I did not write this, I saw it on the official MAG forum and thought it would be a good idea to have it here as well as sometimes these things tend to disappear over time and I know if it's here it won't go anywhere.
All credit to oHIKARUo and Thagmor for writing/compiling this stuff.SABOTAGE
This
32 vs 32 player mission requires the attacking team to secure two
computer terminals (objectives A and B) in order to gain access to the
last objective (C) which needs to be destoyed by planting a demo charge
on it.
Here are the roles that each team need to keep in mind in order to perform on this mission.
ATTACKING TEAM
Snipers:
Prior to objectives A and B being taken under your team's control, you
need to stay in a position that will allow you to have line of sight on
the defending players guarding the computer access panels at objectives
A or B. After your team takes control of the objective you are
watching over, you need to cover the entry way(s) into the objective to
prevent it from being recaptured by the defending team. If at all
possible, a direct line of sight to the control panel is the best
position possible here since it will allow you to score an easy kill
while the enemy attempts to recapture the objective, this is superior
to shooting a moving enemy through an entry point.
Once
objective C is unlocked you will need to cover the entry points into
objective C in order to reduce the number of defending players able to
hold the objective.
Assault, LMG:
The players equipped with the assault or LMG weapons are the bread and
butter of the attacking team. Head directly for the objectives and use
smoke grenades to mask your assault into the objective location. Prior
to taking the objective fill the objective room with frag grenades to
ensure the defending forces are wiped out completely. After capturing
the objective plant AP mines near the computer panel to buy your team
some time in case you are killed while defending the control panel. It
is important to hold the control panel room while the other two squads
are attempting to capture their objective. Do not abandon your control
panel at any time, cover the entry points into the control room and
simply wait.
Once objective C is unlocked you must storm
the compound and plant a demo charge onto objective C. Bring AP mines
to place around the demo charge and entry ways to buy your team some
extra time in case you die. Frag grenades will also assist greatly in
cracking the enemy defense.
Medic:
Stay near the Assault LMG players hang back behind cover. If you see
one of them take a mortal wound, quicky emerge from cover revive them
then run back into cover. You are the attacking teams anchor, they
rely on your revive ability to keep the pressure on the enemy
defenses. Bring smoke grenades if you think a particular player is too
risky to revive, throw the grenade on him and emerge from cover to
revive him within the smoke. This will also give him a chance to
effectively perform his mission upon reviving.
This final
push into objective C can be much easier if you revive every single
person that needs a revive regardless of the immediate risk. The
reason for this is that with the intense fighting at this location,
your life span is reduced significantly so you need to make the most of
your life by providing the assault members of your team with another
chance.
DEFENDING TEAM
Snipers:
Keep scanning the battlefield for attacking snipers trying to take out
the players guarding the objective rooms. You need to take these
players out before the attacking team can capture the objective. Once
the objective is captured, you have to focus your attention to the
attacking players holding the objective and take them out to assist
your assault/ LMB teammates.
Once objective C is unlocked
you will need to focus on taking snipers from the attacking team out in
order to allow your assault players to get into the objective room
safely. If you can manage to kill all snipers, take a moment to shoot
at some advancing assault players on the attacking team, then check the
typical attacking team's sniper locations once more and kill them
before they can get their sights on you. Rinse, repeat.
Assault/ LMG:
You need to make sure that the attacking team does not access the
objective's computer panel. Planting AP mines in the objective room
and entry points are a VERY good way of keeping the enemy at bay. If
you can maintain the AP mines placed throughout the objective and it's
entry points you will defend the objective with little risk to
yourself. Never stop moving while you are inside the objective room or
you are begging to get killed by a sniper. Even if you think a shot
isn't possible, you should never completely stop moving. One
unfortunate death while defending can mean the difference between
holding the objective, and losing it. Avoid easy mistakes like getting
too comfortable. Do not stay too close to each other in case the
attacking team throws several grenades into the objective area.
AP
mines and frag grenades will make the biggest difference here, you need
to mine the objective (C) and throw grenades into entry points in order
to keep the attacking team out. The very last resort will be a direct
controntation with firearms as that means the enemy has a clear path to
charge you at that point. LMGs using bipod can suppess a narrow entry
way successfully and for a long time giving your assault rifle
teammates a chance to reload and reposition.
Medic:
The best position for you to be in is near the objective room, revive
any teammates as soon as possible to ensure the defense of the
objective. You will be at risk the entire time since the objective is
a small area so you need to make important decisions between fighting
back and reviving. Just remember that if you can revive players you
can attempt to maintain numerical advantage over you attakers who have
to spend more time running if they die without being revived. You are
responsible for how well your team can defend the objective.
