5
primagames.com 149 Strike At Karkand Strike At Karkand Strike At Karkand PRIMA OFFICIAL GAME GUIDE 148 Control of the industrial facility and harbor at Karkand motivates this assault by US forces, where they find MEC forces marshalling to defend the industrial city and determined to meet the attack with stiff resistance. The terrain surrounding Karkand is suffi- ciently open to allow for sweeping fields of fire, but the open ground increases the danger posed by anti-vehicle missiles and sniping. It is vital for both sides to secure firebases in Karkand's sheltered city center. 16-PLAYER 16-PLAYER Rushing the Market with a Humvee is a risky move for the Marines, but the payoff is well worth it—if the attack succeeds. US Strategy The Marines must quickly capture one of the control points inside the city to stop the ticket drain. The Hotel is the most obvious choice for the first assault, but the MEC forces are probably expecting this move and will reinforce the southern edge of the city with most of their troops. Therefore, consider staging a fast assault on the Market. Capturing the Market deprives the enemy of all their vehicles, making the Hotel and Square much easier to assault. However, a diversion is needed to slip past the front lines. Move the bulk of your forces (six troops) in an aggressive attack against the Hotel using the M1A2, the LAV-25, and plenty of artillery. This will keep the MEC forces occupied, allowing one or two special forces troops to take the Humvee along the eastern perimeter of the city for a rush attack on the Market. Once the Market is captured, the artillery guns to the east should be destroyed. Now it's possible to squeeze the Square and Hotel from the north and south, using tanks spawned at the Gas Station and Market. MEC Strategy As noted in the US strategy, maintaining control of the Market is vital to an MEC victory. But it's also important to delay the US troops from gaining a foothold within the city limits. The longer the Marines can be held back, the more tickets they'll lose. Blocking enemy vehicles at the Hotel is the best way to prevent the Marines from making it deep inside the city. Start by moving all vehicles from the Market toward the Hotel. The main streets to the east and west of the Hotel also need to be mined to prevent rush attacks on the rear control points. The concrete obstacles and cars near the Hotel provide great cover for infantry. Support and anti-tank troops are most effective at holding back the attackers. The T-90's job is to destroy the M1A2. Park it behind the concrete barriers near the Hotel so it can engage any Marine units rushing down the road to the south. Position at least one sniper on the rooftop next to the Square. From this place, they can spot and engage any troops trying to sneak up on the Square or Market. If the US troops are intent on making runs at the northern control points, consider shifting a couple of troops from the Hotel back to the Market. If the Hotel falls, stage an immediate counter-attack while beefing up defenses at the Square. Preventing the Marines from holding a single control point is the quickest way to ensure a victory. Game Type: Conquest Assault Total Control Points: 4 Convertible Control Points: 3 Black = Convertible Blue = USMC Control Only Red = MEC Control Only Gas Station Heavy Jeep (1) APC (1) Tank (1) Artillery (2) UAV Trailer (1) Radar Station (1) AT Turret (1) Machine Gun (3) Hotel Machine Gun (1) Square AT Turret (1) Machine Gun (1) Market Heavy Jeep (1) Tank (1) Artillery (2) UAV Trailer (1) Radar Station (1) AT Turret (1) Machine Gun (1) BF2_Ch_17 5/31/05 9:54 PM Page 148

Strike At Karkand - Fizwebfizweb.elte.hu/battlefield/Battlefield-2/bf2_karkand.pdf · Strike At Karkand Strike At Karkand PRIMA OFFICIAL GAME GUIDE 152 BASES AND CONTROL POINTS The

  • Upload
    others

  • View
    5

  • Download
    0

Embed Size (px)

Citation preview

Page 1: Strike At Karkand - Fizwebfizweb.elte.hu/battlefield/Battlefield-2/bf2_karkand.pdf · Strike At Karkand Strike At Karkand PRIMA OFFICIAL GAME GUIDE 152 BASES AND CONTROL POINTS The

primagames.com 149

Strike At KarkandStrike At KarkandStrike At KarkandPRIMA OFFICIAL GAME GUIDE

148

Control of the industrial facility and harbor at Karkand motivatesthis assault by US forces, where they find MEC forces marshallingto defend the industrial city and determined to meet the attackwith stiff resistance. The terrain surrounding Karkand is suffi-ciently open to allow for sweeping fields of fire, but the openground increases the danger posed by anti-vehicle missiles andsniping. It is vital for both sides to secure firebases in Karkand'ssheltered city center.

