Battlefield: 2142 Conquest Guide

Author: Ghost1800
Version: 0.8

================  Table of Contents  ================

(1) - Introduction: "What is Conquest? More importantly,
why am I here?"
(2) - Basics: "How do I play?"
(3) - Conquest Maps*: "THE FIELD OF HONOR... er... BATTLE!!!"
(4) - Assault Lines: "WHAT!? I thought we were done!"
(5) - Assault Lines Maps*: "Same general idea, but better!"
(6) - Contact: "Where you go to complain."
(7) - Contributors: "All the people who've helped."
(8) - Copyright Info: "That thing that no one reads."

* Each map will include a list of what each class should do as an
individual, what seem to be the most rewarding squad set-ups and
objectives, and just generally what the theme of the map is.

==============================================

(1) - Introduction: "What is Conquest? More importantly, why am I here?"

Welcome to one of my first FAQ's. The main reason this is my first is
because generally I see them as helpful guides that no one bothers to read.

Conquest is a game mode found throughout the battlefield series, starting
with Battlefield: 1942 and extending all the way to Battlefield: 2142. In
concept it is basically an elaborate game of king of the hill, where 2 sides
fight for multiple key-points found in different areas throughout a map.
These points provide spawn point's and, often times, vehicles. You win this
game by depleting the enemies ticket count and keeping your's from running
out.

Before you go on, this guide is NOT a guide that will tell you how to play
the game in general. I assume you know the basic controls, what the classes
are, what all the weapons do, and generally how to survive on the
battlefield. This guide is to help you not merely survive, it is to help you
contribute to your team through knowing the mechanics of the game you are
playing and how you can best support your allies. Now, that being said, I
will NOT endorse or give any description to glitches or even "grey area"
maneuvers. These actions do not give you a better understanding of how to
play the game, they give you an advantage over you're enemy which while some
may argue is a good thing, it does not teach you how to play the game or
work towards a goal.

==============================================

(2) Basics: "How do I play?"

Now, the real meat and potatoes of this guide. What goal do you have in
conquest mode? The same as any other multiplayer game, to have fun and win
(the degree of each varies from person to person). Now I can't help you out
with what is fun to you, you'll have to figure that out on your own, what I
can do is tell you how to win Conquest mode. To do this, you must (get this)
kill the enemy so that they are forced to respawn. Each death equates to a
1-point reduction from the total tickets to the victim's team.

You might ask, how does this promote a "King of the Hill" style of gameplay
as mentioned in the intro instead of just being considered a glorified
deathmatch. The answer to this is that whoever controls the majority of the
points on the map (here after referred to as CP's) will cause the enemy
team's ticket count to slowly bleed out (in lamence terms, it goes down even
if nobody dies, it just does it slowly). There are exceptions to this on
certain maps, but it is important to know that just killing your enemies
will not always win you the game. Additionally, being able to spawn at a CP
closer to the action is always desirable to being forced to spawn at your
main base, which is commonly placed a good distance from the other CP's.

Now that we understand that you have two objectives of relatively equal
importance (at least in the initial stages of the game), you must decide on
how to go about killing people and capturing CPs.

P.S. Keep in mind that the "Stereotypes" are just that. A common belief
among the player base on what the average player of a certain class is like.
While there are certainly plenty of examples to support these beliefs, keep
in mind that there are probably even more to contradict them.

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(a) - Recon: "Sneaky, sneaky, stab, stab."

One of my personal favorites among the classes, this class is more of a
specialist class when compared to the others. The reason I'm bringing this
up first is that recon is often the exception to many rules (or more
accurately, trends) and not in a good way.

First off, this is not a good class to have in large or even moderate
numbers, so if your team already has a healthy number of recon players, it's
best to just pick another class (though muttering about how they aren't
using the class as effectively as you is allowed as long as you keep it to
yourself). Do not play Recon as Sniper until you have a basic idea of how to
play battlefield and are reasonably good in staying alive, conserving ammo,
and being the one to initiate fights (aka, you pick the fights with the
enemy, not the other way around). Do not play Recon as SpecOps if you're
team is lacking in Assault or Support Players (and on some maps, engineer).
Overall, this class cannot be used to it's maximum potential unless the
basic infrastructural needs of the team are met (L.T. = you got enough of
the other classes).

