One of the more enjoyable maps, offering various locations to suit every play style. This huge map is filled with corridors, side streets, rooms, large outdoor and indoor areas, and big roads. The action shifts largely according to objective, so there's no real hot spot where the action concentrates in. Allowing you ample time to prepare and setup your defenses
The stage revolves around two huge buildings connected by a sky bridge. At each corner of the map is a small market place where most flankers will try to slip through. The stage is symmetrical, so both ISA and HGH can adopt similar plans of attack.
The above map display defensive perimeters/lines that your team should advance/retreat to and hold. It is imperative that your team advance as early and as fast as possible to capture and hold these designated line the better. These lines should form a defensive barrier forcing the enemies back. Most defensive lines are held on average at 3 choke points, and that's where most bodies will fall. The foundation of these lines are the turrets, engineers, and riflemen. They define the formation of these lines. Behind the lines the medics, engineers, and tacticians maintain logistical chores. Providing troops with ammo, medics, and spawn points.
A defensive line is held in place so long as the enemy provides ample counter offensive. If the enemy is cleared in the area infront of the line, a quick and swift advancement of troops is required to push deeper into enemy territory. The next area to capture is usually designated with good cover, ammo crate, and an emplacement gun. Tacticians should spear head the charge to provide spawn points. Engineers should 'pack up' destroy turrets and establish them down the line. All the while snipers and riflemen should see to it that enemy re-enforcements are kept as far back as possible.
Main Attack & Logistical Routes:
There are 2 routes for ISA on this map, the south route will break into 2 units at the back of the main building. The unit breaking away and heading up into the main buildings top floor will soley determine the outcome of this battle. It is absolutely top priority for a unit of Engineer+Tactician to occupy the top floor of the main north building as soon as the game starts, and they must maintain a presence there for the entire game. Only making a tactical retreat for S&D Defend for the West Market. This will be ISA most important base through out the match. Simply occupying, and digging in here guarantees ISA at least half of the objectives. It will remain a big thorn in the side of Helghast. They will need to re-occupy it, which is a task that will consume them, or let ISA stay there, and loose massive advantage.
The original unit will remain between the back of the south building, and the east market, forming a defensive perimeter. Like wise, another Squad will follow the second route north to occupy the West Market, and form another defensive perimeter. This squad my push a little bit further into HGH territory to plant C4 and take down HGH troops as they leave their spawn HQ.
I do not recommend pushing further into HGH territory following the dark red arrows. It will wear thin your offensive and defensive lines, and make it much harder to fall back incase of emergencies.
This is only a guide to suggest to you who should be where. It is pretty obvious and logical.
The single most important area to hold in this game. The top floor of the north building simply must not fall to HGH troops. Defend it fiercely! If the other units are doing their jobs at other parts in the map, this place will be easily defended, with narrow stairs for the HGH to climb up, they are easy picking. Maintain a spawn point here at all times, with the exception of S&D Defend where you will make a tactical retreat to the West Market. Once that is over, sprint back to occupy this area. Point A2 gives you massive advantage during S&D Attack, immediately jump down and arm the two bombs and retreat back. The area allows you at leisure to pick off defending HGH forces, and to destroy their turret installations. Be sure to have a sniper here to take care of snipers hiding in point J. This area also gives you quick access to S&R objects, as well as perfect vantage point to protect and kill relevant carriers.
This is the second most important area of the map. An engineer should fix the ammo crate here, and place a turret covering the east corridor. During S&D Defend, maintain a spawn point at B1 or B2, and a turret or troop at B3. Stop the HGH at all costs from entering this area. Watch out for HGH sneaking in from above in point I.
An empty area until S&D Defend arrives. The red perimeter around this area must not be broking. Focus all fire power at Area B & the main road. Maintain vigilance of areas H & K for HGH ambushes or snipers. Maintain a spawn point at C1 for continoues reinforcements.
The earliest area to occupy. This is a relatively dangerous area, with HGH pouring in from 4 different route. So form a strong defensive perimeter and maintain vigilance. Fall back to Area D1 from maximum safety. Watch out for HGH sneaking in from the back door of the south building.
Not a requirement, but spawn here, you'll cause unsuspecting HGH forces massive headaches during S&R. As well as shutting down their snipers, and generally attacking HGH forces as they leave their spawn HQ.
During S&D Attack, Push through to Area F, maintain a spawn point at F2. This are will spread head the offense to arm, and maintain the bomb charges. While suppressive fire from relative safety will keep HGH at bay.
Your secondary sniper nest. Use this quiet area to pick off HGH snipers at point J, K, and H. As well as bomb armors. This is also one of two good places to hide during assassination.
Areas H, I, J & K:
A nuisance areas for HGH to snipe from,or to flank and ambush from above. Maintain vigilance of these usually unattended areas.
Good luck! And see you on the Battlefield!