16-PLAYER16-PLAYER

Rushing the Market with a Humvee is a riskymove for the Marines, but the payoff is well

worth it—if the attack succeeds.

US StrategyThe Marines must quickly capture one of thecontrol points inside the city to stop the ticketdrain. The Hotel is the most obvious choice forthe first assault, but the MEC forces areprobably expecting this move and will reinforcethe southern edge of the city with most of theirtroops. Therefore, consider staging a fastassault on the Market. Capturing the Marketdeprives the enemy of all their vehicles, makingthe Hotel and Square much easier to assault.However, a diversion is needed to slip past thefront lines. Move the bulk of your forces (sixtroops) in an aggressive attack against theHotel using the M1A2, the LAV-25, and plentyof artillery. This will keep the MEC forcesoccupied, allowing one or two special forcestroops to take the Humvee along the easternperimeter of the city for a rush attack on theMarket. Once the Market is captured, theartillery guns to the east should be destroyed.Now it's possible to squeeze the Square andHotel from the north and south, using tanksspawned at the Gas Station and Market.

MEC StrategyAs noted in the US strategy, maintaining control of the Marketis vital to an MEC victory. But it's also important to delay theUS troops from gaining a foothold within the city limits. Thelonger the Marines can be held back, the more tickets they'lllose. Blocking enemy vehicles at the Hotel is the best way toprevent the Marines from making it deep inside the city. Startby moving all vehicles from the Market toward the Hotel. Themain streets to the east and west of the Hotel also need to bemined to prevent rush attacks on the rear control points. Theconcrete obstacles and cars near the Hotel provide great coverfor infantry. Support and anti-tank troops are most effective atholding back the attackers. The T-90's job is to destroy theM1A2. Park it behind the concrete barriers near the Hotel so itcan engage any Marine units rushing down the road to thesouth. Position at least one sniper on the rooftop next to theSquare. From this place, they can spot and engage any troopstrying to sneak up on the Square or Market. If the US troopsare intent on making runs at the northern control points,consider shifting a couple of troops from the Hotel back to theMarket. If the Hotel falls, stage an immediate counter-attackwhile beefing up defenses at the Square. Preventing theMarines from holding a single control point is the quickest wayto ensure a victory.

Game Type: Conquest Assault

Total Control Points: 4

Convertible Control Points: 3

Black = ConvertibleBlue = USMC Control OnlyRed = MEC Control Only

Gas StationHeavy Jeep (1)APC (1)Tank (1)Artillery (2)UAV Trailer (1)Radar Station (1)AT Turret (1)Machine Gun (3)

HotelMachine Gun (1)

SquareAT Turret (1)Machine Gun (1)

MarketHeavy Jeep (1)Tank (1)Artillery (2)UAV Trailer (1)Radar Station (1)AT Turret (1)Machine Gun (1)

BF2_Ch_17 5/31/05 9:54 PM Page 148

Page 2: Strike At Karkand - Fizwebfizweb.elte.hu/battlefield/Battlefield-2/bf2_karkand.pdf · Strike At Karkand Strike At Karkand PRIMA OFFICIAL GAME GUIDE 152 BASES AND CONTROL POINTS The

primagames.com 151

Strike At KarkandStrike At KarkandStrike At KarkandPRIMA OFFICIAL GAME GUIDE

150

32-PLAYER32-PLAYER

Special forces can blow the stone bridgesnear the Train Accident with a couple of C4

charges each. The damage looksimpressive, but the bridges can still be

repaired by engineers.

Game Type: Conquest Assault

Total Control Points: 7

Convertible Control Points: 6

64-PLAYER64-PLAYER

Whether attacking or defending, team workis essential to achieving a victory on thisbloody map. Medics and support troopsshould accompany every squad, keepingthem at full health and stocked on ammo.

