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Blood & Sand Map Guide

By Comp_Lex - 14th July 2011 - 14:51 PM

Blood and Sand was recently voted C&C4 players' favorite overall map and is well balanced and one of the oldest maps available to play on in the game, dating back to the beta. Join Comp_Lex to discover the best strategies to give you every possible edge on this widely used map! Good Luck Commanders.

Blood and Sand Map Guide



Introduction


This document is a Map Guide for the map Blood and Sand. Firstly, an introduction is given to the map, which contains an itemization of the major features of the map. Secondly, there will be two pages for the description of the strategic zones the player needs to focus on during the match. Thirdly, there will be a page about how the Tiberium needs to be collected. Lastly, there will be a page about advanced map tactics.

Major Features


The following itemization contains the major features of the map Blood and Sand:
  • 5 Tiberium Control Nodes
  • 2 Green Tiberium Idris Landing Pads
  • 2 Blue Tiberium Idris Landing Pads
  • 4 Uplink Towers
  • 2 Artillery Turrets
  • 2 Refueling Stations
  • 20 Garrisonable Structures
There are no Anti-Air Turrets or Mutant Hovels on this map.

There are four Idris Landing Pads on the map. Two of the Landing Pads are Blue Tiberium drop zones and they are situated near the center of the map. Each Landing Pad's position has a bias towards a side, which can give a side specific identification to the Landing Pad. For instance, the northern Blue Tiberium Landing Pad is positioned a little bit closer to the GDI Deploy Zone, such that the Landing Pad can be named “Blue Tiberium Landing Pad of GDI”.

The map has four important hills. Two of those hills are on the western- and eastern side of the map. Each of those hills contains a Tiberium Control Node, a Green Tiberium Idris Landing Pad, an Uplink Tower and Tier 1-2 defensive structures. The Green Tiberium Landing Pads are heavily defended by the defensive structures.

The other two hills are situated in the northern- and southern part of the map. Each of those hills contains an Artillery Turret and an Uplink Tower, which add extra strategic value to the map. The two Refueling Stations are positioned near a ramp, which leads units directly to the Green Tiberium Landing Pads from the Deploy Zone, on the two major hills.
The map contains 20 garrisonable structures which are located at the northern- and southern ramps of the Green Tib hills and (around the) center of the map. A picture of the entire map is shown below (Figure 1). The green dots represent the Green Tiberium Landing Pads and the blue dots represent the Blue Tiberium Landing Pads.

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Figure 1: The map of Blood and Sand.


Strategic Zones In Early Game


There are mainly two zones on the map that you want to control as soon as possible. Each zone has a Blue Tiberium Landing Pad, which is the main reason you want to control them. However, zone A should be given top priority for control if you suspect harassment and due to the fact that the Blue Tiberium Landing Pad is closer to your deploy zone. (This guide assumes that the player will play as GDI. For Nod, the zones on the map need to be mirrored, because the map is symmetric.) In Zone B the main goal should be to harass the opponent and optionally trying to capture- or destroy the Blue Tiberium. The zones can be seen on the picture below (Figure 2).

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Figure 2: The map of Blood and Sand showing zones A and B


Zone A contains:
  • 1 Blue Tiberium Idris Landing Pad
  • 2 Uplink Towers
  • 1 Artillery Turret
  • 1 Tiberium Control Node
  • 4 Garrisonable Structures
Zone B contains:
  • 1 Green Tiberium Idris Landing Pad
  • 1 Blue Tiberium Idris Landing Pad
  • 1 Uplink Towers
  • 1 Artillery Turret
  • 2 Tiberium Control Nodes
  • 4 Garrisonable Structures

Zone Variations


Zone A

If you are able to capture the Blue Tiberium without losing the closest Uplink Tower, then you may not have to capture the other Uplink Tower. The downside to this tactic is that once you have lost your Crawler and your units, your choices for deployment zones are less than when you would have captured the northern Uplink Tower. You can also use the garrisonable structures behind this zone in order to preserve your infantry units.

Zone B

You don't have to gather Green Tiberium Crystals. The players in Zone A can gather them too. You also don't have to capture the Uplink Tower, but you will be at a disadvantage in that zone when your Crawler and units are destroyed as you have to redeploy from your main deploy zone.

If you think you can't take the Blue Tiberium, then you can try to deploy in the middle at the start of the match. This has two advantages. The first advantage is that you can protect the Green Tiberium while you are there in the neighborhood. The second advantage is that you may capture Node 1 much quicker than when you would harass the opponent. This can be beneficial in the long run.