Now that I've gotten that out of the way, recon is a great asset to the team
when it is used in conjunction with other players (read 'other players' as
decoys). Your job as recon is to ambush, disorient, and generally piss off
your enemy to the point of illogical decision making (surprisingly easier
then it sounds). As recon, you have several tools at you're disposal that
allow you to take on almost any type of opposition (though usually not in
the same life), though knowing how and more importantly, when, to employ
these tools is crucial.

Stereotype: Most players will choose to try out recon relatively early in
their "soldier's career". While many new players can get a great amount of
success out of the right hand "Special Forces" branch unlocks, most find out
rather quickly that sniping is not something that you can just pick up right
off the bat. For the most part, recon players are seen as either idiots,
newbies, or assholes. Guess which one the good recon players are labeled
as... (I'll remove it if that's deemed a censor bypass, but the statement
holds true.

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(b) - Assault: "*insert overused gothic quote about giving and taking
life here*"

The bread and butter of you're team... in theory. This class is extremely
useful in mobile fights, hence it's name. This class is arguably the best
class to start out as if you don't know what you want to do. You're primary
jobs as assault are to kill enemy infantry, keep your's alive, and to be
either point man or rear-guard in CP capture maneuvers.

If you want to play this class (and even if you don't it's probably a good
idea to use it when needed) you must understand that the only thing you can
do against any vehicle with more armor then you're dad's pickup... is to
hide. While this class is hands down THE most versatile class against
infantry, it is absolutely powerless against vehicles (sans FAV's, but only
if you have PK rockets). Knowing this, it is quite easy to understand why
maps that focus more on infantry combat will be overly populated by this
class. Inversely, it is also quite easy to understand why on the larger
vehicle maps that you can never ******* find one of these guys around when
you need them.

Assault is basically the "default" class in my opinion. If you ask your
squad leader what he want's you to spawn as and he says something along the
lines of " *silence* *belch* *more silence* " then you should spawn assault.
While I briefly mentioned it before, Assault's unique role on the
battlefield is to keep your infantry up and running (preferably towards the
enemy). Since every death on your team detracts from your ticket total,
saving as many allied infantry as possible (crucial: without dying) can be
the deciding factor in a conquest map. There are many a game where the two
sides are nearly out of tickets, 8-10, and when it reaches this point the
best way to win is to not die and keep your buddies from doing so.

Stereotype: There are many who see the assault class as "cheap" due to their
equipment such as the "PK-74 rocket attatchment" and "Voss L-AR" (and to a
lesser extent the "FA-37 Krylov"). While there may be some merit to the two
latter examples, the real complaint here is that Assault is the best
anti-infantry class available. Which is the point of Assault. Generally
assault players are either ignored completely or others will attempt to
criticize their choice of equipment.

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(c) - Engineer: "Blowin **** up 'swhat 'is all about!"

Engineer is probably the least appreciated of the classes. These guys do
at least as much work as the others, but get ripped off when it comes to
being rewarded for their actions. This class is without a doubt, reliant
on the existance of vehicles, friendly or hostile. You're primary jobs
as Engineer are to hunt down enemy vehicles and maintain you're own.

Since Engineer is the most qualified class to take on vehicles, it makes
sense that they are somewhat at a disadvantage against infantry. While this
is true, don't underestimate you're SMG's effectiveness in close quarters
(seriously, it can compete with almost everything at close range). If you
have to engage infantry, try to use cover and concealment to get as close
to them as possible before engaging. While theoretically if you have enough
engineers on a team you should pick another class, I have yet to see this
happen, so for the most part choose engineer whenever you want to do some
work with/against vehicles.

Now, what the engineer class is... you are, in essence, either a pack
hunter or a guerilla fighter. To elaborate, there are two primary methods
of hunting vehicles (wether or not you are in one yourself). You are either
part of a small group, sometimes with different equipment to excel in
different situations, that will overwhelm your target through numbers and
attacking your target from multiple angles, or you are a lone wolf who will
utilize concealment and surprise to take down your much larger prey. Due to
the lack of dedicated engineer players, I would suggest you become at least
familiar with the tactics and maneuvering associated with being a lone
wolf. However, don't get carried away, you are by no means supposed to
seperate yourself from you're team under most circumstances, it's just that
you will likely be the only one engaging enemy armor, and are therefore a
preferred target to the enemy drivers and pilots.

