Battlefield Modern Combat Prima Official Eguide
Battlefield Modern Combat Prima Official Eguide
Battlefield Modern Combat Prima Official Eguide
Prima Games
A Division of Random House, Inc.
ISBN: 0-7615-4886-6
Library of Congress Catalog Card Number: 2004116431 Acknowledgments:
Printed in the United States of America Prima and the author would like to thank Tom Farrer and Marcus Nilsson at
Dice and Rich Briggs, Mike Cox, Dan Blackstone, and Karl Fitzhugh at EA.
05 06 07 08 GG 10 9 8 7 6 5 4 3 2 1
BASIC TRAINING
Welcome to Battlefield 2: Modern Combat. Even if you're CONTROLS (continued)
familiar with the previous Battlefield games for the PC, Helicopters (Type 1)
think of this section as a refresher course. Although many Enter/Exit Vehicle u 2
of the gameplay concepts have remained untouched, there Steer (backwards, forwards and side to side) left analog stick left analog stick
Aim (rotation and altitude) right analog stick right analog stick
are plenty of new additions to the game you should be Fire weapon R 8
aware of before rushing into the action. So whether you're Change position i 6
a veteran or a rookie, set your gear aside for a few Helicopters (Type 2)
minutes and read up. Enter/Exit Vehicle u 2
Steer (backwards, forwards and rotates) left analog stick left analog stick
Aim (side to side and altitude) right analog stick right analog stick
COMBAT FUNDAMENTALS Fire weapon
Change position
R
i
8
6
2
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Basic Training
only is it slow, but trigger. For more precise aim, and a boost in accuracy, zoom
bobbing around in the in on the target—if the firearm is equipped with a scope, this
water leaves you brings up the scope's view. When engaging infantry, always
open to incoming fire. aim for their upper torso to maximize the chances of scoring
If you must cross a hit. The crosshairs "grow" slightly to indicate inaccuracy
large bodies of water, when firing a weapon. If you hit an enemy, a red, triangular
look for shallow areas flash appears around the crosshairs icon. Use this hit infor-
or hitch a ride on a mation to place your following rounds in approximately the
boat or amphibious same area. Although scoring a headshot is often fatal, an
vehicle. The less time opponent's head is much smaller than his torso and is difficult
you spend paddling to hit unless you're using a sniper rifle.
around in the water, the longer you're likely to survive.
Accuracy
PARACHUTING Firearm accuracy is
affected primarily by
Whether jumping out
movement and
of a damaged aircraft
stance. While there is
or hopping off a tall
no technical change in
building, you can
accuracy between
avoid slamming into
standing still and
the ground by
running, it is notably
deploying your
more difficult to take
parachute. While in
aim when running. Try
freefall, tap the
to fire from stationary positions whenever possible.
parachute button
Accuracy can be increased even more by crouching or
once to deploy the
dropping prone. Crouched firing is the most practical of the
chute. Pressing the parachute button once the chute is
two stances, particularly when on the move. Make a habit
already deployed causes you to lose your chute and
of bending a knee before squeezing off a few rounds. To
resume freefall. Parachutes can be used multiple times, so
fully maximize your weapon's accuracy, drop prone and use
don't worry if it takes a few jumps to descend a deep
your weapon's zoom/scope function. This combination is
canyon or multitiered structure. But the longer you're in
the most stable and accurate firing position available.
the air, the more attention you're likely to attract. For this
Support troops benefit most from firing in a prone position,
reason, freefall as long as possible and open the
as it helps stabilize their cumbersome machine guns.
parachute just before you reach the ground. This is a
great way to sneak into enemy-held control points, and in Reloading
the single-player campaign it can earn you some medals.
Once ammunition has
It's also possible to use your troop kit's weapons while
been expended from a
drifting down in your parachute harness, but your
magazine, it's
accuracy isn't that great. At high altitudes, try dropping
necessary to reload
grenades on enemy infantry below—just make sure they
before firing can
explode long before you reach the ground.
resume. If the Auto
WEAPONS TRAINING Reload function is
checked in the Options
Although there are menu, reloading
more than 20 different occurs automatically
types of firearms every time a magazine runs dry. In multiplayer mode, Auto
available to infantry, Reload is the default and can't be turned off. In single-player
they all function mode, it's better to reload the weapon yourself. You should
similarly. Aiming your keep a full magazine at all times, as you never know when
weapon is as simple as you'll need every last round. But you also need to conserve
moving the right ammunition, unless an ammo crate is nearby. As a rule,
analog stick. Place the reload your weapon once the magazine reaches the half
crosshairs over your capacity mark. You can monitor how much ammo is left in
target and pull the
primagames.com 3
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
Auto-Heal
Damage
— Invulnerable
Restock
—
Height
Throw
STARS AND RANK
Distance At the end of each
single-player mission,
The first row of enhancements is available at the beginning stars are awarded.
of the campaign as a Private. As you progress in rank, you Up to ten stars can
unlock more advanced enhancements, such as splash damage be earned per mission
and invulnerability. But remember, all of these enhancements based on five criteria.
are temporary. As the action dies down and there are fewer First is your mission
enemies to kill, the enhancement meter reverses direction, score, accounting for
slowly removing one bonus at a time. For a more detailed five possible stars—
breakdown of which enhancements are available to each rank, the higher the score,
see Appendix A in the back of the guide. the more stars you
earn. Time is the next factor and is worth a total of two
FIELD TASKS possible stars. Each mission has an ideal preset time in
As you cruise around which all objectives must be achieved. Finish the mission
the single-player under this time, and you earn the two stars. Style is worth
missions, notice that two stars as well—this refers to how efficiently you use
some static objects teammates through hotswapping. This not only takes into
can be destroyed. account the number of hotswaps you've completed, but
These are called field also the total distance covered. The next condition is
tasks. There are a accuracy. Each mission has a different accuracy
total of 13 different requirement to earn a star. The final factor is casualties,
types of field task tallying how many friendly troops died during the mission.
objects, and they can As with the time factor, there's a preset number of
be destroyed with acceptable casualties per mission. If these values are
either explosives or repetitive hits from small arms fire. You exceeded, you can lose up to two stars.
primagames.com 5
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
Now that you have stars, you can move up in rank. UPGRADES
Each promotion requires a specific number of stars. As
Weapon/Equipment Upgrade Type Stars
previously mentioned, moving up in rank unlocks new and
Pistol 23-Round Clip 6
more powerful enhancements. Most of the ranks also
Sub-Machine Gun 45-Round Clip 13
unlock challenges. These are like mini-games that test
your skills with weapons, vehicles, and hotswapping. They Rocket Launcher Increased Ammo (8) 19
also allow you to earn more stars. You can earn up to Pistol Increased Ammo (45) 25
three stars per challenge, depending on how well you Assault Rifle 45-Round Clip 32
perform. The following table details how many stars are Machine Gun 150-Round Clip 38
needed for each rank and which challenges are associated Sniper Rifle 8-Round Clip 44
with each promotion. Shotgun 12-Round Clip 51
Machine Gun (V) Increased Ammo (1,500–3,000) 57
SINGLE-PLAYER RANKS
Rank Required Stars Unlocked Challenges Grenade Launcher Increased Ammo (5) 63
Private 0 Hotswap: The Ruins, Race: Sub-Machine Gun Increased Ammo (225) 70
Humvee, Weapon: Assault Rifle Rocket Launcher Increased Zoom 76
Private 1st Class 5 Hotswap: The Oil Platform Assault Rifle Increased Ammo (225) 82
Corporal 11 Race: Light Patrol Boat Blowtorch Increased Ammo (1,500) 89
Sergeant 18 Weapon: RPG Sniper Rifle Increased Ammo (15) 95
Sergeant 1st Class 26 Hotswap: The Factory C4 Explosive Increased Ammo (6) 101
Master Sergeant 35 Race: Eagle MTV Grenade Launcher (V) Increased Ammo (90) 108
Sgt. Major 44 Weapon: Sniper Rifle Shotgun Increased Ammo (48) 114
Command Sgt. Major 55 Hotswap: The North Docks Forward Observer Increased Ammo (6) 120
Warrant Officer 67 Race: BK-1990 Sub-Machine Gun Increased Zoom 126
Chief Warrant Officer 79 Weapon: Frag Grenade 23mm Cannon (V) Increased Ammo (3,000) 133
2nd Lieutenant 93 Hotswap: The Plaza 25mm Cannon (V) Increased Ammo (3,000) 133
1st Lieutenant 108 Race: Apache Helicopter 30mm Cannon (V) Increased Ammo (750) 133
Captain 123 Weapon: Shotgun 40mm Cannon (V) Increased Ammo (3,000) 133
Major 140 Hotswap: The Village 90mm Cannon (V) Increased Ammo (150) 133
Lieutenant Colonel 157 Race: Fast Attack Vehicle 105mm Cannon (V) Increased Ammo (150) 133
Colonel 176 Weapon: Machine Gun 120mm Cannon (V) Increased Ammo (150) 133
Brigadier General 195 — 125mm Cannon (V) Increased Ammo (150) 133
Major General 216 — Machine Gun Increased Ammo (300) 139
Lieutenant General 237 — Smoke Grenade Increased Ammo (5) 145
4-Star General 259 — Smoke Grenade Increased Ammo (5) 145
Battlefield General 332 — Assault Rifle Increased Zoom 152
Auto-Injector Increased Ammo (5) 158
EQUIPMENT UPGRADES Sniper Rifle Increased Zoom 164
Antitank Missile (V) Increased Ammo (75) 171
In addition to moving
up in ranks, earning 70mm Rocket (V) Increased Ammo (150) 171
stars also unlocks Mine Increased Ammo (5) 177
weapon and Forward Observer Extended Blip Duration 183
equipment upgrades. Stun Grenade Increased Ammo (5) 190
These upgrades are Frag Grenade Increased Ammo (5) 196
applied at the end of
Laser Target Designator Increased Ammo (2) 202
each mission, once all
Mortar Strike Increased Ammo (2) 209
earned stars have
been applied to your Locking Missile (V) Increased Ammo (6) 215
profile. The following Sniper Rifle Armor-Piercing Bullets 221
table lists all of the upgrades available. Rocket Launcher Homing Missile 228
6
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Basic Training
UPGRADES (cont’d) systems are totally different. This section goes through the
Weapon/Equipment Upgrade Type Stars basics of multiplayer, including information on the two game
Laser Target Designator Increased Zoom 234 modes, the scoring systems for each, and details on ranks.
Sub-Machine Gun Armor-Piercing Bullets 240
Laser Target Designator Bunker Buster (added splash damage) 247
CONQUEST MODE
Assault Rifle Armor-Piercing Bullets 253
Mortar Strike Carpet Bomb 259
Machine Gun Armor-Piercing Bullets 266
(V) = Vehicle/Stationary Weapons
SINGLE-PLAYER CHEATS
Want to unlock all the weapons? Simply enter the code
below. This code must be entered during gameplay with
less than a one second interval between button presses.
Cheat PS2 Xbox
Unlock All Hold l+r then Hold 5+6 then
Weapons press ',',/,[,;,; press d,d,x,w,a,a CONQUEST SCORING
Action Score
Kill enemy soldier +1
MEDALS Kill enemy soldier by destroying his vehicle +2
Medals are earned Driver assist (secondary position gets kill) +1
by performing Neutralize flag (first in radius) +2
difficult and poten- Neutralize flag assist +1
tially dangerous Capture flag (first in radius) +3
tasks during the Capture flag assist +1
campaign. For
Kill capturing soldier +2
instance, you can
Heal teammate 30% +1
earn medals by killing
multiple enemies with Repair manned friendly vehicle 30% +1
a single magazine, or Team Kill: first offense -1
by freefalling great Team Kill: second offense -2
distances without opening your parachute. In total, there Team Kill: third offense -3
are 78 different medals, and each group of medals is Team Kill: fourth and future offenses -6
worth one star. All medals and their requirements are
covered in Appendix C in the back of the guide. Conquest is the heart and soul of Battlefield, requiring
two teams to fight for control of a map. This is accom-
plished by capturing and defending flagged positions known
MULTIPLAYER as control points. In conquest mode, there are numerous
Although the single- ways to earn points. Killing opponents is the most obvious
player campaign is way to boost your score, but you can also rack up some
fun and challenging, big points by capturing control points. However, you can
you haven't fully also lose points by accidentally (or intentionally) killing
experienced Battlefield yourself and teammates. The penalty for team kills
until you've hopped increases with each incident of friendly fire, so be mindful
online and tested your of your aim and exercise extreme caution when using
skills against friends explosives. If you kill too many teammates, you may be
and strangers. voted off the server—nobody likes a team killer. Let's take
Multiplayer differs a quick look at the elements of a conquest game.
significantly from the
single-player mode, as there are no enhancements, weapon
upgrades, or hotswaps. Furthermore, the rank and award
primagames.com 7
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
8
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Basic Training
also produce vehicles when captured. The types and
number of assets produced by a control point vary based
CAPTURE THE FLAG (CTF)
on the map and nationality of the occupier.
primagames.com 9
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
CTF is a classic multiplayer mode, made all the more fun MULTIPLAYER RANK REQUIREMENTS (cont’d)
by Battlefield's vehicles and fast-paced style of play. Unlike Rank Name Medals Score PPH*
conquest, there are no tickets in CTF. Team scoring is Major General 10 16,000 80
based on the number of times your team captures the
enemy's flag. The enemy's flag is usually located at the Lieutenant General 11 22,000 90
enemy base. To get it, simply touch the flagpole and return
the flag to your base's flagpole to score a point—your 5-Star General 12 32,000 100
team's flag must be present to do so. You can capture a
flag while in a vehicle, but you have to run over it, often * = Points Per Hour Average
causing the vehicle slight damage and reducing its speed.
Although many of the ranks in multiplayer are similar to
If killed while heading back to your base with the enemy
those in the single-player mode, the requirements
flag, you drop it. This allows a teammate to pick it up and
necessary for promotion are completely different.
continue the journey or an enemy to touch it to return it
Achieving ranks in multiplayer is based on three
to his base. If untouched, dropped flags automatically
separate criteria: medals earned, total score, and a
return to their bases within a few seconds.
points per hour average. The points per hour average,
RANKS or PPH, is calculated by dividing your total score by the
last 10 hours played. Even novice players should be
MULTIPLAYER RANK REQUIREMENTS able to average at least 20 points per hour.
Rank Name Medals Score PPH*
Private — — —
Corporal 1 50 12
Sergeant 1 100 15
Captain 6 2,800 50
Major 6 4,000 55
Colonel 8 8,000 65
10
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Basic Training
AWARDS practically everything you've ever done in every online game
you've played. Included are statistics on your most-played
There are two types of awards available in multiplayer: vehicles and weapons—it even logs how long you've played
medals and ribbons. Medals are awarded for feats online, down to the second. Last is the Leaderboards
performed within a single game round. For instance, if you screen, where you can track your statistics against
kill five enemies without dying while only using troop kit everyone else in the online community. You can sort data
weapons, you're awarded the Distinguished Service Cross. based on scores, kits, vehicles, and even individual kit
Ribbons are awarded for your overall online performance, equipment.
taking into account the number of rounds you've completed
and victories achieved. There are fifteen medals and eight
ribbons in all, each with its own unique and challenging
ONLINE RESOURCES
requirements. For details on each award, see Appendix C
Battlefield 1942 spawned an enthusiastic gaming
at the back of the guide.
community, even before its release. Over the years, the
community has grown even larger, fueled largely by mods
BF:HQ and organized team play. It only takes a few minutes of
poking around the internet to find numerous fan sites
When you first start dedicated to everything Battlefield. Now that console
an online game, gamers are getting in on the action, the community is
you're prompted to poised for another major growth spurt.
create a multiplayer
profile. This is really
easy. Simply come up
OFFICIAL BATTLEFIELD 2:
with a nickname, then MODERN COMBAT WEB SITE
enter your e-mail
http://www.eagames.com/official/battlefield/
address and a
moderncombat/us/home.jsp
password. Your
profile is used to keep This is EA's official site and should be your first stop for
track of all of your gameplay stats. These stats determine official news.
your rank, as well as your eligibility for ribbons.
To take a look at your stats, click the BF:HQ button on
PLANET BATTLEFIELD
the main menu. The Profile Summary screen shows the http://www.planetbattlefield.com
basics, including your rank, score, points per hour, and This is one of the most comprehensive and frequently
awards. Within the BF:HQ option, there are four more updated Battlefield sites on the web. Check it for news, as
options at the top of the screen. The first tab leads to the well as details on clans and upcoming tournaments. The
Friends screen, where you can add players you've met forums are also an excellent source of information.
online to your friends list and even send them messages. Bookmark this one.
Next is the Clan tab, an integrated system allowing you to
create or join a clan for organized team play. If you're new BATTLEFIELD NATION
to this sort of thing, clans are groups of players who play
http://www.bfnation.net
and practice regularly. Most clans also take part in
tournaments and organized events. If you're serious about Here's another great source for news with frequent
multiplayer, shop around and join a clan that best suits updates and links to other community web sites around
your style of play and schedule. The Stats screen lists the world.
primagames.com 11
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
INFANTRY
In Battlefield 2: Modern Combat, nothing is predictable.
The tactical situation changes from minute to minute,
Primary Weapon: M4 Carbine/M203
Damage: Medium
requiring your team to respond to a variety of threats
and opportunities. Success largely hinges on picking the Accuracy: Medium
right tools for the job and applying them in a way to best Fire Mode: Full Auto
benefit the team’s progress. The five available troop kits The M4 is a lightweight
all have their own strengths and weaknesses. A version of the M16 and
competent player should be familiar with the nuances of fires the same type of
each and know how to apply them to the ever-changing ammunition. It has similar handling and accuracy but
situation on the battlefield. This section explores each does less damage.
troop kit and offers some tips on how to use them. It
also outlines the stationary weapons, vital to any
defensive effort.
EU ASSAULT
EU ASSAULT KIT
Magazine Ammo
ASSAULT Weapon/Item Capacity Count
L85A2 30 180
The assault soldier is the spearhead of most offensive
Glock 17 15 45
operations. Armed with an assault rifle, grenade
M203 Grenade Launcher 1 3
launcher, pistol, fragmentation grenades, and smoke
grenades, assault troops are prepared for any kind M61 Frag Grenade — 3
of action. AN-M8 Smoke Grenade — 3
SINGLE-PLAYER UPGRADES
Weapon/Equipment Upgrade Type Stars Primary Weapon: L85A2/M203
Assault Rifle 45-round Clip 32 Damage: Medium
Grenade Launcher Increased Ammo (5) 63 Accuracy: Medium
Assault Rifle Increased Ammo (225) 82 Fire Mode: Full Auto
Smoke Grenade Increased Ammo (5) 145 Used mainly by British forces,
Assault Rifle Increased Zoom 152 the A2 model is an updated
Assault Rifle Armor-Piercing Bullets 253 version, offering increased
reliability in the field.
US ASSAULT
CHINESE ASSAULT
US ASSAULT KIT
Magazine Ammo CHINESE ASSAULT KIT
Weapon/Item Capacity Count Magazine Ammo
M4 Carbine 30 180 Weapon/Item Capacity Count
Type 95 30 180
M9 15 45
QSZ-92 15 45
M203 Grenade Launcher 1 3
Type 91 Grenade Launcher 1 3
M61 Frag Grenade — 3
Type 77-1 Frag Grenade — 3
AN-M8 Smoke Grenade — 3
AN-M8 Smoke Grenade — 3
12
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Infantry
Primary Weapon: Type 95/Type 91 launcher, mounted below the weapon. By elevating the rifle’s
barrel, grenades can be lobbed at impressive distances. While
Damage: Medium
intended primarily as an anti-infantry weapon, the grenade
Accuracy: Medium launcher can also inflict heavy damage against vehicles and
Fire Mode: Full Auto stationary weapons. Unlike hand grenades, launched grenades
This lightweight weapon shares explode on impact, dealing more direct damage to the target.
similarities with the French The assault soldier also carries smoke grenades. These hand-
FAMAS bull-pup design. High tossed canisters dispense a thick cloud of white smoke that
reliability and versatility make lasts for a few precious seconds. Smoke screens are vital
the Type 95 an accurate and deadly weapon for the PLA. when crossing known fields of fire. Use them in urban settings
to avoid being cut down by enemy snipers and machine
MEC ASSAULT gunners when you’re crossing streets or other open areas.
primagames.com 13
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
14
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Infantry
The smooth-bore, pump-action Mossberg 500 is one of the diminishes drastically over distance. Unless conducting
most popular American-produced shotguns. This model close-quarter combat, engineers are better off using their
features a polymer stock for reduced weight. pistol. It causes less damage but is much more likely to hit
distant targets. The engineer’s rocket launcher is best
Rocket Launcher: RPG-7V deployed against vehicles but can be fired at infantry too.
The armor-piercing rocket doesn’t inflict much splash
The RPG-7V is a
damage, so make sure it detonates as close to the target
recoilless, shoulder-
as possible. When engaging tanks and other armored
fired, muzzle-loaded,
vehicles, always try to hit the weak underside and rear
reloadable, antitank
armor for a quick kill—it takes one rocket to destroy an
grenade launcher that
APC from the rear and two rockets to knock out a tank.
is light enough to be
carried and fired by one person.
TIP Need to drop some mines fast? Try dropping them out
of a moving vehicle like a heavy jeep or even a transport
SPECIALIZED EQUIPMENT helicopter. But you must be sitting in a passenger spot that
allows you to access your kit. You can even drop mines while
parachuting, as a last ditch effort at survival when you find
Antivehicle Mine yourself drifting toward an enemy tank.
primagames.com 15
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
16
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Infantry
Forward Observer
TIP If you’re in a vehicle and you hear a beeping sound,
This is a mini computer equipped someone is trying to lock onto you. Either maneuver to break
with GPS that allows the sniper the line of sight (this breaks the lock), or locate and eliminate
to retrieve satellite data. While the culprit. If a lock is achieved (listen for the clear tone), bail
it’s equipped, press the fire out and get as far away from the vehicle as possible. However,
you may be able to save your vehicle by parking beneath a
button to temporarily reveal
bridge or driving into a building, as all laser-guided munitions
enemy positions in your area— fall from the sky.
these appear as red icons on the mini-map. In multiplayer
games, this information is relayed to teammates, offering
all a brief glimpse of enemy positions. Note that this SPECIAL OPS
equipment takes time to recharge after each use. The special ops soldier is trained in stealth and sabotage.
His sub-machine gun and pistol are equipped with
silencers. His C4 explosives, however, are not. Special ops
SNIPER TACTICS also carry knives and stun grenades that temporarily blind
nearby soldiers.
Although popular, the sniper is one of the most difficult
kits to master, as stealth and patience are just as SINGLE-PLAYER UPGRADES
important as marksmanship. The rifles provided by this kit Weapon/Equipment Upgrade Type Stars
are the most powerful and accurate firearms in the game. Sub-Machine Gun 45-round clip 13
Nobody is safe from the reach of the sniper rifle, including Sub-Machine Gun Increased Ammo (225) 70
helicopter pilots. But their power is balanced by the use of C4 Explosive Increased Ammo (6) 101
tracer rounds, allowing opponents to easily zero in on a
Sub-Machine Gun Increased Zoom 126
sniper’s location. This makes constant movement a
Stun Grenade Increased Ammo (5) 190
necessity. When engaging enemies at long range through
the scope, the most difficult aspect of scoring a hit is Sub-Machine Gun Armor-Piercing Bullets 240
determining how much to lead a moving target. This all
depends on the direction and speed of movement. For US SPECIAL OPS
instance, you need to lead a sprinting target a bit more
than one who is just walking. For the most part, this is all US SPECIAL OPS KIT
guess work. But with practice, you can accurately predict Magazine Ammo
Weapon/Item Capacity Count
where your bullet and target will converge down range,
MP-5N 30 180
increasing the likelihood of scoring a hit. But before taking
M9 (silenced) 15 45
your first shot, you need to find a well-concealed place to
hide. To maximize concealment, try to stick to natural Randall Model 1 Knife — —
settings as much as possible, using bushes, grass, and C4 Explosives — 4
rocks for cover. In urban environments, seek the cover of XM84 Stun Grenade — 3
building interiors and only take to rooftops if objects are
available to hide behind. When sniping, the background is
just as important as the foreground, as it reduces the Primary Weapon: MP-5N
visibility of the sniper’s silhouette—a sniper outlined Damage: Light/Medium
against the blue sky makes an easy target for everyone. Accuracy: Medium/High
The sniper’s ability to remain concealed for long periods of Fire Mode: Full Auto
time makes this kit useful for reconnaissance. By using
The MP-5N has a lower
their GPS-enabled forward observer device, snipers can
range than the M4 and
briefly reveal nearby enemy locations, appearing as red
has less stopping power.
icons on every teammate’s mini-map. Each sniper is also
It can, however, be quite effective because of its high
equipped with a laser target designator (or LTD) used to
accuracy. The silencer makes it easier to avoid being
call in air strikes. Only vehicles can be targeted with the
detected.
designator. If no antiair weapons are around, try using it
against a pesky enemy helicopter.
primagames.com 17
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
18
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Infantry
prior to entering enemy-held buildings. Like other hand-
Knife thrown grenades, stun grenades can be banked off walls
The knife kills in one hit but can only and other surfaces. For optimal effect, make sure they
be used at extremely close range. detonate as close to the target as possible.