Strategic Zones In Mid And Late Game


After the initial encounter at the Blue Tiberium Landing Pads, the Mid Game phase begins. In this phase you either control these zones or you do not control them. If you do not control zones A and/or B, then you should retake the zones as soon as possible! If you do control at least one of the zones, then you can start thinking about controlling the zones C, D and E (shown in Figure 3). These zones can be seen in the picture below. They are positioned closer to the enemy deploy zone and therefore they can be harder to control. The other side definitely wants to make a comeback as soon as they notice that you have advanced in one of the yellow zones, so you should be prepared for a hard fight.

If you control zone A, then you advance to zones C and/or D. If you control zone B, then you advance to zones D and/or E. You can also try to control zone E if you are in zone A and you can try to control zone C if you are in zone B. You can accomplish this by moving you Crawler to the other side of the map or by decommissioning and redeploying your Crawler at the Uplink Tower on the other side of the map. Although the latter method transports your Crawler to the other side of the map quicker, you won't be able to construct new units and structures during decommissioning and you have to select the same Crawler class if you want to keep your units in your buildqueue.

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Figure 3: The map of Blood and Sand showing zones A, B, C, D and E


Zone C contains:
  • 1 Tiberium Control Node
  • 2 Garrisonable Structures
Zone D contains:
  • 1 Tiberium Control Node
  • 1 Green Tiberium Idris Landing Pad
  • 4 Garrisonable Structures
Zone E contains:
  • 1 Uplink Tower
  • 4 Garrisonable Structures

Zone Variations


There are a few key things that you have to do in the yellow zones. In zones C and D you want to capture the Tiberium Control Node and in zone E you want to capture the Uplink Tower in order to prevent them from spawning over there, but there are a few optional things that you can do:

Zone C

You may get harassed by the towers over there. You might want to destroy them first before you advance. Destroying them has the advantage that the enemy team loses map awareness in that area.

Zone D

If you are at Tier 3 Technology Level, then you can try to harass the enemy Green Tiberium Landing Pad by destroying all nearby structures and enemy forces.

Zone E

You may get harassed by the towers over there. You might want to destroy them first before you advance. Destroying them has the advantage that the enemy team loses map awareness in that area.

Tiberium Collection


Tiberium gathering was important in the past C&C games and although the traditional resource management is gone, the importance of collecting Tiberium has not waned in this game. Without Tiberium, you will eventually have not enough power to win the match. The tactics for collecting Tiberium will be explained in this section. Figure 4 shows the map with the directions for Tiberium Collection.

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Figure 4: The map of Blood and Sand showing Tiberium Collection directions.


Blue Tiberium

There are two Blue Tiberium Landing Pads on this map. There are also two Uplink Towers close to each Landing Pad. The northern Blue Tiberium should be brought to the western- or northern Uplink Tower. The northern Uplink Tower is protected by an Artillery Turret. This means that the enemy will have some trouble grabbing the Blue Tiberium themselves.

The southern Blue Tiberium should be brought to the eastern- or southern Uplink Tower. The southern Uplink Tower is, just like the northern Uplink Tower, protected by an Artillery Turret.

Green Tiberium

There are two Green Tiberium Landing Pads on this map. Each Landing Pad is located on the hill. The Green Tiberium that is brought in on these Pads should be brought to either the Uplink Tower on the hill or the Deploy Zone when the Uplink Tower isn't under your control.

Advanced Map Tactics


This is the last section and it will explain a few advanced map tactics that you and your team can execute on this map.

If a Garrisonable Structure is in the capture radius of a Node, then the structure can be used to capture that Node. This is done by putting an infantry unit in the structure. An example of this tactic can be seen below (Figure 5).

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Figure 5: An infantry unit in the structure captures the node.


Stealth Tanks are also good units for capturing Nodes. They are able to capture Nodes silently, because they remain stealthed while capturing them. In the picture below you see an example of the execution of this tactic (Figure 6).

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Figure 6: Two Stealth Tanks are capturing a Node while remaining in stealth.


Conclusion


This guide has shown how the map needs to be played. The following aspects of the map have been described:
  • Map layout
  • Strategic zones in early game
  • Strategic zones in late game
  • Tiberium collection
  • Advanced map tactics

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    Bonus Tip: The Garrisonable Structures in the center can be used to capture and assist in holding the Center Node.
The author of this guide hopes that you have improved your map awareness by reading this guide.