo packs and EMP grenades. Instead, use fire support from battle walkers and FAVs at a distance while infantry move in for the capture. Once PAC troops secure the Harbor, they can access the camp’s elaborate catwalk system, allowing for deeper infantry incursions. In the early moments of a battle, it’s up to EU infantry to hold this position, at least till vehicle reinforcements from the EU Base arrive to help out. The easiest way to halt the PAC assault is to keep the enemy pinned on the beach. But if the PAC troops get too close, they can infiltrate the Harbor facility via the ramp or the fence breaches to the north and south. Cover these areas with both anti-personnel mines and sentry guns. In addition, scatter anti-vehicle mines along the Harbor ramp. The EU battle walker and FAVs can help hold back attacks at these points, too. In the event PAC troops push through the first line of defense, place some demo packs and sentry guns around the flag for insurance. Recon troops can also cover the flag and eastern/western flanks from surrounding rooftops. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. TOIL STATION £3^ 1G and 32 Planer EU wfeniil 1 • Harbor • Central Camp El) Control Harbor flssefs PHC Control IE Planer 32 Planer This large plaza provides the EU with another opportunity to stem the pac Railoun Hailoun advance. The flag sits out in the open, and can be easily approached by both infantry and vehicles. But the surrounding catwalks and accessible rooftops give defenders a clear shot at any capture attempts. Rtroch A coordinated infantry and vehicle attack is the best way to convert this control point. Infantry should move in slightly ahead of the vehicles, assaulting along the catwalk system. This system can be accessed from the Harbor to the north or just outside the Toll Station’s northern wall. While infantry suppress and distract defenders from above, the battle walker should move in for the capture. FAVs can also rush the flag, unloading troops for a quicker conversion. Attacking simultaneously from the ground and catwalks helps destabilize any defensive efforts, greatly enhancing the chance of success. Defend The majority of attackers will hit this control point from the ground, rushing through the Toll Station gates north of the flag. These gates are a key choke point when the enemy advances from the Harbor. Anti-vehicle mines placed at the two large gate openings can halt enemy FAVs and battle walkers. Engineers with rocket launchers and the team’s battle walker can also suppress vehicle attacks by focusing their fire at these narrow entry points. Infantry attacking from the Harbor will usually advance along the western catwalk. As such, recon troops [with sniper rifles) should focus their fire on this area — the rooftops to the east and west of the flag are ideal sniper perches. Placing anti-personnel mines and sentry guns along the catwalks is a good idea, too. Defend Since the control point can be infiltrated from several directions, focus on covering the flag and its capture radius as opposed to every possible entry point. Compared to other flags on this map, the Central Camp’s capture radius is very wide — this is why it can be converted from within the northern tunnel. A pair of inward-facing sentry guns can cover the two staircases flanking the flag. Demo packs are less effective here because of the large capture radius, but can still pack a deadly punch if placed near likely capture areas, such as the southern tunnel and the tops of the two staircases. EUConfrol Harbor Assets PHC Control 16 Plauer 32 Plauer Bail Hailoun l— l The Central Camp’s flag is positioned on a large elevated platform, locking out all vehicle capture attempts. But the thick walls surrounding this control point also prevent vehicles from directly defending the flag. It’s solely up to infantry to capture and defend this hotly contested area. Rtrach There are only a few ways to attack this control point, none of them easy if the enemy puts up a defensive effort. The most obvious and direct path is from beneath the platform, using one of the two staircases. If you’re expecting heavy resistance, however, opt for one of the two catwalks to the south or west. Access these catwalks by using one of the ladders to the south, along the adjacent elevated walkway. The southern catwalk is the best option, allowing you to capture the flag without actually stepping out onto the platform. Simply hold in the northern tunnel until the flag is converted. RUINS • Central Camp • Ell Base p 16 and 32 Player Ell Ruins Assets PRC Control 16 Planer EU Control 32 Planer Radar Srarion — Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. EU BASE The Ruins control point serves as the convertible EU Base in 1 6-player battles, spawning a valuable L-5 Riesig. It plays a less crucial role in the 32-player battles, providing no assets at all. In the 1 6-player variation, the flag sits outside the main structure to the west, making it capturable by vehicles. But in the 32-player battle, the flag is secured within the damaged structure, sitting in the center of a small courtyard. MfflCk In 1 6-player battles, attacking the Ruins is pretty straightforward. Simply rush the flag and wait till it’s captured. Of course, this is best accomplished with a battle walker. Because of the dragon’s teeth placed at the gate to the north, FAVs cannot advance on the flag or farther south. Tactics change in the 32-player battle, with the flag positioned in the tight courtyard. On foot, cautiously 32 Player Only EU • Ruins Ell Base Assets EU Control 16 Player 3B Plauer — 1 — 2 Radar Station — 16 Player: Ell Base 32 Player advance through one of the tunnels to the north, west, or south. Instead of crouching next to the flag, hold back and capture the flag from within one of the tunnels. This provides some concealment as well as some cover from retaliatory orbital strikes. Like the flags of the Central Camp and Ruins, the EU Base’s flag sits in the center of a large courtyard surrounded by tall, thick walls. While vehicles can assault and defend the exterior, it’s up to infantry to fight over this flag, maneuvering over and around pieces of the collapsed central platform. (Mack This crucial flag can be hit from the east or west, via tunnels on the ground or upper level. To avoid being picked off by defenders positioned above, it’s best to enter through one of the upper-level entrances. A pair of staircases are available on the western side, providing access to the courtyard through two narrow tunnels. But both of these tunnels exit onto collapsed portions of the platform, requiring you to move close to ground level to enter the flag’s capture radius. The eastern approach is a little better. Either climb the ladder outside or advance across the catwalk connected to the adjacent building to the east and enter through the narrow tunnel. The eastern side of the platform is level, ensuring that no defenders have a height advantage on you. Hold the high ground while within the capture radius to convert the flag. Instead of centering the defense on the flag, work on locking down the narrow choke points to the north. Place sentry guns near the gate [barricaded with dragon’s teeth) and the adjacent alley to the east to slow infantry attacks. Hide mines among the dragon’s teeth to surprise enemy battle walkers approaching from the north. Also, toss a few anti-personnel mines in the alley to the east, hiding them behind crates. At the flag, sprinkle around some demo packs, making sure the tunnels are covered during 32-player battles. Keeping attackers away from the building is the first line of defense and is best accomplished by patrolling the eastern side of the building and surrounding streets with the battle walker. Drop some sentry guns outside the eastern side of the building too. Since the flag can be captured from the platform and the ground, defending the courtyard interior requires more manpower and resources than usual. Sentry guns are needed at the platform and ground level, facing east and west — deploy them near the corners for maximum coverage. Avoid dropping anti-personnel mines in the tunnels, as they’re often traveled by your own troops and may result in team kills. Instead, cover the tunnels with automatic fire from support and assault troops. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. Commander: Keep the orbital strikes firing in this map as often as possible, using it to soften defensive positions or annihilate targets crowded around bottlenecks. The battle walkers are another key concern and it 5 s up to you to keep them healthy with supply drops. Constantly run radar scans to locate enemy units attempting to break through the front lines positions. Squad Leader: Keep the squad informed of the latest objective using either the tactical map or VoIP. Lone-wolf tactics fail miserably during this assault battle and it’s up to you to keep everyone focused and within support range. PAC squad leaders should always carry spawn beacons and drop them deep in EU territory, near the Central Camp, Ruins, or EU Base. Recon: At the start, choose a sniper load-out and take up elevated positions to pick off enemies at the Harbor and Toll Station. As the battle moves farther south, go special ops and use active camouflage to stage sneak attacks or demo packs to defend. Assault: Keep your teammates alive with first-aid kits and defibrillator shocks. The shotgun upgrade for your assault rifle can come in handy for the close-quarter fighting around the southern control points. Engineer: When defending, load up on mines and pack them into the map’s narrow choke points around the Harbor and Toll Station. Attackers will find the AE defuser helpful for disabling explosives. Support: Stick with the machine guns in the fighting around the Harbor and Toll Station, but consider going with the shotgun around the southern control points. On defense, build sentry guns around control points and keep engineers stocked on rockets and mines. KEY CHOKE POINTS Harbor Entrance In 32-player battles, the EU defenders can rack up tons of kills by setting up on the northwest Harbor edge and raining fire down on the beach. This is especially true if the PAC attackers attempt to advance up the narrow concrete ramp to the northwest. Orbital strikes in this bottleneck are devastating. To avoid such carnage, PAC forces should attempt to flank the Harbor from the wide-open northern side. Infantry can also flank from the south, climbing ladders to access the Harbor facilities. This romp near [Fie Harbor is liHelii to be mined bij EU defenders. PRC troops and vehicles should find another may around. EU defenders have another major choke point waiting at the Toll Station. There are only two open lanes at the toll plaza