US StrategyAn even greater MEC vehicle shortage on thewestern side of the city allows the US troops tomake some impressive progress in the openingmoments of this battle. An early artillery strikeon the Hotel can make its capture much fasterand less costly as the M1A2 and LAV-25s cruisenorth. Before branching out to the nearby controlpoints, consider staging a sneak attack on keyMEC assets to the east. The LAV-25s can movealong the eastern streets and access the bay atthe river ford, just south of the Train Accident.Once in the water, the APCs can hook aroundfrom the south to assault either the Factory orCement Factory. A successful surprise attack onthe Factory can be totally devastating to the MECforces, depriving them of their T-90 as well astheir only APCs and artillery guns. An earlyattack on the Factory is also the best chance theUS has of attaining a solid foothold on theeastern side of the city. With a presence in theeast and west, the Marines can then squeeze theMEC troops in the middle, using their superiorvehicles to take one control point at a time.

MEC StrategyThe amount of manpower available in a 64-player gamemakes it easier for the MEC to defend the southern edge ofthe city. But a near solid line of defense is needed to preventany breakthroughs. This means placing and maintainingminefields in the streets as well as covering the alleys. Inaddition to covering the streets near the Hotel, the easternand western flanks of the city must also be monitored forMarine squads attempting to sneak past the main defensiveline. A pair of sniper teams at the Square and Suburb cankeep the Commander informed of enemy activity in thenorthern and central parts of the city. While most of theteam holds near the Hotel, preparations should be made nearthe Gatehouse to defend the eastern control points. Asusual, the bridges near the Train Accident should bedemolished, but the river ford should remain open to facilitatethe movement of friendly vehicles into the western side of thecity. The river ford should still be monitored, preferably byanti-tank troops positioned near the Cement Factory. Thesetroops are also necessary to watch for potential amphibiousAPC assaults approaching from the south. Like the 32-playermap, MEC forces should hold out as long as possible at theHotel and other western control points before retreating eastand making a stand at the river.

US StrategyAs on the 16-player map, the Marines must make it intothe city quickly. Vehicle spawns at the Gas Station givethem a slight advantage, but they'll need to move fast—the only MEC tank starts at the distant Gatehouse. Getthe M1A2 to the Hotel as quickly as possible and use itto thin out the ranks of the defenders. Follow closelybehind with the LAV-25 and rush troops in to capturethe Hotel. Secure the Hotel with mines and otherdefensive features to hold back the inevitable counter-attacks. Meanwhile, use a Humvee to rush a few troopsalong the western side of the city and attack theSuburb. The Suburb is less likely to be defended thanthe other more central control points, and capturing itallows the Marines to open a new front on the MEC'sright flank. By spawning troops at the Hotel and Suburb,it's much easier to capture the Square and Market.Keep pushing east until friendly troops hold the TrainAccident. If everything went as planned, the MEC forcesshould only be left with the Gatehouse. Sometimes it'seasier and less costly to simply hold them at the river,covering the bridges and river ford while pounding theirspawn point with artillery. Whatever the situation, oncethe MEC units are isolated to the eastern side of thecity, don't let them break out.

MEC StrategyKeeping the Marines out of the city can be achallenge, especially if they rush the Hotel withtheir vehicles early on. Still, a couple of squadscomprised of engineers, anti-tank, and supporttroops can hold back even the most aggressiveassaults. Use the engineers to litter the streetswith mines while the anti-tank and support troopstake up defensive positions. Infantry must holdback the Marine vehicles until the T-90 can makeit to the front lines near the Hotel. A stalemateat the Hotel greatly benefits the MEC forces, butit may cause the enemy to alter their strategy.At least one defender should be placed at each ofthe control points to the north and used to callout enemy breakthroughs. Like before, use therooftop of the tall building next to the Square asa reconnaissance post. If the Marines gainground on the western side of the city, considerfalling back to the Gatehouse. Destroying thebridges near the Train Accident leaves only theriver ford to the south as a potential crossing. Ifthe Marines take the bait, the MEC can rack uptons of kills by simply focusing vehicle andartillery fire on this narrow choke point.

