BF2:Sharqi Peninsula
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vizeltrbol Sharqi Peninsula previewed at GameSpy
A pretty damn good map for infantry, but there's enough armor and air power around to keep everyone happy (or dead, as the case may be). Some things to keep in mind:
- For groundpounders, the beginning of the map is generally just a pissing contest over the western flags, with the MEC forces rushing with armor and troops. Mining a few ramps into the city can go a long way towards keeping the US in control, and, of course, a few good snipers should find easy enough pickings on the open ground here.
- On the other side, the MEC needs to keep in mind that unless it moves fast, it's shit is going to be ruined. Armor should flank around, avoiding the two nearest ramps, as those are probably mined. You can break through the little road barricade just a bit to the north. Snipers need to keep their US counterparts off of their friends backs. And if you slip a squad leader behind the enemy, you can lift the "siege" altogether in almost no time at all.
- This map has been known to become a slugfest for control of the construction site, the hill base next to it, and the streetside base just to the north (in 64-man games). Defenders of the construction site should note that the enemy rarely flanks around or uses the flag to the south unless they're required to. Attackers, be aware that you're heading into something of a maze: while it's simple enough to get the flag, people are liable to pop out from anyplace and blow your ass away. You can get shot from the building opposite to you, from a passerby on the staircase, from a sniper on the hill...anywhere. Capping this flag alone is damn near impossible with a nearby enemy force, so bring some friends and all of the horseshoes and rabbits' feet you got.
- Commanders with a hard-on to arty the TV station to the far east should note that it's a building, and that they may wish to zoom in and check that the bad guys aren't hiding inside before they waste that precious resource. Oh, and attackers and defenders take note: access to the flag is found on either the third-floor staircase, or simply by using a ladder that goes directly to the damn thing. If you're trying to take or defend the flag, keep an eye on both.
- Note that this is a very good point to hold, especially for the MEC. If you can get a squad to sneak in at the start of the round...
- Chopperwhores: you can make or break this map. You can break the enemy's into little pieces, remove any troublesome rooftop snipers, or simply put a hurtin' on an enemy base. Keep an eye on your surroundings and be willing to lend a helping hand to your team, or prepare to hear the Shitty Music of Defeat. (As directly opposed to the Shitty Music of Victory, which is far more satisfying.)
- Anyone in armor should keep in mind that he's a dead man. There are enough alleys, hiding spots, and bottlenecks on this map to turn gray the hair of any tank freak. You can do a lot of damage, but watch your ass or it'll get deep-fried.
- Infantry moving from the hill base to the construction site: either flank, or at the very least use that sprint button all the way to the hole in the fence. If the other team has half of a brain among it, it will annihilate anybody simply rushing from behind the wall without some support.
- Arty on this map can be pretty easy to destroy for a Spec-Ops soldier who knows how to loop around the fighting. Everybody keep an eye on their artillery, because on this map you do not wanna be the guys without it.
- Engineers: MINE FUCKING EVERYTHING.
- Infantry should always be sprinting in the open. If I have to warn you that this is a great map for snipers, you're too stupid to live anyways.
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