Stereotype: Let me put it bluntly, most times you are either considered
worthless or a vehicle whore...

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(d) - Support: "All the ammo you need to take on an army in a convenient
8 ft^3 box!"

Support... admittedly this is not my favorite class, and my views on it are
probably not the most qualified. Support is a good class for digging in and
holding a position against infantry, much like assault is good at the
opposing situation. They effectively have unlimited ammunition, thanks to
their ammo hubs so a simple strategy of using body shields... err, decoys...
won't help you as much against a support player. Their role is further
enhanced by their detection equipment, so overall they are an ideal
defensive class. You're primary job as Support is to defend locations
against infantry (mainly staging areas like CPs, choke points, and squad
leaders when they can be described as a "location") and supply ammo to your
allies. DO NOT FORGET ABOUT YOUR AMMO BOX! It is easy to get distracted
with a machine gun watching an area, but it is just as important to keep
your allies equipped to deal with situations that you yourself can't deal
with.

Generally, while support players can put out a tremendous amount of damage
over time, they will not have the same 'damage per instant' as most of the
other classes. You are at a disadvantage at close range (disregard this for
clark users) and to a lesser extant, at longer ranges (clark users, read
"absolutely fricken useless"). Support is also pretty innacurate while on
the move (clark users know the drill) so you are probably going to develop
some camping tendencies if you choose this class.

If you intend to use Support offensively, you will for the most part have to
act the part. You are not the guy who is going to do the most damage against
the enemy, you are the guy who keeps your allies stocked up while you cover
a certain angle for your group. You will have to rely on other players for
things, as they will for you. It is a symbiotic relationship, they need you
for ammo and putting fire down on certain static locations, and you need
them to help you out in extreme conditions.

Stereotype: I am struggling to keep my bias towards this class out of the
picture, but generally people will be asking you for ammo all the time. Do
your best to meet their demands, as the only other methods of getting it are
getting the commander to drop supplies (basically same problem with only one
supplier) or getting it off of fallen kits... however this usually requires
some initial ammo to get. You will recieve a lot of text or verbal abuse
from people who don't get ammo from you immediately, just be sure that they
get it eventually.

==============================================

(4) - Conquest Maps: "THE FIELD OF HONOR... er... BATTLE!!!"

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( a ) Minsk: "True test of Conquest, at least for one side"

Description: One of the most detested maps in the game, ironically it is
my favorite. EU starts out with all bases, no uncap, and a whole mash of
vehicles, consisting of mostly Tanks and Mechs. PAC starts out with one
uncap base that is seperated from the other CP's by an enormous no man's
land and a fairly intimidating fortification.

PAC: The general philosophy for PAC players on this map is to cut off the
bleeding by any means necessary and to avoid long drawn out confrontations
until this is taken care of. If you get stalled up, you will find yourself
in a tough situation. You are not going to be able to rely on armor to get
you through this alone, at least not at first. If you can manage to cap one
CP, you must keep it until others are capped. Remember to ALWAYS keep at
least one CP before the fortifications under your control. Make no mistake,
the odds are stacked up against you, but it is by no means impossible to
come out victorious.

Recon: Ok, you have two options here, and both require you to have maxed out
either side of your unlock tree. The first option is to do your absolute
best to sneak by the initial conflict and get to a CP behind the major
fight. The next option is to go sniper with a Zeller and concentrate on both
enemy Engineers and the motion mines they will without a doubt lay down.
Once you have a foothold, you can either remain spec ops or switch over to a
purely anti-infantry sniper with the defaults.

Assault: Kill every damned enemy soldier you can. Bring PK rockets to clear
out the bunker complex's top two levels and try to clear out any hiding
engineers that are trying to stop one of your FAVs from making a blitz. If
it's possible, then try to invade the bunker complex and get a foothold in
there, but your main concern is just killing infantry.