north of the flag, making 1 it relatively easy for defenders jrto stop vehicle traffic with {mines and some well-aimed Irockets. A third gate to the Vehicles advancing through the toll plaza should south of the flag is the only expect mines and vollegs of incoming rochets, vehicle passage providing access to the southern half of the camp. No matter who holds the Toll Station, controlling traffic through this southern gate is very important. LOGISTICAL CONSIDERATIONS r Without adequate first aid, the average player’s life span is very short on this map. : Therefore, most players ! should opt for the assault troop kit and drop first-aid skits at key areas. This is ^ lparticularly important around ^*#the Harbor and Toll Station, Drop first-aid hits in high-traffic areas, where it’s necessary to preferably behind some sort of cover. Healing hold positions despite heavy tahes a inhile and its best if you're not exposed incoming fire. Both teams to fire LUtlile patching up. can benefit from first-aid kits deployed along the catwalk system. Try dropping them in the towers, giving teammates a chance to heal while behind cover. Team commanders can help with supply drops, but these should be reserved entirely for the battle walkers. The EU’s L-5 Riesig in particular should never be too far from a supply crate when defending the Harbor and Toll Station. Ruins FEATURES: Damaged modules from the initial bombing of the camp. ATTACK: This area provides excellent cover for your infantry; the defending battle walker will have problems spotting all the attackers. Use this to your advantage and sneak up to the enemy battle walker with explosives to knock it out. Carry EMP grenades or other anti-vehicle weapons with you. DEFEND: Having control of the catwalks will be useful around this control point, as with most flags on the map. EU Bose FEATURES: Base of operations for EU. ATTACK: Try to steal the EU battle walker by sneaking behind the modules. Make sure the enemy does not get out of the area, to prevent the recapture of your flags in other parts of the map. A few soldiers on the catwalks assures a full overview of the area. DEFEND: Do not let the battle walker stand unused. If the enemy succeeds in stealing it, you will find yourself fighting two battle walkers. Harbor FEATURES: A train station leads to the Harbor area, which suffers from low water levels. ATTACK: Make good use of the vehicles, which are your advantage against the defenders. If you move fast, the defenders will not have time to bring in their heavy vehicles until it’s too late. DEFEND: Try to keep your foes at bay until you get all your vehicles to support your defensive positions. Use rooftops and catwalks effectively to get height advantage. Central Camp FEATURES: A densely built camp with living quarters/modules. ATTACK: The area has a lot of cover, which infantry can use to surprise defending forces, taking unexpected routes around the camp. If you can take any of the rear control points before this one, your attack on this position should be easier. DEFEND: Man the railgun at all times to keep the enemy battle walker out of the area. Use your own battle walker to fend off any enemies attempting to come through the gate. FEATURES: A toll station to clear all incoming cargo from the docks. ATTACK: Only an effective team with coordinated attacks can get through this bottleneck. Use the catwalks to pick off defenders, letting your own team progress through the area. DEFEND: Dig in by using all rooftops and catwalks; mine the toll station to hinder the battle walker. To simplify defense coordination, have one squad take care of the catwalks. EU: Use all catwalks, roof, and cover to dig in and stop any PAC advance with a coordinated defense line. Your height advantage is crucial to your defense. PAC: Capture the Harbor will give you a much better base of operations than you had at the beach, where you were very vulnerable. From then on, it’s an extremely tough battle to take all the control points. The best strategy to win the map against a tough enemy is to make full use of the squad system. Use teamwork and the IMetBat™ Battlefield System, and unlock items such as active camo so that you can sneak around to capture some of the back control points. Then loosen up the defense lines at the front by creating chaos and panic in the EU rear. Squad members should stick together at all times; teamwork is extremely effective in combat and flag-capturing. Members of a squad should respawn with their squad leader at all times. Use the commander for all he’s worth in this map. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. CERBERE LANDING By 2142, Cerbere Landing was the last EU stronghold on the European continent. The port served as the chief defensive hub for the EU’s Northern Mediterranean operations. Tasked with seizing the harbor, PAC General Zhang Yuan used commando units equipped with the new IT-33 Optical Camouflage to infiltrate the city. Once inside, they sabotaged the defenses, allowing the General to land his forces in the main harbor. There they faced the Hell Brigade, the EU’s premier infantry unit, assigned to defend the city. The ensuing violence would establish Cerbere Landing as the most fierce and costly battle of the Cold War. QmiHi flffirPQ HI You can maintain a ticket drain on the PAC forces by holding strong at the Town Center while retaining control of the Roadblock Area and Command Center. If the PAC hold all three control points, the EU team’s ticket count will start to bleed. Control the central and western roads with mines and rocket fire to prevent the enemy’s FAVs from breaking through and attacking the northern control points. Use your MK-1 5 Bandit to help hold the Town Center by gunning down PAC infantry with its turret. The MK-1 5 is also useful for staging swift counterattacks if one of the control points falls into PAC hands. If necessary, make your last stand at the Command Center, using sniper tactics, booby traps, and Orbital Strikes to inflict heavy casualties on the attackers. Stopping the ticket drain is the PAC’s first priority. Instead of grinding against the Town Center along the central road, flank it by sending the UAZ-8 Ocelots up the western road. From there they can drop off troops and assault the Town Center from the west, or proceed north and attack the Roadblock Area or Command Center. Both northern control points are lightly defended during the battle’s early moments, making them vulnerable to rush attacks. Take the Command Center quickly to knock out the EU commander’s assets and obtain another FAV. Plus, with spawn points to the north and south, it’s easier to assault the remaining central control points. Command Center The PAC ticket count bleeds from the start. To ensure that their tickets continue to drain, bulk up southern 1 1 idi ipuuuei, reinforcing the roads around the Town Center and Church with mines and sentry guns to prevent breakthrough attacks. Monitor the control point status throughout the battle and maintain a solid east/west line, even if it means falling back to the north. If most of the team stays on defense, you can put up a good fight at the Roadblock Area by using the narrow streets and alleys to stage ambushes. Regardless of the situation, don’t give up the Command Center without a fight. It’s the strongest defensive position on the map and holding it offers your team’s best chance of survival. To stop the ticket drain, capture the Church, Towncenter, Roadblock Area, or Command Center. While the EU defenders are distracted at the Town Center, rush the Church with the UAZ -8 via the eastern dirt road. Securing the Church allows you to open a new front on the EU’s eastern flank. Defend the Church while launching covert attacks on the northern Command Center. Don’t leave the Command Center for last. Even an unorganized EU team can hold out there with ease. Instead, force them to make their final stand at a control point easier to lay siege to, like the Town Center or Church. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. Command Center CERBERE LANDING Radar Station — the EU team are the defenders, PAC troops can convert this control point. Capturing this control point should always be a PAC priority, mostly to knock out the EU commander assets. The PAC team also gains an extra FAV here. The flag is posted on a balcony on the main building’s northern side. Infantry must assault the building and convert the flag at close range. Attack Reaching the Command Center’s grounds can be a challenge for attackers. If attacking on foot, slip around the fence to the southwest, near the orbital strike radar. Once inside the fence, climb the main building’s western steps to reach the flag. The path to the flag will be booby-trapped, so assault troops equipped with defibrillators should hold back and be prepared to revive their teammates. Squeeze as many friendly troops as possible inside the capture radius to convert the flag quickly. This is the only flag on this map that vehicles cannot convert. Still, vehicles can support the assault by advancing up the main road to the east and providing fire support during the capture process. Distracting defenders is a help to your vulnerable teammates packed around the flag. This northernmost control point serves as the EU base in both battles. Because Command Center Assets EU Control PAC Control 16 Player 32 Player MH-15 URZ-8 1 1 Defense Lock down this control point with a layered defensive setup. First, cover the eastern road with mines and other explosive surprises to prevent enemy vehicles from rushing the Command Center grounds. Manning the railgun along the road is helpful, too. In the 32-player battle, a second railgun is positioned on the northeastern building, offering a great view of the facility. Next, position anti- personnel mines and a sentry gun near the southwestern fence breach. After you cover the two entry points, plant demo packs around the flag. The same recon troops who deployed demo packs can serve as defensive snipers positioned on the northern rooftops. Here they can watch and detonate their explosives as well as pick off enemies at long range. 16 and 32 Player EU • Command Center • Toinn Center • Church COMMAND CENTER ROADBLOCK AREA EU Control Roadblock Area Assets PRC Control 16 Plauer 3B Plauer Heavy fighting has left this quaint part of the town heavily scarred. The narrow streets and alleys wind between damaged buildings, passing flaming wrecks and scorched craters. All these features work in the EU’s favor, helping slow the PAC’s northward thrust. The flag sits in a small courtyard off the eastern road, at the base of a steel platform. Attack Because of the numerous obstacles in the area, assault this control point on foot, sticking to the eastern side of the town. Bring along automatic weapons and shotguns to aid in close- quarter firefights. You can convert the flag from the ground or from atop the adjacent steel platform. For cover and concealment purposes, stay on the ground, hiding in the shadows beneath the platform. FAVs and battle walkers can convert the flag, too, but they’ll have a harder time reaching it unnoticed and unscathed. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. i‘ il * h- i f 16 and 32 Player EU • Roadblock Area *n l Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. Defense Instead of covering all possible avenues of attack, center defenses around the flag first. Drop a few demo packs around the flag and on the steel platform. A sentry gun placed beneath the platform is another good way to surprise attackers. After you secure the flag, turn your attention to the central and western roads. Both vehicles and infantry will move along these paths. Slow them with automatic and rocket fire. Although dragon’s teeth block the western road, battle walkers can step over them. Hide mines among these concrete obstacles to halt walker advances. CHURCH 32 Player Only • Roadblock Area • Touin Center • Office Ruins Ell Control Church Assets PRC Control IE Planer 32 Planer Sitting along the main road, the Church grounds are accessible in both battles, but serve as a control point only in 32-player matches. At the start of such battles, this control point is a jumping- off point for EU defenders eager to capture the neutral southwestern Office Ruins. Attack The flag’s close proximity to e main road makes it easy vehicles to rush. Both FAVs and battle walkers can stop near the flag, convert it, and move along to the next one. When assaulting on foot, avoid the chaotic main road. Instead, use the dirt road to the southeast. PAC troops spawning at the Harbor can use this path to bypass the heavy fighting in the map’s center and flank the Church grounds from the east. Another dirt path is to the north, useful when assaulting from the Roadblock Area. The flag’s capture radius is wide, covering most of the western courtyard. Take cover among the rocks, walls, or benches while converting the flag. TOWN CENTER 16 and 32 Player • Roadblock Area Ell • Church rv _ ^•jtoufh Dffices/Office Ruins ^ In both battles, the Town Center is an EU front-line EU Control Town Center Assets 1 PRC Control 16 Plauer 32Plauer position likely to RailQun Railnun — 2 see heavy fighting. At the start of 32-player battles, EU troops should spawn here and assault the neutral southern Office Ruins. The control point’s flag is positioned on the rectangular courtyard’s western side, easily accessible by both infantry and vehicles. Attack Attacking the Town Center’s cramped courtyard in a vehicle is dangerous. The access point off the central road is a popular spot for ambushes. Instead, approach the control point along the western road and infiltrate the courtyard on foot. Flank the courtyard from either the north or south. Avoid moving through the central shadowy alley to the west, as it may be mined or covered by a sentry gun. After you secure the courtyard, however, the alley is a good (albeit obvious) hiding spot when converting the flag. Defense The perimeter wall and other obstacles around the Church’s flag lend themselves to point-blank defensive ambushes. Plant mines and other explosives in the main road’s access point to stop vehicles. The railgun outside the main wall has a good view of the main road to the south, too. Deploy sentry guns in the western courtyard around the flag to surprise infantry pouring in through the wall’s breach points. Cover the eastern approach with snipers positioned along the nearby tree-covered hills. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. CERBERE LANDING Defense You can attack the Town Center from every direction, so focus most defensive efforts around the flag. Still, there are a couple of oft-traveled avenues of attack you should always cover. The most crucial is the path off the northeastern central road. This is the only way vehicles can access the courtyard, so it’s a good idea to place mines or other explosives at this chokepoint. Another hole is the courtyard’s southeastern corner. Cover this area with a sentry gun or automatic weapons to prevent infantry from climbing the southern slope. Attacks from the north and west are harder to predict, so scatter demo packs around the flag for insurance. SOUTH OFFICES Defense With the exception of the commander assets, there isn’t much here worth defending. Still, some sort of suppressive effort is required to help your team advance up the northern hill. Instead of sending both UAZ-8s to assault control points at point-blank range, use at least one of their turrets to lay down heavy fire on the EU troops positioned around the Town Center. The longer you can keep their heads down, the better chance your team has of capturing a control point and ending the ticket drain. OFFICE RUINS The South Offices appear only in the 16-player battle, and serve as the PAC’s base. PAC PUC COfltfOl troops spawning here have UflZ~8 South Offices Assets 16 Plauer 32 Plauer 2 — an uphill battle ahead of them Qr|]jf(]| Strikes as they struggle to capture a control point to halt the drain Radar Station .VJ on their ticket count. It’s best that they capture the nearby Town Center when possible, as the low terrain around the South Offices does not ease their plight. Attack When it comes to attacking the South Offices, think long range. Take up positions near the Office Ruins to the west or the northern Church and hammer the PAC troops with sniper and rocket fire as they attempt to scramble up the hill. Even a half- hearted offensive effort can keep the PAC troops pinned. Sabotaging the commander assets is a dangerous task as long as all enemy troops are spawning at the South Offices. Either hold off on such missions till the PAC grabs another control point, or sneak in with active camouflage. Attack The quickest way to hit the Office Ruins is from the central road. Rush it with an FAV or battle walker and camp in the capture radius till the flag is converted. But if you’re on foot, take a more cautious route, using either the dirt road south of the flag or the lengthy northern staircase. The flag has a large capture radius, making it possible to convert from within the damaged building. This is the preferred method, as there’s little cover outside. Reaching the Office Ruins when possible is a key concern of EU COfllTOl both teams at the RflilQUIl start of 32-player battles. This is the only neutral control point on the map, and capturing it has no affect on tickets. However, the PAC team can convert the flag first and secure a spawn point near the Town Center in the process. Once captured, friendly troops have direct access to the western road, providing quick access to the Town Center and Roadblock Area. Office Ruins Ossets PHC Control 16 Plauer 32 Plauer Railoun — 1 32 Player Only Neutral • Touin Center • Church 32-PlapOnlii • Office Ruins Harbor Ossets POC Control IE Plauer 3B Plauer UflZ-8 — l m — l Orbital Strikes — Radar Station — The Harbor is the PAC Base during 32-player battles, providing the map’s only battle walker. This valuable vehicle spawn point and the commander assets will lure a steady stream of EU saboteurs and thieves, requiring the PAC team to devote some manpower to the base’s defense. The Harbor has two spawn points, one to the east nd one to the west. If you nt to camp at the vehicle , use the western one if you want the T-39 Bogatyr, or the eastern point if you want to race around in the UAZ-8 Ocelot — parked in a garage. fllloch Unless you have an FAV, avoid assaulting the Harbor from the central road. This is a high-traffic area, frequented by most PAC units heading north. Instead, approach from the northeast, using the dirt road originating near the Church. The Harbor facility is huge, so use the map to locate your target, whether it’s the T-39 or commander assets. If you feel no shame about base-camping, you can also find plenty of places to snipe from — you can access all building rooftops. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. Defend Because of the Harbor’s size and its spread-out assets, focus on locking down the two main access points. Toss mines along the central and northeastern roads to keep enemy vehicles out. Infantry attacks are harder to defend against as most of the facility’s northern edge is open. Prioritize assets and focus defenses on them. For example, grab a recon kit with a sniper rifle and demo packs to keep an eye on the T-39 spawn point to the west — the crane or nearby ship both provide excellent views. HARBOR Defense Keep your distance from the Office Ruins and engage attackers as they approach the flag. The tall concrete bunker to the south is an awesome defensive position offering a great view of the nearby flag as well as the Harbor. Recon troops and engineers posted here can watch the flag and use sniper rifles, demo packs, or rocket launchers to fend off attacks. The platform structure on the northern hill is also a good overlook position — this is where the railgun is located. Defend the Office Ruins from the north only when your team also holds the Town Center, though. Otherwise you might catch a knife between your shoulder blades while gazing south. Commander: Leave it up to your squad leaders to tell you when and where they need UAV reconnaissance and supplies. Focus orbital strikes on bottlenecks like the central road and Roadblock Area. As the EU commander, keep tabs on the PAC battle walker and disable it with orbital strikes. Squad Leader: Squad discipline is a must, so make sure all squad mates are on task, whether attacking or defending. Maintain contact with the commander and request support as needed. As the attackers, PAC squad leaders should carry spawn beacons and drop them east of the Church or west of the Town Center till the southern control points are taken. Recon: EU defenders make the most of the kit’s sniper capability. Set up near the Church or Town Center and pick off PAC troops charging up the central road. Reinforce flags with demo packs, too. PAC attackers should use active camouflage to sneak past the front-line positions and capture northern control points like the Command Center. Assault: This kit’s assault rifles are useful in both offensive and defensive roles, particularly around the Roadblock Area, where automatic fire (or the shotgun upgrade) is a must. In the south, use the rocket upgrade’s air burst mode to blast enemies hiding behind walls. Engineer: EU engineers must lock down the main roads with mines and rocket fire to prevent PAC vehicle rush attacks. PAC engineers must keep the battle walker repaired and defuse EU