Unless you’re challenged to a knife
duel, there aren’t too many opportu- TIP The special ops kit is the fastest of the five troop kits.
nities to put the knife to use. The assault and sniper classes are a bit slower, and the
However, if your opponent is engineer and support classes are the slowest.
attempting to reload a firearm, try
rushing in close for a quick stab. You
can also use it when sneaking up SUPPORT
behind enemies for a quick, stealthy
kill. The concept of a knife fight may The support soldier doubles as combat troop and medic.
sound a bit silly in a game loaded He carries a machine gun, fragmentation grenades, and a
with so many projectile weapons, but pistol, and he can call in artillery strikes. He also carries
it’s something you should prepare an auto-injector that can boost his own health or the
for. The best way to defend against a health of teammates.
knife attack is by strafing left and SINGLE-PLAYER UPGRADES
right while continually facing your opponent. Look for Weapon/Equipment Upgrade Type Stars
opportunities to strike, then lunge forward to stab, and Machine Gun 150-round clip 38
immediately step back to avoid the inevitable counter- Machine Gun Increased Ammo (300) 139
thrust. Depending on the skill of the combatants, knife
Auto-Injector Increased Ammo (5) 158
fights can last anywhere from a couple of seconds to more
Mortar Strike Increased Ammo (2) 209
than a minute. By the way, it’s considered bad etiquette to
pull out your firearm and shoot your opponent once a knife Mortar Strike Carpet Bomb 259
fight has been initiated—then again, honor isn’t one of the Machine Gun Armor-Piercing Bullets 266
stats tracked by the game.
US SUPPORT
SPECIAL OPS TACTICS US SUPPORT KIT
Magazine Ammo
Like the assault kit, the special ops kit is another well- Weapon/Item Capacity Count
rounded option capable of filling both offensive and M249 SAW 100 200
defensive roles. The silenced sub-machine guns offered by
M9 15 45
this kit are a bit more accurate than the assault rifles, but
M61 Frag Grenade — 3
not as powerful. Still, the SMGs make up for their lack of
power with rate of fire and stealth. Not only can these Auto-Injector — 3
weapons unload a solid stream of bullets within a few Mortar Strike — 1
seconds, but they do so with no muzzle flash and minimal
report. Speaking of stealth, the special ops kit is the only
one equipped with a knife. Knives are a quick way to Primary Weapon: M249 SAW
dispatch an enemy with one hit. Try sneaking up on unsus- Damage: Medium
pecting snipers or other stationary enemies. Use special Accuracy:
ops for sneak attacks and sabotage missions behind Low/Medium
enemy lines. By using light jeeps, boats, or helicopters for Fire Mode:
transport, a small squad of special forces troops can Full Auto
successfully conduct surprise attacks on enemy-held
The M249 Squad
positions, especially if they’re lightly defended. On defense,
Automatic Weapon (SAW) is a heavy machine gun that has
the special ops’ C4 can be used to booby-trap control
a larger clip and more stopping power then the M4
points, bridges, and other areas where opponents are
Carbine but can become more inaccurate unless used in a
likely to move. Special ops troops also carry stun
controlled manner.
grenades, capable of temporarily blinding enemy (and
friendly) troops. These are best deployed in urban raids,
primagames.com 19
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
20
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Infantry
barrage of hot lead. For best results, always drop prone
before firing these weapons. At the very least, take a knee.
MP-445 Varjag
Affiliation: EU
Attempting to fire while standing causes these weapons to
buck wildly about, usually hitting everything except your Damage: Light
target. But accuracy improves dramatically when fired from a Accuracy: Medium
stationary prone position. As such, this kit is great for Fire Mode: Semi-Auto
defensive roles, especially when covering narrow chokepoints
Carried by the EU sniper, the Varjag is a powerful .40
like streets, alleys, and bridges. Like any automatic weapon,
caliber handgun with a frame constructed of high-grade
fire in short bursts to keep the weapon on target. Even more
composite materials.
firepower can be unleashed with the support kit’s mortar
strike capability. This works a bit like the sniper’s laser target
designator, but the support troop can call in mortar strikes on QSZ-92
any location on the map. A few seconds after the request is Affiliation: China
made, several mortar shells rain down on the target area, but Damage: Light
with far less precision than the sniper’s air strike. Each
Accuracy: Medium
support solider only has one mortar strike, but by standing
Fire Mode: Semi-Auto
next to an ammo crate, it’s possible to call in continuous
mortar strikes, one after another. Support troops can also The QSZ-92 is a recoil-operated semiautomatic pistol built
heal themselves and teammates with the auto-injector. Look for the PLA. It fires 5.8mm ammunition and has 15 shots
for teammates with low health, indicated by the green health in a clip.
bar below their name. The auto-injector must be used at point-
blank range to heal a teammate. Tariq
Affiliation: MEC
STANDARD-ISSUE INFANTRY WEAPONS Damage: Light
Accuracy: Medium
PISTOLS Fire Mode: Semi-Auto
The Tariq is an Iraqi-made 9mm handgun which is a knock-
SINGLE-PLAYER UPGRADES off of the Italian-designed M9 used by US forces.
Upgrade Type Stars
23-round clip 6
Increased Ammo (45) 25
HAND GRENADES
SINGLE-PLAYER UPGRADES
Upgrade Type Stars
M9 Increased Ammo (5) 196
Affiliation: US
Damage: Light Hand grenades can be
Accuracy: Medium thrown long distance.
Fire Mode: Semi-Auto Try bouncing them off
surfaces for more
The M9 is a 9mm semiautomatic pistol that carries 15
precise deployment.
rounds in the magazine. The reliable pistol is used by
Hold down the trigger
military and law enforcement all over the world.
to “cook” the grenade,
allowing the timer to advance before throwing—don’t
Glock 17 worry, it won’t blow up in your face. By “cooking” a
Affiliation: EU grenade, you can cause it to explode in the air, useful for
Damage: Light taking out enemies hiding behind low walls or other cover.
Accuracy: Medium
Fire Mode: Semi-Auto
This reliable, lightweight 9mm pistol is standard issue for
many European armies and police forces.
primagames.com 21
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
SINGLE-PLAYER UPGRADES
Upgrade Type Stars
ANTITANK MISSILE LAUNCHER
Increased Ammo (1,500) 57
SINGLE-PLAYER UPGRADES
Upgrade Type Stars
Ammo Count: 1,000 Increased Ammo (75) 171
22
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Infantry
primagames.com 23
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
VEHICLES
Like the infantry troop kits, the vehicles in Battlefield 2:
Modern Combat are tools that must be understood and
CIVILIAN VEHICLE TACTICS
mastered if you hope to lead your team to victory. This They’re not much to look at, but the car and pickup
section examines every vehicle, as well as offers some tips truck offer a quick way to move across the map,
on how to get your helicopter into the air without especially when no other vehicles are available.
crashing. Furthermore, they’re capable of absorbing a fair
amount of small arms fire before eventually exploding.
Their expendability also makes them ideal for car
CIVILIAN VEHICLES bombs. Simply toss a C4 charge on the front of the
vehicle and drive it into an enemy tank. Of course, you
CAR must bail out before impact. Watch your vehicle crash
into the tank, and detonate the explosives immediately
Affiliation: None following the collision. This inflicts three separate
Speed: Fast incidents of damage on the enemy tank: the collision,
Armor: Light the C4 detonation, and the vehicle explosion. This tried
The car is a nonde- and proven tactic is a favorite of Battlefield veterans.
script sedan, often
found in urban areas.
The driver has no
LIGHT JEEPS
access to firepower,
but the passenger can
hang out the car’s DESERT PATROL VEHICLE (DPV)
sunroof and open fire with his troop kit’s selected weapon. Affiliation: US
CAR ARMAMENT Speed: Very Fast
Crew Position Weapon Ammo Armor: None
Driver — —
What it lacks in armor it
Passenger Troop Kit —
makes up for in agility and
firepower. The Desert
PICKUP TRUCK Patrol Vehicle (DPV) has two
gunner positions—one for the grenade
Affiliation: None
launcher and the other for the heavy
Speed: Fast machine gun. It is not very effective against armored
Armor: Light vehicles, but it can help clear out infantry.
Like the car, pickup
trucks are likely to be DPV ARMAMENT
found abandoned in Crew Position Weapon Ammo
cities and towns. The Driver — —
vehicle has room for Gunner 1 MK19 Grenade Launcher 60
one passenger, standing Gunner 2 M2 12.7mm Machine Gun 1,000
in the truck’s bed.
24
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Vehicles
FAST ATTACK VEHICLE (FAV) The American HMMWV (High Mobility Multipurpose
Wheeled Vehicle, or “Humvee”) sets the world’s standard
Affiliation: China for light, high-performance military trucks. The Humvee was
Speed: Very Fast designed as a multipurpose infantry vehicle for use in all
Armor: None areas of the modern battlefield. It can easily maneuver over
trenches and steep slopes or wade through deep water.
The PLA and MEC operate
the Fast Attack Vehicle HMMWV ARMAMENT
(FAV) for both airborne and Crew Position Weapon Ammo
special operations. Developed by a Driver — —
former aircraft manufacturing Gunner M2 12.7mm Machine Gun 1,000
company, the FAV is known for its Passenger Troop Kit —
rugged construction and light weight, as well as the
impressive amount of firepower it can carry into battle.
EAGLE MTV
FAV ARMAMENT Affiliation: EU
Crew Position Weapon Ammo
Speed: Fast
Driver — —
Armor: Light
Gunner 1 Type 87 Grenade Launcher 60
Gunner 2 W85 12.7mm Machine Gun 1,000 The Eagle Military Tactical
Vehicle (MTV) shares more
than a passing resem-
TIP The heavy machine gun in the FAV can rotate 360 blance to the American Humvee—it’s
degrees—the DPV’s only faces forward. This makes the DPV
built on the same chassis and matches
extremely vulnerable to attacks from the sides and rear.
all dimensions with the exception of width. The Eagle is
currently in production for the Swiss Army and meets all
LIGHT JEEP TACTICS requirements necessary for 4x4 vehicles involved in UN
peace-keeping missions.
The light jeeps are the fastest land vehicles in the game,
useful for rushing neutral control points at the start of a EAGLE ARMAMENT
battle. But their exposed positions can make them a death Crew Position Weapon Ammo
trap if driven directly into heavy action. Most explosive Driver — —
munitions can destroy these small vehicles in one hit, killing Gunner M2 12.7mm Machine Gun 1,000
everyone inside. The driver and passengers are also exposed
to small arms fire. The light jeep’s greatest defensive assets
are its speed and off-road capability. To ensure survival, use OTOKAR AKREP
these vehicles to traverse terrain on a map’s periphery,
staying away from heated battles near control points. Affiliation: MEC
Although the vehicle can attain high speeds on roads, many Speed: Fast
roads are likely to be used by larger and more deadly Armor: Light
vehicles. Instead, stay off-road and out of sight. Such
The Turkish-designed
stealthy tactics are effective when staging raids on distant,
Akrep is a highly mobile
enemy-held control points.
4x4 capable of serving in
difficult terrain and
HEAVY JEEPS weather. Its compact size also makes
it easy to maneuver within the narrow streets of urban
HMMWV HUMVEE centers. The turret on top of the vehicle can be fitted with
various 12.7mm machine gun configurations.
Affiliation: US
OTOKAR AKREP ARMAMENT
Speed: Fast Crew Position Weapon Ammo
Armor: Light Driver — —
Gunner Kord 12.7mm Machine Gun 1,000
primagames.com 25
26
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Vehicles
APC TACTICS ZSU-23-4 SHILKA
The APCs are the most versatile vehicles in the game and Affiliation: MEC
are armed to the teeth when fully manned. Their auto- Speed: Slow
cannons rapidly fire small explosive shells, effective against
Armor: Medium
infantry, armored vehicles, and even aircraft. In some
models, the passenger riding in the turret can also launch The Soviet-designed
antitank missiles. Although they take a long time to reload, ZSU-23-4 self-
these missiles are an APC’s best chance at surviving an propelled antiaircraft
encounter with an enemy tank. The US LAV-300 is gun features four liquid-
amphibious. Use this capability to launch surprise attacks cooled 23mm auto-cannons capable
on coastal control points or simply flank the enemy. But be of firing up to 1,000 rounds per minute. This makes the
aware, the APC is much slower in the water, potentially Shilka an intimidating presence on the battlefield whether
making it an easy target for enemy aircraft and ground- it’s engaging helicopters or ground units.
based missiles. Like tanks, the front armor on APCs is the
thickest. During combat, avoid exposing the weaker side
ZSU-23 ARMAMENT
Crew Position Weapon Ammo
and rear armor to enemy fire.
Driver Quad 23mm Auto-Cannons 2,000
ANTIAIR VEHICLES
AA VEHICLE TACTICS
M6 BRADLEY LINEBACKER Despite their rugged-armored appearance, these vehicles
aren’t intended for toe-to-toe slugfests with enemy tanks.
Affiliation: US/EU In fact, their armor isn’t much different than that found on
Speed: Slow the APCs. Instead, move them to strategically advan-
Armor: Medium tageous locations to shoot down enemy aircraft. The
Bradley is equipped with a Stinger Missile battery capable
In the late 1990s,
of knocking enemy helicopters out of the sky. Like the fixed
the US Army saw
Stinger turrets, these missiles must attain a lock on an
the need for a new
aircraft before they can successfully track it. The auto-
short-range air
cannons are effective against aircraft too, but they can
defense system to protect
also shred infantry and light-armored vehicles. AA vehicles
advancing armored units. To
aren’t very common, so take extra steps to keep them
provide these units with a mobile defense capable of
alive and try to hold the control points where they spawn.
maintaining their pace, the Army combined the combat-
Before moving out, analyze the team’s air defenses and fill
tested M6 Bradley with the proven Stinger antiaircraft
in any gaps with the AA vehicle, parking it where it’s well
missile system to produce the M6 Bradley Linebacker. The
protected and out of sight from advancing enemy troops
Linebacker is capable of engaging and destroying
and tanks.
helicopters and low-flying aircraft. With the help of a
sophisticated tracking computer and laser range finder,
the Linebacker can fire its missiles while either stationary SELF-PROPELLED ARTILLERY
or on the move.
primagames.com 27
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
The amphibious BK-1990 is a hybrid design combining a Try hiding them in areas where they can ambush tanks.
WZ-551 chassis and a BK-1970 turret. However, the These vehicles can’t win an even fight with a tank, so it’s
original APC chassis has been heavily modified, accommo- important they score the first hit.
dating a second set of wheels for an 8x8 configuration.
The vehicle’s power pack has also been relocated from the
front to the rear. TIP The US LAV-300 and Chinese BK-1990 are the only
two amphibious vehicles in the game.
BK-1990 ARMAMENT
Crew Position Weapon Ammo
Driver 105mm Cannon 100
Gunner W85 12.7mm Machine Gun 1,000
TANKS
Passenger 1 Troop Kit —
Passenger 2 Troop Kit — M1A2 ABRAMS
Affiliation: US
28
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Vehicles
and replaceable armor sections for the turret. Interior
improvements included an upgraded targeting system
2S25 TANK DESTROYER
and GPS navigation. Affiliation: MEC
Speed: Medium
LEOPARD 2 A5 ARMAMENT
Crew Position Weapon Ammo Armor: Medium
Driver 120mm Cannon 100 The Russian
Gunner M2 12.7mm Machine Gun 1,000 2S25 is a
tracked self-propelled
Developed during
the early BOATS
1990s, the Type 98 represents the
latest in Chinese design and manufacturing. Engineers based SEA ARK STINGER
its hull on proven Russian and European models and incor-
porated high technology to maximize its performance. A laser Affiliation: US
range finder, wind sensor, ballistic computer, and axis stabi- Speed: Fast
lization system ensure accurate firing of its 125mm cannon
Armor: None
while on the move, and a combination warning/defense
system protects the tank from enemy guided weapons. The Stinger is a
high-speed, 26-
TYPE 98 ARMAMENT foot aluminum boat,
Crew Position Weapon Ammo ideal for river patrols, as well as amphibious assaults. This
Driver 125mm Cannon 100 model is equipped with a grenade launcher mounted on the
Gunner W85 12.7mm Machine Gun 1,000 bow and an aft-facing heavy machine gun.
primagames.com 29
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
STINGER ARMAMENT
Crew Position Weapon Ammo FLIGHT SCHOOL
Pilot — — Flying helicopters can be tough to begin with, but with a
Gunner 1 MK19 Grenade Launcher 60 proper knowledge of the controls, anyone can master
Gunner 2 M2 12.7mm Machine Gun 1,000 flight. There are two different control schemes for
helicopters, each of which can be selected in the options
LIGHT PATROL BOAT menu. For beginners, the type 2 configuration is the
easiest to get the hang of. The right analog stick controls
Affiliation: China/MEC the helicopter’s rotor speed, as well as its lateral tilt. To
Speed: Fast make the helicopter gain altitude, press up on the right
Armor: None analog stick, or press down to make it decrease altitude.
Moving the right analog stick left and right causes the
The light patrol boat’s
helicopter to roll, making it move in the direction of the tilt.
hull is constructed When in a hover, this causes the helicopter to fly laterally.
of fiberglass and This input is useful for making tight turns or evading
other composite enemy fire when hovering. The left analog stick controls
materials. This makes the the chopper’s pitch and yaw. Press up on the stick to
craft extremely maneuverable and capable of operating in make the helicopter fly forward, and press down to make
shallow water. Like the Stinger, this 25-foot boat is also it fly backward—you don’t lose altitude when moving
equipped with a grenade launcher and heavy machine gun. forward, so there’s no need to compensate with more
rotor speed. The helicopter’s heading is largely controlled
LIGHT PATROL BOAT ARMAMENT by moving the left analog stick left and right. This orients
Crew Position Weapon Ammo
the helicopter in the direction you wish to travel or attack.
Pilot — —
Gunner 1 Type 87 Grenade Launcher 60
Gunner 2 W85 12.7mm Machine Gun 1,000
TIP If you master the
ability to hover, you can
convert many control points
without even landing—just
BOAT TACTICS watch out for incoming
rockets. A fully loaded
The boats usually spawn next to control points located transport helicopter can
near rivers and other large bodies of water. Don’t let their convert any control point
armament fool you—these aren’t heavy assault vehicles. within a few seconds.
They can easily be destroyed by small arms fire. Even
worse, they provide no protection for their occupants. Now that you know the controls, try flying a
Therefore, try to remain stealthy and out of harm’s way chopper. Start by pressing up on the right analog stick
when using boats. to gain altitude. Next, figure out where you’re heading
It’s merely a and move the left analog stick left and right to point
transport, not a the helicopter at your destination. Once the heading is
gunboat. Instead of set, nudge the left analog stick up to begin moving
staging frontal forward. To land, release the left analog stick to come
assaults, circumvent to an automatic hover. Gently descend by lightly
the enemy’s main pressing the right analog stick down. Always set the
defenses and launch chopper down in flat, open spaces. If the rotor strikes
surprise attacks on rear anything on the way down, it could seriously damage
positions. Both boats can speed the helicopter or even cause it to crash. Once you log
through shallow water a little flight time, you’ll have no problems flying
without running helicopters. Just make sure you master the controls
aground, so try to before hopping online—teammates don’t like it when
hit the enemies their pilot crashes.
where they least
expect it.
30
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Vehicles
AH-64 ARMAMENT
ATTACK HELICOPTERS Crew Position Weapon Ammo
Pilot 70mm FFAR Rockets (Medium) 100
AH-6J LITTLE BIRD SCOUT/ATTACK HELICOPTER Gunner 30mm Auto-Cannon 500
Affiliation: US
Speed: Very Fast TIP The Apache’s auto-cannon causes splash damage,
Armor: Light making it deadly against infantry.
AS-665 ARMAMENT
AH-64 APACHE ATTACK HELICOPTER Crew Position Weapon Ammo
Pilot 70mm FFAR Rockets (Medium) 100
Affiliation: US Gunner AA-AG Locking Missiles 4
Speed: Very Fast
Armor: Light
In 1984, the AH-64 Apache
TIP The Tiger’s missiles
can lock onto both air and
replaced the AH-1 ground vehicles. These
Cobra as the work just like Stingers or
US Army’s the sniper’s laser target
principal attack designator. Once a lock is
achieved, the missile fires
helicopter. The and homes-in on the
Apache’s advanced avionics targeted vehicle.
and integrated helmet display sight system allow the The pilot can make the
helicopter to operate during day or night, as well as in gunner’s job easier by
adverse weather conditions. Primarily designed as a tank keeping the chopper aimed
at the target and limiting
killer, the Apache is capable of carrying multiple weapons, erratic maneuvers.
including FFAR rockets and Hellfire missiles. The 30mm chain
gun, mounted beneath the Apache’s nose, is connected to
the gunner’s helmet and can be aimed by simply looking in
the direction of a target.
primagames.com 31
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
ATTACK HELICOPTER TACTICS capability and increased firepower for close air support.
While its armor can tolerate most small arms fire and
The attack helicopters are the most devastating vehicles in medium-caliber explosive projectiles, the Blackhawk is also
the game. But a two-man crew is necessary for each fitted with redundant flight systems in the event it does
chopper to live up to its deadly potential. The pilot can fire take damage.
the chopper’s unguided rockets, but it’s the gunner who
benefits from the awesome firepower offered by the auto- UH-60 ARMAMENT
cannon. In the Apache and Hind, this cannon is mounted in Crew Position Weapon Ammo
a turret beneath the chopper’s nose and is capable of Pilot 70mm FFAR Rockets (Heavy) 100
rotating a little less than 180 degrees. The gunner can use Gunner 1 7.62mm Mini-Gun 1,000
this weapon to rack up dozens of infantry kills, as well as Gunner 2 7.62mm Mini-Gun 1,000
shred light armored vehicles. It can also inflict damage on Passenger 1 Troop Kit —
tanks, but the rockets are a better option for destroying
Passenger 2 Troop Kit —
enemy armor. Since the gunner holds a significant amount
of the attack chopper’s offensive capability, the pilot should
busy himself with constantly orienting the helicopter to best
deploy the auto-cannon. Try hovering behind trees or just
WZ-9 ATTACK/TRANSPORT HELICOPTER
above the crest of a hill in an attempt to stay out of sight.
This way, you can quickly drop behind cover if a threat
appears. Hovering can be dangerous, but if adequate cover
is nearby, a good pilot can quickly use the surroundings to
hide from enemy fire. Mastering the pilot and gunner
positions of an attack helicopter isn’t easy, but an
experienced crew can dominate the battlefield. Also,
different choppers fire different kinds of FFAR: light,
medium, and heavy. The Little Bird, for example, fires light
FFARs quickly, while the Hind fires heavy FFARs slowly.
MULTIROLE HELICOPTERS
Affiliation: China
UH-60 BLACKHAWK ATTACK/ Speed: Very Fast
Affiliation: US
WZ-9 ARMAMENT
Speed: Very Fast
Crew Position Weapon Ammo
Armor: Light Pilot 70mm FFAR Rockets (Heavy) 100
In the early 1970s, the US Army began looking for a new Gunner 1 7.62mm Mini-Gun 1,000
front-line helicopter to replace the aging UH-1 “Huey.” Gunner 2 7.62mm Mini-Gun 1,000
Sikorsky was awarded the contract, and the company Passenger 1 Troop Kit —
provided the Army with exactly what it was looking for, a
Passenger 2 Troop Kit —
helicopter with expanded troop capacity and cargo lift
32
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Vehicles
Flying behind these objects can break a missile lock. If
Mi-24 HIND ATTACK/TRANSPORT HELICOPTER their two mini-guns are manned, the US Blackhawk and
Chinese WZ-9 are devastating ground attack weapons
platforms. The rapid-firing mini-guns make it possible to
mow down infantry (and light vehicles) with ease. The guns
should be manned by engineers. This way, if the chopper is
damaged, they can switch to a passenger position and
conduct repairs with their blowtorch while the helicopter is
still airborne.
VEHICLE REPAIRS
Affiliation: MEC You can greatly
Speed: Very Fast increase the lifespan
Armor: Light of your vehicle by
keeping it at full
The Mi-24 entered service in the early 1970s under the
strength. When an
Soviet Air Force. The need for a transport helicopter, as
engineer’s blowtorch
well as a gunship, led to the peculiar but effective design,
isn’t handy, search
with many of the inner workings borrowed from the
for either a repair
rugged Mi-8. The Hind saw extensive use during the Soviet
station or helipad—
campaign in Afghanistan and has since been exported to
look for the green-
many countries around the world.
and-black wrench icon
above them. Repair
MI-24 ARMAMENT stations are usually
Crew Position Weapon Ammo found at control
Pilot 70mm FFAR Rockets (Heavy) 100 points. Park next to
Gunner 30mm Auto-Cannon 500 one, and your vehicle
Passenger 1 Troop Kit — slowly returns to full
Passenger 2 Troop Kit — health—the vehicle’s
ammo is also fully
restored. Helipads
MULTIROLE HELICOPTER TACTICS have the same effect, even if you’re not in a
helicopter. Just park your vehicle on the helipad for
These helicopters are capable of holding up to five players, a quick fix. Repair stations and helipads can come
making them ideal for quickly transporting entire squads in handy during combat too. Stay within their repair
to any spot on the battlefield. They’re also the best way to radius during duels with enemy vehicles to maintain
capture neutral control points at the start of a battle. a slight defensive advantage. However, some players
Load up with teammates and fly over each control point. may frown on this—it is a bit exploitive. Still, it’s a
Instead of taking the time to land, troops should simply widespread tactic, and you should at least be
bail out and parachute to the control point. But the aware of it.
transport helicopter’s impressive troop capacity is also a
big weakness and may result in a big score for an enemy
lucky enough to shoot down a fully occupied chopper. To
avoid falling victim to heat-seeking missiles, pilots should
fly low and fast, using hills, trees, and buildings for cover.
primagames.com 33
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
IN AND OUT
ALMATY REGION PART 1
Allied Tanks
NATO Briefing:
We've got a unit under heavy fire
and trapped in the refinery.
Conduct a rapid assault, engage
all hostiles, and prep the area for
immediate helicopter extraction.
Check your gear and move out.
Available Units:
Engineer, Special Ops
Available Vehicles:
T-90 Main Battle Tank
Refinery Developer Hints/Tips:
Look to the rooftops for hotswap
opportunities. Also look at the
refinery for a special hotswap!
Insertion Point
time, an objective
Objective 1: Rendezvous with Allied Tanks marker appears on the
mini-map, marking the
As the mission begins,
location of the
a small group of NATO
rendezvous point to
special ops troops
the north. Rush
parachutes into the
toward the objective
courtyard of a small
marker, but be
town—you're in control
prepared to engage
of one of these
enemy troops in the
operators. When you
streets along the way.
reach the ground, The rooftop engineers are the only
follow your AI- As you approach the way to destroy the Chinese APCs.