Engineer: A couple different things you can do. First, you can take one of
the tanks and rain down fire on the enemy armor blockade that will
eventually build up (do not try to close in, you will be eaten alive).
Second, if you have a defuser or Motion Mine Bait, you can clear out the
mines present around the Bunker Complex to clear a way for an FAV blitz.
Third, you can either snipe the enemy vehicles with your tanks or get in
close and try to put down your own motion mines to restrict their movement.
The most important role however is to keep the gunship alive, wether or not
you're actually in it.

Support: At first, you will want to accompany assault in their objective to
clear out enemy infantry. However, if you can manage to EMP vehicles this
will help your team's engineers to eliminate the blockade and potentially
gain temporary control of the situation. If you plan on trying to take the
Bunker Complex outright, bring a clark and preferably an IDS-1.

Squad: Have the Squad Lead grab a gunship and have a couple people hold
their spawn. The Squad lead should then proceed at low altitude either to
the north or the south using the terrain to keep them out of reach of the
enemies at the bunker complex. After you have bypassed the main base, you
MUST drop off your squadmates above one of the rear CP's, everything else is
secondary. If you are engaged by the enemy gunship either tell your gunner
to bail out and have as many do the same while you stall for time, or you
have to fight him while your passengers try to bail out amid the chaos. Make
note that there are some good locations on the far west, north, and south of
the map to shake off a pursuer.

EU: You must hold your initial position for as long as possible while
maintaining air superiority and stopping anyone trying to go around the
fights. If you can garuntee this, victory is practically garunteed.

Recon: You will not have much need for many of these, and all of those
should be snipers focused solely on the infantry closest to the bunker. If
it gets past the bunker, then either stay with the same role or go specops.

Assault: Kill the enemies and keep your engineers alive over everyone else.

Engineer: You must block off any means for vehicles to pass through the
Bunker Complex. If it's possible, take out the gunship, but unless you have
one of you're own the enemy gunship is secondary to the enemy vehicles. It
is also important to keep your vehicles alive.

Support: Your main job at the start of this map should be to keep the
enemies approaching the main bunker from entering. Secondary to this is
being able to slow down the advance of enemy FAVs trying to blitz past your
defenses.

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( b ) Belgrade: "Vehicles on the left, infantry on the right, no cutting or
your at the back of the line!"

Description: The important thing to notice on this map is that the farther
to one side you go, the more the balance between vehicles and infantry is
tipped to one side. While the statue can be held by a squad of infantry, it
is probably the only section of the western half of the map that they can do
so. That being said, most of the western side of the map is uninhabited a
good chunk of the time.

Both Sides: The idea here seems to be to channel your infantry and vehicles
into two seperate halves of the map. What most teams seem to not understand
is that you still need infantry to help the vehicles out. This symetrical
map cannot be easily predicted except by who can maintain control over the
statue CP.

Recon: Not one of the better maps to play recon, visibility is poor and most
combat is just far enough away to lessen the effectiveness of your carbine
and close enough to make sniping less effective. If you want to play recon
on this map it'd be better to go specops and lay explosives around for
ambushes. Do not make the mistake of using the monorail as a sniping spot,
it is good for getting farther up or down the map, but the moment someone
notices you, you will be annihalated by a barrage of PK rockets.

Assault: No real variation for this or any other urban map. Your basic load
out will do you well here. Most Assault players should go through the
eastern side of the map, though a few should stick around on the other side
and hunt engineers.

Engineer: Stick with the vehicles and around Statue, keep the roads as
cluttered with mines as you possibly can.

Support: Up to you, both vectors will need ammo and sustained fire.

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( c ) Fall of Berlin: "Look up inane, asinine, and vexatious in a
dictionary."

Description: My least favorite map in the game, this is a city map that
throws 2 power vehicles per side into the mix of almost pure Assault and
Engineer infantry. Absolute mayhem usually ensues.

PAC: Same general concept as Minsk. Worry about going toe-to-toe with your
enemy after you have cut off the ticket bleed.

Recon: For the most part, if you're playing recon, you're playing Spec Ops.
There are a few people who can successfully play sniper on this level, but
they are an exception, and those that do are usually on EU. Your job is to
sneak around the massive wall of infantry and APC mortars of doom to cap a
flag. One suggestion... sometimes you just don't have enough time to fully
cap a flag before the other team responds. Getting it neutral however, will
often put the other team into a state of panic and they will over react by
sending a very large force back to retake the CP. Just neutralizing CPs can
sometimes allow your guys at the roadblock to cap it.