explosives during the march north. Support: Double your firepower by placing a sentry gun nearby and focusing your field of fire in a narrow space. The streets and alleys around the Roadblock Area are ideal for such setups. CERBERE LANDING Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. KEY CH0KEP01NTS LOGISTICAL CONSIDERATIONS i At the start of the battle, SR the EU defenders should Church and Town Center, using ammo and first-aid -* J support troops. A steady v; * Jj supply of ammo is necessary to keep EU engineers EU support troops Should drop ammo packs Of [Fie stocked on rockets and front-line positions, mostlij to keep engineers mines. The pac team must Stocked up on mines and rochets. resupply and heal while on the move. As such, each squad should consist primarily of assault and support troops. PAC commander supply drops should be reserved for repairing and rearming the T-39 Bogatyr. Keeping this battle walker in the fight is crucial to the PAC assault. To streamline communications, the T-39 crew may want to form their own squad, allowing the squad leader to speak directly to the commander and crew member. ip • m JgKTfM * n south, the main 1 I route traveled by the PAC Attacking PAC units should ovoid [he central rood, team can dish out serious using the roads to the east or west instead, damage by covering this road with mines, snipers, automatic fire, and orbital strikes. PAC troops hoping to avoid this meat grinder should use the dirt road leading out of the Harbor’s northeastern corner. This leads to the Church’s eastern side of the Church. A similar road runs along the map’s western edge, too, accessible near the Office Ruins. Both infantry and vehicles should use these paths in an attempt to divide the attention of the EU defenders. The central and western roads running through the M town near the Roadblock Area provide the EU with another useful chokepoint. Defenders should clog these narrow paths with mines and I sentry guns. Support troops ^BR*^3 and snipers are effective at suppressing enemy infantry Support troops equipped With Sentrq QUnS moving along these roads. can la 1 down on incredible amount of fire PAC attackers should avoid on fllese naff011) foads - this fight by capturing the Command Center before assaulting the Roadblock Area. If they must advance through the town from the south, it’s best to move along the eastern alleys. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. CERBERE LANDING TESTED TIPS Town Center EU The EU has to use the high ground to prevent the PAC from getting a good foothold in the town. You need some soldiers who can take out heavy armor, or the battle walker will slaughter the defense forces. Hold the Command Center at all times, because it is difficult to fend off an attack coming down from the hill while you are getting pounded from the south. With no heavy armor at your disposal, recapturing the Command Center can be difficult. PAC: To win this battle, the PAC must get a good foothold on the mainland coming from the docks. Taking the Church will make the fight for the Town Center easier. If you can take the Command Center, you will find it much easier to win the entire battle, as that control point gives you access to the enemy commander’s assets and an easier route to assault the rest of the map. Office Ruins FEATURES: This area has been damaged by the pre-invasion pounding of the area from the sea. ATTACK: Use the battle walker to help you break through the defenses and stir up some chaos in the enemy defense lines. Follow up with a coordinated infantry charge as the enemy hides from the battle walker. DEFEND: Use the high ground to get an advantage. Dig in at the bunkers and the barracks above the control point. LChurch (FEATURES: At this control point, you will find a large church with surrounding brick walls that has taken some damage during the strikes before the PAC landing. ATTACK: Capturing this control point will be easier if you place a spawn beacon behind the church. This will give you a steady flow of reinforcements who can attack around the church at both sides. To access the control point, use the dirt road and paths on the far side of the large hill where the church is located. The main road going into the town will most likely be heavily guarded, as the spawns are close to the road. Use the FAV parked in one of the storage buildings close to the Harbor to support your team. DEFEND: Alert your team if the attackers are using the far right route, to get help defending in the forest area. It’s the easiest way for the attackers to fight their way up, because they have plenty of cover and pathways. Look for enemy squad beacons in the forest and destroy them to delay the attackers’ reinforcements. FEATURES: This is a dense part of the town, which expands to the town center. ATTACK: This control point can best be accessed by making your way up from the Office Ruins road on the far left side in combination with an assault from the Church. Place a spawn beacon in the parking lot just off the road coming into the town from the left. DEFEND: Mine the entry points to keep out the battle walker, and use all available cover for defense. Roadblock Area FEATURES: The EU has attempted to put up a roadblock, but PAC assaults have kept it from completing the barriers. The EU forces have cleared some abandoned town houses to make way for military housing. ATTACK: If you control the Command Center at this point, this control point will be easier to take than if you just attack it head-on. There is plenty of cover near this flag. DEFEND: You have very good areas here for defending this flag, both on the nearby hill and on the high walls around this control point. If you lose the Command Center before you have to defend this flag, those advantages are gone, so don’t give the enemy a chance to attack from that control point. Command Center FEATURES: This is the main strategic objective for this stage of the PAC invasion. A huge Command Center is erected on the top of the hill, overlooking the entire town and the nearby sea. ATTACK: Use the western paths to get infantry into the grounds, and place spawn beacons behind the storage facilities so that you can get a steady flow of reinforcements in. To make the attack easier, place the beacon on the roof of the building and defend the stairs going up to it. DEFEND: Make sure no one gets into the base from the forest through the broken fence. Place mines in the gate entry, so that FAVs can’t easily race through. Protect the stairways up to the flag and the roof, where you will find good sniping spots. FALL OF BERLIN OF BilCUN Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. FALL □n July 10th 2140, as part of Operation Thunder, fifteen squadrons of PAC gunships wrestled control of the skies above eastern Germany. The victory allowed PAC Titans to airdrop entire regiments of the Northern Command Group behind the EU’s Brandenburger Line. Surrounded, the EU Expeditionary Force quickly capitulated. The path to Berlin was cleared. On August 15th the PAC waged an all-out offensive on the city. After two months of intense fighting, Berlin fell. The remaining EU forces retreated to France where they would make a last stand before evacuating to Africa. Streets i Maintaining the drain on the PAC ticket count is the focus at the start of the battle. All team members should spawn at the Crossroads and prepare for the PAC assault. Engineers are needed to place mines and fire rockets at the approaching battle walker. Recon troops should pack each flag’s capture radius with demo packs, then fall back and provide cover with a sniper rifle. Sentry guns placed near the flag can surprise attackers too. If the PAC team captures the Crossroads, center the bulk of your defenses at the Roadblock. But station a couple of defenders at the Square too, as breakthrough attacks are a strong possibility. More mines, demo packs, and sentry guns can help hold these two positions. Stop the ticket drain by attacking and capturing a control point. Although heavily defended, the Crossroads is the easiest to reach. Distract defenders with the T-39 Bogatyr while squads attempt to flank the flag from the northern and southern alleys — infantry should not advance along the street! After taking the Crossroads, defend it while staging attacks on the Square with the battle walker. Infantry can help out with this fight by using active camouflage to bypass the Roadblock. Capture the Square and knock out all the EU commander’s assets. Finally, squeeze the Roadblock in the center, attacking simultaneously from the Square and Crossroads. Use the T-39 and orbital strikes to soften up the defenders, then rush in with infantry to convert the flag, denying the EU team a spawn point. Afterward, defend the three control points to prevent any stragglers from opening a new front. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. Outpost Streets This time the EU team has some extra firepower to help stop the PAC assault. While most of the team digs in at the Crossroads, no more than two or three teammates should spawn at the Outpost and bring the L-5 Riesig and AVM-2 Groundhog to the front lines. Keep both vehicles in the street west of the Crossroads. From here they can watch the flag as well as prevent breakthrough attempts. Hold the Crossroads as long as possible to maintain the drain of the PAC ticket count. If it falls, retreat to the Roadblock and Square. It’s also a good idea to reinforce the Outpost to defend against sneak attacks. The Roadblock is hard to hold, but the Square provides more defensive opportunities, especially if supported by the battle walker and APC. Make sure both streets leading to the Outpost are adequately defended at all times. The vehicle spawns at the Outpost are crucial to an EU victory. Without them, the PAC team has a tremendous advantage in firepower and mobility. Don’t let the Outpost fall! 'M Once again, the PAC team must grind against the Crossroads in an attempt to stop its ticket drain. Even with the additional APC, breakthrough attempts are very difficult, given the likelihood of mines and other nasty surprises on the western streets. Instead, rush the Crossroads with the T-39 and infantry before the EU’s vehicles can respond. Once you’ve captured the Crossroads, set up stiff defenses to defeat the inevitable counterattacks. Next, focus on taking the Square and Outpost, bypassing the Roadblock altogether. The APC or recon troops equipped with active camouflage can often break through the chaos and hit these western control points with minimal opposition. Capturing the Outpost should be the primary goal. Without its battle walker or APC, the EU team is greatly weakened. Holding spawn points on the eastern and western map edges also divides the defenders, making the central control points much easier to capture. Finish off the EU team by squeezing it in the middle, forcing it to make its last stand at the Roadblock. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. BASES Sr CONTROL POINTS OUTPOST 32 Player Only EU • Square Outpost Assets PRC Control 16 Plauer 32 Player — — 2 Bailoun — This western control point serves as the EU base in 32-player battles, ^ COIltfOl spawning an AVM-2 flVM~3 Groundhog as well as [-5 an L-5 Riesig. These two vehicles give the EU team some much-needed firepower when holding or counterattacking HailQUfl control points to the east, so the PAC team should try to capture this control point as soon as possible. Eliminating the EU’s battle walker, APC, and commander assets can drastically tilt the odds in the PAC’s favor. Attack Two main paths lead into the Outpost. The street to the southeast is barricaded by crates and other objects, preventing vehicle passage from the Square. Take this path when attacking on foot. It provides plenty of cover and you won’t have to worry about running into any vehicles. All vehicular assaults must approach along the street to the south. Avoid getting bogged down in the street while dueling with defenders at the Outpost — you won’t win. Instead, rush the control point while laying down heavy fire on the railgun positions — but watch out for mines. Both infantry and vehicles can gather within the flag’s capture radius. But it takes a while to convert, so don’t try to capture it on your own. Defense Tucked along the western edge of the map, defenders can focus all their efforts to the east. First, lock down the two streets. In the southeastern street, prepare for infantry attacks by placing sentry guns and anti-personnel mines. The southern street can be covered by the two railguns and a few anti-vehicle mines. Back near the control point, use a recon kit to sprinkle some demo packs around the flag, then take up a position on one of the platforms to the north to snipe incoming attackers. In a pinch, the EU battle walker and APC can also lend their impressive firepower to t’s defense. -V Mi EjT 1G and 32 Player Ell • uurposr • Roadblock EU Control Square Assets PAC Control 16 Plauer 32 Plauer 2 — Radar Station — Bailoun Bailoun In 1 6-player battles, this traffic circle serves as the EU base. It’s still held by the EU at MM SlTilfGS — the outset of 32-player battles, but it’s more of a buffer control point on the Outpost’s eastern flank. The flag is planted in the small elevated plaza at the center of the traffic circle. But the capture radius is rather large, allowing vehicles to convert the flag from the street. Attack The open space surrounding the flag makes it difficult to capture, as defenders can cover it from all angles. When possible, rush the Square with an APC and quickly unload teammates right next to the central plaza, where the flag is positioned. Get out of the APC as soon as possible and find cover near the flag. You stand a much better chance of surviving on foot than you do sitting in a stationary vehicle. If an APC isn’t available, wait till some sort of vehicle support is. Combined infantry and vehicle attacks are the best way to assault this control point, especially if it’s heavily defended. Defend In 1 6-player battles, defenders have to worry only about the two eastern streets. Both are relatively easy to cover with the two railguns and a few mines. But the Square plays a more central role in 32-player battles, requiring defenders to watch the two streets to the west if the Outpost is held by the opposing team. In a worst-case scenario, the Square could be hit from all four of the surrounding streets. In such cases, it’s best to focus defenses around the flag by loading the capture radius with mines and demo packs. Retreat to a covered position along the Square’s perimeter and engage attackers rushing the flag. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. ROADBLOCK 16 ond 32 Ployer t i > • .. - - EU • Square EU SU“ Sf0afls EU Control Roadblock Assets PIIC Control IS Plauer 32 Plauer CROSSROADS With the exception of its spawn point, the Roadblock doesn’t provide much for either team. The flag is positioned in an alley on the eastern side of a large building, accessible by infantry and vehicles. Because of the cramped surroundings, the battle for this flag is often fought at short range. Gear up accordingly. Attack When assaulting from the east, advance on foot through the tunnel in the building just east of the flag. This is the most direct path from the Crossroads, and it allows you to avoid the chaotic firefights in adjacent streets to the north. This narrow tunnel may be booby-trapped, however, so advance with caution. When attacking the Roadblock from the west, use the less-traveled southwestern street. This path is |[open to vehicles and infantry, allowing you to flank the flag from the south. Attacks originating from the west are the easiest to stop from this control point. Use the railgun near the flag to cover the western street, targeting vehicles and infantry near the Crossroads. Drop sentry guns and mines along the street and nearby tunnel to help reinforce the control point from western attacks. But if attackers approach from the Square to the west, both approaching streets must be covered. The railgun isn’t much help in this situation, so use mines, rockets, and focused automatic and sniper fire to hold back attackers. For insurance, drop some demo packs around the flag. fe 16 and 32 Player EU In battles of both sizes, the Crossroads is the EU front-line position, destined to face the brunt of the EU Control Crossroads Assets PRC Control 16 Planer 32 Planer Bailoun Railoun PAC assault. Holding this position and all other control points to the west allows the EU to bleed the PAC ticket count, so a strong stand is important here to prevent its capture and any breakthrough attempts. The flag stands in a small walled- in area on the eastern side of a building. Attack Hit the Crossroads from multiple directions with a combined infantry and vehicle assault. From the Streets, head northwest, through the alley and up the snowy slope. Drop over the edge of the steep slope, and head south to surprise defenders from the north. More infantry can assault through the alleys to the southwest, emerging near the railgun. Meanwhile, use the T-39 to draw attention away from the infantry assaults by advancing along the western street. If attacking from the west on foot, use the tunnel near the Roadblock. With a vehicle, rush in along the main street. Defend While most attacks are likely to come from the main street to the east, infantry flank attacks are a major concern too. Use engineer kits to mine and cover the eastern street with rocket fire. Deploy sentry guns and snipers to watch the slope to the northwest and the alley to the south. If blocking these avenues of attack doesn’t work, reinforce the flag with demo packs and other explosives. Attacks from the west are more predictable and can be stopped mostly with mines and focused fire along the street and tunnel. EU engineers end recon snipers enn cover lire mesiern sireei by lying prone in Ihe Funnel beiioeen Ihe Roadbloch ond Crossronds. Use Ihe small piles of snom for pnrlinl cover nnd conceolmenl. This is on excellenl spol for engineers lo ambush incoming vehicles lihe fr f 5 Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. STREETS 1G and 32 Planer PHC • Crossroads PHC Control M T-39 Orbital Strides Radar Station Railoun This is the PAC team’s base in both battles, providing nearly identical assets, though they do gain a BTR-4 in the 32- player variation. Like any attacker’s base in an assault battle, this one can’t be captured. But the PAC team should still devote some manpower to keeping an eye on the commander assets and valuable vehicle spawn points. Without these assets, the PAC’s chances of victory are slim. RrracH Capturing or sabotaging the PAC’s T-39 Bogatyr should be a priority for EU attackers. Denying PAC its only battle walker can greatly tilt the odds in your team’s favor, especially during 16-player matches. There’s no easy way to sneak into the Streets, Streets Assets 16 Plauer 32 Plauer so such operations are best conducted by recon troops equipped with active camouflage. Stay along the southern side of the western street to avoid being detected. While scouting the base, drop some demo packs on their commander’s assets too. If the T-39 isn’t there, wait for it to spawn and hijack it. Defend Most of the PAC team is needed on offense, so don’t worry about devoting too much manpower to defending this base. Keep an eye on the status of the commander assets and repair as needed with an engineer kit or supply drops. One two-man squad should be assigned to the T-39. When not piloting the battle walker, that squad should camp at its spawn point, preventing EU attackers from getting too close. Commander: Pound the map’s bottlenecks and enemy battle walker with orbital strikes. Also, keep supplies dropping at front-line positions like the Crossroads. Offer UAV support to your attacking squads, allowing them to spot defenders camped around flags — this is most helpful at the Square. Run constant radar scans to spot enemy flanking maneuvers and route squads to these areas to investigate. Squad Leader: Deploy spawn beacons in the northern or southern alleys, where your incoming pods are less likely to be spotted by nearby enemies. Spawning in these alleys allows you to attack from unexpected angles, giving your squad the jump on defenders. As usual, keep in constant contact with your squad members and inform them of any changes in orders. Recon: On defense, demo packs are a huge help when holding down control points. Sniper tactics are also effective near the Crossroads and Square. When attacking, go spec ops with some demo packs and active camo to hit the opposing team’s base. Assault: Choose this kit when attacking control points. If available, bring along the shotgun and defibrillator upgrades. Both are helpful when fighting in the cramped spaces of the Crossroads and Roadblock. Engineer: Make it your sole mission to ambush the enemy’s APC and battle walker. Load up on both types of mines and scatter them across the streets near the Crossroads. Watch the mined streets from a distance and complete the ambush with rocket fire, preferably once the enemy vehicle is disabled by EMR Support: Instead of positioning sentry guns in the open streets, place them in areas around the flags where they can surprise attackers at close range. When attacking, consider taking along the shotgun for close-quarter fights at the Crossroads and Roadblock. Or stay back and provide suppressing fire while your squad moves in for the capture. KEY CHOKE POINTS Eastern Street The street running past the Crossroads and Roadblock is packed with activity, particularly at the outset of each battle. Why? This is the only passable terrain between these points accessible to both vehicles and infantry. By filling this street with mines, orbital strikes, and automatic fire, EU defenders can stop all ENP mines ore o great may to temporarily disable battle walkers. While they are disabled, fire at their weak knee joints. . Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. PAC traffic along this path. Therefore, the PAC team is better off leading the assault on foot. Infantry can flank the Crossroads by attacking through the alleys to the north and south. The Roadblock can be assaulted through the tunnel just east of the flag. Once these areas are captured, the PAC vehicles have a better chance of spreading out, making them less vulnerable to ambushes. defenders can stop Stretch a line of mines across this road ruest of rushes on the Outpost simply the Square to prevent PRC vehicles from reaching by mining and defending this the Outpost. But mahe sure qou leave some room narrow street. The nearby for qour Oiun vehicles to get through. railgun at the Square is well positioned to handle attacks along this street too. To avoid getting blasted by mines and other booby traps along the western street, PAC attackers should use the barricaded street northwest of the Square. Because of various obstacles, vehicles can’t enter this street. But infantry can sneak past the barricades and stage a more covert attack on the Outpost. LOGISTICAL CONSIDERATIONS Obviously, the area around . r the Crossroads is the site Assault and support troops ! ^ should scatter first-aid and ammo packs around this A * . ~ - area, preferably behind cover. Players equipped with ^ a defibrillator can find full- if driven bq engineers, the BPCs and battle malhers time work reviving downed can repair each other. Ibis is the best rnaq to keep teammates. As the battle both vehicles in top Shape, moves west, the EU should keep supplies positioned at control points they hold, while the PAC deploys supplies along alleys and other less- frequented avenues of attack. Team commanders should stay in close contact with their battle walker pilots and provide them with supply drops. Battle walkers should fall back from the action while taking on repairs and supplies. Otherwise the supply crate could be targeted and destroyed by enemy forces. In 32-player battles, the APCs can also be used to repair and rearm battle walkers, as long as they’re occupied by an engineer and support kit. PRIMA Official Game Guide 1 BATTLEFIELD Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. BERLIN EU The EU initially owns all control points, and should try to hold off the PAC forces for as long as possible. While most forces should start at the Roadblock, some troops must bring the battle walker and APC to the front. Meanwhile, engineers at the front line should try to delay the attackers by placing mines in their way. If a control point is lost, EU troops must regroup quickly and find good positions at the next control point. They can then use vehicles to mount a counterattack. PAC: It is absolutely crucial for the PAC to break through and capture the Roadblock as quickly as possible. The PAC has the initial advantage of having a battle walker and APC right by the front line, and must use them as best they can. Once past the Roadblock, use momentum and deny EU the opportunity to dig in at a control point farther back. Roadblock FEATURES: Narrow streets surrounded by snowed-in buildings. ATTACK: Infantry has several access routes to the control point, while the vehicle routes are more restricted. Use vehicles to attack this control point if possible, but if you have no vehicles available, flank the position while keeping the defenders busy at the front. Vehicles alone are easy targets for engineers hiding on the balconies. DEFEND: Use mines and sentry guns to harass and slow down the attackers, while ambushing them using the cover surrounding the area. Cover the alternate routes, or place a sentry gun if no one is available. Crossroods FEATURES: A monorail track passing by a former storage area. ATTACK: Attacking this control point leaves you fairly exposed while crossing the street. Have someone cover your advance or pin defenders with grenades. If you are coming from the other direction, defenders may be hiding on the balcony of the building across the street. Watch for them as you approach the flag. DEFEND: Good cover may be difficult to find close to the flag. If you decide to be up close, keep moving between cover while staying on the lookout for attackers trying to flank you. The building across the road gives the enemy a wide range of places to attack from. FEATURES: A monument in the middle of a shopping center. ATTACK: This is a difficult control point to attack without vehicle support. Plenty of good sniping positions along the balconies may house snipers who will be waiting for careless attackers to cross the open square. Once inside the central monument, look for some cover and expose yourself as little as possible. Clearing the square of defenders may prove difficult, because they spawn around it. One tactic would be to suppress them from opposite balconies. DEFEND: This is a control point best defended from a distance. Sentry guns could be used to surprise attackers who reach the central monument while the defenders stay behind cover. The control point is central, and attackers may be moving around it to the EU Base, so try to keep that route covered. FEATURES: A small military outpost in an urban area. ATTACK: The routes into the base are limited, both for vehicles and infantry, and you may have to resort to brute force to capture it. While it doesn’t spawn any vehicles for the PAC, it’s still important to take it, because doing so denies the EU its vehicles. DEFEND: The barracks give an advantage in height that is helpful against attacking vehicles, but they also offer a better view of the parking lot, from which infantry will most likely advance. Monumenr Compound PRC Comp I In this assault battle, the EU must hold out at the Front Line as long as possible to maintain the initial drain on the PAC ticket count. Fill the Front Line’s bunkers and trenches with engineers and support troops. Reinforce the front with the L-5 Riesig and A8 Tiger spawned at the Monument Compound. Hold at the Front Line as long as possible to continually bleed the PAC team’s tickets. If they take the Front Line, immediately counterattack, leading the way with the A8 Tiger and the two L-5 Riesigs. But if the PAC forces are too strong, fall back and try to hold them at the South Outpost, once again using the defensive features to your advantage. If necessary, make a last stand at the Monument Compound, defending the flag on the hilltop with infantry while the vehicles form a defensive line to the east. Ill Don’t waste time at the start of the battle — the PAC ticket count drains with each passing moment. Instead, rush the Front Line before the EU can set up its defenses. Use the Type 32 Nekomata to knock out the EU’s L-5 Riesig from a distance, then rush in with APCs loaded with infantry to infiltrate the trenches. Capture the flag at the Front Line and reinforce the control point for the inevitable counterattack. Meanwhile, bypass the South Outpost with a UAZ-8 and capture the Monument Compound while the EU team is distracted with retaking the Front Line. Having encircled the EU, lay siege to the South Outpost from the east and west. Hold the Monument Compound and Front Line with infantry and APCs while sending the Type 32 IMekomata and T-39 Bogatyr in to capture the South Outpost, denying the EU team a spawn point. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. The Cold War began in October 2139 with coordinated PAC invasions from the Persian Gulf to the Baltic Sea. In November, as part of Operation Canute, three battalions led by General Arkadi Petrov entered Minsk, a key EU command center in Northern Europe. The EU’s Kriegspanzer 2nd Regiment fiercely defended the city for over four months until the PAC’s elite Central Command Group broke through their southern flank, forcing them to withdraw. The Battle of Minsk featured the first frontline use of the militarized Titan, forever altering the character of modern warfare. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. As in the 16-player battle, start by bulking up defenses at the Front Line — most of the team should spawn here. Meanwhile, move all of the A8 Tigers and L-5 Riesigs from the South Outpost, Hill, and Monument Compound east to reinforce the Front Line. Man the AA Turrets at each control point to prevent the PAC’s Type 4 from breaking through and opening a new front to the west. If the Front Line falls, split defenses between the South Outpost and Hill in an attempt to prevent breakthrough ground attacks on the Monument Compound. While digging in on the ground, use the UD-6 Talon (crewed by the team’s best pilot and gunner) to knock out the PAC’s tanks and battle walkers with rockets and TV-guided missiles. Continually try to retake the Front Line (and any other control points) to resume the drain on the PAC ticket count. This is the best way to maintain an edge. Monument Compound PRC Comp Once again, the EU defenses are relatively weak at the Front Line, so rush this position before they have a chance to adequately reinforce it with tanks and air power. Overrun the Front Line with infantry and the Type 32s while the Type 4 Doragon provides close air support by taking out the EU battle walker and any incoming A8 Tigers. Hold at the Front Line while assaulting the Hill with the newly spawned T-39 and some infantry. As soon as the Hill is secured, flank the South Outpost from the north while raiding the Monument Compound to the west. Try to capture the Monument Compound first, forcing the EU to spawn at the South Outpost. Finish off the EU forces at the South Outpost, squeezing the control point from all directions. Use all available T-39 Bogatyrs and Type 32 IMekomatas to assault the South Outpost at close range to convert the flag, securing a victory for the PAC. Ell Headquarters PRC Camp Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. As usual, focus the bulk of the starting defense at the Front Line, backing it up with engineers as well as A8 Tigers and T-39 Riesigs pulled from the rear control points. But maintain a defensive presence at the western control points too, watching for sneaky airborne assaults. If the Front Line is captured by the PAC, form a solid line between the Hill and South Outpost, stopping any attempts to break through. But if either of these control points is compromised, retreat to the northwestern plateau and make a stand at the Ghost Town, Roadblock, and EU Headquarters. The three narrow roads ascending this hill are great choke points, bringing armored vehicle traffic to a slow crawl. Hammer the PAC forces at these critical bottlenecks to further deplete their ticket count. Divert their attention by dropping squad leaders on the Front Line and other PAC-held control points, using the UD-6 Talon. Keep up the pressure till the PAC team is out of tickets. Just as you did in the smaller battles, commence the ground attack on the Front Line, using infantry and vehicles spawned at the PAC Camp. But while grinding against the Front Line, run some deep airborne raids on rear control points by dropping squad leaders out of the Type 4 Doragon. The Ghost Town is a good spot to open a new front — it has no AA Turret and can be reached directly from the PAC Camp by flying out of bounds for a few seconds. Even if the Ghost Town can’t be held, targeting it draws EU manpower from the Front Line, allowing PAC ground forces to gain a foothold. Continue pushing west on the ground while staging more airborne assaults on the northwestern control points. Hold at the Front Line and Hill, then hook north into the Ghost Town, EU Headquarters, and Roadblock. Finish off the EU defenders at the Monument Compound and South Outpost, attacking simultaneously from the north and east. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. - MINSK Ell HEADQUARTERS 64 Player Only EU *SlEJ h » MTouin fej This rear control EU Headquarters Assets MU-1S URZ-8 2 HVM-2 BTR-4 2/1 H8 1 UD-6 1 Orbital Stride 2 UHV Unit 1 Radar Station 1 Railnun Railuun 2 RR Turret HR Turret 1 EU commander’s assets in the 64- player battle, but it isn’t a base. Like all other EU-held control points on the map, this one can be captured by PAC forces. Therefore players on the EU team should take steps to defend this site, helping maintain the commander’s assets as well as the only UD-6 Talon spawn point. This control point also has the only landing pad on the map, a valuable asset for pilots on both teams. HtlflCk Stage attacks on the EU Headquarters while most players are distracted by the heavy fighting at the front lines to the east. Slip in from the air or rush in with an FAV, advancing along the paved road near the Ghost Town. If playing as the PAC, knock out the EU’s orbital strike with a couple of demo packs before attempting to convert the flag. Otherwise, steal a vacant tank or APC while camping the flag’s capture radius. If no armored vehicles are available, approach on foot and hide along the stairway to the north while converting the flag, dropping prone for greater concealment. The flag takes a while to convert on your own, so bring along some squad members to accelerate the process. Attacks on the EU Headquarters are rather persistent, so make sure a small squad is posted here at all times. There is an AA turret on the ground close to the road that comes up from the Roadblock Area which can be used to knock down enemy aircrafts. Both railguns are well positioned to cover the southern roads, particularly the one next to the landing pad, which can fire down into the Ghost Town, vaporizing any enemies gathered near its flag. Booby-trap the flag’s capture radius, too, in the event enemy units break through the outer defenses. Mines or demo packs near the flag’s base are effective, but be sure to cover the nearby northern structure as well, preferably with anti-personnel mines. GHOST TOWN IlilMllfiro EU Headquarters GtioslTouin Assets EU Control PAC Control 16 Plauer 3B Plauer 64 Plauer 64 Player Only EU The small suburban homes at the Ghost Town have been pummeled by orbital strikes, leaving nothing but stripped- down ruins. Although the site spawns only a few FAVs, the spawn point provides easy access to the paved road ascending the northwestern plateau. The EU team should control traffic along this road to prevent PAC ground forces from reaching the EU Headquarters. Attack When attacking from the lower terrain to the south, use the paved road south of the Ghost Town to climb the steep slope, preferably in an FAV. If you’re expecting heavy resistance at the control point, ditch the vehicle before reaching the crest of the hill — otherwise you rush right into the view of a pair of railguns. Instead, move in on foot along the western edge of the road, using the damaged buildings for cover and concealment on your way to the flag. At the flag, use the low wall for cover while loitering inside the capture radius. Monument Compound Assets MH-15 URZ-B 2 2 3 HVM-2 BTR-4 1 1 1 H8 1 1 1 L-S 1 — — UD-e 1 — Orbital Strike 2 2 — UHV Unit 1 1 — Hadar Station 1 1 — Railoun Railoun 1 1 1 HR Turret HR Turret 1 1 The Monument Compound is the main rear control point for the EU team in the 16- and 32-player battles, and home to the EU commander’s assets. This sprawling skyscraper complex is similar to the one at the EU Headquarters to the north. But here the central plaza’s hilltop is adorned with a tall monument and the control point’s flag, not a landing pad — an important distinction when searching for a place to repair your aircraft. Hrroch Assault the Monument Compound from the east, avoiding its vehicles and the defensive weapons positioned along the line of western skyscrapers. The monument hilltop is barricaded, surrounded by dragon’s teeth and a low concrete wall. But infantry and battle walkers can easily overcome these obstacles to reach the flag — APCs and tanks can get over the low concrete wall at its lowest point to the west, near the AA turret. At the top of the hill, use the containers or white storage tank for cover while converting the flag. Defend Most attacks advance along the paved road to the south that leads directly to the flag. Halt such advances with the two railguns, blasting enemy vehicles as they reach the crest of the hill. The northern railgun has a great view of the western dirt road and is capable of engaging traffic approaching from the Roadblock. If manpower is an issue, hold back and hide in one of the damaged houses, watching the flag from a distance with an engineer kit’s rocket launcher at the ready. Avoid mining the paved road, as friendly units need to use this route. Scattering a few demo packs around the flag is a good solution to the friendly- fire problem. If enemy attacks get too strong to repel, reinforce the control point with a tank or battle walker. ROADBLOCK Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. Defend As long as the Ghost Town is held by your team, expect most attacks to advance from the south. Man the railgun west of the flag to slice open enemy vehicles attempting to rush up the dirt road. Or blast air threats with the AA turret to the east. The two bunkers near the flag are great cover positions, too, allowing infantry to fire down on incoming attackers. But even these assets might not be enough to repel attacks. Since the control point spawns only FAVs, consider reinforcing it with tanks or battle walkers for additional firepower. MONUMENT COMPOUND _ „ Roadblock Assefs The dirt road at the Roadblock is an EUConlfol PI1C Control 16 Plauer 32 Plauer 64 Plauer alternate route up MH~15 URZ~8 — — 2 the northwestern RailOUn RailQUn — — 1 plateau, flu Turret HD Turret — — 1 connecting the EU Headquarters and Monument Compound. The flag here is flanked by two massive concrete bunkers, offering elevated views of the surrounding area. Like the Ghost Town, the Roadblock doesn’t provide a wealth of assets, but it’s a critical choke point for the EU when defending the EU Headquarters. Attack Avoid assaulting the Roadblock from the south. Instead, advance from the east, either on foot or along the dirt road leading in from the Ghost Town, and flank the bunkers and flag from the north. Open fire on any visible defenders in the bunkers or sitting in the defensive weapons while moving toward the flag. If attacking in an armored vehicle, simply park next to the flag to convert it. But if you’re on foot, rush inside the western bunker and convert the flag from within. *+* S. H ^ G-Jr HjJ 64 Player Only • EU Headquarters Ell • GkostTouin ™ •Monument Compound ™ UN— < FtM Dll Ell m • Roadblock • Hill • South Outpost MINSK Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. Never advance on the South 3BP ff ' ( J-j Outpost head-on. Instead, flank the trench system from the north or south. ff * h ■ Try driving an APC up to * T-l J the southern flank and unloading infantry directly into the trench. While infantry assault the trench from the south, encircle the lf ^ -J line with tanks and battle walkers from the north, ^ overwhelming any defenders in the bunkers or rear 4 positions. Throw in some orbital strikes to intensify the i ^ chaos, enticing defenders to retreat or spawn elsewhere. Park some armored vehicles near the flag to convert it, constantly watching the trench and bunkers for any stragglers. The eastern side of the monument is totally open. This is the most likely direction of incoming assaults, so position a tank [or even an APC) on the eastern side to deter { enemy incursions. Engineers and recon troops are effective on the monument hilltop, firing down on attackers while taking cover among the containers. For an even higher vantage point, climb the white storage tank. Or better yet, hitch a ride on an gunship and drop down on a skyscraper’s rooftop. Friendly vehicle traffic is minimal on this hilltop, so don’t be shy about loading the flag’s capture radius with mines and other booby traps. Expect most attackers to hit the trench head-on, aiming for one of the two bridges. Use these bridges as choke points, lining them with mines or demo packs to halt vehicle rushes. Pack the trench and bunkers with rocket-toting engineers. The railguns are positioned to the west, behind the trench, so engineers have the best chance of knocking out incoming tanks and battle walkers at long range. When applicable, man the AA turret on the central bunker. It has an amazing 360° view of the surrounding airspace and is vital in preventing air strikes and airborne raids. If available, back up the trench and its flanks with tanks and battle walkers — especially if the enemy holds the Hill to the north. SOUTH OUTPOST This back-up SOllfl) OUfpOSfflSSefS defensive line sits about 3 oo meters Ell Control PHC Control 16 Plauer 32 Plauer 64 Plauer west of the Front NH~15 jjjjZJ} 2 ] 2 Line, giving EU flVM-2 BTR~4 — 1 — defenders a second ^ ^ I j* chance at stopping n .. n .. . n n the PAC advance. » ! i L_ The South Outpost M M MM ! ! consists of a *EU Control Oflll lengthy north-south trench system and three concrete bunkers. All vehicles are spawned to the west of this line, keeping them relatively safe from incoming fire. The flag