BF2:Strike At Karkand
From BattleWiki
http://pc.gamespy.com/pc/battlefield-2/624721p1.html?fromint=1
Map Info
A damn fine infantry map. Medics - this is where you thrive. Only a few APCs and tanks, some jeeps, and no air units. Games seem to comprise of rushes between points as each team attempts to cover the map with too few people, while commanders furiously artillery the map.
Engineers, you too can achieve greatness here. This is a fast and furious map, but a good one to get that Basic EO or Basic Engineer Combat badge. If you are a USMC engineer, be sure to mine the road leading back to your uncappable base. There are plenty of ways around them for your guys and the MEC does seem to be fond of trying to get a tank or an APC back there. That top Western point is also a great one to mine and if someone on your team manages to C4 the bridge, then by all means, mine the ramp on both sides. Remember, Engineers, your Wrench is a powerful tool and can be used to gather enemy mines as well as repair - you get no points but you do get additional ammo (up to six, I think).
Prima Guides provides a free sample chapter (ftp://largedownloads.ea.com/pub/misc/bf2_karkand.pdf) about this battle from their guide.
Items to note:
- Both bridges at the north can be C4'd.
- The MEC does not have a non-capturable point (so be careful.)
- As USMC, at the start of the round, send a squad in a vehicle up the far left side of the map in an attempt to capture the western point. It's a little out of the way so it's not so useful, but you need it to prevent the stalemate that can occur when everyone just battles for the southern points. Also try to go for the point just north of the southernmost one along the right side.
- If you're commander, with the high concentrations of infantry, your artillery will be invaluable. Likewise, if you are a squad member, call in artillery if you see somewhere where it could be useful.
- You can crawl under most of the train cars at the far north flag, which is great for attacking spawning players at the nearby flag and for defending against attacking infantry.
- If you're sniping on top of the roof above the flag at the "Square" and the enemies are attacking, try the following: hop down to the lower part of the roof directly overlooking the flag and throw at the enemies who are huddled around the rock trying to capture it. If they are able to capture the flag, crawl to the edge and drop your claymores over the edge. These will land on the ground and kill anyone who spawns inside the immediate area.
- While playing as USMC, when you spawn on the right side at the beginning of the round: you can drop down next to the out of bounds barrier right where the alleyway begins. This will allow you to head North along the train tracks without having to deal with being ambushed in the alleys. Some smart opponents WILL be expecting this, and a good commander will drop a UAV as soon as possible around that area to look for squads sneaking to point 5 (or alternatively, point 1).
- As MEC, it is possible to defend point 1 only and win the round. Make sure that the bridge across the river is blown, then hang on for all you're worth. Make sure you have plenty of snipers and medics - you're going to need them. If possible, send out a small squad of SpecOps to blow the USMC arty and stop them from getting a good look at your defensive alignment.
- Avoid the firefights that always occur at the first CP by taking side roads - Drive a Humvee with several squad members/teammates and capture the control points further along that people are not defending so heavily.
- Take an APC with several teammates to the island control point(s) and start capturing the ones on the island to give the USMC a big advantage over fighting head-on with the bulk of the MEC force at the Hotel CP.
- An odd tip, but helpful. If you're in a hurry to get down any of the concrete stairs, or the ramp near the Square, a well-controlled jump onto the railing will allow you to quickly slide down to the bottom with only a small amount of self-inflicted damage. (Much smaller than if you'd jumped off and landed on the street below.)