Assault: Kill everything without a blue nametag. Seriously, you won't have
much time to do anything else. I guess if you did have spare time you could
assist your recon guys by killing off any pursuers they may have, but don't
give away their position.

Engineer: Either grab one of the precious few vehicles on the map and KEEP
IT ALIVE, or toss motion mines around like water balloons, after which try
to take out the enemy APC first, then mech.

Support: *has no idea how to play this level as support while on PAC*

EU: Form 3 infantry blockades, 2 of which will be purely anti-infantry
(Assault and Support), the other consisting of your vehicles and engineers.
If nothing gets by you, you win.

Recon: At most there should be one or two of you guys on the entire team.
You are to be used on the blockade in the alley and the blockade on the hill
only. If the enemy breaks through, pick another class.

Assault: ... kill stuff, keep engineers alive.

Engineer: Motion Mines, Vehicles, rockets, oh my...

Support: There should be a good number of you around, though Assault should
outnumber you by a little. Set up shop at either the Hill or Alley blockade,
toss nades, shoot stuff, have a pick nick.

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( d ) Verdun: "A glimmer of sanity"

Description: A large, symetrical, vehicle oriented map. Control of the
Center can be either a boon or a death trap depending on the enemy team.
Your best bet would be to hold the north and south CPs simultaneously, and
funnel your enemy into an armor colum.

Both Sides: You will need plenty of engineers on this map, but do not forget
about the others. Keep momentum with your armor and travel in packs, if not
at least with a buddy. If you plan on playing infantry, you are going to be
located mostly at the northern and southern CPs.

Recon: Mostly should be anti-infantry snipers, best locations are near the
broken down wall that is found throughout the center of the map. Spec Ops
can be used to travel unseen to other CPs, but FAVs would be more efficient.

Assault: For the most part you are going to stay put in your rear capturable
base, and the north and southern bases. Priority should be on the
elimination and preservation of engineers.

Engineer: Grab a vehicle and roll out in a group to engage the enemy. After
initial contact you either move your column to the enemy rear capturable CP
(if you win) or regroup at your rear capturable CP (if you lose). Again,
engineers on foot should stay along the wall towards the north and south.

Support: Make for some great passengers/gunners in vehicles, but if you are
on foot, north/south.

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( e ) Cerbere Landing: "The intelligent man's cluster ****."

Description: A decent infantry focused map with an uphill push towards a
defensible military base.

PAC: Use your Mech to project a presence and then use your infantry to sweep
out the people that are hiding. Keep flankers from retaking captured CPs.

Recon: While initially very useful as specops for making pushes up the sides
of the map, as PAC pushes farther and farther uphill the map funnels
infantry movement into confined areas and predictable paths. At this point
(generally when EU only has it's last flag) if you want to keep playing as
recon you should focus on sniping from a distance and eliminating flankers.

Assault: Push straight up the middle and kill stuff. Watch out for grenades,
as their much more useful when thrown from a higher position.

Engineer: You are there solely to keep the Mech alive. If in the mech, don't
take unnecessary risks and don't be afraid to retreat to safety if things
get to dicey. If your on foot get rid of motion mines, repair, take out
jihad FAVs.

Support: Aside from your job of ressuply, you should focus on keeping the
enemy from retaking CP's you have already taken.

EU: This can be a tough fight. You need to keep at least a small garrison at
your main, but you also can't give up the early CPs without a fight. Watch
your flanks and hold your ground.

Recon: You should focus on the elimination of flankers and stragglers.

Assault: Keep a cohesive battlefront intact against infantry, but you will
have to retreat from the mech.

Engineer: Destroy the enemy mech, or at least keep it limited to the lower
areas of the map. A mech on lower terrain cannot affect units on higher
terrain for the most part. Secondary should be keeping FAVs from blitzing
past your lines and getting to your rear CPs.

Support: While Assault defends CPs by pushing back against the incoming
enemy forces, you defend by being the last line of defense against enemy
infantry. For some CPs a clark might be a better choice, but it's up to
preference. Keep the enemy from taking control of the map.