Game Type: Conquest Assault

Total Control Points: 9

Convertible Control Points: 8

Black = ConvertibleBlue = USMC Control OnlyRed = MEC Control Only

Gas StationHeavy Jeep (2)APC (1)Tank (1)Artillery (2)UAV Trailer (1)Radar Station (1)AT Turret (1)Machine Gun (3)

GatehouseHeavy Jeep (2)Tank (1)Artillery (2)UAV Trailer (1)Radar Station (1)AT Turret (1)Machine Gun (1)

HotelMachine Gun (1)

SquareHeavy Jeep (1)AT Turret (1)Machine Gun (1)

SuburbHeavy Jeep (1)AT Turret (1)Machine Gun (1)

Train AccidentHeavy Jeep (1)AT Turret (1)Machine Gun (1)

MarketHeavy Jeep (1)AT Turret (1)Machine Gun (1)

Black = ConvertibleBlue = USMC Control OnlyRed = MEC Control Only

Gas StationHeavy Jeep (1)APC (2)Tank (1)Artillery (2)UAV Trailer (1)Radar Station (1)AT Turret (1)Machine Gun (3)

HotelMachine Gun (1)

WarehouseHeavy Jeep (1)Machine Gun (2)

SquareHeavy Jeep (1)AT Turret (1)Machine Gun (1)

SuburbHeavy Jeep (1)AT Turret (1)Machine Gun (1)

FactoryHeavy Jeep (1)APC (1)Tank (1)Artillery (2)UAV Trailer (1)Radar Station (1)AT Turret (1)Machine Gun (2)

Cement FactoryHeavy Jeep (1)AT Turret (1)Machine Gun (1)

Train AccidentHeavy Jeep (1)AT Turret (1)Machine Gun (1)

GatehouseHeavy Jeep (1)AT Turret (1)Machine Gun (1)

BF2_Ch_17 5/31/05 9:54 PM Page 150

Page 3: Strike At Karkand - Fizwebfizweb.elte.hu/battlefield/Battlefield-2/bf2_karkand.pdf · Strike At Karkand Strike At Karkand PRIMA OFFICIAL GAME GUIDE 152 BASES AND CONTROL POINTS The

primagames.com 153

Strike At KarkandStrike At KarkandStrike At KarkandPRIMA OFFICIAL GAME GUIDE

152

BASES AND CONTROL POINTSBASES AND CONTROL POINTS

The Gas Station is located to the far south andserves as the staging area for the Marine assault onKarkand. As such, it cannot be captured by MECforces. However, its artillery guns and UAV trailermay draw sabotage attempts by MEC special forces.There are three separate spawn points connected tothe Gas Station. Players looking to grab a vehicleshould spawn at the southern point.Infantry preparing to infiltrate the city byfoot can spawn at one of two spawn pointsto the north. These two spawn points flankthe main road leading into Karkand andmay come under fire by enemy troopspositioned near the city limits. US troopsentering the battle here should be mindfulof MEC spawn campers located to thenorth or even on the western or easternflanks. The open terrain just south of thecity offers little cover for the attackers—a detail that won't be overlooked bysavvy MEC troops intent on keeping the Marines out of the city.

Maps: All

Adjacent Bases/Control Points:

• Hotel

Gas Station AssetsUSMC Control 16-Player 32-Player 64-PlayerHMMWV 1 2 1

LAV-25 1 1 2

M1A2 1 1 1

Artillery 2 2 2

UAV Trailer 1 1 1

Radar Station 1 1 1

AT Turret 1 1 1

Machine Gun 3 3 3

Gas StationGas Station

Located on the southern edge of the city, the Hotelacts as the MEC's first line of defense, making this thesite of some extremely intense firefights. Although itspawns no vehicles, the strategic significance of theHotel is obvious to both sides. If the MEC troops canhold the Hotel and surrounding territory, they have agood chance of preventing the Marines from makingfurther progress into Karkand. For the Marines, theHotel provides a foothold withinthe urban terrain, making deeperincursions much easier. Theflagpole is positioned on anelevated slab, accessible by stepsfrom the west or by ladders in the alleys to the north and south. The controlpoint can also be converted from the street level by moving near the telephonestand just below the flagpole, but this isn't advisable—standing still in the streetis a quick way to get killed. Defenders should cover all approaches to theflagpole with claymores. Mining the street to the west will prevent vehicles fromgetting close too. Attackers should avoid the main streets altogether and stickto the narrow alleys. Before rushing in for the capture, infantry should tossgrenades up around the flagpole's base to neutralize any concealed defenders.