The special ops team encounters no controlled teammates rendezvous point, two
resistance at this courtyard drop zone, out of the courtyard Chinese APCs appear to the east. These vehicles must be
but the rest of the town is crawling and into the adjoining destroyed before the NATO tanks roll into town. Quickly
with enemy troops. Keep your eyes street near the locate and hotswap to one of the engineers on the nearby
peeled once you hit the ground. church. At about this rooftops. Use the rocket launcher to blast the enemy
34
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Almaty Region Part 1
primagames.com 35
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
RADIO SILENCE
NATO Briefing:
Airfield
We've gotten our feet wet with a
win and rescued our boys in the
process! Next up is a Signals
Insertion Point Intel mission designed to destroy
the enemy's ability to commu-
Upload Site 1 Upload Site 3 nicate electronically. We'll do it
with a rapid raid and the primary
asset will be a communications
technician who'll arrive at each
site via helo. He'll launch a virus
on their net and get out. You will
make damn sure he stays safe at
each site and gets the job done.
Crank up and move out.
Available Units:
Assault, Engineer
Available Vehicles:
HMMWV Humvee
Developer Hints/Tips:
Look to the rooftops for
hotswap opportunities.
Use the engineers to repair
Upload Site 2
the Humvees.
36
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Almaty Region Part 1
through the alleys on the northern and southern sides of
the street. Most importantly, watch the rooftops for
enemies with rocket launchers—one appears on the rooftop Stay near the communi-
to the south. If the Humvees are destroyed by rocket cation site's door and pick
attacks, the subsequent objectives become much more off enemy troops sneaking
difficult. With only a few seconds remaining, a Chinese FAV through the alleys to the
approaches from the east. Destroy this vehicle with heavy east and west while the
machine gun fire (or rockets from the engineers) before it Humvee's gunner covers
can inflict any damage on your team. the southern approach.
primagames.com 37
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
HEADSHOT
NATO Briefing:
That raid on their communi-
Sniper Team cations network must have hurt
because the enemy is resorting
to dirty tactics. Special operators
tell us that hostile snipers have
got shoot points all over the
school and their primary target
will be negotiators. Counter
sniper mission follows: eliminate
all hostile shooters, clear the
access route. None of their
shooters survive. Clear? Get it
done.
Available Units:
School Sniper
Available Vehicles:
None
Developer Hints/Tips:
Use the forward observer unit if
you lose sight of the enemy
snipers.
Concentrate on killing the enemy
troops to defend the school and
avoid/hide from the enemy
helicopter.
38
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Almaty Region Part 1
Objective: Eliminate All Hostiles western sniper positions to locate and neutralize the
next wave of enemy troops, including some moving along
the ground to the south.
primagames.com 39
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
SUBMERGED
MANGYSTAU REGION PART 1
Chinese Briefing:
Our enemy begins by shooting
2nd Defensive Bunker those who come in defense of
peace, and now they attack our
defensive cordon. Three fast
attack submarines armed with
3rd Submarine cruise missiles have docked in
the NATO anchorage. The enemy
controls river traffic from strong
defensive positions, which you
1st Defensive Bunker need to disable before locating
the submarine pens and
destroying the vessels. Proceed
2nd Submarine and bring honor to us all.
Available Units:
Assault, Engineer
Available Vehicles:
HMMWV Humvee, Sea Ark
Stinger, Light Patrol Boat
1st Submarine Developer Hints/Tips:
Insertion Point
While parachuting into the first
bunker, glide straight onto the
first bunker while using the
grenade launcher.
Steal the Humvee.
At the sub base, the gate to the
south is a tad easier than the
Objective 1: Destroy First Defensive Bunker attention to the
NATO troops
one to the north.
When you’ve planted your
gathered around the explosive on the sub inside the
nearby defensive pen, don’t run back along its
Use your time in the length to the steps—jump into
bunker. Eliminate as
parachute harness to lob the water on your right, there’s
many enemies as
grenades on the enemies some steps just opposite. You’ll
possible before
below. Eliminating these get away much quicker.
touching down. (Or, if
threats from the air makes
you prefer to engage
the assault on the first
them on the ground, close your parachute and re-open it at
bunker much easier.
the last minute to get to the action more quickly.) Once on
the ground, hotswap to a friendly soldier closer to the
Your team begins the mission high above the target area, defensive bunker to the northwest. Rush into the bunker
drifting down in parachutes. Instead of waiting until you and gun down any remaining enemies inside. Plant a charge
reach the ground, start lobbing grenades at the enemy on the western interior wall of the bunker and rush toward
troops below with the grenade launcher. Pay particular the church to the east before it explodes.
40
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Mangystau Region Part 1
As soon as the
counterattack dies
These yellow-and-black, down, move or hotswap
rectangular boxes indicate to the north to locate a
where explosives must be Humvee near the river
placed and can be found bank. An unoccupied
on each of the bunkers Sea Ark Stinger patrol
and submarines. boat is also available
nearby, but the Humvee
is the best choice for
Before hopping in the Humvee, watch advancing on the second
Objective 2: Destroy for an enemy Sea Ark Stinger cruising bunker. Drive the
Objective21: Destroy Second
Second Defensive
Defensive Bunker
Bunker along the river. Blast its occupants Humvee along the dirt
with your assault rifle, sink the boat road leading toward the
next objective marker.
with a well-placed grenade, or
Be prepared for the NATO hotswap to the engineer and use the Switch to the Humvee's
counterattack after you gunner position as soon
rocket launcher.
destroy the first bunker. as the bunker comes
Take control of one of the into view and open fire on the enemy troops gathered
machine guns near the around it. Watch for more troops advancing through the
church to score some trees to the west. Rush inside the second bunker, plant the
serious points. charge, and return to the Humvee.
primagames.com 41
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
42
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Mangystau Region Part 1
METAL ISLAND
Chinese Briefing:
Oil Rig
With the enemy submarines destroyed, the
battle for the sea could go either way and it
is a battle we must win. In response to our
victory, NATO forces are moving on our oil
platform and island position at site four. You
will defend that platform and island at all
costs. You have your mission. Proceed with it.
Helipad Dock Available Units:
Assault, Engineer
Available Vehicles:
Light Patrol Boat
Developer Hints/Tips:
Use Stinger Missile sites against helicopter
attacks.
Use machine guns to take out enemy boats
before they reach their docking points and
unload troops.
Hotswap into parachute reinforcements to
give you a clear vantage point over targets
on the ground (you can even be a hotshot
and try to take out enemy helicopters as
Lighthouse Island you glide to the ground!).
In this mission, you must defend two key areas from attack As soon as the first attack on the rig is defeated, NATO
by NATO troops. The first wave of attackers consists solely paratroopers appear above the island and the docks to
of paratroopers dropped just above the oil rig. For best the southeast. Immediately hotswap to one of the
results, stick with the engineer on the rig's helipad, as the soldiers on the dock or the one on the island's
shotgun is ideal for knocking the paratroopers out of the lighthouse. Once again, open fire on the enemy
sky. As soon as the enemies appear, open fire with the paratroopers as they drift down, preferably using the
shotgun and try to eliminate all of them before they touch engineer stationed on the dock. If necessary, hotswap to
down on the rig. If some enemy troops make it onto the rig, the assault soldier in the lighthouse to pick off enemy
use the mini-map to locate their positions. In some paratroopers assaulting the island.
instances, you can't see the enemy troops on the rig, so
hotswap to other teammates to engage the enemies.
primagames.com 43
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
Objective 4: Defend All Areas Use the Stinger turrets once more to eliminate the Blackhawks
attacking the rig and the island.
As a last-ditch effort, NATO forces attempt to defeat your
Make use of the friendly light team with Blackhawks. Hotswap to the island docks first
patrol boats to hunt down the and blast one of the choppers using the Stinger turret.
approaching enemy vessels. Engage two more Blackhawks from the oil rig, using either
The bow-mounted grenade the Stinger turret or the machine guns. Defeating this
launcher dishes out some aerial assault completes the mission.
serious damage.
44
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Mangystau Region Part 1
HEAVY TONNAGE
Chinese Briefing:
We have stopped the enemy from destroying
Kazakhstan's oil infrastructure for the moment, but we
Oil Rig (Start) have much work still to do. We have an unidentified, deep-
draft vessel inbound toward our oil platform from the
south. You will conduct an aerial reconnaissance to
determine the ship's origins and intentions. If she's
neutral, pull off and report. If she's anything else, she's
hostile and you will defend yourself accordingly.
Available Units:
Assault
Available Vehicles:
WZ-9 Attack Helicopter
Developer Hints/Tips:
Island Do all you can to retain an active helicopter; don’t spend
long on deck if you can help it.
Grenades can destroy the cargo but aren’t as quick as
helicopter rockets.
Steer clear of either end of the ship—anti-aircraft fire
will get you. If you hear that lock on beeping, it's best
to bail out.
primagames.com 45
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
46
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
AIR TRAFFIC CONTROL
ALMATY REGION PART 2
NATO Briefing:
The Chinese have had a string of victories lately, but
that ends now. Fresh up from targeting civilian
Insertion Point transports, Chinese assault teams have taken our
helicopter support base and the forward arming and
North Gate refueling point adjacent to the north road. Conduct
an assault with fast attack vehicles, engage all
hostiles, and secure the airstrip for follow-on
operations. We need that support base back,
gentlemen. Check your gear and move out.
Available Units:
Assault, Engineer,
Sniper, Support
Steal WZ-9
Available Vehicles:
HMMWV Humvee, Combat Vehicle 90
Developer Hints/Tips:
Kill the Fast Attack Vehicles as soon as you can or
Heliport
they’ll take out your tanks and Humvees.
Use the Humvee’s machine gun to take on the
helicopters.
Snipers can shoot chopper pilots (if they are very good).
There is a Stinger turret at the base of the control
tower (if you’re desperate).
primagames.com 47
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
48
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Almaty Region Part 2
CATCHING FLAK
NATO Briefing:
We've got our base back, which
nicely sets us up for an air
Heliport (Start) reconnaissance and electronic
surveillance mission with you in
the primary aircraft. You have
four objectives to cover as
marked on the aerials and on
your TAC map. We have no intel
on Triple-A air threats but the
mission is vital to follow-on
operations. Coordinate with the
aircrew and lift off.
Available Units:
Assault, Sniper
Mid Ground
Available Vehicles:
UH-60 Blackhawk,
Village AH-6J Little Bird
Developer Hints/Tips:
primagames.com 49
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
50
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Almaty Region Part 2
ROLLING THUNDER
NATO Briefing:
Now we're really cookin'! We have a support base
Farm (Start) and intel on the surrounding area. You are now
designated the Combined Armor Assault Team for
this command. Conduct an attack on Chinese
heavy tank units located on or around the crest
of that hill to the west of our position. This will
be tank on tank but we expect them to have
heavy air support on call so you'll need to
complete your mission before their birds show
up. Seize and hold that high ground.
Chinese Tanks
North Gate Available Units:
Engineer
Available Vehicles:
T-90 Main Battle Tank,
Leopard 2A5 Main Battle Tank
Developer Hints/Tips:
Objective 1: Destroy the Forces at the Farm forest. A few Type 98s will eventually rumble down the
road too. Stay low and equip the engineer's rocket
CAUTION Exercise launcher. Instead of firing at the enemy tank's thick front
extreme caution when firing the armor, wait till you can get a solid shot on the weaker side
tanks' weapons around friendly armor. Swap between the shotgun and rocket launcher
troops. Using the main gun or until all enemy troops and tanks are eliminated.
turret-mounted machine gun
can lead to friendly fire
incidents.
primagames.com 51
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
52
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Almaty Region Part 2
Objective 4: Take out Forces at the Ruins Objective 5: Destroy the Heavy Chinese Tanks
primagames.com 53
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
BURNING BRIDGES
NATO Briefing:
That's metal that won't be
Insertion Point getting in our way again! Okay,
listen up—we're expanding our
control in the area and you'll now
carry out a fixed-position
demolition raid on this bridge.
Hostile units estimated at
company strength are dug into
defensive positions on both sides
of the structure. Don't try to
hold the bridge. Drop it into the
water and take up positions on
Charge 1 the far side. Use your C4 on the
load-bearing support beams. Any
hostile forces you neutralize are
a bonus; the bridge is your
primary objective.
Charge 3
Available Units:
Sniper, Special Ops
Available Vehicles:
Charge 2 None
Developer Hints/Tips:
Hotswap to the sniper in the
Extraction Point building at the start to unleash
Charge 4 his little boxes of tools on the
floor behind him.
Objectives 1–4: Place Four Charges on Bridge You begin the mission as a special ops soldier. Follow your
teammates toward the bridge located to the south. As the
bridge comes into view, the enemy troops open fire. Turn to
Use the two snipers on the the southwest and hotswap to the sniper positioned on the
eastern and western hills nearby hill. Drop prone and zoom in on the stationary
overlooking the bridge to machine gun positions first. Eliminating the machine
pick off machine gunners. gunners greatly improves the special ops soldiers' chance of
If these positions aren't survival. Empty the sniper rifle's magazine at other targets
neutralized, the assaulting of opportunity, then hotswap back to a special ops soldier
special ops troops will near the bridge. A south-facing machine gun is located near
face certain death. the bridge. Take control of it to blast any remaining troops,
as well as a heavy jeep that rushes in from the north.
54
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Almaty Region Part 2
take control of one of the machine guns and blast the pilot
position—killing the pilot causes it to crash. But it's entirely
Don't pass up the oppor- possible to ignore the WZ-9 and continue to the fourth
tunity to use the various bridge support to plant the last charge.
machine guns scattered
across the bridge. Just
make sure they're facing Although speed is
the right way. important, don't get
careless. Sidestep around
obstacles like this bus and
be ready to engage enemy
troops. Keep a fresh clip
loaded at all times.
It takes a few seconds to
place each charge.
Neutralize all nearby
threats before turning your Objective 5: Get off the Bridge
attention away from the
firefight.
Make an aggressive push
to cross the bridge once
Once on the bridge, all four charges are
advance along the span placed. You only have
using cover and one minute before the
stationary weapons to bridge topples.
your advantage. At the first
objective marker, on the western
side of the bridge, you can place
the first charge. Make sure all When all four charges are placed, a
enemies to the south are countdown timer appears at the
eliminated or engaged before turning bottom of the screen—you have exactly
toward the support to plant the charge. one minute before the explosives detonate
After placing the first charge, follow the and the bridge collapses into the ravine. To
objective marker to the next support beam complete the mission, you must rush south
on the eastern side of the bridge. While to get off the bridge. More enemy troops wait
rushing south, watch out for the large hole in for you at the opposite end of the bridge.
the bridge on the western side—if you fall, open Strafe left and right to evade their shots while
your parachute to prevent death, then hotswap peppering them with your submachine gun.
to a teammate back on the bridge. Place the Watch out for a machine gun position on the
second charge, then advance to the third eastern side of the bridge. Pick off the
support on the western side of the gunner and prevent other enemies from
bridge, using cover and the taking control of the gun. Keep moving
stationary weapons as necessary. south until the mission comes to an end.
Soon after you place the third
charge, a WZ-9 appears to the
east. If you wish to shoot it down,
primagames.com 55
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
56
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Mangystau Region Part 2
Objective 2: Destroy the Heavy Tanks
Trench combat takes place
at extremely close range.
By staying on the hill's
Be careful not to shoot
western slope, you can
your own teammates
pound away at the
during the close-quarter
northern tank without
confusion.
facing retaliation—its
guns can't tilt low enough
to fire back.
As return fire from the first line of fortifications
dwindles, begin moving to the northeast corner of the
beach, either by running or hotswapping to friendly troops As more and more Chinese forces
already in the area. A path runs along the northeastern journey to the top of the hill, locate and
side of the beach, allowing you to infiltrate the first trench. hotswap to an engineer. Equip
Before moving into the trench, make sure you're controlling the engineer's rocket
a support soldier. Rush into the trench from the northern launcher and go
side and hose down any resistance with a steady stream of tank hunting.
automatic fire. Stay in the trench and head south, ignoring Instead of
the first set of steps heading east—this path is blocked. rushing up
Instead, continue south across an open area until entering onto the flat
another trench. Be prepared to engage another group of terrain at the top of the hill, use
enemies at close range, then turn east to ascend an open the western slope to your advantage.
set of stairs leading to the next trench. From this angle, the tanks can't
depress their main guns enough to
CAUTION The tanks above target you. However, they won't sit
can hit the southern staircase still for long, so inflict some damage
connecting the western and center
before they retreat farther to the
trenches. Don't linger in this area
for too long. east. Once on even ground with the
tanks, use the ruins on the top of
the hill for cover, particularly when
reloading your rocket launcher.
Keep an eye open for enemy
infantry too, and be ready to
Upon entering the center trench line, neutralize any
blast them with your shotgun.
nearby enemies, then head southeast. Watch for more
Remember, the tanks have
machine gunners above in the next trench line to the east.
weaker armor on the sides and
Blast these gunners and exit the center trench to climb the
rear than they do on the front,
hill to the east. Flank the eastern trench from the south,
so maneuver as needed to line up
wiping out any troops focused on targeting your
some hard-hitting shots. When both tanks are
teammates. This clears the path for more of your forces to
destroyed, the mission is complete.
ascend the hill for the assault on the two tanks.
primagames.com 57
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
BIG BANG
Chinese Briefing:
Everything is escalating quickly,
soldier, and you must keep pace.
Your mission is a raid on a
refinery which enemy forces are
using to produce chemicals for
Insertion Point their aggression in this area. You
will deny them this vital asset by
destroying the refinery with
demolitions. Your access route
will require tactical water
crossing at the river. Speed,
aggression, and complete
destruction are all key. Move
6th Charge immediately into the attack.
4th Charge Available Units:
1st Charge Assault, Engineer
Objective 1: Battle to the Refinery nailing you with their rockets. Your machine gunner in
the top of the turret can handle most of the nearby
The raid begins to the threats, so target more distant enemies with the
north of the refinery, main guns. The dirt road eventually intersects a
led by two Type 98 paved street. Follow the objective
tanks. Follow the lead marker by turning west onto the
tank to the south, paved road. Just ahead is
traveling along the a bridge guarded by
dirt road running an enemy tank.
through the Quickly open fire before it can
forest. As the score any hits on your tanks.
tanks enter the Before entering the refinery
forest, several NATO grounds, conduct any repairs on
Try to engage the enemy tank troops equipped with
guarding the bridge while you're still rocket launchers the two tanks, using one of the
behind the cover of the forest's trees. converge on your engineers' blowtorches. When
both tanks are at full strength,
tanks. Keep moving and open fire on the enemy charge across the bridge to the
troops—if you remain still, they'll have an easy time west to begin the assault.
58
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Mangystau Region Part 2
Objective 2: Place First Charge TIP The Type 98 tanks are the
key to successfully completing
this mission. Without their armor
and firepower, you're likely to be
Demolition charges must overwhelmed by the refinery's
be placed at the top of defenders. Therefore, keep your
each storage container. tanks at full strength by
frequently repairing them with an
Before planting a charge,
engineer's blowtorch.
make sure the
surrounding area is clear
of enemy troops. Objective 4: Place Third Charge
To destroy the refinery, charges must be placed on the six
sphere-shaped storage containers. The first container is
located just south of the refinery's entrance near the Use the steps on the
bridge. Drive your tank along the western side of the southeastern side of the
container and pause for a few seconds until enemy troops western structure to
come into view to the south and west. Blast a few with the access the third storage
tank's main gun while the machine gunner takes care of container.
the rest. Quickly exit the tank and charge up the steps
leading to the top of the first storage container. Plant the
charge on top of the storage container, then hop off the Drive your tank along the refinery's western fence line
adjoining catwalk and parachute to your tank below, where until you spot the next storage container. This one is
your machine gunner is still holding off the enemy troops. located at the southwestern end of the refinery's western
structure. Turn north to enter the alley in between the
NOTE The charges can be placed in any order. For speed and two refinery structures and locate a set of steps to the
ease, however, take a clockwise approach around the refinery.
west. Before exiting the tank, sweep the surrounding area
for enemy troops—some may be advancing beneath the
structures to the east and west. When it's relatively clear,
Objective 3: Place Second Charge exit the tank and rush toward the steps leading up to the
The next storage container is located to the south, on the third container. Navigate your way through the various
far side of the nearby cylindrical tanks. Hop in your tank catwalks, following the objective marker toward the
and drive south, blasting enemy infantry as you go. Once storage container. Place the third charge and return to
again, hold near the western side of the storage tank and your tank below.
watch for more enemies approaching from the south and
west. When there's a lull in the hostilities, TIP Before manually charging up to each storage container,
jump out of your tank and climb the look around for a teammate that is closer and hotswap to his
position. In many cases, friendly troops are already positioned
nearby steps to access the top of the
on the refinery's two main structures.
storage container. Plant the second
charge, and parachute down to
your tank.
primagames.com 59
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
The three remaining storage containers are located on the Drive your tank to the northeast and then veer southeast
western side of the facility. In an effort to clear out as to park between the refinery's two main structures. The
many enemy troops as possible, drive south and then cut final storage container is positioned amongst a maze of
west, staying along the refinery's perimeter. Keep an eye catwalks on the eastern structure. Jump out of your tank
on your mini-map to locate new threats, and act quickly to and race up the nearby ramp ascending the western side
eliminate them. Weave around the various obstacles on the of the structure. Follow the platform around to the west,
western side of the refinery while heading to the storage then north—be ready to blast a couple of enemy soldiers
container positioned between two large, cylindrical tanks. along the way. On the northern side of the platform is a
Park your tank along the south side, and scan for enemies staircase leading to a network of catwalks. Follow the
to the south and east before hopping out. As you did with catwalks toward the storage container's objective marker.
the first and second charges, simply climb the nearby Although the catwalk is positioned above the container, you
steps to reach the top of the storage container. Once the can still reach it by hopping over the railing and
charge is in place, hop down to your tank parachuting down to plant the last charge.
Objective 6: Place Fifth Charge Objective 8: Get out Before the Refinery Blows
Next, locate the fifth storage container on the northern As soon as all six charges are in place, you have forty-five
end of the refinery's western structure. Simply drive your seconds to vacate the refinery facilities before they
tank south until you're next to the set of steps on the detonate. Fortunately, there are three possible exit points:
northwestern side of the structure. As with the third one to the west, one to the north, and one to the east. If
charge, you need to climb a few sets of stairs and wind you can't find anyone to hotswap to near one of these
through several catwalks before you can access the top of exits, return to your tank and drive north. Once out of the
this storage tank. While moving, watch for enemy troops refinery's grounds, follow the objective marker to the
firing at you from the ground. Instead of stopping to return northern bridge to complete the mission.
fire, keep moving toward the storage tank. If necessary,
strafe left and right to avoid getting hit while planting the
charge. Once it's placed, watch out for a couple of enemy
soldiers attempting to flank you to the east. Deal with
them, then return to your tank.
60
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
QYZYLORDA REGION
HOTEL ALPHA
North Village NATO Briefing:
So they've just destroyed Kazakhstan's
only oil refinery—that's why we have to
win this war. Okay, this will be a long-
range, short-stay reconnaissance mission
with focus on the four areas marked on
your TAC map. Eyeball the areas
thoroughly for enemy orders of battle
information and collect any documents for
Recon Site 4 G-2 analysis. If something develops in the
town, add it to the mission. Conduct your
pre-patrols and launch when ready.
Available Units:
Engineer, Special Ops
Recon Site 3
Available Vehicles:
HMMWV Humvee
Developer Hints/Tips:
Be aware of allied units on top of the
canyons.
Train tracks are a good escape route.
Make use of the engineers' repairing skills.
Recon Site 2 Make use of the recon zones; check the
radar to see where the recon zones are.
NATO Base Recon Site 1
Objective 1: Recon Enemy Site 1 In this mission, you must use Humvees to recon several
different locations. Start by hopping in the Humvee near
If you don't destroy the the tent where you begin the mission. Sitting in the
enemy FAVs you encounter driver's seat, head out the base's gate and follow the
at the beginning of the dirt road heading east. A number of enemy troops and
mission, they're likely to FAVs attempt to block your advance by moving in from
pursue you to the enemy the north. Either race past the enemy units or take
sites, firing at you the control of a machine gun to neutralize them—this is a
whole time. Take a few good way to rack up some quick points.
seconds to blow them to
bits, then resume with
your recon mission.
primagames.com 61
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
62
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Qyzylorda Region
circle for the 10 seconds it takes to complete the task. It The North Village is a rectangular grouping of buildings,
may look silly, but the constant movement makes it all sharing one central courtyard. As with the other
difficult for the enemy units to hit your Humvee. Simply enemy sites, all you need to do here is hold within the
stay within the recon zone for 10 seconds, then race out courtyard for 10 seconds. Although the village is
the same gate you entered. After exiting with the Humvee, crawling with enemy troops, with a little speed you can
consider hotswapping to some of the friendly troops who evade most of their gunfire. Enter the village on its
dropped in via parachutes to mop up some of the enemy southeastern side and immediately begin driving in a
units. Earning a few extra points never hurts. circle once the recon timer begins. As you did at the
third enemy site, keep moving to avoid taking heavy
Objective 4: Recon Enemy Site 4 damage. Don't hesitate to run down enemy troops in the
process. As soon as the timer expires, exit the village
through the covered, narrow opening on the north-
The last enemy site is western side.
located in this canyon in
the northeastern corner of Objective 6: Return to Base
the map. Run down or gun
down the enemy troops
The terrain south of the
guarding the mouth of the
North Village is rough and
canyon while racing
uneven, making for a very
toward the recon site.
hazardous escape route,
especially if your Humvee
Having escaped the third enemy site, race west toward the is heavily damaged. The
center of the map. Once you're out of the canyon, turn railroad tracks to the west
northeast and head for the last enemy site on your mini- provide a much smoother
map. This final enemy encampment is located in its own and faster escape.
miniature canyon and is guarded by only a handful of enemy
troops. Drive through the canyon opening and stop once A set of railroad tracks runs along the western side of
the recon timer appears. Instead of sitting still, take the North Village. Line your Humvee up along these
control of the Humvee's machine gun and blast any Chinese tracks and head south, toward the base where you
troops in the area—scan the canyon walls above. When the started the mission. Whatever you do, don't stop, as two
recon task is complete, a new objective is added to the WZ-9 attack helicopters are on the prowl and are likely to
mission. Exit the canyon and turn northwest—the North be right on your tail. Enemy FAVs may also be in pursuit.