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( f ) Camp Gibraltar: "What is it with small urban centers located in the
middle of a desert?"

Description: Without a doubt, the most popular map in the game. As far as
strategy and tactics go it's nothing special, but it keeps the assault
players and mech pilots happy.

PAC: Cut off ticket bleed through any means necessary.

Recon: Take an FAV as Spec Ops, try to blitz to the main EU CPs, and if
successful destroy their assets and hold until help arrives.

Assault: Kill stuff. Seriously, I could mention a few methods, but that is
generally their role. Don't venture out into the open and keep to cover.

Engineer: Once again, their only point of existance on this map is to
destroy the single enemy mech.

Support: Defense of captured CP's and blocking up chokepoints. Some areas
are good for the Clark, others not so much.

EU: Hold out as long as possible. If you can hold Toll Station and Harbor
simultaneously, there is nowhere else the enemy can go unless they go
straight through you.

Recon: There should be no more then one sniper on your team. If you insist
on playing recon after that, you should play specops. Should initially focus
all efforts on forming roadblocks at harbor and toll station with RDX.

Assault: Push back against the incoming tide of infantry. Don't get carried
away though, don't let anyone past you.

Engineer: Form a defensive line at Toll station. Make sure no FAVs or mechs
get through. A few should also go to harbor to thin out the potential
rushers before they make it to toll station.

Support: Defense of Toll station and everything south of it.

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( g ) Suez Canal: "Keep an eye in the sky."

Will be added at later date.

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( h ) Tunis Harbor: "Can't see? Shoot anyway."

Will be added at later date.

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( i ) Shuhia Taiba: "A mechanic's paradise and hell."

Description: A massive battlefield with a mountain blocking direct access to
the other side. A true King of the Hill match on a massive scale, if you
control the center of this map and all of your rear flags, you will most
likely win.

Both Sides: All sides should make a large coordinated push at the start of
this map. Air units should proceed directly to the mountain CPs, FAVs should
proceed to the 2nd in line CP, and armor should proceed directly to the
first CP in line. Unlike some maps, don't worry too much about bringing up
vehicles from your main base after the initial push, because even with only
your two rear bases, you will likely have more armor then you can use at one
time.

Recon: If your team controls all of the upper hill you should set up
overwatch on the next enemy CP and report enemy armor movement while keeping
enemy infantry under control. If not, sneak around and try to capture stuff
(or support allies doing the same).

Assault: You should keep on the move throughout the mountain CPs, making
sure enemy infantry don't sneak by.

Engineer: Get in a vehicle, or stay in the mountain CPs. Otherwise, just
play your best. Vehicles should try to team up however, to overwhelm any
defenders or to have a chance against an enemy convoy. Keeping your vehicle
in prime condition is especially important when enemy vehicles come in
groups.

Support: Bring EMP grenades, and a machine gun. You should be either
defending the mountain CP closest to the enemy, or attempting to capture it.

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( j ) Sidi Power Plant: "Just like a merry'go'round...
with 120mm smooth-bore cannons!"

Will be added at later date.

==============================================

(5) - Assault Lines: "WHAT!? I thought we were done!"

The way I see it, Assault Lines is not different enough to seriously be
considered it's own gametype. It's basically the same thing, except that you
cannot capture your enemies main base until all other points are captured.
Thats it, other then the new vehicles and content present.

==============================================

(6) - Assault Lines Maps: "Same general idea, but better!"

While the new game mode is just an improved version of conquest, the new
content on these maps and accessible for getting NS does mix things up a
little. The Hachimoto can be a useful tool in making hit and run strikes
against both infantry and heavy armor, and the goliath is a leviathan of
armor plating that will slowly crawl over it's opposition if not kept in
check by a cohesive enemy force.

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(a) - Bridge at Remagen: "All you'll ever find."

Description: The most commonly found NS map, Bridge at Remagen is primarily
a vehicle fight with a few CPs that are innaccessable except to infantry.

PAC: You need to draw a line in the dirt and do everything you can to keep
the enemy from crossing it. Usually this line is at either of the bridge
CPs. On the 64 player version, control of the dropship spawn is crucial.
Make sure to engage the Goliath well before it reaches this line, otherwise
it will slowly plow through it.