Maps: All

Adjacent Bases/Control Points:• Gas Station

• Square

Hotel AssetsUSMC Control MEC Control 16-Player 32-Player 64-PlayerMachine Gun Machine Gun 1 1 1

HotelHotel

The control point configuration of the Square variesbased on the different maps. On the 16-player map, theflagpole is located directly in the middle of the Squarewith the machine gun placed at its base and the ATturret nearby to the west. The lack of cover on thissetup makes the control point extremely difficult toconvert, especially if it's well defended. A mix of minesand claymores deployed near the flag will prevent anytroops or vehicles from getting within conversion range.On the 32- and 64-player maps,the flagpole is a bit moreprotected, placed in a fenced areaon the opposite side of the buildingto the Square's west. The machinegun and AT turret also shift nearthis enclosed area, each capable ofcovering the street to the south. In anyconfiguration, the nearby buildings makethis control point relatively easy to defend.The roof of the tall building next to theSquare can be accessed from a ladder onits western side. Another building sits tothe southeast, overlooking the Square. Theinterior of this building can be accessedfrom a nearby alley, allowing snipers towatch the Square and nearby streets fromits upper floor windows.

SquareSquare

The street-side Market in central Karkand onlyserves as a control point on the 16- and 32-playermaps. This area of the city sits lower than thesouthern and western portions, sometimes makingthe downhill drive toward the control point a perilousone for attackers. Defenders should mine the mainroads, particularly the downhill slope near theSquare. The nearby AT turret should also be used totarget incoming vehicles from the south. Infantrycreeping though the alleys can be eliminated withclaymores or by sniperspositioned on the surroundingrooftops. On the 16-player map,the Market is the MEC's mostvaluable control point, producingtheir only T-90. It's also home totheir artillery. These assetsalone make the Market's defensethe highest priority.

MarketMarket

Maps: All

Adjacent Bases/Control Points:

• Hotel• Market• Suburb

Square AssetsUSMC Control MEC Control 16-Player 32-Player 64-PlayerHMMWV GAZ 39371 — 1 1

AT Turret AT Turret 1 1 1

Machine Gun Machine Gun 1 1 1

Market AssetsUSMC Control MEC Control 16-Player 32-Player 64-PlayerHMMWV GAZ 39371 1 1 —

M1A2 T-90 1 — —

N/A Artillery 2 — —

N/A UAV Trailer 1 — —

N/A Radar Station 1 — —

AT Turret AT Turret 1 1 —

Machine Gun Machine Gun 1 1 —

Maps: 16- and32-Player

Adjacent Bases/Control Points:

• Square

• Suburb

• Train Accident

BF2_Ch_17 5/31/05 9:54 PM Page 152

Page 4: Strike At Karkand - Fizwebfizweb.elte.hu/battlefield/Battlefield-2/bf2_karkand.pdf · Strike At Karkand Strike At Karkand PRIMA OFFICIAL GAME GUIDE 152 BASES AND CONTROL POINTS The

primagames.com 155

Strike At KarkandStrike At KarkandStrike At KarkandPRIMA OFFICIAL GAME GUIDE

154

This control point is located to the northwest, overlooking the city from thenearby hills. Although its assets are modest, the Suburb should not beignored. Early in the battle, US troops can put this spawn point to use as asecond staging area for assaults on the city's interior. Such a move could putthe MEC forces at a major disadvantage. Even though the control point isoften far removed from the action, steps should be taken by the defenders tosecure the surrounding approaches. The two main roads leading to the Suburb

(to the south and east) can both be covered by troopspositioned on the roof of the house

next to the flagpole—themachine gun on the roof isideal for covering the roadto the south. Vehiclerush attacks can bediscouraged by miningthese roads as well.

Maps: 32- and 64-Player

Adjacent Bases/Control Points:

• Market

• Square

• Train Accident

SuburbSuburbThe Gatehouse facility sits on a hill and is surroundedby a large wall with vehicle access points to the westand east. Infantry can access the control point byclimbing the staircase along the retaining wall to thesouth. The control point's most useful defensivefeature is its AT turret, positioned in the street to thesouth, capable of covering the bridges near the TrainAccident. On the 32-player map, the Gatehouse is theonly control point on eastern side of the city. It alsoserves as a mini-base for the MEC, home to theirartillery, radar station, and UAV trailer—it alsoproduces the MEC's only T-90. Onthe 64-player map the Gatehouseplays a lesser role in terms ofassets, but should still bedefended by MEC forces toprevent Marine advances into theeastern control points. Anti-tankand other troops can cover thenearby bridges from the facility'swestern wall, firing down on anyattackers. Even if the bridges aredestroyed, they should still be watched—US engineers can quickly repair bothbridges, allowing Marine vehicles to pour across.