Village is straight ahead. Put some distance between you and the pursuing
vehicles, then switch to the Humvee's machine gun
Objective 5: Recon the North Village position. Try to fight off one enemy vehicle at a time.
When firing at the attack choppers, aim at the cockpit to
kill the pilots. Either destroy the enemies on your tail or
You must enter the North simply outrun them. The mission is over as soon as you
Village to complete this drive through your base's gate.
new reconnaissance task.
Drive around in circles TIP Before returning to base, consider backtracking to some
within the central of the other enemy locations to score some more points.
courtyard to evade
incoming fire.
primagames.com 63
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
NATO Briefing:
TOP MAN According to the decoded intel that you
secured in your last mission, the Chinese
are planning something big. There's a
Commander's Chopper highly valued commander setup in a camp
on top of the plateau. A straight drop will
be fatal; their Stingers will blow us apart.
We're going to need to fly low into a safe
drop zone in the canyon and take out the
Stingers on the way up to clear the way
for air support. Whatever happens, your
target will neither escape nor survive.
Available Units:
Sniper, Special Ops
Available Vehicles:
UH-60 Blackhawk
NATO Base (Start) Developer Hints/Tips:
Stingers
Look to higher ground for a downed
Chinook—you may find a special surprise.
Landing Zone
The Commander's helicopter has a weak
spot—shoot the pilot with the sniper for a
quick kill, or use the Blackhawk or one of
Objective 1: Proceed to the Landing Zone the Stingers.
As soon as the Blackhawk mini-guns make quick work of
mission begins, rush the Chinese FAVs.
The enemy out of the tent and The tight ridgeline and rope bridges force
forward camp get in the Blackhawk enemy units to bottleneck—disorient
near your base sitting on the clustered units with your stun grenades.
is a good place helipad. Wait for all Stinger gunners get twitchy under fire—
to practice with of the chopper's watch for fleeing troops.
the Blackhawk's crew positions to fill
rockets and Get an early point boost by eliminating the
up before taking off. Chinese forward camp en route to the
mini-guns. Once you're in the canyons.
air, turn east and fly Allied forces become available to reinforce
toward the canyon. Along the way, engage the enemy troops and FAVs after the Stinger sites are taken care of.
on the ground, just east of your base. Between the Blackhawk's
Maintaining low altitude is key to surviving
rockets and mini-guns, the enemies below don't stand a chance.
the flight through the canyons—if your
Continue to the pilot skills aren't up to scratch, man a
Maneuver the mini-gun and let one of your teammates
objective marker
Blackhawk beneath do the flying.
to the east, flying
this footbridge for
below the long Utilize the natural features of the ridge
the most direct path (and any sandbags abandoned by
footbridge
route to the landing Chinese forces) as cover points to
spanning the
zone. Stay low to minimize losses during your ascent.
canyon. You must
avoid getting
keep the Don't be distracted by the Commander's
targeted by the WZ-9 support helicopters if he flees.
Blackhawk below
Stingers on the
the ridge line to
ridgeline.
avoid falling victim Try switching to the mini-guns for a bit
to the Stinger turrets above. Wind your way through the canyon until more accuracy. When all of the FAVs are
the objective marker is in sight. But before setting down, you must turned into smoldering wrecks, set the
clear the landing zone of six FAVs. Keep moving and make a few low- Blackhawk down near the ridge's ramp-like
level passes at the enemy vehicles, blasting them with your rockets. slope to the north.
64
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Qyzylorda Region
Objective 2: Take out the Stingers on the Ridge Upon crossing the second footbridge, you can see a command
post on a plateau to the north. A WZ-9 is preparing to take
Exit the Blackhawk and off—better move out quickly before the Commander escapes.
ascend the nearby slope. To avoid getting caught in a crossfire, turn to the command
Quickly dispatch the enemy post and pick off the enemy troops on the far plateau. Then
soldiers blocking your path. advance along the ridgeline leading north toward another
Keep an eye on the mini-map footbridge providing access to the command post. The enemies
to better locate their guarding this bridge are armed with shotguns, so try to take
positions and prevent yourself them out at long range. While battling it out with the enemy
from getting shot in the back. soldiers, an enemy fighter swoops across the sky and bombs
Aggressively push forward as the footbridge—you must find another way across. Hotswap
the ridge turns north, but back to the south and locate a northern-facing machine gun.
Fight your way to one of the
watch out for machine guns. Use the machine gun to destroy the green transformer box at
mounted machine guns and use
Take cover behind rocks, the base of the huge radio mast. The resulting explosion
it to clear the ridge of threats.
barrels, or anything while causes the mast to topple, creating a makeshift bridge.
picking off the machine gunners—head shots are a must.
Leapfrog from one piece of cover to the next until you can
take control of a north-facing machine gun. Use it to blast
enemy troops, including some manning the Stinger turrets to No matter how quick you
the north. When resistance on the ground subsides, watch are, you cannot destroy
out for an incoming WZ-9 attack helicopter. Immediately take the enemy helicopter while
control of one of the Stinger turrets to shoot it down. it's on the ground. It
Approach the first
always takes off just
footbridge, but clear out the
before you can reach it.
enemies on the adjoining
plateau before crossing. Also,
watch out for enemy FAVs in Advance on the command post using your new bridge. But
the canyon below, as their as soon as you get near the WZ-9, it takes off, taking the
machine guns can chew you Commander with it. You must shoot down the chopper before
to pieces as you attempt to it vacates the area. There are a few different options
cross the bridge. Use the available. You can try to kill the WZ-9's pilot by shooting him
Instead of using the machine mini-map to locate all of the
with the sniper located to the northeast on the plateau next
guns to shoot down the enemy Stinger turrets, and quickly
to the downed Chinook—this is the hardest option. Or you can
WZ-9, use one of the Stinger eliminate any troops manning
hotswap to the Blackhawk flying nearby and try to shoot
turrets. The Stingers take a while them—your scope is helpful
down the WZ-9 with rockets. But the simplest way to down
to lock on, but the turrets can for some of the long-distance
the Commander's helicopter is to hotswap back to one of the
rotate 360 degrees, making it shots. Once the Stinger
Stinger turrets and shoot it down with a missile. Whatever
easier to track the chopper. turrets are no longer in the case, make sure you have the right WZ-9 in your sights,
enemy hands, you can go after the Chinese Commander. as there are a couple of other choppers in the sky too. An
objective marker identifies the chopper you must shoot down.
Objective 3: Stop the Commander from Escaping The mission is a success as soon as the Chinese
Commander's chopper slams into the canyon floor.
primagames.com 65
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
DMZ
Chinese Briefing:
Your next mission is to eliminate
North Village enemy forces occupying the
three villages marked on your
tactical map in the northeast
sector of operations. Enemy
strength is estimated at one rifle
platoon with supporting arms.
Our recent losses mean that only
two Fast Attack Vehicles are
available, but we have no doubt
Insertion Point you will use speed and firepower
to bring us victory. Commence
operations now.
Available Units:
Assault, Sniper
Available Vehicles:
East Village
FAV (Fast Attack Vehicle)
Objective 1: Neutralize Enemies in the Central Village until you can score a clear shot. Keep hotswapping and
firing until all enemy snipers are down.
You're surrounded by all
three villages, and it
doesn't matter which
objective you start As enemy troops rush into
with—all must be the Central Village, take
cleared of enemy control of one of the
forces. Start by machine guns in the
hopping in the nearby courtyard. This is a great
FAV and drive way to boost your score
southwest, toward the and enhancements.
The three snipers in the Central Central Village. As you
Village must locate and eliminate the arrive, this village is
enemy sharpshooters. Frequent held by three friendly The second phase of the objective begins when enemy
hotswaps and mini-map monitoring snipers. Hotswap to the infantry pour in from the north and east. You can stay
are necessary to keep the upper hand. sniper in the western with the snipers, but you can inflict much more damage
tower. The first phase (and score more points) by hotswapping to one of the
of this objective requires you to use your three snipers to friendly assault soldiers in the courtyard. A couple of
eliminate the NATO snipers encroaching on the village's machine guns are mounted on the sandbags in the
perimeter. Use your mini-map and forward observer to center of the courtyard. Move to the western machine
locate their positions, then hotswap among your snipers gun and open fire on the attackers. Try to hit them at
66
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Qyzylorda Region
primagames.com 67
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
Chinese Briefing:
Now that we have liberated the
villages, we must protect our
assets in the area. Our primary
Train line of communication is the
railroad station, in the Central
Village. Enemy forces are
heading our way at speed. They
cannot take the station. Destroy
the supporting forces. Do your
Railroad Station duty for your country, soldier.
Available Units:
Assault, Sniper
Available Vehicles:
None
Developer Hints/Tips:
Take out the pilots of the
incoming enemy choppers with
the sniper rifle before they drop
off their troops.
68
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Qyzylorda Region
primagames.com 69
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
ENDGAME (NATO)
FINALE
NATO Briefing:
You heard the Lieutenant
Labs Colonel. This is the big one
people. We've got a shot at
winning it all right here…right
now. The head of the Chinese
occupation in this area,
Plaza Lieutenant Colonel Zhu, is
somewhere in the plaza
construction site. Kill him, and
they'll fall apart for lack of
leadership. Mop-up operations
after that will be simple by
comparison. Let's go cut the
Insertion Point head off the dragon.
Available Units:
Assault, Engineer
Available Vehicles:
T-90 Main Battle Tank,
AH-6J Little Bird
Developer Hints/Tips:
Look for gun turrets to take out
choppers.
After successfully defending, get
to the lab as quickly as possible.
70
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Finale
Having repelled the Chinese attack, you can now go on The charges won't detonate until all three are placed,
the offensive. The labs are located in the plaza, across so proceed to the next floor. Even if you cleared the
the ravine to the northeast. While your teammates hallway before entering the room, there may be more
advance on foot, scout ahead with the Little Bird. As enemy troops posted in the corridor, so move out
expected, the plaza is well defended by infantry positioned cautiously and make sure your weapon is fully loaded.
on the ground and rooftops. Dislodge the defenders from Fight your way down the stairs to the second floor and
their positions using the Little Bird's rockets. Keep clear a path to the adjoining room, where another set of
moving to avoid incoming gunfire and shoulder-fired flammable tanks is waiting to be hooked up with another
rockets—whatever you do, don't pull to a hover. While demo charge. Place the second charge, and move down
strafing the enemy troops, keep an eye on your to the first floor. Eliminate all threats in the hallway and
teammates below. If they're under fire, provide some room, then plant the final charge. Once all three charges
close air support. are placed, you have 30 seconds to get out of the
building. Go through the lab's front door leading into the
Objective 3: Plant Demolitions in the Labs plaza and quickly gun down enemy troops manning the
nearby grenade launchers and machine guns.
primagames.com 71
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
ENDGAME (CHINA)
Chinese Briefing:
We have a chance to put a bullet
into the enemy's brain and end
this senseless persecution of the
Kazak people. Lieutenant Colonel
Scott is inside the Oil Ministry
building. Fight your way in there
and three things will happen: you
will find Colonel Scott, kill
him…,and you will win the war
Damaged Bridge
for the People's Republic and the
people of Kazakhstan. Go now
and cut the head off the snake.
Insertion Point Available Units:
Assault, Engineer, Special Ops
Available Vehicles:
Generator
FAV (Fast Attack Vehicle),
BMD-3 Infantry Fighting Vehicle
72
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Finale
threats. Flank the tanks from the sides and rear to take
advantage of their weak armor.
primagames.com 73
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
While parachuting into the mission, try closing your chute then
opening it again just before you slam into the ground. Not only is this
a faster way down, but the freefall distance might earn you a medal.
74
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Finale
TIP There are some explosive canisters lining the walls of the When the two eastern silos are out of commission, you
tunnels. A few well-timed shots at these volatile objects can have five minutes to reach the third site to the west.
eliminate multiple enemies at once. Cautiously exit the northern silo and race over the hill to
the west. At the crest of the hill you can see the large
Exit the southern silo and immediately push toward the
bunker facility housing the last ICBM. Look down the hill in
next site to the north. There are still plenty of bad guys in
the valley below to hotswap to a friendly tank. Northwest
the area, so be on guard and use your mini-map to help
of your tanks is a garage filled with several BMP-2s.
locate the source of incoming fire. Traverse the same hill
Quickly open fire on the enemy APCs and destroy them
and return to the valley where you first dropped in. Watch
before they can retaliate. A couple of Little Bird helicopters
for more friendly troops parachuting in to the north.
also patrol the skies in this area. Switch to your tank's
Hotswap to one of their locations to save some time. Expect
machine gun and knock these choppers out of the sky.
heavier resistance around the northern silo, including a few
primagames.com 75
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
Commander 31 is in the
bunker, but your bullets
can't penetrate the glass.
76
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
SINGLE-PLAYER CHALLENGES
The single-player challenges are another way to earn more stars, helping you progress through the ranks. They're
also an excellent way to become familiar with the various weapons and vehicles. The first three single-player
challenges are available to everyone. But all subsequent challenges are unlocked with new ranks. Each rank from
Private 1st Class to Colonel unlocks a new challenge. In this section, we take a look at every challenge, offering
tips to maximize your score and earn more stars.
primagames.com 77
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
78
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Single-Player Challenges
primagames.com 79
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
80
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Single-Player Challenges
primagames.com 81
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
82
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Single-Player Challenges
primagames.com 83
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
84
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Single-Player Challenges
primagames.com 85
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
CONQUEST: HEAD-ON
BACKSTAB
LEGEND
Black = Convertible
Blue = US Control Only
7: US Base
Red = MEC Control Only Heavy Jeep (2)
Tank (2)
= Medical Stinger Turret (2)
= Ammo Medical Crate (1)
= Repair Ammo Crate (1)
= Stationary Repair Station (1)
6: Anti-Air Base
Heavy Jeep (1)
AA Vehicle (1)
Stinger Turret (2)
Medical Crate (1)
Ammo Crate (1)
Repair Station (1)
4: Mosque
Heavy Jeep (1)
Medical Crate (1) Command Computer
Ammo Crate (1)
3: Edge of Town
Pickup Truck (1) 5: Townhall
Medical Crate (1)
Ammo Crate (1)
2: Supply Depot
Heavy Jeep (1)
APC (1)
Machine Gun (3)
Medical Crate (1)
Ammo Crate (1)
1: MEC Base
Heavy Jeep (2)
Attack Helicopter (2)
Rocket Turret (1)
Medical Crate (1)
Ammo Crate (1)
Helipad (1)
86
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Backstab
INTELLIGENCE REPORT Battle Overview
MEC forces
have gathered If they have good helicopter pilots, the MEC forces have
to the south of the definite advantage at the start of this battle. Using
a small village the Mi-24s, they can drop troops over most of the
outpost to control points before the US forces can reach them in
combat the their Humvees and tanks. The Mi-24s can further delay
threat from a the American advance by blasting their vehicles with
newly estab- rockets and cannon fire. This can buy the MEC team
lished US tank enough time to capture the village control points, in
base to the particular the Town Hall and the Mosque—a presence on
North. Mi-24
the northern side of the river is a must.
helicopters have
been deployed in an attempt to counter the power When facing the threat of aggressive Mi-24s, the US
of the US tank division. team must fight its way to the Anti-Air Base and take
A battle between MEC air and US ground forces for control of the Stinger turrets and the M6 Bradley. Using
control of this strategically important location is these anti-air assets, the US team can dampen the
about to begin. Control of the village Mosque will be threat posed by the MEC choppers, allowing friendly
key for both sides. units to advance into the village. The two bridges inside
the village are choke points that can work to the US
team's advantage. By capturing and holding the Anti-Air
Base, the Mosque, and the Town hall, the US initiates a
drain on the MEC ticket count. This allows the US to go
on defense, using the river as a natural barrier. Enemy
traffic from the south can be greatly hindered by mining
and booby-trapping the bridges.
Flag 1:
MEC BASE
Initial Control: MEC
MEC BASE ASSETS
The makeshift MEC Base consists of several tents and a MEC Control Unit Count
couple of helipads, all situated on a hill to the south. Otokar Akrep 2
Although the base cannot be captured by the US, MEC Mi-24 Hind 2
troops may want to defend this area to prevent the theft
Helipad 2
of the Mi-24 attack helicopters. Allowing the US to get
ahold of one of these choppers could definitely impact the Rocket Turret 1
outcome of the battle. An MEC sniper positioned to the Medical Crate 1
east or west of the base can cover both helipads and pick Ammo Crate 1
off any invaders. Vehicle rush attacks can also be
prevented by mining the roads and areas around the helipads.
primagames.com 87
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
Flag 2:
SUPPLY DEPOT
Initial Control: Neutral
The Supply Depot is most likely to fall under MEC control early in the game, due to its close
proximity to the MEC Base. This control point produces the extremely valuable BMP-2 for the
MEC forces, useful for blasting infantry as
well as the US tanks. The BMP-2 alone SUPPLY DEPOT ASSETS
makes the Supply Depot worth defending. US Control MEC Control Unit Count
Whether you're attacking or defending, Medical Crate Medical Crate 1
constant movement is a necessity when Ammo Crate Ammo Crate 1
approaching this control point. Snipers Machine Gun Machine Gun 3
positioned on the mountain to the east can
easily target enemies gathered around the control point's flag. The rocks and shrubs to the
west are also good sniper spots for defending this control point. Although the mounted
machine guns are useful for peppering enemies attacking from the north, they require the
gunners to remain stationary, making them susceptible to snipers.
Flag 3:
EDGE OF TOWN
Initial Control: Neutral
Pinched between a hill to the east and buildings to the west, the flag of this control point sits
in a confined courtyard. This makes for some bloody, close-quarters fighting as both sides
attempt to convert the flag. The flag can be
EDGE OF TOWN ASSETS accessed from every direction, including the
US Control MEC Control Unit Count alley to the west. Defenders may want to
Car Car 1 take up positions on the second floor of the
Medical Crate Medical Crate 1 partially destroyed building to the east. The
Ammo Crate Ammo Crate 1 car that spawns near the flag offers quick
transportation, making it useful for rush
attacks on distant control points, like the
TIP A pickup truck and repair station are
located just east of the Edge of Town control point. Anti-Air Base. Just steer clear of enemy
troops, as the car has very little armor.
Flag 4:
MOSQUE
Initial Control: Neutral
Both sides should race for control of the Mosque at the start of every battle, as this control
point is often the center of all the action. In particular, MEC troops should try to take the
Mosque early in an attempt to gain a
foothold on the north side of the river. The MOSQUE ASSETS
Mosque's flag sits on an upper floor US Control MEC Control Unit Count
balcony. There are a couple of Mosque HMMWV Otokar Akrep 1
entrances—the front one to the south and Medical Crate Medical Crate 1
the side entrance to the west. Once you're Ammo Crate Ammo Crate 1
inside, there is only one path to the flag,
presenting various opportunities for ambushes and booby traps—beware the beeping sound
of a C4 charge. Attackers and defenders should both drop prone (or at least crouch) while
on the Mosque's balcony to avoid falling victim to enemy snipers. While converting the flag,
keep your sights focused on the balcony's doorway and take cover behind the flagpole.
88
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Backstab
Flag 5:
TOWN HALL TOWN HALL ASSETS
Initial Control: Neutral None
Flag 6:
ANTI-AIR BASE ASSETS ANTI-AIR BASE
US Control MEC Control Unit Count Initial Control: Neutral
M6 Bradley Otokar Akrep 1
Capturing and holding the Anti-Air Base is a
Stinger Turret Stinger Turret 1
critical part of any US victory. Not only does
Medical Crate Medical Crate 1
this control point have two valuable Stinger
Ammo Crate Ammo Crate 1
turrets, but it also spawns the map's only
Repair Station Repair Station M6 Bradley. While the M6 Bradley is a
1
decent anti-infantry vehicle, its main purpose
is to shoot down the enemy attack helicopters. The US should capture this control point early
and use its anti-air assets to down the enemy Mi-24s before they can target the M1A2 tanks
moving into the town. Like the Supply Depot, the Anti-Air Base is surrounded by relatively open
terrain, offering little cover from snipers. This
is great for defenders, but bad for attackers TIP A large trench system runs along the
eastern side of the Anti-Air Base, beginning near
since the flag sits out in the open with little
the paved road to the southeast. Attackers can
available cover. For best results, attackers avoid crossing the open spaces surrounding the
should rush this flag in an armored vehicle. control point by using this partially covered trench.
Flag 7:
US BASE
Initial Control: US
US BASE ASSETS
Although not quite as tempting a steal as the MEC Mi-24s, US Control Unit Count
the US M1A2s are the only tanks on the map, and they
HMMWV 2
spawn at the US Base. Tank theft probably isn't the
M1A2 2
highest priority of the MEC forces, but it's likely to happen
at some point in the battle and may have a serious impact Helipad 2
on the outcome. To prevent such thievery, at least one US Medical Crate 1
player should stay behind and keep watch over the vehicle Ammo Crate 1
spawn points. The US Base is equipped with two Stinger
turrets capable of destroying any MEC helicopters that attempt attacks on the vehicle
spawn points or the Anti-Air Base to the south. Placing mines on the main road to the south
can also deter ground-based vehicular rush attacks. As such, the engineer kit is ideal for
this defensive job.
primagames.com 89
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
COMMAND COMPUTER
The map's command computer is located just northeast of
the Town Hall, on the first floor of the partially destroyed
building near the main road. Given the starting positions, the
US has the best opportunity to dominate this area of the
map. This is another reason the MEC should attempt to
capture and hold the Town Hall early in the game. Campers
are likely to take positions on the top floor just above the
computer, so proceed cautiously.
CTF
LEGEND
= Medical
= Ammo
CTF Overview:
US Flag
This CTF match is centered around and inside the
village, requiring both sides to cross the river to
reach their opponents' flags. The bridges at the
center of the map are likely to be mined and
booby-trapped, making vehicular river crossings a
serious hazard. Both teams are better off staying
on foot when attacking. The vehicles are best
suited for defense.
Available Vehicles:
Pickup Truck (1)
Car (1)
M6 Bradley (2)
MEC Flag BMP-2 (2)
90
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
CONQUEST: ASSAULT
THE BLACK GOLD
LEGEND
Black = Convertible
Blue = US Control Only
Red = MEC Control Only
= Medical
= Ammo
= Repair 6: US Base
= Stationary Scout Helicopter (1)
Transport Helicopter (2)
Boat (4)
Stinger Turret (2)
Medical Crate (1)
Ammo Crate (1)
Helipad (3)
5: Mar 5
Medical Crate (1)
Ammo Crate (1)
3: Mar 3
Attack Helicopter (1)
Medical Crate (1)
Ammo Crate (1)
Helipad (1)
4: Mar 4
Medical Crate (1)
Ammo Crate (1)
1: Olin 1
Medical Crate (1)
Ammo Crate (1)
2: Olin 2
Medical Crate (1)
Ammo Crate (1)
primagames.com 91
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
Flag 1:
OLIN 1
Initial Control: Neutral
This flag sits atop the roof of a building on the northeastern corner of platform Olin. As the
closest neutral control point to the US Base, it's likely to be converted early by the US team
dropping troops out of their Blackhawks.
Troops who aren't inserted by air can OLIN 1 ASSETS
access the rooftop using either the US Control MEC Control Unit Count
northern or eastern ramps. The pipes to Medical Crate Medical Crate 1
the south are also a potential access point Ammo Crate Ammo Crate 1
for those taking the high ground approach
from the Olin 2 control point to the
TIP The two light patrol boats beneath each
southwest. On the western side of this platform are not connected to any particular
building (at platform level) is an access ramp control point. These boats continually spawn at
leading to a series of ramps and catwalks their respective docks throughout the battle.
below. This is the quickest path to reach the
light patrol boat below the eastern platform. It's also a popular avenue of attack for those
attempting an amphibious assault on this control point.
92
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
The Black Gold
Flag 2:
OLIN 2
Initial Control: Neutral
The upper-level platform on which this flag is positioned can be accessed from multiple
directions, making this general area difficult to defend. However, the flag itself is tucked
away amongst some crates and a shipping container on the southwest corner. Unless
dropped in by air, anyone attempting to convert this control point must pass along the
narrow walkway to the east of the flag. In
doing so, they must walk past an open OLIN 2 ASSETS
storage container—the ideal spot for an US Control MEC Control Unit Count
ambush. Always assume a camper is inside Medical Crate Medical Crate 1
the storage container, and consider tossing Ammo Crate Ammo Crate 1
a grenade inside before rushing to the flag.
Flag 3:
MAR 3
MAR 3 ASSETS Initial Control: MEC
US Control MEC Control Unit Count Mar 3 is the most important control point to
— Mi-24 1
the MEC forces, as it spawns their only
Medical Crate Medical Crate attack helicopter. Although the Mi-24 is
1
Ammo Crate Ammo Crate greatly outnumbered by the US choppers, it
1
can still have a great impact on the battle if
Helipad Helipad 1
manned by a competent pilot and gunner.
Early on it's most useful for shooting
TIP The helipad at down the incoming US helicopters. But its
Mar 3 is the highest
rockets and chin-mounted cannon are also
accessible point on the oil
rig—at least for those on great for blasting US invaders off the oil
foot. This makes it a rig. The Mi-24 spawns on a helipad on the
great, but somewhat eastern side of platform Mar. The control
predictable, sniper perch. point's flag is located on a lower platform
Always drop prone to
to the north. Since Mar 3 is next to the
minimize your silhouette.
bridge connecting the two platforms, MEC defenders should take steps
to guard both the helipad and the flag area, particularly if the US team takes control of the two eastern control points.