Recon: A couple snipers scattered throughout the level can do wonders. Just
don't pick any obvious spots (always keep your sillhouette in mind when
choosing a spot). Also, if the goliath is not fully manned (rare), you can
easily sneak in close and plant explosives on it.

Assault: One of the maps that won't have very many assault players, assault
players should focus on the defense of CPs after the bridge crossing.

Engineer: Boy are you going to be busy here. You need to take down the
Goliath repeatedly, keep enemy armor to a minimum, and you will always have
friendly armor asking for repairs. Don't forget to mine the roads and bring
your scarf!

Support: You will mostly be accompanying the assault players wherever they
go. Don't forget to bring EMP grenades.

EU: Use your Goliath to project a solid presence on the battlefield while
walkers take up the sides. Advance in unison and don't let anything through
(you will need engineers on foot to take down the hachimotos).

Recon: If you choose to play recon here, you will probably end up playing as
a designated marksman. That is to say, you will advance with the regular
infantry equipped with a sniper rifle and concentrate on high priority
targets that present themselves. This can include counter sniping, squad
leader assassination, getting rid of a hachimoto gunner, and more.

Assault: While the vehicles are the ones to get you there, you're going to
be the people completing the actual objective.

Engineer: For the most part, you will be moving in conjunction with the
goliath or with your squad. Hachimotos take precedence over all other
vehicles as rocket launchers are one of the only effective means of
destroying them.

Support: Supply the goliath. That thing runs out of ammo faster then you'd
think a massive, self repairing, slow as a snail juggernaut would... bring a
clark to repel those guys with RDX.

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(b) - Port Bavaria: "Over the mountain, and through the shredder..."

Description: A barren tundra gives a false impression at the start for EU,
as PAC sets up defenses in the harbor areas of the map. Control over the
hangar bays is crucial to both sides while the remaining sections of the map
vary from compact industrial settings to open roads.

PAC: Hold all of the hangars for as long as possible, once control is lost
(and it will happen), use hachimotos and mechs to take down enemy armor and
whittle down the goliath with hit and run tactics.

Recon: Can be used to sneak around the map on foot, and sniping is extremely
effective for some portions of the map. They should focus on the elimination
of enemy infantry and diversions, though any oppurtunity to sneak in a few
RDX packs on the goliath is a good thing. During the initial push into the
hangar a couple snipers should keep the mountain ranges clear of any enemy
infantry trying to scale the range on foot.

Assault: After being pushed out of the hangars, you should focus on getting
back into the hangars and retaking CPs.

Engineer: You should probably not participate in the initial hangar fight,
instead you should focus on preperations for when the enemy finally does
manage to take control of a hangar. Place mines ahead of time, put down a
PDS-1 on the hangar where the goliath spawns, bring up mechs and hachimotos,
etc. You are setting up a buffer for your team to respawn and regroup after
a CP is lost. Mechs and Hachimotos should remain on the move hunting down
infantry and other mechs, but need to be able to respond to a CP being taken
over by the enemy extremely quick.

Support: Like assault, you should start the map inside the hangars and hold
out as long as possible. However, unlike assault, you should focus more on
defending the CPs after the hangars have fallen. If you manage to push the
enemy back to their main, repeat the process.

EU: Do not be overly reliant on your Goliath. Unlike Bridge at Remagen, you
can only exert a presence over one avenue of attack against the enemy main.
Your team will have to form a offensive line that converges on the enemy
main if you hope to take it.

Recon: Initially, there will be no use for recon, except perhaps to try and
sneak up the mountain side, though it isn't usually worth the effort. After
the hangars have been taken however, a couple snipers spread across the map
can aid greatly in both defending a hangar CP and taking over the middle
CPs.

Assault: Pick either flank or the center and push straight for the enemy
Main, taking CPs along the way. Make sure no infantry get by.

Engineer: This role is largely similar to the previous map. You are there to
reinforce the armor and maintain it, prioritizing hachimotos when they show
themselves.

