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Map Overview Part 2 - Fire Island and Battlebase Beta

By Echo - 15th November 2008 - 04:10 AM

This week's Map Overview takes a look at Fire Island and Battlebase Beta, two of the more diverse maps in terms of location, a jungle island at night and the other on a floating mechanical fortress. They are played fairly often on the ClanWars league and both are on the Ranked 1v1 Automatch Rotation. If you missed last weeks Map Overview, we took a look at the ever-popular Infinity Isle and Industrial Strength to catch up the newer players on the fundamentals of those oft-played maps.

Fire Island


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Map Walk Through

Fire Island is a seldom played map on the ClanWars league but is on the Automatch Rotation and it lends itself very well to heated battles, aggressive expansions, and flanking attacks. Both players start on opposite corners of the map and between them there is a set of ridges which create choke points as well as open fields, which can easily be exploited.

Early Game
As with Industrial Strength, the two Oil Derricks are centrally placed on Fire Island and while both players have one derrick closer than the other, it is very easy to go for the other by adjusting where you place your barracks. If you decide to go for an Oil Derrick take the opportunity to scout out your opponent's base. Since there many entrances into your main base both by land and sea, early game harassment will be an issue. Be sure to be on the look out for:
  • Sickles, IFVs, and Mecha Tengus entering your base from the front then using your own structures to screen their attack on your Ore Collectors.
  • Riptide ACVs full of infantry for a powerful early game attack sneaking in by sea. It’s rare but a big threat if pulled off successfully.
  • Fast Vindicators + Apollos ready to make your life miserable.
  • Terror Drones, especially in Soviet Mirrors, possibly supported by Sickles. If they manage to take out an Ore Collector you're in trouble.

The early game on Fire Island is mainly centered on Oil Derricks, harassment and teching up to tier 2. There aren't any real specific areas to try to hold so being as flexible as you can is the way to go.

Mid Game
Fire Island is great for air combat so an Airfield is almost a must on this map, because otherwise you'll have to use inflexible ground-based anti-air to protect yourself. Mid-game tank battles are going to happen. Unfortunately infantry just are not as effective on this map because the map is a bit large and there are no buildings to garrison, so air units are the preferred support units.

Twinblade Drop off
Let's face it, as Soviets you could use support infantry and Flak/Tesla Troopers are a tad slow. This is where Twinblades come in. Since they are a common sight on this map, your opponent won't be suspicious of your intentions until it's too late and you have three Flak Troopers using Magnetic Mines on the tanks and your Tesla Troopers are locking down with their EMP field.

Watch for mid-game air harassment and be particularly weary of Cryocopters and Twinblades. Cryocopters can freeze your Ore Collectors allowing a Vindicator or Surgical Strike to take it out in one shot while Twinblades might be packing some infantry to harass at Ore Nodes.

Late Game
Late game here is going to be especially cut-throat. All of the expansion Ore Mines are closer to your opponent. Chances are he will have expanded as well, and thanks to artillery units firing over ridges and air units continuing their harassment techniques, you're probably going to be in for a rough ride. Be prepared to deal with:
  • Artillery Units
  • Forward Base Defenses
Strategic Points
Valley- The valley in the middle of the map is going to be a major point of contention and if one player controls it, the other is going to have to look for other ways around.



Entrances- Entrances to each player's base is a pretty good kill zone and if you manage to maintain a force just outside the entrance to your opponent's base, You'll be the one who dictates the course of the battle.



Key Suggestions
If you have to remember anything about this map overview it should be:
  1. Watch for air units
  2. Protect your expansions
  3. Harass often

Battlebase Beta


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Map Walk Through


Battlebase Beta is set up on an Imperial Military Barge from the single-player campaign. It features a bunch of ramps, some nice variation in terrain set up, and some well placed garrisonable buildings that help make infantry a potentially game changing part of this map.

Early Game
Thankfully on this map the Oil Derricks are very close to your base and you really only need light protection against fast bears and dogs. Harassment for the most part is viable but not as straightforward on other maps. The middle of the field presents an interesting opportunity in the fight over control of garrisonable structures, which can easily be used to either side's advantage right from the start.

Harassment will probably include:
  • Sickles
  • Tengus
  • Vindicators
  • IFVs
  • In Soviet mirrors Terror Drones can be a serious headache.
Mid Game
Battlebase Beta is consistent with most of the other maps such that mid-game is generally centered on the tier 2 tank, the battles that take place between them, and their supporting units such as infantry and air units.

Now at this stage in the metagame, games tend to end right around mid-game and that fact alone makes this part of a match extremely important. Most likely you are going to choose to expand to the water but at the same time you should be using a combination of tier 2 tanks, infantry and air units to gain as much of an advantage as possible.

Structures
The buildings on this map are placed perfectly allowing infantry to support and complement any kind of armor. Bring some infantry along to exploit that very fact.

Late Game
Late game here will most likely be centered on ground units with commandos and air units making a cameo appearance. Naval units are not going to be extremely effective and will probably need anti-air support. For the most part it's better to invest in land units.

This map is also great for artillery and air units as well. The raised sections allow artillery units to bombard from a safe position while air units can be very flexible on this map. At the same time, expect Chopper VXs, Twinblades and Vindicators to be very prevalent; constantly bugging your Apocalypse Tanks, Mirage Tanks and King Onis.

Yuriko Omega
If you manage to get Yuriko into one of the buildings on your opponent's side of the map, you're in very good shape. It's almost impossible to clean her out of such structures with proper micromanagement and the only choice your opponent will have will be to build some artillery units to destroy the structure she's in.

Strategic Points
The Buildings- There is a total of eight strategic buildings, three near each player's base and two towers in the middle. Now these buildings are great to stage attacks from and you can easily use it as a fall back position to keep your army protected while at the same time presenting a big threat to your opponent's base.



Key Suggestions
If you have to remember anything about this map overview it should be:
  1. This map is very conducive to tank play so be sure that you use the terrain and counters to help you out.
  2. Garrison the structures; they are perfectly placed for aggressive play.
  3. Air units can easily harass. Try to gain air-superiority if you or your opponent takes to the skies.