Flag 4:
MAR 4
Initial Control: MEC
This control point is located on the
southwest corner of platform Mar. The MAR 4 ASSETS
raised dais on which the flag sits can be US Control MEC Control Unit Count
accessed via a couple of ramps, both on the Medical Crate Medical Crate 1
western side. By simply covering these two Ammo Crate Ammo Crate 1
ramps, the MEC defenders can hold off
most US assaults—C4 charges placed at the top of each ramp work well. But the open
space around the flag and lack of tall obstacles make it possible for US chopper pilots to
drop teammates onto this control point from the air. Therefore, defenders should
occasionally glance upward to scan for helicopters and parachutes.
primagames.com 93
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
Flag 5:
MAR 5
Initial Control: MEC
MAR 5 ASSETS
US Control MEC Control Of all the control points, Mar 5 is the only
Unit Count
Medical Crate Medical Crate 1 one that sits on the base level of the
platform. With no ramps or catwalks to
Ammo Crate Ammo Crate 1
traverse, it's a popular target of attacking
US troops. Fortunately, the flag
is somewhat protected—
TIP The oil rig is not equipped
with any defensive weapons. sandwiched between two storage
Therefore, the machine guns containers. Defenders are best
used by support troops and the off watching this flag from a
shoulder-mounted rocket distance, like from the two
launchers carried by engineers
catwalks ringing the structure to
are the best options for MEC
defenders when it comes to the north. From here, defenders
repelling the US choppers. can monitor the flag and engage
attackers attempting to convert
it—grenades work well. The open storage container on the south side of the flag is also a
good hiding spot, especially if you like to engage enemies at close range.
Flag 6:
US BASE
Initial Control: US
US BASE ASSETS
As the staging area for the US assault on the oil rig, the US Control Unit Count
US Base produces several helicopters and boats. Although AH-6J 1
this base cannot be captured by the MEC forces, it still UH-60 2
should be defended from the inevitable strafing runs
Sea Ark Stinger 4
performed by the Mi-24. Fortunately, two Stinger turrets
flank the helipads, providing more than adequate air Stinger Turret 2
defense. Make sure at least one of these turrets is Medical Crate 1
manned whenever friendly troops are en route to the oil Ammo Crate 1
rig. The loss of a single helicopter or boat could result in Helipad 1
the deaths of up to five teammates. The agile AH-6J Little
Bird should also cover the assault, using its rockets and cannons to engage the Mi-24.
94
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
The Black Gold
CTF
CTF Overview:
LEGEND
= Medical In this match, both sides face off on the oil rig,
= Ammo with the US on the western platform (Mar) and
the MEC on the eastern platform (Olin). Since the
rig is surrounded by water, there are only two
practical avenues of attack for both factions. The
most obvious is the bridge connecting the two
platforms. This is by far the quickest way to
access the opposing team's platform, but given the
heavy traffic, it's also the deadliest. The other
option is to use the boats beneath the platforms
to conduct amphibious assaults. Each platform has
two docks. When attacking by boat, make sure
you land at the dock closest to the enemy's flag to
limit your exposure once on the platform.
US Flag
Available Vehicles:
Light Patrol Boat (2)
MEC Flag Sea Ark Stinger (2)
primagames.com 95
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
CONQUEST: HEAD-ON
BRIDGE TOO FAR
LEGEND
Black = Convertible
Blue = US Control Only
Red = MEC Control Only
= Medical
= Ammo
= Repair
= Stationary
3: Overpass 5: Chinese Base
Machine Gun (2) Light Jeep (2)
Medical Crate (1) Tank (2)
Ammo Crate (1) Transport Helicopter (1)
Command Computer Stinger Turret (1)
Medical Crate (1)
1: US Base Ammo Crate (1)
Heavy Jeep (3) Repair Station (1)
Tank (2)
Attack Helicopter (1)
Stinger Turret (1)
Medical Crate (1)
Ammo Crate (1)
Repair Station (1)
Helipad (1)
96
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Bridge Too Far
INTELLIGENCE REPORT
Battle Overview
US and Chinese forces clash in a battle over a vitally The fight for this harbor facility is largely won on player
important industrial harbor on mainland China. The skill, given the symmetry of the map and nearly identical
area is dom- starting assets possessed by both teams. But even
inated by a large though there are only three control points up for grabs,
highway overpass there's still room for some strategy. Instead of spreading
control of which forces thin among all three control points, each team
is the key to must capture only two to initiate and maintain a ticket
control over the
drain on the opposing team. The Overpass is a black hole
entire area.
of death on this map, as the US and Chinese forces
Chinese forces converge on this point from both directions on the
have been highway. Most players head for this control point simply
spotted
because it's the easiest spot to reach from their base.
mobilizing T-98
As such, the Overpass is likely to change hands several
tanks and WZ-9
heavy transport choppers in the region. US forces times during each round. Both sides have a much easier
have landed supported from the air by AH-64D gun time holding on to the Western Dock and Eastern
ships and on the ground by M1A2 tanks. Container Area. The team that manages to capture and
hold these two control points for the duration of the
battle is the most likely to win.
Flag 1:
US BASE
Initial Control: US
US BASE ASSETS
The US Base provides several different vehicles, allowing US Control Unit Count
players to quickly advance on the neutral control points
HMMWV 3
to the east during the opening moments of a round. The
M1A2 2
Apache and Humvees are particularly useful for facili-
tating quick flag captures. There are three main exits AH-64 1
out of the base. The highway to the north heads east Stinger Turret 1
and eventually leads to the Overpass control point. By Medical Crate 1
taking either the damaged bridge or railroad bridges to Ammo Crate 1
the south, US troops can gain quick access to the
Repair Station 1
Western Docks. However, only Humvees and FAVs can
Helipad 1
muster enough speed to jump the gap in the destroyed
bridge. In any case, drivers should
completely fill their vehicles with TIP The damaged
teammates before racing off to the bridges near the US
and Chinese bases can
east, as it's a long walk to the nearest
be jumped with either
control points. Like any base, the US Humvees or FAVs.
Base cannot be captured, but protecting the vehicles from theft High speed and proper
and sabotage should be a concern of any defenders staying behind. alignment are necessary
The Stinger turret can also come in handy if the base comes under to successfully jump
the river.
attack by the Chinese WZ-9.
primagames.com 97
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
Flag 2:
WESTERN DOCK
Initial Control: Neutral
As the nearest neutral control point next to
WESTERN DOCK ASSETS
the US Base, the Western Dock is likely to
US Control Chinese Control Unit Count
be captured by the US team early in the
HMMWV HMMWV 1 battle. The control point's flag is located in
Grenade Launcher Grenade Launcher 1 an alley between two buildings, making the
Medical Crate Medical Crate 1 area pretty easy to defend. A garage in the
Ammo Crate Ammo Crate 1 southern building spawns a Humvee and is
Repair Station Repair Station 1 also equipped with a repair station. Along
the eastern side of the northern building is
a small balcony with a mounted grenade
TIP A lone Stinger launcher. This can be used to engage
turret is hidden among the enemies to the east, but it can't rotate
shipping containers just
southeast of the Western
enough to cover the flag. Defending
Dock control point. Use engineers may want to place mines at
it to help defend the the eastern and western ends of the
Western Dock and alley to help prevent vehicle rush
Eastern Container Area attacks. The garage's southern entrance is also a potential breach
from helicopter attack.
point, but it can be effectively locked down with mines or C4.
Flag 3:
OVERPASS
Initial Control: Neutral OVERPASS ASSETS
The Overpass doesn't spawn any vehicles, US Control
Chinese Control Unit Count
but geographically it's the most valuable Machine Gun Machine Gun 2
control point on the map, providing the Medical Crate Medical Crate 1
captor with a spawn point in the center of
Ammo Crate Ammo Crate 1
the battlefield. Another attractive feature is
its inaccessibility. Sure, a long highway runs to the east and west, but both directions are
covered by machine guns capable of destroying approaching Humvees and FAVs long before
they're near the flag. However, tanks
and helicopters do pose a serious threat TIP The Overpass
to this control point and its defenders. can use some heavy
firepower. Consider
Engineers should place mines along the parking a tank behind
freeway and be prepared to take shots the crates and
at enemy helicopters with their rocket sandbags. Using these
launchers. The nearby command objects for cover greatly
computer (to the north) is another perk increases the lifespan of
a defending tank.
of this control point.
98
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Bridge Too Far
Flag 4:
EASTERN CONTAINER AREA
Initial Control: Neutral
EASTERN CONTAINER AREA ASSETS
US Control Chinese Control The Eastern Container Area is well within the
Unit Count
FAV FAV 1 Chinese sphere of influence, due to its close
proximity to their base. This control point has
Machine Gun Machine Gun 2
similar assets and characteristics to the
Medical Crate Medical Crate 1 Western Docks on the opposite side of the
Ammo Crate Ammo Crate 1 map, including a garage with a repair station.
Repair Station Repair Station 1 With buildings to the north and east,
attackers must usually approach from
the west, where they risk confronting the
TIP Although the
skyscraper rooftops are control point's western-facing machine
inaccessible on foot, guns. One of these machine guns is near
helicopters can drop the flag behind some sandbags, and the
snipers onto them for some other is on a rooftop to the east. The
incredible views. The high
garage opening in the northern building is the safest way for attackers
elevation allows snipers to
spot and engage targets at to flank the machine gun positions. A stairway in the northwestern
all of the control points. garage leads to a rooftop and a series of elevated catwalks running
east across the river. If the US troops capture this control point, they
can use these catwalk positions to engage enemies approaching from the Chinese Base to the northeast. The same catwalk
system can serve as a backdoor approach for Chinese infantry attacking the Eastern Container Area from their base.
Flag 5:
CHINESE BASE
Initial Control: China
An industrial park in the northeast corner of the map CHINESE BASE ASSETS
serves as the Chinese Base. In terms of assets, this base Chinese Control Unit Count
is nearly identical to its counterpart to the west. However, FAV 2
there are some subtle differences. For one, there is no Type 98 2
railroad bridge to the south. Still, Chinese troops can
WZ-9 1
cross the river to the west at three points. Infantry can
cross using the upper level catwalk to the south, which Stinger Turret 1
connects to the buildings near the Eastern Container Area. Medical Crate 1
Just below the catwalk is another damaged bridge that Ammo Crate 1
can only be jumped by FAVs or Humvees. But most traffic Repair Station 1
from the base is likely to cross the river using the highway, Helipad 1
as it's the most convenient path to the west.
COMMAND COMPUTER
Those looking to rain artillery on their foes can find the
command computer just north of the Overpass. The computer is
resting along the north side of an overturned big rig. The
charred truck and flatbed trailer provide some much-needed
cover when accessing the computer. Given the lack of overhead
cover on this map, artillery strikes are absolutely devastating.
However, be careful when targeting the nearby Overpass. Stay
behind the truck until all of the incoming shells have detonated.
primagames.com 99
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
CTF
CTF Overview:
LEGEND
= Medical The action in this match is restricted almost
= Ammo entirely to the docks, with the US flag to the west
= Repair and the Chinese flag to the east. By using the
Humvees and FAVs, both sides can quickly move
from one side of the map to the other. But in most
cases, flag capture is best performed on foot,
using the maze of shipping containers along the
south end of the docks for cover.
Available Vehicles:
HMMWV (2)
FAV (2)
100
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
CONQUEST: HEAD-ON
COLD FRONT
LEGEND
Black = Convertible 4: Ruins
Blue = US Control Only Light Jeep (1)
Red = MEC Control Only Anti-Air Vehicle (1)
Tank (1)
= Medical Machine Gun (2)
= Ammo Stinger Turret (1) 5: EU Base
= Repair 3: Vault 13 Medical Crate (4) Heavy Jeep (1)
= Stationary APC (1) Ammo Crate (3) Tank (2)
Anti-Air Vehicle (1) Repair Station (1) Ammo Crate (3)
Machine Gun (6) Repair Station (1)
Medical Crate (4)
Ammo Crate (4)
Command Computer
2: Bunker Nest
APC (1)
Anti-Air Vehicle (1)
Machine Gun (5)
Grenade Launcher (2)
Stinger Turret (1)
Medical Crate (5)
1: Chinese Base Ammo Crate (5)
Tank (2)
Attack Helicopter (1)
Ammo Crate (1)
Repair Station (1)
primagames.com 101
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
Flag 1:
CHINESE BASE
Initial Control: China
Given the monumental task ahead of the Chinese team, the CHINESE BASE ASSETS
Chinese Base doesn't provide that many assets. But if used Chinese Control Unit Count
effectively, the two Type 98s and the WZ-9 are enough to Type 98 2
launch a proper attack. There are two main paths out of WZ-9 1
the base, both leading north. The road winds through the Ammo Crate 1
forests to the north and can be used by the tanks (and
Repair Station 1
infantry) to directly attack the Bunker Nest and Vault 13. A
sneakier path is the frozen riverbed running
along the eastern side of the base. By TIP The straight
following this sunken pathway, Chinese and even terrain
make the frozen
troops can sneak up on the Ruins far to the
river an ideal
north. Back at the base, the Chinese team highway for moving
should consider leaving some defensive units tanks north and
behind. Although the base can't be captured, south. Don't worry;
protecting these vehicles from theft and the ice won't crack.
sabotage should always be a concern.
102
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Cold Front
Flag 2:
BUNKER NEST
Initial Control: EU
BUNKER NEST ASSETS Set on a hilltop at the center of the map,
EU Control Chinese Control the Bunker Nest serves as a frontline
Unit Count
M6 Bradley BMD-3 1 position at the start of the battle and is
most likely to take the brunt of the
Machine Gun Machine Gun 5
Chinese attack. But the EU units starting
Grenade Launcher Grenade Launcher 2 here have plenty of defensive options. The
Stinger Turret Stinger Turret 1 flag is located at the center of the facility,
Medical Crate Medical Crate 5 next to a large concrete structure. There
Ammo Crate Ammo Crate 5 are a total of four perimeter bunkers
surrounding the control point's flag. The
two bunkers to the south are each equipped with a machine gun and a grenade launcher.
These bunkers and their weapons are useful for covering the southern road leading out of
the Chinese Base. However, they're likely to come under heavy fire by tank shells and
helicopter rockets, not to mention snipers. The western bunker is armed with two
machine guns covering the road leading to Vault 13. Another bunker is positioned to the
northeast. It's not particularly useful, but its machine gun has a good view of the northern
road leading into the facility. The WZ-9 is always a serious threat, but this control point is well-equipped to deal with
air attacks, thanks to the Stinger turret (near the southern bunkers) and the M6 Bradley that spawns here for the
EU. Despite its heavy fortifications, the control point has a weak spot on its eastern side. While the terrain and trees
prevent vehicles from advancing along this slope, infantry can quickly ascend the hill and assault the flag area.
Flag 3:
VAULT 13/COMMAND COMPUTER
Initial Control: EU
Vault 13 houses the map's command
computer, often making this the site of VAULT 13 ASSETS
some heated firefights. Sitting on a slight EU Control Chinese Control Unit Count
hill at the base of a mountain, there is one M6 Bradley BMD-3 1
main access road to the control point, Machine Gun Machine Gun 6
running north and south, right past the flag. Medical Crate Medical Crate 4
Three bunkers (each equipped with two Ammo Crate Ammo Crate 4
machine guns) overlooking areas to the
north, east, and south are decent
lookout positions, but they can be
TIP Along the road
just south of Vault 13 is
quickly flanked by fast-moving units. The a repair station, as well
ease of vehicle access to this control as ammo and medical
point makes it a strong candidate for crates. Tanks positioned
rush attacks, particularly from the air. near the repair station
can effectively shut
When on defense, the EU should always
down this road to all
keep the M6 Bradley nearby to protect the control point from the enemy traffic.
WZ-9. Placing mines along the road is also a good idea. The
command computer is located inside the mountain facility, behind the large, steel door. It can be accessed by ascending a
set of stairs and entering the room overlooking the control point. The confined access point to the computer provides
defenders with multiple ambush opportunities. When calling in artillery strikes, try to focus high concentrations of
enemies on areas with little overhead cover, like the Ruins or the two bases.
primagames.com 103
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
Flag 4:
RUINS
Initial Control: EU
RUINS ASSETS
EU Control Chinese Control Unit Count Be prepared for some intense urban combat
M6 Bradley FAV 1 in this bombed-out town. All of the buildings
Leopard 2 A5 — 1 lining the main road can be accessed by
infantry. Using the buildings for cover,
Machine Gun Machine Gun 2
infantry can quickly advance through the
Stinger Turret Stinger Turret 1 town and assault the flag position on the
Medical Crate Medical Crate 4 eastern edge of town. To prevent such close-
Ammo Crate Ammo Crate 3 quarter attacks, the EU defenders should
Repair Station Repair Station 1 take up positions on the perimeter of the
town to keep enemy troops out. Vehicle
traffic can be restricted by placing
TIP The large bridge to mines along the road, as well as on
the east of the Ruins is a
popular sniper perch, but it the frozen river to the south. Air
can only be accessed by attacks are another threat but can be
troops dropped from a confronted with either the M6 Bradley
helicopter. From this height, or the Stinger turret on a rooftop to the west. The flag itself can be
snipers can pick off enemies
covered by infantry positioned in the surrounding buildings. Across
at the EU Base, the Ruins,
and even Vault 13. the street from the flag is a building with a machine gun mounted
on the second floor—ideal for blasting invaders.
Flag 5:
EU BASE
Initial Control: EU EU BASE ASSETS
Tucked away in the northeast corner of the map, the EU EU Control Unit Count
Base is easily forgotten. After all, it's far from the initial Eagle MTV 1
action, and it can't be captured by the Chinese. However, Leopard 2 A5 2
the battle can be made much easier for the EU if they Ammo Crate 1
put the base's assets to use elsewhere on the map. The Repair Station 1
two Leopard tanks are useful for defending the Ruins and
Vault 13, as well as the roads near the Bunker Nest. It's
important that a few team members remember to
spawn back at the base and move the newly
spawned vehicles up to the front lines. If
the EU team neglects its base, it leaves
the base open for the Chinese team to
steal the tanks and attack the
Ruins from the east.
104
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Cold Front
CTF
LEGEND
= Medical
= Ammo
CTF Overview:
EU Flag This CTF battle is restricted solely to the Ruins,
with the EU holding the eastern side of the town
and the Chinese defending the west. Although each
side has access to a BMD-3, these APCs won't
last long in this heated battle. So keep them back
for defense. Infantry is most effective. Instead of
charging down the street, dash from building to
building for cover—the engineer's shotgun is well
suited for the close combat you're likely to
encounter. Both flags are located on second floors
of buildings, so always be prepared for ambushes.
Grenades should be deployed before moving in for
the flag capture.
Available Vehicles:
Chinese Flag
BMD-3 (2)
TIP The tall, winding staircase TIP Score a few quick kills by
to the south of the EU flag is a ducking in the frozen river and
great defensive camping spot. picking off some of the cross
From this position, you can keep traffic with automatic fire. The
an eye on the flag and anyone who support soldier's light machine gun
approaches it. Either fire down on is perfect for covering this narrow
them or detonate C4 at the right field of fire. Just don't make a
moment. habit of camping here. Get your
kills and move on before your
victims spawn back in and attempt to retaliate.
primagames.com 105
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
= Medical
= Ammo
= Repair
= Stationary
2: Parking Lot
Light Jeep (1)
Heavy Jeep (1)
APC (1) 3: Collapsed Tunnel
Medical Crate (1) Pickup Truck (1)
Ammo Crate (1) Light Jeep (1)
Heavy Jeep (1)
Medical Crate (1)
Ammo Crate (1)
Repair Station (1)
4: Dead End
Light Jeep (1)
Heavy Jeep (1)
APC (1)
Boat (1)
Machine Gun (1)
Medical Crate (1)
Ammo Crate (2)
5: Office Buildings
Light Jeep (1)
Heavy Jeep (1)
APC (1)
1: The Temple Boat (1)
Light Jeep (2) Machine Gun (1)
Heavy Jeep (2) Grenade Launcher (1)
APC (1) Medical Crate (1)
Machine Gun (1) Command Computer Ammo Crate (2)
Grenade Launcher (1) Boat (1)
Medical Crate (1)
Ammo Crate (2)
106
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Dammage
Flag 1:
THE TEMPLE
Initial Control: China
THE TEMPLE ASSETS
US Control Chinese Control Unit Count The Temple serves as the Chinese staging
HMMWV FAV 2 area for this assault, but it is not a base. It
— BMD-3 1 can be captured, just like all of the other
control points on the map. The Chinese
Machine Gun Machine Gun 1
forces should hold onto it too, as it produces
Grenade Launcher Grenade Launcher 1 one of their valuable BMD-3s. Fortunately,
Medical Crate Medical Crate 1 the control point is pretty easy for defenders
Ammo Crate Ammo Crate 2 to lock down. The Temple (and flag) sit on a
large, elevated stone base with only
two access points leading up to the
TIP East of the Temple,
there are several small temple grounds—the ramp to the
houses lining the riverbank. north and the stairs to the east.
Snipers can hide among these These narrow paths can only be
flooded houses and engage accessed by infantry. Defenders
enemy troops attempting to
should cover both of these points with
use the command computer
on the wrecked cargo vessel automatic fire and C4 booby traps. The machine gun and grenade
to the north. launcher near the gazebo are also useful for covering the northern
and eastern approaches, particularly the nearby bridge.
primagames.com 107
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
Flag 2:
PARKING LOT
Initial Control: Neutral
This parking structure located in the
PARKING LOT ASSETS
northwest corner of the city greatly benefits
US Control Chinese Control Unit Count
the Chinese troops, providing them with their
HMMWV FAV 1 second BMD-3. The flag is positioned on the
— BMD-3 1 northeast corner of the upper deck and can
Medical Crate Medical Crate 1 be reached via the vehicle ramp to the north
Ammo Crate Ammo Crate 1 or the set of stairs to the south. Most
attackers rush the flag by driving up the
ramp. As such, defending engineers
TIP Although many of should mine this access point. The
the city streets are
flooded, the water (in Chinese can load the top of the ramp with
most places) is shallow mines, as their FAV and BMD-3 spawn
enough to drive through. below—the US Humvee spawns on the
Just be ready to jump upper deck. The control point's medical
out if your vehicle begins
and ammo crates are located on the
to sink. The Stinger
boats can also operate in lower level of the parking structure.
the shallow water of the city streets. Defenders can also hide in the dark lower
level and ambush attackers using the southern staircase—C4 works well.
Flag 3:
COLLAPSED TUNNEL
Initial Control: Neutral
In terms of vehicles produced, the Collapsed
COLLAPSED TUNNEL ASSETS
Tunnel is one of the most stingy control
US Control Chinese Control Unit Count
points on the map. But the real value of this
control point is its location, providing its
Pickup Truck Pickup Truck 1
captor with a spawn point in the middle of HMMWV FAV 1
the city. This allows teams to branch out Medical Crate Medical Crate 1
and stage attacks on the nearby Parking Lot Ammo Crate Ammo Crate 1
and Dead End control points. It's also the Repair Station Repair Station 1
closest spawn point to the command
computer, located on the wrecked cargo vessel
to the south. But given the multiple avenues of TIP The
Collapsed Tunnel
attack and lack of stationary weapons, defending
is also home to
this area can be a little tricky. The flag is the map's only
positioned near some sandbags on the eastern repair station.
side of the tunnel entrance. Defenders can either It's located to
hide in the tunnel itself or take up cover positions the east, near
the double-
along the periphery. It's also possible to park a
decker bus.
vehicle inside the tunnel—this is a good way to surprise attackers.
108
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Dammage
Flag 4:
DEAD END
Initial Control: Neutral
DEAD END ASSETS
The flooded Dead End control point can US Control Chinese Control Unit Count
be accessed by both ground vehicles and HMMWV FAV 1
boats. This eastern control point should LAV-3000 — 1
be captured early by the US team to gain Sea Ark Stinger Sea Ark Stinger 1
access to another LAV-300. The Stinger
Machine Gun Machine Gun 1
boat docked in the adjacent street to the
south spawns here at all times, even Medical Crate Medical Crate 1
when the control point is neutral. Just Ammo Crate Ammo Crate 2
don't drive vehicles down this
southern street—the water gets TIP Mines placed in the
very deep. The control point's flag shallow water are virtually
is located in the middle of the invisible to your opponents—
your teammates can still
flooded courtyard and can only be see the red hazard icons
accessed from the west. Defenders above each mine. This is a
can use the sandbags near the flag good way to shut down
for cover or take up positions on street traffic to all vehicles,
the upper floor of the building to the north. Climb the metal including boats.
ramp on the western side of the building to reach this
room. The machine gun inside is great for covering the CAUTION You can drop prone in the shallow water, but you
western street. eventually take drowning damage. Stand up before you run out of air.
Flag 5:
OFFICE BUILDINGS
Initial Control: US
OFFICE BUILDINGS ASSETS
US Control Chinese Control Unit Count
This is where the US forces begin the
HMMWV FAV 1 battle, and like the Chinese at the Temple,
LAV-3000 — 1 they should take steps to secure it. The flag
Sea Ark Stinger — 1 is tucked inside a cramped alley in between
the two main buildings and can be infiltrated
Machine Gun Machine Gun 1
by infantry from the north, east, and west.
Grenade Launcher Grenade Launcher 1 A couple of sandbag-lined balconies on the
Medical Crate Medical Crate 1 western side of the northern building are
Ammo Crate Ammo Crate 2 ideal defensive positions for covering
attacks originating from the Temple.