is also positioned to the west, requiring PAC attackers to overcome the line and bunkers to reach its capture radius. dll Ell • Monumenr Compound •Hill . CrnnHino r . sK MH-15 UflZ-8 2 1 2 flVM-2 BTR-4 — 1 H8 Tune 21 — 1 2* RallQun RallQun 1 2 2 HH Turret RR Turret — 1 1 Defend Don’t skimp on defense at the Hill, especially if the Front Line has fallen. Take up positions in the bunker or trench systems by the southern road to engage enemies near the Front Line or South Outpost. The railgun has a great view of the no-man’s-land between these two control points and is great for scoring side hits on tanks and other armored vehicles moving through this high-traffic area. Like the AA turrets at the Front Line and South Outpost, this one is also positioned on the bunker’s roof, giving it great coverage of the surrounding airspace. Use it to blast air units assaulting the southern control points or attempting to break through to the west. Defend against vehicle rush attacks by packing the flag’s capture radius with mines or demo packs. If necessary, use the battle walker spawned here to blast attackers off the Hill. The dirt road ascending The adjacent norThuiestern plateau leads out of bounds in the 64-player battle. But an FBV sprinting along this road can reach the Ghost Touin before any punitive damages are applied. BVM-2 BTB-4 — 1 1 L-5 T-33 1 1 1 Bailoun Railoun — 3 2 1 Turret BB Turret — 1 1 to prepare themselves for the incoming assault. The massive trench system and concrete bunkers are effective fortifications, providing infantry with excellent cover and views of the eastern approach. Whichever team holds the Front Line is rewarded with a battle walker, useful for defending this site, or attacking the nearby control points. variations. Located approximately 350 meters west of the PAC Camp, EU defenders only have a few seconds Hill flssels NH-15 UBZ-8 T 2 B8 Tune 21 1* 1 L-S T-39 1 1 Railoun Railoun 1 1 BB Turret HH Turret 1 1 *EU Control Only In the 32- and 64- player battles, the Hill is an important control point for the PAC. In addition to spawning a battle walker, holding the Hill allows the PAC to stage deeper incursions into EU territory, by flanking the South Outpost or by rushing the northwestern plateau to reach the EU Headquarters. Unlike the South Outpost and Front Line, the Hill is relatively easy to assault, requiring EU defenders to reinforce this weak spot in their northern flank. DU flck Assault the Hill from the west, using one of the ktwo dirt roads to bypass Ithe defensive features ■overlooking the southern "slope and road. Move in stealthily by foot or quickly in an FAV. This is the best way to catch defenders by surprise, as they’re most likely expecting attacks from the south. Target any defenders in the bunker or trenches while camping the flag’s capture radius — knock out the railgun near the southern slope too. If on foot, stay quiet and convert the flag while hiding near the crates or structure to the west. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. HILL A ' r • Ghost Touin 32 and 64 Player • Monument Compound EU • South Outpost • Front Line FRONT LINE Rll • South Outpost EU • Hill • PBC Camp . „„ Front Line Rssets /\s its name states this is the eu front’ EUContfol PBCContfol 16 Plauer 32 Plauer 64 Plauer line in all battle HH~15 UflZ~B 2 1 2 Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. Attack As at the South Outpost, infantry and vehicles must work together to overcome the defensive fortifications at the front line. Get infantry into the two trench branches stretching out to the east while recon troops provide covering fire from a distance. Continually pound the bunkers with heavy fire from tanks and the APC’s mortar while advancing toward the control point. Make sure the trenches flanking the main dirt road are clear of enemy troops before moving vehicles toward the bridge. Watch for mines and other explosives lying across the bridge — a recon solider equipped with the unlocked Zeller-H sniper rifle can detonate booby traps at long range. Get armored vehicles across the bridge and within the flag’s capture radius on the western side of the central bunker. Defend PAC CAMP &Jr mm Rll PRC •Front Line T“ 1 PRC Control R-4 Type 21 If any team [especially the EU) hopes to hold out at the Front Line, it will need tank support. Reinforce the control point with tanks spawned at the South Outpost or Hill. During the initial PAC assault, position tanks behind the trenches for cover and fire at incoming vehicles at long range. The battle walker spawned here should hold back behind the central bunker and guard the flag — it won’t stand a chance in long-range duels with advancing tanks. Engineers are a huge help here, using their rocket launchers to assist in taking out enemy armor, as well as mining the bridge east of the bunker. The railguns are useful during close-quarter encounters with enemy armor, but the AA turret [on the central bunker’s roof) has a much broader view, capable of hitting ground units to the east as well as aircraft in any direction. This base is the staging area for the PAC assault. Players spawning here have the choice of three different spawn points; two to the east and one to the west. Infantry can get a jump on the northern trench at the Front Line by spawning to the west while players hoping to drive vehicles should use the easternmost spawn point. The Type 21 hover tanks spawned here are essential to a PAC victory, so it’s important that the PAC team keeps these vehicles at the lead of the assault, even after the Front Line falls. PHC Camp Assets 16 Player 32 Player 64 Player 2 2 Type 4 — Rail flR Turret — Attach Although the PAC Camp can’t be captured, don’t rule out small-scale raids. Wait till the PAC team is busy spawning at other control points, however, or you face heavy resistance. Rush in with an FAV or sneak in with the aid of active camouflage. The PAC commander’s assets are scattered along the northern edge of the base, so use the structures for cover while moving between them. Don’t leave till a Type 32 IMekomata or the Type 4 Doragon is available. Consider stealing the Type 4 and hiding it somewhere in EU territory to deny the PAC its only air unit. But don’t just stash it and forget it. You need to stay inside or near the aircraft to prevent it from self-destructing and respawning at the PAC Camp. ‘V , Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. Defend The commander or a small squad can defend the PAC Camp from the occasional raid. Man the railgun near the paved road to destroy any vehicles approaching from the west. In the 32- and 64-player battles, the AA Turret has a clear view of the base and western sky, capable of blasting lightly armored ground units or aircraft. If available, use an APC to patrol the base. Its weapons are capable of eliminating most attackers, and it has a thick armored hull — a welcome asset when you’re constantly being distracted by commander duties. EU Headquarters PRC Camp The Battle of Minsk featured the first employment of the militarized Titan in combat operations, changing the nature of modern warfare forever. Because of the Titan’s unmatched effectiveness as both a transport and assault medium, its destruction became a crucial component of military strategy. At Minsk alone, six full-scale Titans were destroyed within the first week of combat. Gain the upper hand by capturing and holding the four westernmost silos. Start by rushing Silos 2 and 3 in the UD-12, dropping squad leaders at each site. Secure Silo 4 as well, dropping off another squad leader in the UD-6. On the ground, use the MK-15 at the EU Headquarters to quickly rush and capture nearby Silo 5 while the remaining ground vehicles move south to help reinforce Silos 2 and 3 — the A8 Tigers are particularly effective in this defensive role. Leave the L-5 Riesig from Silo 4 back for its defense and move the EU Titan near Silo 5. Hold out at these four silos and wait for the PAC Titan’s shields to drop. Assign a couple of squads to assault the PAC Titan, using the UD-12 for transport. Continue defending at least three of the silos on the ground — consider backing off Silo 3 if necessary. Monitor the progress of the Titan assault, as well as the status of the EU Titan’s shields. Shift more squads to Titan defense as the shields weaken. If the assault squads are unsuccessful, rotate squads from defense to offense till the PAC Titan is destroyed. MINSK Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. SILO 1 Isolate the EU to the northwestern plateau by dominating the southern valley’s silos. Block EU ground advances by capturing Silos 2 and 4 with the squad leaders dropped from the BTR-20. Drop at least one squad leader over Silo 3, too, in the Type 4. Back at the PAC Camp, rush the ground vehicles west to reinforce the silos, capturing Silo 1 along the way. Move the Type 32 IMekomatas to Silos 2 and 4, as they face the brunt of the EU ground units rushing down the northern roads. Get the Titan moving, parking it over Silo 1 . Keep the AA turrets at all silos manned and firing to prevent EU aircraft from dropping squads and establishing spawn points in the southern valley. Defend the four southern silos till the EU Titan’s shields fail. Stay on defense on the ground while rushing a couple of squads to the EU Titan for the assault. During the Titan assault, let the EU take Silo 4 to avoid spreading the other silo defenders too thin. Be ready to move squads onto the PAC Titan for defense as its shield strength dwindles. f mF Located just off the bow of the PAC’s Titan at the t ' * - t " Front Line, Silo 5 is likely to UP ; * remain under PAC control for a most of the battle. The site V ■< provides a nice supplemental H launch pod assaults on these PAC Titan. This is one of two APCs produced at the silo sites, so make note when looking for a pod ride onto the enemy’s Titan. Although the Front Line is designed to repel attacks from the east, the central bunker and southern trench are still effective fortifications when attacked from the west. Defenders here can watch over the silo from behind cover, or man the AA Turret on the bunker’s roof to down enemy aircraft. — The EU Headquarters serves its Titan. Although the EU starts very close to Silo I 5, at the Ghost Town, its narr ° W d' rt roac * s reach the other silos. At the start of battles, use the UD-6 and UD-1 2 to secure the neutral silos to the south while the ground vehicles follow up to reinforce them. The EU commander can defend this base [and Silo 5) by manning the Titan’s turrets. MH-15 UflZ-8 1 HVM-2 BTR-4 1 08 Tune 21 1 Railaun Railaun 1 nn Turret OH Turret 1 r III BASES Se SILOS 7-0 Ell HEADQUARTERS & Ell TITAN llii 1 : EU Headquorrers/Titon Assets EU Control Unit Count • Silo S MH-15 2 f\. HVM-2 l