Maps: 32- and64-Player

Adjacent Bases/Control Points:

• Cement Factory

• Train Accident

• Warehouse

Just south of the Gatehouse is this sprawlingindustrial complex. The control point's flagpole ispositioned in the yard, north of the factory building.This yard is surrounded by a fence with entry pointsto the west and east. MEC defenders should use theCement Factory to cover the river ford to the west.Like the bridges near the Gatehouse, the river fordis another potential avenue of attack for Marineslooking to gain a foothold on the eastern controlpoints. Defenders can use the factory itself to attaina height advantage on the river ford. An upper levelwalkway on the western side ofthe factory is an ideal spot forsnipers and anti-tank troops.This walkway can also be usedto cover the southern approachin the event the Marines attackwith APCs from the bay.Engineers spawned at the Cement Factory should also place some mines inthe river ford. Locking down the bridges and river ford are key to keepingthe Marines isolated to the western side of the city.

Cament FactoryCement Factory

Suburb AssetsUSMC Control MEC Control 16-Player 32-Player 64-PlayerHMMWV GAZ 39371 — 1 1

AT Turret AT Turret — 1 1

Machine Gun Machine Gun — 1 1

Gatehouse AssetsUSMC Control MEC Control 16-Player 32-Player 64-PlayerHMMWV GAZ 39371 — 2 1

M1A2 T-90 — 1 —

N/A Artillery — 2 —

N/A UAV Trailer — 1 —

N/A Radar Station — 1 —

AT Turret AT Turret — 1 1

Machine Gun Machine Gun — 1 1

Maps: 64-Player Only

Adjacent Bases/Control Points:

• Gatehouse

• Train Accident

• Warehouse

Cement Factory AssetsUSMC Control MEC Control 16-Player 32-Player 64-PlayerHMMWV GAZ 39371 — — 1

AT Turret AT Turret — — 1

Machine Gun Machine Gun — — 1

GatehouseGatehouse

At some point, a train derailed at this crossing,foreshadowing the carnage that will surround thishotly contested control point. The two stone bridgesnext to the Train Accident link the western andeastern sides of the city. For the MEC, maintainingcontrol of this choke point is vital to safeguarding theeastern control points. The flagpole itself is locatedon the western bank, and can be converted from theinterior of the nearby boxcar. Not far from theflagpole are the control point's assets. The machinegun and AT Turret have a perfect view of the streetto the south, capable of haltingalmost every attack from thisdirection. Early in the battle, thetwo bridges should bedemolished with C4—twocharges per bridge aresufficient. Once the bridges areblown, the river ford to the south is theonly usable crossing.

Train Accident AssetsUSMC Control MEC Control 16-Player 32-Player 64-PlayerHMMWV GAZ 39371 — 1 1

AT Turret AT Turret — 1 1

Machine Gun Machine Gun — 1 1

Maps: 32- and 64-Player

Adjacent Bases/Control Points:

• Gatehouse

• Market

• Suburb

Train AccidentTrain Accident

TIP Use gunfire to destroy thecrossing guard arms at the railroadtracks. Crashing into them will causedamage to your vehicle.

BF2_Ch_17 5/31/05 9:54 PM Page 154

Page 5: Strike At Karkand - Fizwebfizweb.elte.hu/battlefield/Battlefield-2/bf2_karkand.pdf · Strike At Karkand Strike At Karkand PRIMA OFFICIAL GAME GUIDE 152 BASES AND CONTROL POINTS The

primagames.com 157

Strike At KarkandStrike At KarkandStrike At KarkandPRIMA OFFICIAL GAME GUIDE

156

KARKAND TACTICSKARKAND TACTICS

Karkand SnipingKarkand SnipingAmphibious Sneak AttackAmphibious Sneak Attack

Building interiors offer abit more protection andmuch more concealmentthan rooftops. Thisapartment just south ofthe Square is an idealdefensive position in 16-player games. Simply pickoff any hostiles that movenext to the flagpole.