TIP The US team's LAV- The grenade launcher on the highest
300 is the most versatile balcony is useful for blasting enemy
vehicle on the map. troops and vehicles attempting to
Remember, it can cross the
cross either bridge to the west. On
river without sinking to the
bottom. Use its auto-cannon the northern side of the building is
and top-mounted machine gun another sandbagged balcony
to control all traffic on the equipped with a north-facing machine gun. This can be used to
river. Although the Stinger engage boat traffic on the river, as well as defend the northern
boats are faster and much more maneuverable, they lack
alleyway. In the alley itself, defenders can use the sandbags near
the armor and 360 degree firepower of the LAV-300.
the flag to hide behind and ambush attackers at close range.
primagames.com 109
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
COMMAND COMPUTER
As it's located on the deck of the wrecked cargo ship in the center of the
river, there's no easy way to reach the command computer. Although it's
possible to swim to
the ship, Stinger TIP The ramps
boats and the LAV- south of the
300s are the Collapsed Tunnel can
quickest way. Dock be used to jump
along the port vehicles onto (or
(southern) side of the near) the cargo
ship to access the vessel, in an attempt
ship's deck. This side of the ship is even with the water line and the only way to climb to quickly reach the
aboard. The computer is usually watched by enemy snipers, so consider deploying command computer.
smoke onto the ship's deck before calling in an artillery strike. A Stinger boat always Impress your friends by jumping out of your vehicle
spawns near the cargo ship, facilitating a quick escape. in midair and parachuting onto the ship.
CTF
CTF Overview:
LEGEND
= Medical The southern riverbank is the battle zone of this
= Ammo CTF match. Although boats are available for quick
transportation, each flag must ultimately be
assaulted by infantry. Still, both teams should use
the boats as much as possible to avoid getting
bogged down in the no-man's-land between the
Temple and Office Buildings. The wooden footbridge
and damaged vehicle bridge are key chokepoints
and should be covered by both teams.
Available Vehicles:
Sea Ark Stinger (2)
Chinese Flag US Flag Light Patrol Boat (2)
110
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
CONQUEST: HEAD-ON
DEADLY PASS
LEGEND
Black = Convertible
Blue = US Control Only
Red = MEC Control Only 2: Northern Bunker
= Medical Light Jeep (1)
= Ammo Heavy Jeep (1)
Machine Gun (2)
= Repair
Grenade Launcher (2)
= Stationary Medical Crate (1)
Ammo Crate (1)
1: MEC Base
3: The Square Heavy Jeep (1)
Antiaircraft Vehicle (1)
5: Ruins Machine Gun (1)
Tank (2)
Medical Crate (1) Medical Crate (2)
Ammo Crate (2) Attack Helicopter (1)
Ammo Crate (1) Medical Crate (1)
Ammo Crate (1)
7: US Base
Light Jeep (1)
Antiaircraft Vehicle (1) 4: Oasis
Tank (2) Medical Crate (1)
Attack Helicopter (1) Ammo Crate (1)
Medical Crate (1)
6: Market Place
Ammo Crate (1) Medical Crate (1)
Ammo Crate (1)
Command Computer
primagames.com 111
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
Flag 1:
MEC BASE
MEC BASE ASSETS Initial Control: MEC
MEC Control Unit Count Located on the eastern edge of the map, the MEC Base's
Otokar Akrep 1 vehicles are a must for quickly moving troops to the
ZSU-23-4 1 control points. At the start of a battle, MEC team
members should load up all the vehicle positions before
2S25 2
moving out. It's particularly important to completely fill the
Mi-24 1
Hind so friendly troops can be dropped over control points.
Medical Crate 1 Team members stuck on foot have a long hike ahead of
Ammo Crate 1 them before they see any action. Those left behind may
face attacks by the US Apache. For
this reason, defenders should keep
CAUTION
Remember, despite its the ZSU-23-4 nearby to help defend
appearance, the MEC 2S25 the base, as well as cover the road to
isn't a true main battle the west. The Shilka isn't equipped
tank. Its armor is much with missiles, but its quad-23mm
weaker than the M1A2's.
auto-cannons are very effective
So when driving the 2S25,
don't expect to win a toe- against choppers. While the MEC Base can't be captured, it's still
to-toe fight with a US tank. important to protect the vehicle spawns at least until friendly
troops gain a spawn point near the town.
112
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Deadly Pass
Flag 2:
NORTHERN BUNKER
Initial Control: Neutral
The Northern Bunker overlooks the town
NORTHERN BUNKER ASSETS
from a hill on the north side of the map.
US Control MEC Control Unit Count
This isolated control point is a bunker
DPV Otokar Akrep 1 facility. Its flag is located along the east-
Machine Gun Machine Gun 2 west road running between the two main
Grenade Launcher Grenade Launcher 2 structures. Defenders can deter vehicle
Medical Crate Medical Crate 1 rush attacks by simply mining the road at
Ammo Crate Ammo Crate 1 either end. The bunker structure south of
the flag is accessible through two entrances
adjacent to the road. There are two
TIP A repair station, adjoining bunkers inside, each equipped
medical crate, and ammo with a machine gun and grenade
crate are clustered
together along the outer
launcher pointing south. These
perimeter of the town, stationary weapons are useful for
just north of the Square. engaging targets near the town, but
If you're in a vehicle, they have little defensive value, since
memorize this location most attackers avoid frontal assaults
and make frequent visits
to patch up your ride.
and attack from the east and west, outside the weapons' firing arcs.
Still, the view from the hill and the protection offered by the bunkers
makes this an ideal sniping position for covering the northern side of the town.
Flag 3:
THE SQUARE
Initial Control: Neutral
Both sides should rush for the Square
early in the game. The team that takes
THE SQUARE ASSETS
US Control MEC Control Unit Count
this control point early has a good chance
of holding onto it—but only if it's well Machine Gun Machine Gun 1
defended. Due to the elevated positions Medical Crate Medical Crate 2
surrounding the flag, assaulting the Ammo Crate Ammo Crate 2
Square is a dangerous task for
attackers. Defenders can cover
the flag (on the eastern end)
TIP When moving through
the town, think in three
from the balconies of the dimensions. Take to the rooftops
mosque (to the south) or the whenever possible. Many of the
other domed structure to the roofs on the northern side of
north. The northern building is town are connected with
wooden planks. A few rooftops
equipped with a machine gun
that aren't connected can be
mounted on the balcony, offering easily jumped to.
an unobstructed view of the flag.
If the Square is heavily defended, attackers should consider hunting down the defenders
positioned around the perimeter before moving in to convert the flag. Attack helicopters can help too by pounding
defenders from the air. Assault and sniper troops can help by obscuring the area around the flag with smoke
grenades during the conversion process.
primagames.com 113
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
Flag 4:
OASIS
Initial Control: Neutral
Although the Oasis is relatively light on
OASIS ASSETS assets, it's a key control point for MEC
US Control MEC Control Unit Count forces, giving them a spawn point on the
Medical Crate Medical Crate 1 eastern outskirts of the town. But this
Ammo Crate Ammo Crate 1 comes at a price. The open area and lack of
cover surrounding the Oasis make it an
ideal kill zone for enemy snipers positioned on the hill to the south or elsewhere in the
desert. When spawning here, always stay on the move and watch for incoming tracer
rounds. There's no safe place to defend this control point—at least not near the flag.
Instead, defenders should take a cue from the snipers and move outward, covering the flag
from a distance. As usual, vehicle rushes can be prevented by scattering a few mines
around the flag.
Flag 5:
RUINS
Initial Control: Neutral
A cluster of crumbling buildings and
foundations make up the Ruins in the RUINS ASSETS
northwest corner of the town. The flag is US Control MEC Control Unit Count
surrounded by a low wall, once part of a Medical Crate Medical Crate 1
building. This and the nearby buildings make Ammo Crate Ammo Crate 1
it difficult for vehicles to access. But moving
in on foot isn't much easier,
especially if enemy units are in CAUTION Watch out for
the barbwire barricades
the area. The buildings to the
spanning some of the town's
north and west of the flagpole entry points. These barricades
offer decent enough cover and can be jumped. Just don't run
concealment for defenders. through them, or else you might
However, the windows on the suffer an embarrassing death.
upper floors are a bit too high to
provide a decent view of the flag.
114
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Deadly Pass
Flag 6:
MARKET PLACE
Initial Control: Neutral
MARKET PLACE ASSETS The Market Place is located in the
US Control MEC Control Unit Count southwest corner of the town. Although its
open, central space is similar to the
Medical Crate Medical Crate 1
Square, there are some notable differences.
Ammo Crate Ammo Crate 1 For one, the Market Place is easily
accessible by ground vehicles entering from
TIP the street to the north or the archway to the
Boarded-up south. This makes it possible to rush the flag with
passages like vehicles, unless these narrow access points are
this can be
mined by defenders. The flag sits on the western
destroyed with
a few quick side of the courtyard with no available cover at
shots from ground level. But the flag can also be converted
your weapon. from the short balcony to the west, accessible
through the doorway near the medical and ammo
crates to the north. The balcony doesn't offer much more cover, but it's better than
standing out in the open.
Flag 7:
US BASE
ABSE
Initial Control: US US BASE ASSETS
US Control Unit Count
Like their opponents, the US troops must make the most of
their base's vehicles early in the game to quickly transport DPV 1
as many teammates as possible to the center of the map. M6 Bradley 1
Likewise, it's important to protect these vehicle spawns M1A2 2
from attack. Air attacks are most likely, so the M6 Bradley AH-64 1
should hang back near the US Base to intercept the Mi-24 Medical Crate 1
with its Stingers. Since this is a head-on match, the US
Ammo Crate 1
Base can't be captured. But that doesn't mean it should be
completely abandoned, as the base
produces the majority of the US team's TIP The DPV is the
vehicles—the control points in the town fastest ground vehicle
on the map. Utilize its
produce nothing at all. Once a presence is speed early in the
established in the town, some team game to capture
members must continue spawning at the distant control points
US Base to drive vehicles into battle. If outside of the town like
used wisely, the Apache and M1A2s can the Northern Bunker
and Oasis.
have a big impact on the final outcome.
COMMAND COMPUTER
The command computer is located on the hill to the south of the
town, near a pair of bunkers. These bunkers are much smaller
than the ones on the northern hill, but they're both equipped
with machine guns aiming north—the eastern bunker has a
grenade launcher too. There are also medical and ammo crates
nearby. The defensive and supply features make it quite feasible
for a couple of players to camp this facility for quick access to
artillery strikes. But camping the command computer is only
advisable if your team is already winning.
primagames.com 115
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
CTF
LEGEND
CTF Overview:
= Medical This CTF map offers a fine balance of infantry and
= Ammo
vehicular combat. Players on foot are better off
= Stationary
fighting their way through the town, making use of
MEC Flag the buildings for cover. Meanwhile, the perimeter of
the town often resembles a race track as players in
vehicles attempt rush attacks on their opponents'
flag. Not only is circling around the town quicker,
but it's usually much safer. Both teams have access
to tanks, but these should be kept on defense. Tank
drivers can rack up some easy points by killing light
enemy vehicles with just one shot from the cannon.
Available Vehicles:
Car (1)
Pickup Truck (1)
HMMWV (2)
US Flag Otokar Akrep (2)
M1A2 (1)
2S25 (1)
116
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
CONQUEST: DOUBLE ASSAULT
HARBOR EDGE
LEGEND
Black = Convertible
Blue = US Control Only
Red = Chinese Control Only
4: Busted Bus
Medical Crate (1)
Ammo Crate (1)
Repair Station (1)
2: Harbor Office
Machine Gun (1)
Medical Crate (1)
Ammo Crate (1)
3: Container Storage
APC (1)
Medical Crate (2) 1: Docks
Ammo Crate (2) Light Jeep (2)
Heavy Jeep (2)
Tank (1)
Machine Gun (1)
Medical Crate (1)
Ammo Crate (1)
primagames.com 117
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
Flag 1:
DOCKS
Initial Control: US
DOCKS ASSETS
US Control Chinese Control As this is the primary source of its
Unit Count
vehicles, it is imperative that the US team
HMMWV FAV 2
holds on to this control point at all costs.
M1A2 Type 98 1 Fortunately, the courtyard-like area where
Machine Gun Machine Gun 1 the flag sits is relatively easy for defenders
Medical Crate Medical Crate 1 to shut down. The garage entrances to the
Ammo Crate Ammo Crate 1 north and west are narrow, making them
easy to booby-trap with C4 or cover with
automatic fire. Vehicle attacks through the large opening in the
west can be prevented with a few mines—just leave some
space for your own vehicles to get out. A
rooftop machine gun offers more defense, and
is capable of peppering enemies
approaching from the north. Use the
stairway in the western garage to
access the roof.
118
Flag 2:
HARBOR
PARKINGOFFICE
LOT
Initial Control: US
This large building overlooks the two bridges
HARBOR OFFICE ASSETS
to the west, making it a critical control
US Control Chinese Control Unit Count
point as the US team attempts to maintain
Machine Gun Machine Gun 1 control of the eastern half of the map.
Medical Crate Medical Crate 1 Defenders on the top floor of the building
Ammo Crate Ammo Crate 1 can completely cover both bridges. The
mounted machine gun in the western
window is ideal for halting infantry advances. The narrow stairway on the northern side of
the structure is the only path to the flag, making this control point relatively easy to defend.
While C4 works well as a booby trap, defenders are better off covering this stairway from a
distance. The green crates to the north provide excellent cover and concealment while
offering a perfect view of the entire stairway.
Flag 3:
CONTAINER STORAGE
Initial Control: Neutral
As the only neutral control point at the
CONTAINER STORAGE ASSETS
US Control Chinese Control Unit Count
start of the battle, this area is likely to see
some serious fighting during the opening LAV-300 BMD-3 1
moments of a round. The Chinese troops Medical Crate Medical Crate 2
have a slight upper hand in rushing this Ammo Crate Ammo Crate 2
control point using their nearby spawn point
at the Busted Bus or their speedy FAVs at
the Train Yard. Whoever converts this flag TIP Remember, the LAV-300 is amphibious.
However, this capability is of little use on this
gains an APC. Both the LAV-300 and BMD-3 map. Once in the harbor, it can't get out.
are devastating against infantry and can even
inflict some damage against tanks. The control point's flag is tucked between a building to
the north and several storage containers. Although no nearby rooftops are available for
defenders, the storage containers provide ample opportunity for ambushing attackers. The
control point also has two sets of medical and ammo crates. One set is located on the
eastern side of the building, and the other is inside the garage, just northwest of the flag.
primagames.com 119
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
Flag 4:
BUSTED BUS
Initial Control: China
Although this control point is light on
BUSTED BUS ASSETS
assets, it's actually a strong defensive
US Control Chinese Control Unit Count
position, thanks to the barriers clustered
Medical Crate Medical Crate 1 around the flag. The shipping containers
Ammo Crate Ammo Crate 1 and the large double-decker bus to the
Repair Station Repair Station 1 west make it impossible for enemy
vehicles to enter the courtyard.
Furthermore, defenders can take up positions on the rooftop to the east and blast
intruders at close range or simply drop grenades on their heads as they attempt to
convert the flag. The building's rooftop is also ideal for sniping enemy troops crossing
the bridges to the south. It's also possible to pick off enemies positioned in the Harbor
Office—always a good option when that upper floor machine gun is cutting down your
teammates. The Busted Bus control point is also home to the map's only repair station,
located on the northern side of the building.
Flag 5:
TRAIN YARD
Initial Control: China
The Train Yard is just as important to the
TRAIN YARD ASSETS
Chinese team as the Docks are to the US
US Control Chinese Control Unit Count
team. Likewise, the Chinese must defend
this area to maintain their only initial vehicle
HMMWV FAV 2
spawn points. Unlike the rest of the control M1A2 Type 98 1
points, the Train Yard sits on higher ground Medical Crate Medical Crate 1
accessible via two ramps to the north and Ammo Crate Ammo Crate 1
west of the Busted Bus. The
flag sits out in the open,
making it vulnerable to
TIP Don't underestimate the
firepower of the FAVs. Their
vehicular rush attacks. To grenade launchers are absolutely
prevent such threats, devastating against infantry and
defenders should place several vehicles alike when covering narrow
mines around the flag. Infantry choke points like the two bridges.
Park one somewhere safe (or
can also hide amongst the
conduct patrols with a buddy) and
various trains and storage open fire to rack up kill after kill.
containers—the blue empty
storage container to the west of the flag is a good hiding spot. Both attackers and defenders should be aware that the
flag can be converted from the north by standing on the opposite side of the nearby train. This is the sneakiest (and
safest) way to convert the flag when attacking on foot.
120
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Harbor Edge
CTF
CTF Overview:
LEGEND
= Medical The two bridges at the center of the map are the
= Ammo sites of most of the action in this CTF match.
= Repair Unless players attempt to swim across the harbor,
traversing these bridges is the only way to capture
Chinese Flag the other team's flag. Both teams should make
use of the fast-moving FAVs and Humvees to
quickly cross the harbor while using the slower
tanks and APCs to reinforce their flags.
Available Vehicles:
FAV (2)
HMMWV (2)
M6 Bradley (1)
BMD-3 (1)
M1A2 (1)
Type 98 (1)
US Flag
primagames.com 121
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
CONQUEST: HEAD-ON
HONOR
LEGEND
Black = Convertible
Blue = US Control Only
Red = Chinese Control Only
5: Ancient Temple
= Medical Boat (1) 6: Chinese Base
Ammo Crate (1) Light Jeep (3)
= Ammo
APC (1)
= Repair Machine Gun (1)
= Stationary Medical Crate (1)
Ammo Crate (1)
Repair Station (1)
Command Computer
4: Fishing Village
Command Computer (1)
Medical Crate (4)
Ammo Crate (3)
3: Supply Outpost
Light Jeep (1)
Heavy Jeep (1)
Medical Crate (1)
Ammo Crate (1)
Repair Station (1)
INTELLIGENCE REPORT
US forces have re-
taken Hanoi and
entered China from
2: Small Village the southeast. They
Boat (1) are establishing
Medical Crate (1)
1: US Base Ammo Crate (1) bases near Nanning.
Heavy Jeep (4) Without strategic
Scout Helicopter (1) importance they did
Medical Crate (1)
Ammo Crate (1) not expect to be
Repair Station (1) attacked. However, they did not realize the
Helipad (1) symbolic value the temple in this area has to
the Chinese.
For the Chinese army, retaking the temple is a
matter of honor and they launch a hurried
attack, hoping to take control of the fishing
village close to the temple so they can utilize the
artillery strike system hidden within it to wipe
out the US forces.
122
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Honor
Battle Overview
The river bisecting the map plays a huge role in this battle, With no chopper at their disposal, the Chinese begin at a
and both sides should strategize to take advantage of it. At serious disadvantage. Therefore, they must act quickly if they
the start of the battle, the US troops should use their Little hope to gain an edge. While infantry take the nearby Ancient
Bird to capture the Fishing Village while the Humvees speed Temple, the speedy FAVs should race across the eastern
to the Small Village and Supply Outpost. If the US can retain bridge and assault the Supply Outpost and Small Village. The
control of these positions, all they need to do is hold them Small Village is expendable but should be held until units
and keep the Chinese forces contained to the northern river from the Ancient Temple can move in on the Fishing Village.
bank—the ticket drain will do the rest. Once again, the Little By capturing and holding three control points, the Chinese
Bird can come in handy during this defensive phase by can secure a solid drain on the US ticket count.
strafing enemy units along the bridges and river.
Flag 1:
US BASE
Initial Control: US
US BASE ASSETS
US Control Unit Count With four Humvees and a Little Bird spawned at their
HMMWV 4 base, the US forces are poised for a quick advance on the
neutral control points to the north. Since the base cannot
AH-6J 1
be captured, the US team should focus almost all its
Medical Crate 1
energies on offense. However, the surrounding hills are
Ammo Crate 1 popular spots for enemy snipers, particularly if the Chinese
Repair Station 1 dominate the map and spawn at the nearby control points
Helipad 1 like the Small Village and Supply Outpost. Be prepared for
such encounters as the game progresses. Vehicle theft is
also a serious concern. The Little Bird is the only helicopter available on the map, making it
a tempting target. Defending special ops troops may want to plant C4 on the chopper, just
in case enemy troops try to steal it. Always detonate the C4 after the helicopter is away
from the helipad; otherwise, it may repair itself. But the best way to prevent the chopper
from being stolen is to constantly keep it in the air—competent pilots are a plus.
Flag 2:
SMALL VILLAGE
Initial Control: Neutral
SMALL VILLAGE ASSETS Sitting just north of the US Base, the Small
US Control Chinese Control Village is likely to be a US-held control point
Unit Count
Sea Ark Stinger Light Patrol Boat 1 for most of the game. It spawns a Stinger
Medical Crate Medical Crate 1 patrol boat useful for advancing on the
Fishing Village to the north. The footbridge
Ammo Crate Ammo Crate 1
connecting the two control points is much
too narrow for Humvees, so
TIP The large, sandbag-lined hilltop the boat is the quickest way
between the Small Village and Supply
to reach the island, as well
Outpost is the ideal sniper perch.
Snipers here can pick off enemies as as the opposite river bank
far away as the Fishing Village and near the Ancient Temple.
Ancient Temple. This is also a good Several huts surround the
spot from which to call in air strikes flagpole. The ammo and
on enemy vehicles, particularly those
medical crates can be found
crossing the bridge to the east.
inside a couple of these huts.
The huts also provide adequate cover and concealment for defenders. Since the flag is located in the center of a
courtyard, vehicle rushes are likely but can be prevented with a few well-placed mines.
primagames.com 123
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
Flag 3:
SUPPLY OUTPOST
Initial Control: Neutral SUPPLY OUTPOST ASSETS
The Supply Outpost is tucked away in the US Control Chinese Control Unit Count
jungle to the far east. Despite its remote HMMWV FAV 1
location, this control point shouldn't be Medical Crate Medical Crate 1
overlooked, especially by the US team. Ammo Crate Ammo Crate 1
Whoever controls the Supply Outpost also
Repair Station Repair Station 1
has the ability to control the bridge to the
north. This bridge is the only way
ground vehicles can cross the river, TIP A metal footbridge
is attached to the
making it a critical choke point.
western side of the large
Controlling the traffic on the bridge bridge spanning the river
should be a major concern of troops near the Supply Outpost.
spawning at the Supply Outpost. But the This path provides a little
control point should be watched too. more cover for infantry.
The flag sits in a low area surrounded
by steep hills. Even one defender can
cover this flag effectively by camping in the hills and launching grenades or rockets at approaching enemies.
Flag 4:
FISHING VILLAGE/COMMAND COMPUTER
Initial Control: Neutral
Located on a small island in the river, the
Fishing Village is only accessible by boat, FISHING VILLAGE ASSETS
helicopter, and foot. The two footbridges US Control Chinese Control Unit Count
connecting the island to the river banks are Medical Crate Medical Crate 4
too narrow for ground vehicles to cross. Ammo Crate Ammo Crate 3
Infantry crossing these bridges are
vulnerable to sniper and other small CAUTION Whenever
arms fire. For best results, always possible, avoid crossing the
take a boat or helicopter when footbridges at the Fishing
advancing on this control point. The Village. Your movement is
very predictable while
flag is located in a small open space
traversing these narrow
on the eastern side of the island, walkways, making you an
surrounded by houses filled with easy target for watchful
ammo and medical crates. These snipers.
houses also provide excellent cover for
defenders. The Fishing Village is also home to the command computer, located in the large
house on the western side of the island. This makes it even more critical for both teams to hold the control point.
Defenders may want to booby-trap the computer with C4 in the event an enemy sneaks in and attempts to call in an
artillery strike. Whoever controls the Fishing Village should make frequent use of the artillery strikes as soon as they're
available. Not only is this a good way to eliminate some enemy troops, but it also reduces traffic to the Fishing Village as
opponents shift their focus elsewhere.
124
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Honor
Flag 5:
ANCIENT TEMPLE
Initial Control: Neutral
ANCIENT TEMPLE ASSETS Towering over the northern river bank, the
US Control Chinese Control Unit Count Ancient Temple is the most intimidating
Sea Ark Stinger Light Patrol Boat 1 control point on the map. Due to its close
Ammo Crate Ammo Crate 1 proximity to their base, this is likely to be
a Chinese stronghold for most of the
game. The flag sits
TIP The safest way for the US team to take outside the southern
control of the Ancient Temple is by rushing it
with the Little Bird at the start of the game. A
side of the temple in
steady pilot can convert the flag by hovering a small courtyard.
next to it. The Little Bird can also be used to However, simply
quickly capture the Fishing Village and Small reaching the flag is a
Village. The trees and terrain surrounding the chore. The large,
Supply Outpost make it a bit more difficult to
capture from the air, but not impossible.
multitiered stone
base serving as the
temple facility's foundation is accessible via numerous steps and ramps. This makes it
nearly impossible to maneuver a ground vehicle to the flag. Instead, infantry are best
suited for assaults. Since the temple can be accessed from multiple directions, defenders should focus their efforts
on the area surrounding the flag. The temple also spawns a boat at the river, which is useful for staging attacks on
the Fishing Village or other control points on the southern bank.
Flag 6:
CHINESE BASE
Initial Control: Neutral
CHINESE BASE ASSETS Like the US Base, the Chinese Base can't be captured.
Chinese Control Unit Count There's also little worth stealing here, so the Chinese
should push all units outward to the surrounding control
FAV 3
points. The FAVs are the fastest ground vehicles on the
BMD-3 1 map and should be used to push across the
Machine Gun 1 river and assault the Supply Outpost. Their
Medical Crate 1 machine guns are also the best
Ammo Crate 1 defense the Chinese have
Repair Station 1 against the US Little
Bird. Consider moving
an FAV near each control point simply for air defense.
The BMD-3 is much slower but possesses the firepower
to effectively shut down the eastern bridge to enemy traffic. Its auto-
cannon is also devastating against boats cruising along the river. To win this
battle, the Chinese must make the most of these vehicles, so remember to
spawn back at the base as needed to move these assets forward.
primagames.com 125
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
CTF
CTF Overview:
This map tests your skills with boats as the teams
Chinese Flag
shuttle each other's flags between the Fishing
Village and Small Village. Although both teams can
assault their opponents' flag on foot, the narrow
footbridge is the only path connecting the two
areas, making it a high-traffic kill zone. That leaves
the boats as the safest mode of assault. But
boats lack protection for their crews, so speed is
the key to survival. Don't worry about beaching
your boat on arrival—you can usually steal another
boat on your way out.