Support: While the previous maps role will be needed here, Port Bavaria is
compact enough to allow you to seriously consider taking the offensive with
a Clark. Just don't get carried away and remember to leave ammo for allies.

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(c) - Liberation of Leipzig: "Liberate the ruins of a city you gave up for
some reason!"

Description: Well... it's darker, but for most practical purposes it's just
an aesthetic difference between the other maps. This map can be a
challenging urban fight for both sides.

(note, this is primarily for the 32 and 64 player versions)

PAC: Fear the Goliath. On the other two maps you had a lot more distance
between you and it to deal with it safely. Not anymore. Taking care of enemy
mechs and the Goliath should be your top priority.

Recon: Not a great need for them, though a few snipers here and there help.

Assault: Forget taking the fight to the enemy. You need to maintain your
control over the CPs you have. If you make an outward push, you will likely
have scores of enemy infantry sneak through the gaps. For once, follow the
support guys around and give them a hand.

Engineer: Hunt enemy armor and deploy mines at the bridges. You will likely
have to take out the goliath soon in the match (at least for smaller maps)
otherwise your positions will be overrun. Mechs should make every effort to
take down advancing armor that usually advances up the eastern side, though
they shouldn't chase enemies back over to EU controlled areas. Hachimotos
should set up patrols to cover the western and central CPs and if there is
an opputunity to do so without much risk of losing a CP, should proceed
south to either harass enemy armor moving up or potentially capture a CP on
the other side of the river.

Support: Here's your time to shine. If you choose the clark, you should be
towards the center or western side of the map. If you choose an MG, then you
should be covering both the center and Eastern side of the map. Camp those
CPs and fry those vehicles!

EU: A mix of the previous 2 maps. Your goliath is an extremely important
asset, however, it cannot block all routes that lead to the rear bases so
you will need people to take other routes. After you have taken the middle
CP's leave your goliath and armor back to defend while infantry try their
best to take over the main. Maintaining control over rear CPs and keeping
team cohesion is essential, otherwise this map turns into a
merry'go'round.

Recon: A specops or two harassing the enemy commander's assets can be
especially useful on this map. A couple snipers moving along with the
Goliath (at a distance) can also keep it safer.

Assault: You probably should try to push around the western side of the map,
avoiding contact until you get to the north-western CP. After that, move
east to the central CP, take that, and maintain control over the two.
Although the majority of Assault players should take this route, some are
necessary to accompany the center and eastern pushes as well.

Engineer: Your job here is to hunt down both the hachimotos and mechs.
Supporting your goliath really isn't necessary on this map, but you should
pick the western, center, or eastern push to accompany. The goliath should
proceed along the eastern side of the map and then head towards the middle,
where it will try to bottle up PAC forces from escaping to capture your rear
CPs. Mech Pilots should focus on accompanying the western push, though 1
should probably head towards the center.

Support: Your gonna be running all over the place trying to keep your
assault players, engineer players, and goliath stocked up. However, as far
as where you need to go is concerned, push straight up the middle through
the frozen river bed, up the ladders, and try to capture the center CP (or
at least keep them occupied for a while). When someone calls out for ammo,
see if you can reach them.

------------------------------------------------------

(d) - Highway Tampa: "I'm ******* lost, where's the nearest restroom?"

Will be added at later date.
==============================================

(5) - Contact: "Where you go to complain."

Past events have taught me to remain anonomous to a certain degree (and
where possible). If you really need to contact me for something, you will
have to do it through XFire (Ghost1800), gamespot's message system, or
contact me on the board concerning this FAQ's game. Keep in mind, I may not
recieve your message for quite some time, as I have a rather erratic
schedule with getting my degree.

.. and no, I don't care if you know my name (to those who get it).

==============================================

(6) - Contributors: "All the people who've helped."

Zombie Kestrel: For unknowingly supplying me with a good layout (if you have
a problem with it, I can change it).

==============================================

(7) - Copyright Info: "That thing that no one reads."

You know if you need to read this or not.

This may not be reproduced under any circumstances except for
personal, private use. It may not be placed on any web site or
otherwise distributed publicly without advance written permission.
Use of this guide on any other web site or as a part of any
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Sites with permission to use this FAQ:

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Copyright 2007 Andrew Dalrymple (AKA Ghost1800)