On the 64-player map, theMarine LAV-25s can beused to enter the bay andattack the Factory andCement Factory controlpoints from the south. Allthey need to do is enter theriver ford (south of theTrain Accident) and veersouth, into open water.

Both the Factory andCement Factory featureramps like this along thesouthern docks. Once ondry land, the APCs caneither rush the controlpoints with guns blazing orunload troops for a morestealthy attack.

The Warehouse's interior flagpole presents uniquechallenges to attackers and defenders, oftenresulting in close-quarter firefights. Entry can bemade through the large doors on the structure'snorthern and southern sides. Attackers shouldalways enter from the south as the southern facingmachine gun (near the flagpole) has a more limitedfiring arc than the one covering the northernentrance. To enhance defenses to the south,defenders should take up positions on the catwalkoverlooking the southern door. MEC troops shouldonly fall back to theWarehouse's interior ifnecessary. Their defensiveefforts are more successfulwhen focused around thebuilding's perimeter andsurrounding control points. Whichever side controls the Warehouse shouldavoid getting pinned inside. Otherwise the enemy can simply surround thebuilding and blast anyone that tries to exit. If this is the case, stop spawninghere and secede the control point to the enemy—it will probably save youtickets in the long run.

Maps: 64-Player Only

Adjacent Bases/Control Points:

• Cement Factory

• Factory

• Gatehouse

WarehouseWarehouse

On the 64-player map, the Factory is the MEC's core control point, producingthe bulk of their vehicles as well as housing their artillery and otherCommander assets. As expected, this large facility iswell fortified too, with a fence surrounding theperimeter and only a few narrow entry points. Thenorthern and western entries are protected by guardposts, each equipped with a machine gun. Thesouthern approach is more open and as such shouldbe watched by MEC defenders. The Marines mayattempt an amphibious assault from the bay usingAPCs. The flagpole is located in the center of the facility, partially surroundedby a small fence with entriesfrom the east and west. Justnorth of the flagpole is a buildwith an accessible rooftop.Defenders should use this spot todeter attackers from convertingthe control point. Snipers canalso be placed around thefacility's perimeter, including onthe huge smoke stacks to the fareast and the large shippingcontainer lift to the south.

Warehouse AssetsUSMC Control MEC Control 16-Player 32-Player 64-PlayerHMMWV GAZ 39371 — — 1

Machine Gun Machine Gun — — 2

Factory AssetsUSMC Control MEC Control 16-Player 32-Player 64-PlayerHMMWV GAZ 39371 — — 1

LAV-25 BTR-90 — — 2

M1A2 T-90 — — 1

N/A Artillery — — 2

N/A UAV Trailer — — 1

N/A Radar Station — — 1

AT Turret AT Turret — — 1

Machine Gun Machine Gun — — 2

FactoryFactory

Maps: 64-Player Only

Adjacent Bases/Control Points:• Warehouse

Street DefenseStreet Defense

Mines are the key to shuttingdown Karkand's streets toenemy vehicle traffic. Placemines next to the variousobstacles and barricades in thestreet so no vehicles can pass.This helps reduce the number ofmines needed to completelyblock a street.

Smoke screens deployed bytanks and APCs are a great wayto provide temporary cover forinfantry. These vehicles shouldbe used to rush a control pointand pop smoke while infantryfollow closely behind and helpsecure the site.

Don't underestimate the effec-tiveness of the mounted machineguns scattered across the map.Not only do they have unlimitedammo, but they're also veryaccurate and can fire in longsustained bursts. This is just oneof many reasons why infantryshould stay out of the streets.

When taking up a sniping spoton a roof, look for rubble or anyother objects that can be usedfor cover and concealment.Such objects can break up yourvisible profile against the sky,making you harder to spot byenemy troops on the ground.

Karkand is filled with varioussniping opportunities. One of thebest spots is the rooftop of thebuilding next to the Square.From this roof, snipers cancover the Square, the Market,and the street near the Hotel.However, this spot is so popular,don't be surprised if the enemyCommander drops some artilleryon this roof.

BF2_Ch_17 5/31/05 9:54 PM Page 156