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________________________________/ VERDUN \________________________
> Conflict: EU vs. PAC
> Modes: Conflict, Titan
> Rating: ***
> Description: "The established perimeter wall in the center gives the feeling
that you're fighting amongst a Great Wall, except there is
plenty of nonestablishment yet to prevail."
:> Key Bases (EU):
- Try to hold the far north and far south points, then use your remaining
troops to combat near the middle, or flank other positions. Holding the
perimeter areas of this map makes it easier to force your opponents into
going somewhere else.
:> Key Bases (PAC):
- If your opponent has both the north and southern points, then concentrate
your attacks on one point, take it, and quickly flee to another flag/silo.
Most of the combat/strategy will be balanced on Verdun with little advantage
going to either side. Capturing the Church silo/flag will be somewhat
difficult due to the small town buildings that intertwine in that area.
- Verdun has a natural cool feel to it which brings something new to the table.
The constant fall of snowflakes reduces visibility, but also increases the
chances of air encounters. Helojets will be prevalent on this one, especially
during Titan mode. The center point is more of a ploy, than a necessity. Work
your way on the church and southern wall flag so you can have some secured
perimeters. Hold whatever flag/silo is closest to your Titan/uncap. There is
some elevation on both far ends of the map, so you may have to go up hills to
reach your desired designation. Watch for the winding stone walls near both
sides, plus the small creek that runs through the area. Make sure to take your
armor or jeeps over the two bridges, otherwise, you will ruin the vehicle by
crashing it into the small creek.
:> Sniper Spots
- The Great Wall in the center makes the perfect sniping spot. Reach it via
the ladders in the guard towers, through a helojet, or by bailing out of the
Titan. Other than that, there are hardly any other elements of elevation on
this map.
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