Available Vehicles:
Sea Ark Stinger (3)
Light Patrol Boat (3)
LEGEND
= Medical
US Flag = Ammo
TIP Watch where attackers are TIP Your boats are likely to be
beaching their boats, and consider stolen by enemies escaping with
placing mines in these spots. The your flag. Booby-trap your boats
dock area south of the Small with C4 to prevent such escapes.
Village is a good place to score
some mine kills.
126
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
CONQUEST: HEAD-ON
LITTLE BIG EYE
LEGEND
8: US Base Black = Convertible
Light Jeep (3) Blue = US Control Only
Machine Gun (2) Red = Chinese Control Only
Medical Crate (1) = Medical
Ammo Crate (1)
= Ammo
= Stationary
6: The Cockpit
Medical Crate (1)
2: Corn Fields
Light Jeep (1)
Medical Crate (1)
Ammo Crate (1)
Due to the terrain and lack of cover, the Cockpit, Crash Site
INTELLIGENCE REPORT
Center, and Tail control points are all difficult areas to hold for
Six hours ago prolonged amounts of time and are likely to change hands
communication
several times throughout the course of the battle. Instead of
with USAF E-3
grinding at the center of the map, each side should look for
AWACS plane
1337 was lost flanking opportunities on the periphery. The Corn Fields,
over Chinese Hillside Village, and Donkey Farm are all much easier to defend
territory. Spy than the wreckage-based control points.
planes in the In any case, each team should strive to hold at least four of
area have picked the convertible control points to secure a drain on their
up a weak
opponents' ticket count. Given the number of control points,
rescue beacon
it's simply impractical to hold them all. When devising a plan,
and the remains
of USAF 1337 have been located. The US command the natural inclination is to divide the map in half, with the
has sent a small insertion team to secure the area. Hillside Village and Crash Site Center designated as the front
However, so have the Chinese. lines. If either team can lock down the center of the map at
these two control points, it can help secure its holdings to the
rear. In practice, much more flexibility is required. Victory
Battle Overview comes to the team that's most successful in circumventing the
This is a very linear assault for both teams as they work their major battle zones and attacking the more sparsely defended
way along the narrow valley to secure the aircraft wreckage. areas like the Corn Fields and Donkey Farm.
primagames.com 127
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
Flag 1:
CHINESE BASE ASSETS
CHINESE BASE Chinese Control Unit Count
Initial Control: China FAV 3
The Chinese Base is located in the southeastern corner of the map. Machine Gun 2
Although it looks relatively close on the map, the base is actually a fair Medical Crate 1
distance from the crash site. For this reason, the Chinese team must
utilize its FAVs to quickly move troops northwest—the Corn Fields and
Ammo Crate 1
Hillside Village are good destinations at the start of
the battle. It's also important that each vehicle is TIP The DPVs and
fully loaded before taking off. Leaving friendly troops FAVs should race
behind only weakens the team's initial offensive along the hillsides to
drive. This is a head-on map, so there's no avoid getting bogged
down in the clutter of
particular reason to stay behind and defend the
the valley. This is a
base. Even if FAVs are stolen or destroyed by US
good way to stage
forces, such losses have little impact on the final attacks on the Donkey
outcome of the battle, as vehicles are of little use in Farm and Corn Fields.
the map's chaotic center.
Flag 2:
CORN FIELDS
Initial Control: Neutral CORN FIELDS ASSETS
The Corn Fields are well within the Chinese team's US Control Chinese Control Unit Count
immediate sphere of influence, due to their DPV FAV 1
proximity to the Chinese Base. Although the
Medical Crate Medical Crate 1
control point produces a light jeep, its most
valuable asset is its spawn point. This serves as a Ammo Crate Ammo Crate 1
great staging area for Chinese troops moving in on
the crash site. It's also a good flanking position for TIP If you don't
US troops attempting to break out of the often want to be seen,
stagnant center control points. Whoever takes the try hiding among
Corn Fields, they're worth defending. Mining the the cornstalks.
nearby roads and small courtyard is the best way to This is a great
deter vehicle rushes on the flag. But units can also way to sneak up
hide in the cornfield to the west and pick off on or defend the
attackers as they gather near the flag. Corn Fields
control point.
Flag 3:
THE TAIL
Initial Control: Neutral
THE TAIL ASSETS
US Control Chinese Control Unit Count The largely intact aft section of USAF 1337 can
Medical Crate Medical Crate 1 be reached early in the game by Chinese troops
moving in from the southeast. Vehicles can
easily access the flag from the southern side,
CAUTION but the tail section and a piece of fuselage block
Several fires are paths to the north and east. While the pieces of
scattered around the wreckage provide some cover, defenders are
crash site. Watch better off watching the flag from a distance.
where you're walking Placing mines and C4 at the base of the flagpole
to avoid inadvertently
is a good idea too.
stepping into one of
these blazes—it
could kill you.
128
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Little Big Eye
Flag 4:
CRASH SITE CENTER
Initial Control: Neutral
CRASH SITE CENTER ASSETS
US Control Chinese Control Several pieces of the aircraft's fuselage
Unit Count
Medical Crate Medical Crate 1 litter the ground at the Crash Site Center,
an area that sees heavy action throughout
the battle. One fuselage piece rests
TIP When moving near the flagpole and can be entered
through the wreckage, use
the hollow fuselage pieces
for cover. But those attempting to
for cover. However, some of convert the flag must stand out in the
these pieces, like the one at open. A few crates scattered around
the Crash Site Center, may the scorched terrain can be used as
be booby-trapped with C4— partial cover—try dropping prone next
don't enter if you hear a
faint beeping sound.
to one of these when converting the
flag. Once captured, the control point
should be covered from one of the slopes to the east or west. Controlling the Hillside Village
on the ridge to the west makes holding the Crash Site Center much easier.
Flag 5:
HILLSIDE VILLAGE
Initial Control: Neutral
HILLSIDE VILLAGE ASSETS
This small village is situated on a slight hill US Control Chinese Control Unit Count
just west of the Crash Site Center. Its Medical Crate Medical Crate 1
mere elevation makes it one of the more Ammo Crate Ammo Crate 3
valuable control points on the map.
Although it offers very little in
terms of assets, the Hillside TIP The slopes flanking the
crash site are good sniper
Village is relatively easy to positions for both attackers and
defend. The flag is positioned defenders. The high grass
along the main road running provides great concealment when
through the village, potentially troops are in a prone position.
making it susceptible to vehicle But remember, grass won't stop
an incoming bullet, so be ready
rush attacks. But fast-moving to move if you miss your target.
invaders can be quickly
eliminated with mines, C4, or a well-aimed rocket.
Infantry attacks are likely to come up the
hill from the east, but such attacks are only likely if the enemy
holds the Crash Site Center. Whichever team holds the
Hillside Village should strive to capture the Crash
Site Center too. Together these two nearby
control points can support each other.
primagames.com 129
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
Flag 6:
THE COCKPIT
Initial Control: Neutral
THE COCKPIT ASSETS
US Control Chinese Control Unit Count Like most of the fuselage, the Cockpit section
Medical Crate Medical Crate 1 detached, skidding to a stop in the valley
road. The flag is positioned at the nose of the
Cockpit, with no available cover nearby. The
TIP The flags near US team can reach this control point at the
the wreckage pieces
offer very little cover. start of the battle in DPVs and convert it
Consider dousing the without much of a struggle. Like the rest of
flag areas with smoke the wreckage-based control points, this one
grenades (carried by is also best defended from a distance. The
assault troops and
wooded slopes flanking the site to the east
snipers) before moving
in for the capture. and west provide adequate cover and
concealment for defenders.
Flag 7:
DONKEY FARM
Initial Control: Neutral DONKEY FARM ASSETS
The Donkey Farm is similar to the Corn Fields US Control Chinese Control Unit Count
on the opposite side of the map, providing the DPV FAV 1
US team with a staging area closer to the Medical Crate Medical Crate 1
crash site. It even provides identical assets,
Ammo Crate Ammo Crate 1
producing a light jeep for whichever team holds
it. However, the Donkey Farm is a
bit easier for defenders to lock TIP You can access a couple of
roofs at the Donkey Farm by
down. For one, the road access climbing the wooden plank on the
points running through the western side of this structure.
courtyard can be mined to prevent From there, use the nearby plank
vehicle rushes. Defenders can also to cross over to the northern
rooftop. If you don't want anyone
take to the roofs of the western
accessing the roofs, simply destroy
and northwestern structures for a the planks with a few shots.
slight height advantage, not to mention a better view.
Flag 8:
US BASE
US BASE ASSETS Initial Control: US
US Control Unit CountSince most of the fighting occurs
DPV 3 at the center of the map, the US
Machine Gun 2 Base has a limited role during
Medical Crate 1 the battle. But even after racing
off and capturing more centrally
Ammo Crate 1
located control points, the US
team should continue returning to the base to pick up new DPVs for
future assaults and defensive efforts. While the DPVs have a hard
time negotiating the torn-up terrain of the crash site, they can easily circumvent these areas by moving along the eastern and
western hillsides to attack areas like the Hillside Village and even the Corn Fields.
130
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Little Big Eye
CTF
LEGEND
= Medical
= Ammo
US Flag
CTF Overview:
The CTF match is centered entirely around the
crash site with the US flag at the Cockpit and the
Chinese flag at the Tail. Infantry advances along
the wreckage are time consuming and hazardous.
Both teams should utilize the speed of their light
jeeps to rush their opponent's flag. The two hillside
roads flanking the crash site are ideal for quick
assaults and escapes.
Available Vehicles:
DPV (1)
FAV (1)
Chinese Flag
primagames.com 131
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
CONQUEST: ASSAULT
MISSILE CRISIS
LEGEND 5: The Silo
Black = Convertible Light Jeep (2)
Blue = EU Control Only Tank (1)
Red = Chinese Control Only Machine Gun (1)
Ammo Crate (1)
= Medical
= Ammo
= Repair
= Stationary 3: The Warehouse
Machine Gun (1)
Grenade Launcher (1)
4: The Factory Medical Crate (2)
Light Jeep (1) Ammo Crate (2)
Heavy Jeep (1)
Machine Gun (3)
Grenade Launcher (1)
Medical Crate (1) 6: Chinese Base
Ammo Crate (1) Light Jeep (1)
Self-Propelled Artillery (1)
Medical Crate (2)
Ammo Crate (1)
2: The Gate Repair Station (2)
Light Jeep (1)
Heavy Jeep (1) 1: EU Base
Tank (1) Heavy Jeep (2)
Medical Crate (2) Tank (1)
Ammo Crate (2) Medical Crate (2)
Ammo Crate (1)
130
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Missile Crisis
Flag 1:
EU BASE
Initial Control: EU EU BASE ASSETS
This small cluster of buildings serves as the EU team's EU Control
Unit Count
staging area for the assault on the missile facility. The Eagle MTV 2
vehicles spawned at the base don't do the team much good Leopard 2 A5 1
until the Gate is opened to the northeast. Still, they can Medical Crate 2
provide transportation and fire support as infantry move in Ammo Crate 1
for the assault. Unlike the Chinese Base, the EU Base
cannot be captured. But a few players on the Chinese team probably won't figure this out.
As a result, EU players spawning
here should be prepared for CAUTION When playing as
the EU, don't park vehicles
anything, including snipers
directly outside the Gate if it's
positioned along the hills to the closed. Otherwise, you're likely
northeast. But players spawning to draw heavy fire, including
here don't have much time to laser-guided air strikes
stand around anyway. The EU's designated by snipers.
initial ticket drain is ample reason
for troops to move out as soon as possible.
Flag 2:
THE GATE
Initial Control: China
THE GATE ASSETS The Gate is the most critical control point
EU Control Chinese Control Unit Count on the entire map and should be held by
the Chinese team as long as possible. This
Eagle MTV FAV 1
massive, metal door blocks the road
Leopard 2 A5 — 1 leading into the missile facility, preventing
Medical Crate Medical Crate 2 any vehicles from passing. The door can
Ammo Crate Ammo Crate 2 be opened and closed by interacting with a
switch inside an upper level control room
on the western side of the facility. Outside the
TIP This is Gate, EU infantry can storm the upper levels
the switch to
open the gate. by advancing along the two slopes flanking the
Be watchful for road—if the door is closed, this is the only way
ambushes while in. Troops advancing along the eastern slope
approaching it. can gain quick access to the flag. The western
slope leads directly to the
control room. Chinese
defenders must watch both TIP Support
troops are awesome
slopes to prevent the EU troops from gaining entry. If the EU team defenders and
overruns the Gate, it gains another Leopard 2, spawned along the should cover the
main road. More importantly, it can open the Gate and move its base's two slopes leading
vehicles forward to assist in the assault. into the Gate
facility. Remember,
they can call in
mortar strikes too.
primagames.com 133
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
Flag 3:
THE WAREHOUSE
Initial Control: China
The Warehouse is the next Chinese-held THE WAREHOUSE ASSETS
control point down the road from the EU Control Chinese Control Unit Count
Gate. If the Gate falls to the EU team, Machine Gun Machine Gun 1
this is where the battle will likely come
Grenade Launcher Grenade Launcher 1
next. Since the control point has no
serious antitank capabilities, Chinese
Medical Crate Medical Crate 2
defenders should reinforce this point with Ammo Crate Ammo Crate 2
the Type 98 or BK-
1990. Engineers can CAUTION Watch out for the big
help slow the EU crater in the road when driving from the
advance by tossing out Gate to the Warehouse. Use the ramp to
mines and firing rockets jump it, or drive around it. If your vehicle
lands inside the crater, you'll have a hard
at approaching vehicles.
time getting it out. Defenders can
The objects and guarantee themselves a few cheap kills
sandbags positioned by throwing a couple of mines in the
around the flag make it difficult for vehicles (partic- crater—someone always drives into it.
ularly tanks) to move in close. Defenders can make
flag capture more hazardous by booby-trapping the area with C4. If the EU can capture the Warehouse while
maintaining control of the Gate, they can halt the drain on their ticket count.
Flag 4:
THE FACTORY
Initial Control: China
134
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Missile Crisis
Flag 5:
THE SILO
Initial Control: China
This is what the battle is all about. The Silo
THE SILO ASSETS
facility is a massive concrete fortress
EU Control Chinese Control Unit Count
housing an ICBM. Despite its intimidating
— FAV 2 appearance, the structure is far from
— Type 98 1 impenetrable and must be well-defended by
Machine Gun Machine Gun 1 the Chinese. The main access points are
Ammo Crate Ammo Crate 1 the large doors on the western and eastern
sides. Vehicles of all sizes can drive
through the wide-open western door
TIP The Silo's flag without even scratching their paint. The
can be converted by
crawling beneath eastern door is a tighter fit, due to a
the large slab of shipping container partially barricading the
concrete nearby. opening. Of course, both of these access
It's cramped, but points can be shut down to all vehicles with
it's better than
only a few mines. The flag is located right
standing out in
the open. on the launch platform, within plain view of
any defenders covering it from the
surrounding catwalks ringing the interior. Defenders positioned along these catwalks can easily fire down on attackers,
always making for a difficult flag capture. Even worse, vehicles can't get close enough to the flag to convert it—a large
piece of concrete blocks access. So infantry need to hold at the flag's base while fending off attacks from all directions.
Smoke and stun grenades can help blind and disorient any campers covering the flag. Vehicles simply looking to get
around the Silo can use the subterranean tunnel on the structure's southern side. This is a good way to quickly move
vehicles to and from the Chinese Base without slowing down to weave through the Silo facility. However, EU attackers
should watch out for ambushes in this area. The darkness makes it difficult to see mines and other hazards.
Flag 6:
CHINESE BASE
Initial Control: China
Unlike most bases, this one can be
CHINESE BASE ASSETS
captured. As such, it should be watched by
EU Control Chinese Control Unit Count
Chinese defenders, especially once the Gate
is breached by EU troops. Losing the — FAV 1
Chinese Base isn't necessarily fatal, but it — BK-1990 1
does deprive the defenders of an FAV and Medical Crate Medical Crate 2
their only BK-1990. The two identical barns Ammo Crate Ammo Crate 1
where these two vehicles spawn each Repair Station Repair Station 1
contain a repair station and a set of interior
stairs leading up to a loft. Defenders can
camp the flag from these lofts, scanning for TIP The capture
attackers through the windows. If the EU radius of the flag at
the Chinese Base is
troops capture the base, they get no huge. When
vehicles here, but the spawn point can be attacking, look for a
useful for launching attacks on the Silo from good hiding spot as
the eastern entrance. far away from the
flag as possible.
primagames.com 135
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
CTF
CTF Overview:
Chinese Flag This CTF map is constrained to the areas around
the Warehouse and Factory. Despite the small
size, there are still plenty of vehicles scattered
about to assist each team in its offensive and
defensive efforts. The two APCs are particularly
valuable. Their auto-cannons can shed infantry and
vehicles alike. But they're a little too slow and
sluggish to be of much use for flag capturing
operations. They're better off holding near their
respective flags and defending. The lighter vehicles
are faster and more maneuverable, qualities
necessary during assaults and escapes.
Available Vehicles:
Pickup Truck (2)
FAV (2)
Eagle MTV (2)
LEGEND Combat Vehicle 90 (1)
= Medical
= Ammo US Flag BMD-3 (1)
TIP The two bunkers east of the TIP Surprise attackers by hiding
US flag are great defensive sniper the BMD-3 between these shipping
positions. Snipers inside these containers in the northwestern
bunkers can cover both the flag and corner of the Factory's courtyard.
the adjoining road. But don't get The containers protect the APC's
too comfortable. After a few easy flanks, limiting attacks to its weak
kills, you're likely to draw some side and rear armor.
attention. Be prepared to relocate
before your victims seek revenge.
136
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
CONQUEST: HEAD-ON
THE NEST
LEGEND
Black = Convertible 2: Communication
Blue = US Control Only Outpost
Red = MEC Control Only 1: US Base Medical Crate (1)
Heavy Jeep (2) Ammo Crate (1)
= Medical Antiaircraft Vehicle (1) Repair Station (1)
= Ammo Attack Helicopter (2)
= Repair Medical Crate (1)
= Stationary Ammo Crate (1)
6: MEC Base
3: The West Bridge Heavy Jeep (1)
Heavy Jeep (1) APC (1)
Machine Gun (1) Attack Helicopter (2)
Medical Crate (1) Medical Crate (1)
Ammo Crate (1) Ammo Crate (1)
primagames.com 137
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
Flag 1:
US BASE
Initial Control: US
Situated on the western edge of the map, the US Base
US BASE ASSETS produces the bulk of the US team's vehicles. The Apache
US Control Unit Count
helicopters are particularly valuable and should remain
HMMWV 2 airborne as much as possible to support troops on the
M6 Bradley 1 ground. However, the base is not equipped with either
AH-64 2 helipads or repair stations. Still, it's best to return to the
Medical Crate 1 base when the choppers are damaged to conduct repairs
with an engineer's blowtorch. The M6 Bradley is often the
Ammo Crate 1
unsung hero of this battle. It should stay somewhere
between the US Base and West
TIP Park the M6 Bradley Bridge and knock the Mi-24s out of
where it can't be easily
the sky with Stinger Missiles—it's
spotted (or hit) from the air.
This small cluster of trees important to defend the Apache
near the West Bridge is a spawns. The base has three main
good spot. From here, it can access points, but the northern and
engage Mi-24s over the town, southern approaches are blocked by
as well as intercept any
large boulders. Infantry can move
heading for the US Base.
around these rocks, but vehicles have a tough time getting
through. The main access point is the main dirt road to the east, running across the West Bridge. This road should be
watched and mined by US defenders to prevent MEC thieves focused on stealing an Apache.
Flag 2:
COMMUNICATION OUTPOST
Initial Control: Neutral
The Communication Outpost sits in the
COMMUNICATION OUTPOST ASSETS
middle of a Y-intersection on the northern
US Control MEC Control Unit Count
edge of the map. Although this control
point can be accessed from three separate
Medical Crate Medical Crate 1
directions, the road to the south is the Ammo Crate Ammo Crate 1
most likely avenue of attack, as it's the Repair Station Repair Station 1
most direct connection to the other
control points. Defenders can easily CAUTION Use the
cover the narrow roads with mines to external camera when
deter vehicle rush attacks. The control landing or hovering near
point offers no vehicles to its captor, the Communication
Outpost's repair station.
but it is home to the only repair station
Keep the rotors clear of
on the map. In fact, a steady helicopter the telephone poles, as
pilot can land or hover next to the well as the flagpole.
repair station to patch up any damage.
But this is only advisable if the control
point is held by friendly troops.
138
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
The Nest
Flag 3:
THE WEST BRIDGE
THE WEST BRIDGE ASSETS Initial Control: Neutral
US Control MEC Control Unit Count The West Bridge is the first control point
HMMWV Otokar Akrep 1the US troops are likely to capture as they
Machine Gun Machine Gun 1race east from their base. It's important to
Medical Crate Medical Crate 1take early too because it shouldn't fall into
MEC hands. By interacting with the switch
Ammo Crate Ammo Crate 1
in the bridge's nearby control house, MEC
troops can raise the bridge,
TIP MEC snipers positioned preventing the US team from moving
at the West Bridge can
target the US Apache
its vehicles directly into the town.
helicopters spawned at the But once captured, this control point
US Base with either their can be difficult to attack, assuming
sniper rifle or laser target it's well defended. There is only one
designator. For best results, access point to the flag, via the set
wait until a pilot has entered
the chopper. While the rotor
of steps on the eastern side of the
blades spin up, the chopper and its crew are sitting ducks. building. Defending special ops
Fire a couple of quick rounds through the cockpit's glass troops can lock down this area by
to take out the pilot and gunner. Repeat the process as placing C4 at the top of the steps or
new victims rush for a chance to fly the Apache—there's at the base of the flag. But defenders should also watch out for
no better sniper bait than an unoccupied helicopter.
troops parachuting from helicopters.
Flag 4:
MOSAIC SQUARE
Initial Control: Neutral
MOSAIC SQUARE ASSETS
Both teams should rush to capture the US Control MEC Control Unit Count
Mosaic Square at the start of every battle. Machine Gun Machine Gun 1
This control point is extremely valuable
Stinger Turret Stinger Turret 1
because of its Stinger turret—the only one
on the map. While the US team already has Medical Crate Medical Crate 1
Stinger Missile capability from its M6 Ammo Crate Ammo Crate 1
Bradley, securing all of the air defenses can
have a big impact on the battle, allowing US TIP The Stinger
Apaches to operate with minimal AA threat. turret at the
This is exactly why it's equally significant that Mosaic Square is
the MEC team takes this control point, simply located on the
upper level walkway
to even out the odds. The control point's flag
just east of the
sits in the center of an elaborate mosaic flag. This walkway
pattern on the can be accessed via
TIP When piloting one of floor of a small a wooden ramp to
the attack helicopters, strafe
courtyard. Vehicles the south, or by hopping up on the green crates
enemy positions on the to the north. All pilots should be very familiar
plateau by side-slipping left or can access this
with this turret's location and take steps to avoid
right. This allows you to keep courtyard via the it if the Mosaic Square is held by enemy troops.
the chopper's weapons main dirt road to
pointed at the enemy while the north. Defenders should cover the flag from the upper level
evading incoming small arms
walkway surrounding the courtyard. While most attacks are likely
fire and rockets. This is
particularly effective when attacking the Mosaic Square. to come from the north, infantry can infiltrate the control point
from the south too.
primagames.com 139
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
Flag 5:
THE EAST BRIDGE
Initial Control: Neutral
The East Bridge control point is nearly
THE EAST BRIDGE ASSETS identical to its cousin to the west. Just like
US Control MEC Control Unit Count
the West Bridge, this bridge can be raised,
HMMWV Otokar Akrep 1 preventing ground vehicles originating at the
Machine Gun Machine Gun 1 MEC Base from crossing the nearby ravine.
Medical Crate Medical Crate 1 The control point's flag is also located on
Ammo Crate Ammo Crate 1 the rooftop of a building and can be
accessed by climbing the stairs on the
western side of the structure. C4
TIP Both bridges can by booby traps and other anti-infantry
raised and lowered by inter-
measures should be taken by
acting with this red switch
inside the control house. defenders to keep attackers from
Work with teammates to climbing these steps and reaching
stage some awesome the roof. Snipers positioned along
vehicle jumps when the the rooftops of the large group of
bridge is sloped at a 45-
buildings to the west can help cover
degree angle or less.
both the staircase and the flag.
Flag 6:
MEC BASE
Initial Control: MEC
This small airfield on the eastern side of the map serves
MEC BASE ASSETS as the MEC Base. The layout is nearly identical to the
MEC Control Unit Count
US Base with three main roads leading outward to the
Otokar Akrep 2 west—but the center road is the only one unobstructed
BMP-2 1 by boulders. Lacking an antiaircraft vehicle, the MEC
Mi-24 2 team must improvise when it comes to dealing with the
Medical Crate 1 US team's Apaches. The BMD-3's auto-cannon is quite
effective against helicopters, as is the chin-mounted gun
Ammo Crate 1
turret on the Mi-24s. Like almost all bases in head-on
matches, this one can't be captured,
TIP With no helipads on but defenders should still be on the
the map, it's up to
watch for attackers attempting to
engineers to keep the
helicopters at full strength. sabotage or steal the helicopters.
Remember, it's much
faster to land and repair a
helicopter than it is to let
it be destroyed and wait
for a new one to spawn.
140
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
The Nest
CTF
CTF Overview:
LEGEND
= Medical This match takes place almost entirely within the
= Ammo town situated on the southern plateau. The central
= Repair
dirt road running east and west is likely to become
a massive kill zone, particularly for vehicles
attempting to rush their opponents' flag. Although
slower, infantry usually have a longer life span by
negotiating the town's narrow alleys. The buildings
lining the southern edge of the plateau offer great
cover when advancing or escaping.
Available Vehicles:
HMMWV (1)
Otokar Akrep (1)
TIP The rooftop of the West CAUTION Don't fall off the
Bridge building just north of the plateau. Even if you survive the fall
flag is a great cover spot for US (deploy your parachute), you have
defenders. At this range, assault a long hike ahead of you, as most
troops, special ops, and snipers areas in the ravine are too steep
are all effective. to climb. The quickest way to
reach the top is by moving along
the rubble-strewn slope south of
the Mosaic Square.
primagames.com 141
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
CONQUEST: HEAD-ON
RUSSIAN BORDER
LEGEND Command Computer 6: Chinese Base
Black = Convertible 4: Loading Bay
Light Jeep (1) M6 Bradley Light Jeep (2)
Blue = EU Control Only
Heavy Jeep (1) Medical Crate (1) Tank (2)
Red = Chinese Control Only
Machine Gun (1) Ammo Crate (1) AT Missile Launcher (1)
= Medical Medical Crate (1) Medical Crate (1)
= Ammo Repair Station (1) Ammo Crate (1)
= Repair
= Stationary
3: Headquarters
Attack Helicopter (1)
Machine Gun (1)
AT Missile Launcher (1)
Medical Crate (3)
Ammo Crate (2)
Helipad (1)
5: Hangar
Machine Gun (2)
Medical Crate (2)
Ammo Crate (3)
1: EU Base 2: Repair Yard
Heavy Jeep (2) Light Jeep (1)
Tank (2) Heavy Jeep (1)
Machine Gun (1) Medical Crate (1)
Medical Crate (2) Ammo Crate (1)
Ammo Crate (1) Repair Station (1)
142
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Russian Border
Flag 1:
EU BASE
Initial Control: EU
This large industrial courtyard on the western edge of the
EU BASE ASSETS
map serves as the EU Base. Since this is a head-on match,
EU Control Unit Count
the base can't be captured. As a result, the EU team has
Eagle MTV 2
a steady spawn point and constant supply of Eagle MTVs
and T-90 tanks. The Eagles are useful for rushing the T-90 2
neutral control points at the start of the battle while the T- Machine Gun 1
90s counter the Chinese Type 98s. There is only one road Medical Crate 2
leading in and out of the base. This can be covered with Ammo Crate 1
the eastern-facing machine gun mounted
on the sandbags to the southeast. If the
Chinese troops capture all of the control TIP During tank
battles, seek cover
points, they may try to pin the EU team at behind any available
its base. In such an event, vehicles have a objects, like this
hard time escaping, so it's up to the burning car. With only
infantry to sneak out and gain a foothold the turret exposed,
elsewhere on the map. your tank is much
harder to hit.
Flag 2:
REPAIR YARD
Initial Control: Neutral
The Repair Yard's limited access makes it REPAIR YARD ASSETS
relatively easy to defend, so it should be EU Control Chinese Control Unit Count
grabbed early in the battle for this precise Eagle MTV FAV 1
reason. There are only two narrow access Medical Crate Medical Crate 1
points. EU troops in vehicles are most likely Ammo Crate Ammo Crate 1
to enter via the ramp on the western side.
Repair Station Repair Station 1
The ramp outside the courtyard allows them
to jump a vehicle (even a tank) over the
makeshift barrier of an overturned flatbed TIP When attacking
the Repair Yard with
trailer. However, the ramp is only a one- vehicles from the west,
way access point. All other vehicles must use the ramp to jump
enter and exit through the alleys to the into the courtyard.
northeast. This is the path most Chinese Just make sure your
troops enter from. Defenders should cover vehicle has enough
health to sustain a
this entry point with mines. It's also rough landing.
possible to cover these alleys by parking a
vehicle in the courtyard's southeast corner, right next to the repair station. From this point,
it's possible to engage all incoming attackers while receiving constant repairs.
primagames.com 143
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
Flag 3:
HEADQUARTERS
Initial Control: Neutral
Both sides need to take control of the
HEADQUARTERS ASSETS
Headquarters as quickly as possible to
EU Control Chinese Control Unit Count
attain access to the map's only attack
AS-665 AS-665 1
helicopter. The AS-665 Tiger is parked on
Machine Gun Machine Gun 1 a helipad to the northwest, even before
AT Missile Launcher AT Missile Launcher 1 any team takes the control point.
Medical Crate Medical Crate 3 Technically, the helicopter isn't attached
Ammo Crate Ammo Crate 2 to the control point—it always spawns on
the helipad. But due to proximity, the
Helipad Helipad 1
captor of the Headquarters probably
controls the Tiger too. The Headquarters'
TIP The Hangar's flag sits in the middle of a courtyard on
circular western window
provides a great view of
the eastern side of the main building.
the Headquarters' flag. Defenders can lock down the courtyard
Snipers positioned along by mining the narrow entry points to the
this upper level catwalk east. The northern and southern rooftops
can also cover the are also accessible, providing defending
Loading Bay and
Hangar's flags.
infantry with a nice height advantage. An antitank missile turret is
positioned in the upper floor of the damaged building to the south. This
is ideal for covering the courtyard's entrances, as well as blasting enemy vehicles and infantry on the nearby road.
Flag 4:
LOADING BAY
Initial Control: Neutral
The Loading Bay is just northeast of the LOADING BAY ASSETS
Headquarters and north of the Hangar, EU Control Chinese Control Unit Count
making it a good staging area for assaults Eagle MTV FAV 1
on both control points. It's also very close Machine Gun Machine Gun 1
to the command computer, located in the
Medical Crate Medical Crate 1
adjacent building to the southeast—this
alone makes the control point worth fighting Repair Station Repair Station 1
for. Like most of the other control points,
its flag sits in the middle of a small TIP The rectangular building just west of the
courtyard, surrounded by sandbags and a Loading Bay serves as a tunnel leading to the helipad
near the Headquarters. Use this path to quickly
couple of shipping containers. A machine
access the Tiger attack helicopter.
gun mounted on the sandbags is good for
covering the entry point to the south, but defenders shouldn't make a habit of standing out
in the open too long. The garage to the north contains a repair station, useful for fixing up
tanks on the move. There's also a second floor of the garage, accessible by using the
interior ramp on the eastern side. The upper floor window provides a great view of the flag
below, as well as the main road to the south.
144
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Russian Border
Flag 5:
HANGAR
Initial Control: Neutral
Fighting for control of the massive Hangar is HANGAR ASSETS
often a small-scale battle in itself. The control EU Control Chinese Control Unit Count
point's flag sits in the very center of the Machine Gun Machine Gun 2
structure on a slight hill. There is absolutely
Medical Crate Medical Crate 4
no cover near the flag, requiring attackers to
stand out in the open while converting it. An Ammo Crate Ammo Crate 3
upper level catwalk rings the
interior perimeter of the CAUTION It's possible to fly
structure, providing defenders the Tiger through the roof of the
with a perfect view of the flag. Hangar, but capturing the flag by
There are also two smaller air is hazardous. The capture radius
buildings just inside the Hangar's is extremely small, requiring you to
pilot the helicopter extremely close
large eastern and western to the flagpole. If the rotor strikes
entrances. Both of these the pole, your helicopter ride comes
buildings are equipped with an to an abrupt and fiery end.
inward-facing machine gun that
can also be used to cover the flag. If heavily defended, the Hangar is a tough nut to crack.
Attackers should use tanks to repel the small arms fire likely to be encountered while converting
the flag. Remember, mines can be cleared with gunfire, so infantry should clear a path around the flag before the tanks roll in
for the capture. While holding at the flag, those in tanks should listen for the beeping sound of a sniper's LTD achieving a lock.
Thanks to the large opening in the Hangar's roof, air strikes (and mortar strikes) are still a threat.
Flag 6:
CHINESE BASE
Initial Control: China
From its base to the east, the
CHINESE BASE ASSETS Chinese team begins relatively
Chinese Control Unit Count close to the Hangar and Loading
FAV 2 Bay. The FAVs spawned here
Type 98 2 should be used to quickly
capture these key control points
AT Missile Launcher 1
as soon as the battle begins.
Medical Crate 1 Like the US Base, the Chinese
Ammo Crate 1 Base can't be captured. Still,
the Chinese forces shouldn't totally abandon their base once they've attained a foothold to
the west. Those who stay behind can use the antitank missile launcher to cover the main road approaching from the west. At
the very least, it's important that teammates spawn here to bring the Type 98 tanks to the front lines. Not only are they useful
during attacks, but they're sometimes needed to defend control points against the EU's T-90s.
COMMAND COMPUTER
The command computer is located in a garage just west of the
Loading Bay. It's positioned on a catwalk along the northern wall.
As usual, look for tight clusters of enemies when calling in an
artillery strike—both bases and the courtyard-based control points
are particularly vulnerable. The garage also houses the map's only
M6 Bradley, which spawns here at all times regardless of who
holds the surrounding control points. The Bradley is useful for
blasting enemy troops or shooting down the Tiger attack
helicopter with its Stinger Missiles.
primagames.com 145
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
CTF
CTF Overview:
LEGEND
= Medical The Hangar is once again the site of some intense
= Ammo action in this wild CTF match. Both sides have
= Repair access to several vehicles—cars and Eagles on the
EU side and pickup trucks and FAVs on the Chinese
side. However, there are only two vehicle
EU Flag Chinese Flag approaches to the enemy's flag—through the
Hangar itself or along the railroad tracks on the
northern side. While the Hangar is always a kill
zone for infantry, there's enough room inside to
speedily maneuver vehicles through. Just watch out
for the mines likely to be tossed around the base of
each flag. The Eagles and FAVs are best suited for
flag capture, as the cars and pickup trucks tend to
get stuck when straddling the flags' bases.
Available Vehicles:
Car (2)
Pickup Truck (2)
Eagle MTV (2)
FAV (2)
TIP The upper floor of the TIP Both teams have enough
Loading Bay's garage is an excellent vehicles to stage large, convoy-like
long-range cover point for EU attacks on the enemy flag. Once
snipers defending their flag. You coordinated, the vehicles should drive
have to step out of bounds momen- in a spread-out, single file formation
tarily to reach it. directly through the Hangar. The front
vehicles (preferably cars and trucks)
can be sacrificed to clear mines while
the rear vehicles go for the flag.
146
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
CONQUEST: ASSAULT
SPECIAL OPS
LEGEND
Black = Convertible
Blue = US Control Only
Red = MEC Control Only
= Medical
= Ammo
= Repair
= Stationary
6: Hangar
Light Jeep (1)
Heavy Jeep (1) 5: Military Base
Scout Helicopter (1) Light Jeep (1)
Attack Helicopter (1) Heavy Jeep (1)
Machine Gun (1) Medical Crate (1)
Stinger Turret (2) Ammo Crate (1)
Medical Crate (1) Repair Station (1)
Ammo Crate (2)
Repair Station (1)
3: Small Village
4: The Crossing Heavy Jeep (1)
Medical Crate (1) Machine Gun (2)
Ammo Crate (1) Medical Crate (1)
Ammo Crate (1)
2: Beached
Cargo Ship
Boat (2)
Command Computer Ammo Crate (1)
1: Insertion Point
Boat (3)
Transport Helicopter (1)
Machine Gun (2)
Stinger Turret (1)
Medical Crate (1)
Ammo Crate (1)
primagames.com 147
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
INTELLIGENCE REPORT
US forces are
receiving uncon-
firmed reports
that the Chinese
army is
conducting tests
on an experi-
mental new
aircraft at a
secret base in the
hills of Northern
China. They have
dispatched a squad of soldiers to capture the Chinese
aircraft hangar and investigate these claims.
The attack is unexpected but the Chinese have been
able to deploy helicopters to support their ground
troops against the US threat.
Battle Overview
Although the control points look like a row of forces in the middle of the map, blasting them with
stepping stones running up the map, this battle their Blackhawk and newly acquired Little Bird.
should not be fought entirely in a linear fashion. The Maintaining the US ticket drain and fiercely
US troops must use their Blackhawk to quickly gain defending the Hangar are the Chinese team's two
a foothold on the northern side of the map by top priorities. At the Hangar, at least one defender
dropping teammates at the Small Village and the should immediately take control of one of the
Crossing. Meanwhile, the Sea Ark Stingers should Stinger turrets and scan the southern sky for an
move to the Beached Cargo Ship and incoming Blackhawk. It must be shot down before
reinforce positions at the Small Village. It's it can drop troops. At the same time, the WZ-9
important for the US to capture at least needs to drop Chinese troops at the Crossing
two control points early to halt the and Small Village, then continue with strafing runs
initial ticket drain. As soon as their on US boats in the river and around the Beached
tickets stop bleeding away, the US Cargo Ship. If the Chinese can take
should make frequent aggressive control of the Small Village, they
pushes against the Hangar by should focus on preventing the
landing troops behind enemy US from establishing a
lines with the Blackhawk. beachhead on the
Taking control of the Hangar northern bank.
deprives the Chinese of At least one FAV
their WZ-9, greatly should be parked near each control
inhibiting their ability to point and its machine gun deployed as an
stage breakout attacks antiaircraft gun to defeat Blackhawk raids. The
against rear control points longer the Chinese can hold the four northern
like the Beached Cargo control points, the more tickets the US loses,
Ship. It also allows the US helping set the stage for a victory.
to squeeze the Chinese
148
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Special Ops
Flag 1:
INSERTION POINT
Initial Control: US
The Insertion Point is the US team's staging area for
INSERTION POINT ASSETS
the assault. In addition to spawning the extremely
US Control Unit Count
valuable Blackhawk, it also spawns three Sea Ark
Sea Ark Stinger 3 Stingers, useful for assaulting the Beached Cargo Ship
UH-60 1 and Small Village to the north. This area can't be seized
Machine Gun 2 by Chinese forces, but it should still be defended by the
Stinger Turret 1 US team to protect the vehicles from attack, partic-
Medical Crate 1 ularly in the open moments of the battle when the
beach is crawling with friendly troops. The Chinese WZ-
Ammo Crate 1
9 poses the biggest threat but can quickly be countered
with the Stinger turret. A pair of
TIP The roof of this machine guns also covers the
structure at the US Base shoreline and can be used to
can be accessed by climbing
the ramp on the southern
engage the Chinese chopper.
side. US snipers positioned
here can assist the assault
by picking off enemy troops
at the Beached Cargo Ship
and Small Village.
Flag 2:
BEACHED CARGO SHIP/COMMAND COMPUTER
Initial Control: Neutral
The dominating feature of this control point
is the massive cargo vessel beached on the
BEACHED CARGO SHIP ASSETS
US Control Chinese Control Unit Count
island's northern shore. The US team has
the best chance of reaching this control Sea Ark Stinger Sea Ark Stinger 2
point first and converting the flag on the Ammo Crate Ammo Crate 1
eastern side of the island. The two Sea Ark
Stingers spawned on the northern side of
the island (near the cargo ship) are not
TIP The command
computer sits at the
connected to the control point—they spawn far end of this shipping
here regardless of who holds it. The US container, protecting
team can use these boats to assault the the operator from the
Small Village to the north while Chinese chaos outside.
troops can use them to stage raids on the
Insertion Point. Both teams should make
an effort to hold this control point, as it's
also home to the command computer. The computer is located on the cargo ship, hidden
within a shipping container along the starboard side—use the mini-map icon to zero in on its
precise location. The US team should coordinate artillery strikes with advances on the Military Base and Hangar.
primagames.com 149
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
Flag 3:
SMALL VILLAGE
Initial Control: Neutral
The Small Village is situated on the northern
SMALL VILLAGE ASSETS riverbank. By establishing control here, the
US Control Chinese Control Unit Count
US team can push inland toward the three
HMMWV — 1 northern control points. Troops moving north
Machine Gun Machine Gun 2 from the Small Village can either trek though
Medical Crate Medical Crate 1 the jungle on foot or utilize the road to the
Ammo Crate Ammo Crate 1 east along the beach. This road winds north,
then west, dropping into a dry riverbed
running east and west across the
TIP It's possible to convert map. The riverbed is the only way
the Small Village's flag from
within the nearby shipping
ground vehicles can easily access the
container. Move to the back Military Base and Hangar control
of the container to enter the points, as the jungle terrain is far too
control point's capture uneven and densely packed with
radius. When searching for trees, rocks, and shrubs. Back at the
stragglers, defenders should
always peek in here.
village, the flag is protected by a
couple of machine guns, useful for
covering the jungle to the north and the road to the east. If the enemy holds the Crossing and other points to the north,
attacks are likely to come from both directions with infantry attacking from the jungle and vehicles advancing along the road.
Flag 4:
THE CROSSING
Initial Control: Neutral
The Crossing control point is little more than
a flagpole stuck in the middle of the jungle.
THE CROSSING ASSETS
US Control Chinese Control Unit Count
But it serves an important purpose, allowing
the captor to control traffic across the Medical Crate Medical Crate 1
footbridge spanning the dry riverbed. This Ammo Crate Ammo Crate 1
footbridge is the quickest way
for infantry to move between
the Small Village and Military
TIP The shipping container in the
riverbed is a nice ramp, perfect for
Base. Both sides can make jumping over the footbridge near the
use of this control point by Crossing. The Humvee is a little
setting up ambushes along the easier to jump than the FAV, due to
narrow bridge. C4 booby traps its narrower wheel base. If you time
your jump just right, you might be
and focused fields of fire can able to clip an enemy soldier crossing
chew up enemy troops really the footbridge for a flying road kill.
quickly. Infantry should expect
heavy close-range combat in the jungle. Consider spawning as an engineer or special ops
soldier, as the shotgun and sub-machine gun are ideal for these types of up-close engagements.
150
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Special Ops
Flag 5:
MILITARY BASE
Initial Control: China
This is the entry point to the Chinese secret
MILITARY BASE ASSETS base. A large fence lines the southern edge
US Control Chinese Control Unit Count
of the base, but there are many breach
HMMWV FAV 1 (US),2 (China) points, including two holes just south the
Medical Crate Medical Crate 1 flag. Infantry advancing from the south
Ammo Crate Ammo Crate 1 usually enter here. Vehicles can enter via the
Repair Station Repair Station 1 road to the west. Chinese defenders should
consider mining and booby-trapping all
access points, especially once the US
TIP Booby-trap attackers establish a foothold at the Small
the holes in the
Village. The Military Base's flag sits outside a
fence with C4 and
watch for intruders garage, identical to the building at the Busted
from the nearby Bus control point on the Harbor Edge map—
rooftop at the this time the repair station is inside the
Military Base. garage. The rooftop of the building is a fine
perch for defenders covering the jungle to the
south or even the flag at the Hangar.
Flag 6:
HANGAR
Initial Control: China
Despite its impressive list of assets, the
Hangar is not a base. It's a control point
HANGAR ASSETS
US Control Chinese Control Unit Count
and can be captured by the US team. In
fact, the US would be wise to capture this HMMWV FAV 1
vital control point as soon as possible to AH-6J WZ-9 1
deprive the Chinese team of its only Machine Gun Machine Gun 1
helicopter spawn point. The Chinese team Stinger Turret Stinger Turret 2
should expect heavy action at the Hangar
Medical Crate Medical Crate 1
even before the US lands troops at the
Small Village—the Blackhawk can transport
Ammo Crate Ammo Crate 2
a total of five US troops to this control Repair Station Repair Station 1
point within the first minute of the battle.
Therefore, Chinese defenders should never
wander far away from the two Stinger
TIP With the aid of
a helicopter ride,
turrets positioned at the base of the snipers can take up
northern cliff, just east of the flag. positions on the cliff
Speaking of the flag, it's positioned near overlooking the Hangar
the large hangar door. A small, bunker-like room on the eastern side of and Military Base
control points.
this door contains a machine gun that can be used to defend the flag—
the flag can also be converted from within this room. If the US forces
manage to capture the Hangar, they have another helicopter at their
disposal (a Little Bird) and can use it to squeeze the Chinese team at the central control points.
primagames.com 151
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
CTF
CTF Overview:
LEGEND
= Medical This is one of the largest CTF maps available,
= Ammo requiring both sides to travel great distances to
= Repair capture the opponents' flag. As a result, don't
expect very many high scores. Due to the map
Chinese Flag size, the match plays very differently based on how
many players are in the game. If there are 12 or
fewer players, the pickup trucks and cars are very
effective for captures. But on a full sever (24
players), infantry are much more effective, as
more players take to defense, shutting down the
vehicle access points with mines. As the match
becomes more infantry-based, prepare for some
intense firefights in the jungle between the Small
Village and Military Base—keep your eyes peeled
for dropped flags.
US Flag Available Vehicles:
Car (2)
Pickup Truck (2)
TIP A small squad of three or TIP Need some cover? The cars
four teammates can set up elaborate near the Chinese flag or the pickup
and deadly ambushes in the jungle. trucks near the US flag can be
The footbridge spanning the dry used as defensive barriers or
riverbed is an ideal kill zone. roadblocks. But watch their
damage level when hiding behind
them for cover—you don't want to
be nearby when they explode.
152
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Appendices
APPENDIX A: ENHANCEMENTS
SINGLE-PLAYER ENHANCEMENTS
RANK HEALTH DAMAGE ARMOR AMMO PHYSICAL
Agility—Movement Speed
Agility—Throw Distance
Agility—Fall Distance
Agility—Jump Height
Explosive Bullets
Invulnerable
Fast Restock
Fast Reload
Rapid Fire
Auto-Heal
Medium
Heavy
Light
x1.5
x1.5
x2
x3
x3
Battlefield General — — 6 6 — 6 6 — — 6 6 6 6 6 6 6 6 6
4-Star General — — 6 6 — 6 6 — — 6 6 6 6 6 6 6 6 6
Lieutenant General — — 6 6 — 6 6 — — 6 6 6 6 6 6 6 6 6
Major General — — 6 6 — 6 6 — — 6 — 6 6 6 6 6 6 6
Brigadier General — — 6 6 — 6 — — — 6 — 6 6 6 6 6 6 6
Colonel — — 6 — — 6 — — — 6 — 6 6 6 6 6 6 6
Lieutenant Colonel — — 6 — — 6 — — 6 — — 6 6 6 6 6 6 6
Major — — 6 — 6 — — — 6 — — 6 6 — 6 6 6 6
Captain — — 6 — 6 — — — 6 — — 6 6 — 6 6 6 6
1st Lieutenant — 6 — — 6 — — — 6 — — 6 6 — 6 6 6 6
2nd Lieutenant — 6 — — 6 — — 6 — — — 6 6 — 6 6 6 6
Chief Warrant Officer — 6 — — 6 — — 6 — — — 6 6 — 6 6 6 —
Warrant Officer — 6 — — 6 — — 6 — — — 6 — — 6 6 6 —
Command Sgt. Major — 6 — — 6 — — 6 — — — 6 — — 6 6 6 —
Sergeant Major — 6 — — 6 — — 6 — — — 6 — — 6 6 — —
Master Sergeant 6 — — — 6 — — 6 — — — 6 — — 6 6 — —
Sergeant 1st Class 6 — — — 6 — — 6 — — — 6 — — 6 — — —
Sergeant 6 — — — 6 — — 6 — — — 6 — — — — — —
Corporal 6 — — — 6 — — 6 — — — — — — — — — —
Private 1st Class 6 — — — 6 — — — — — — — — — — — — —
Private 6 — — — — — — — — — — — — — — — — —
primagames.com 153
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
LEGEND
Ammo Dump
Bell
Burning Barrel
Flag
Sign
TV Aerial
Water Tower
154
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Appendices
LEGEND
Bell
Buoy
Flag
Sea Mine
Sign
Speaker
TV Aerial
primagames.com 155
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
LEGEND
Bell
Billboard
Dictator
Flag
Oil Well
Sign
TV Aerial
156
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Appendices
APPENDIX C: AWARDS
SINGLE-PLAYER GENERAL INFANTRY MEDALS
First Medal Second Medal Third Medal Fourth Medal
25th fuel barrel kill 50th fuel barrel kill 75th fuel barrel kill 100th fuel barrel kill
Sharp Shooter: 3 "Perfect" Sharp Shooter: 5 "Perfect" Sharp Shooter: 10 "Perfect" Sharp Shooter: 50 "Perfect"
kills in a row kills in a row kills in a row kills in a row
Artillery Bombardment: Kill four enemies Artillery Bombardment: Kill seven Artillery Bombardment: Kill ten enemies
—
with one artillery strike enemies with one artillery strike with one artillery strike
Handgun Hero: Handgun Hero: Handgun Hero: Handgun Hero:
Three pistol kills with one clip Five pistol kills with one clip Ten pistol kills with one clip Perfect clip: 15 kills
Halo Jump: Last-second parachute Halo Jump: Last-second parachute Halo Jump: Last-second parachute
—
pull from over 25m pull from over 50m pull from over 100m
Freefall: 25m without parachute Freefall: 50m without parachute Freefall: 100m without parachute —
Single Minded: Complete a
— — —
mission/skirmish using only pistols
primagames.com 157
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
158
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Appendices
primagames.com 159
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PRIMA OFFICIAL GAME GUIDE
MULTIPLAYER MEDALS
Medal Name Requirements
Air Force Cross Kill 10 enemies without dying using aerial weapons
Air Force Cross, 1st Class Kill 15 enemies without dying using aerial weapons
Bronze Star Kill 10 enemies without dying using land vehicles only
Bronze Star, 1st Class Kill 15 enemies without dying using land vehicle weapons
Distinguished Service Cross Kill 5 enemies without dying using kit weapons only
Distinguished Service Cross, 1st Class Kill 10 enemies without dying using kit weapons only
Expert Healer Heal 4 friendly players without dying—a third of their health must be restored
Expert Killing Kill 4 enemies without dying using one clip in a assault rifle
Expert Repair Repair 5 friendly vehicles without dying—a third of their health must be restored
Expert Shooting Kill 4 enemies without dying using one clip in a sniper rifle
Legion of Merit Kill 15 enemies from a secondary position in a vehicle during one game round
Legion of Merit, 1st Class Kill 30 enemies from a secondary position in a vehicle during one game round
Navy Cross Kill 30 enemies without dying using kit weapons only
MULTIPLAYER RIBBONS
Ribbon Requirements Ribbon Requirements
Participate in 50 game sessions Complete 20 major victories
Participate in 250 game sessions Complete 50 major victories
Participate in 500 game sessions Finish top player in 5 game rounds
Complete five major victories Finish top player in 20 game rounds
160
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.