Again,
you are responsible for how long your team can defend the final
objective from being taken. You need to take every opportunity to
revive a player. For every player you lose defending the final
objective, the enemy will close in on the final objective.
ACQUISITION
This
64 vs 64 player mission requires the attacking team to punch their way
deep into the defending team's base and acquire two prototype transport
vehicles and deliver them to the evac location which is back where the
attackers originate from.
ATTACKING TEAM
Snipers:
If you have a 50 cal sniper rifle (final sniper rifle), you need to
focus your ENTIRE time on destroying every single bunker turret. For
every second you spend trying to kill players on the defending team, a
member of your attacking team can be killed by an active turret. Your
role in this mission is support. Constantly disabling the enemy bunker
turrets will also allow your APCs to last longer and go deeper into
enemy territory. Disabling turrets is the absolute highest priority.
If
you do not have a 50 cal sniper rifle then you need to focus on taking
out the turrets with an RPG. Be sure to have a load out with an RPG
available. Find the nearest supply depot or APC and use that to reload
after you shoot your RPG at the turrets. Repeat until all turrets are
destroyed.
After all turrets are destroyed keep an eye on
turrets for a blue spark, glow, this is a player on defense attempting
to repair the turret. If you don't have a clear shot with your sniper's
rifle then shoot another RPG at the turret and the explosive splash
damage will kill the player attempting repairs on the turret along with
damaging the turret again. If you can maintain this task throughout
the offensive campaign you will be a tremendous help and will complete
the mission much quicker.
Assault/LMG:
You will need to avoid direct line of sight with turrets as you
approach the defensive front line. When you plant a charge on a bunker
plant any AP mines you might have and/or take cover in a nearby bush
with direct line of sight to any defensive player attempting to defuse
your charge. Watch your charge until it explodes taking the bunker
with it. If you have to stay near the charge and fight to the death at
the risk of blowing up along with the bunker, then you absolutely have
to do so to assist your attacking team gain a better foothold against
the defense. If you are having difficulty with planting a charge on a
bunker, try smoke grenading the area that you plant the charge on
followed by placing AP mines then take cover and watch over your
charge.
You are responsible for taking the transport
vehicle from the enemy's base to the evac location. Before you take
the transport vehicle, make sure a clear path to the evac location free
of gates, and any impassible terrain/obstacles is available before
doing so. Otherwise you will lose the element of surprise and will end
up summoning several players from the defense team that will actively
hold the transport location making your job much more difficult
throughout that mission.
Bringing an explosive detector
is very helpful when assaulting in case the enemy defense placed AP or
Vehicle mines. Bring smoke grenades to cover yourself while you are
exposed accessing the transport container's control panel. Bringing an
RPG is useful in case the defending team has an APC near the prototype
container.
Medic: You
will have to make important decisions on whether a player is worth
reviving based on your situation. If you feel that your death will
hamper your teams attack then you must not take risks reviving a player
that is dying in a high risk location. If you absolutely have to
revive somebody in a high risk location try smoke grenading his
location first then go in for the revive attempt. Once you are past
enemy lines with more than one player, they will all depend on you for
their continued success behind enemy lines, your death will be a big
loss to the commando squad so you need to make calculated decisions.
DEFENDING TEAM
Snipers:
The primary task for a sniper on the defensive team is to CONSTANTLY,
and I mean constantly, without being distracted by anything else going
on, watch over the bunkers rear section that is vulnerable to demo
charge placement. If you can watch this critical area for the duration
of the entire defense mission you will without a doubt be the most
important asset to the entire defensive team. Once your squad loses
their bunker, their effective defense ability is drastically reduced
since it takes around a minute (out of a 20 minute match) to get back
to the front lines, which the enemy is now infesting with their
presence. The most important thing when playing this critical defense
role is to never be distracted, do not go for an easy kill, do not
reload needlessly, aways be ready to shoot the attacking player
attempting to place a charge in the head, for a one hit kill and to
more importantly prevent your bunker from being destroyed. If you
attempt to multitask while doing this you will definitely fail.
If
your defensive location gets overwhelmed by the enemy and you cannot
get a clear shot on the attacking player placing the charge you will
have to try killing everybody that you can in the area to provide your
teammates at the bunker a chance to defuse the charge. If the bunker
still explodes despite your best efforts you need to watch over the
next bunker as that will be the next logical target for the attacking
team. Try to prevent the next bunker from falling. If you choose a
smart location you are relatively safe from even attacking team
snipers. Survey the area and choose wisely.
In the event
that the bunkers are all destroyed, you will need to quickly make your
way to the prototype vehicle storage and position yourself in such a
way that you are overlooking the transport vehicle container's access
panel. Your priority at this point in the game is to headshot any
attacking player attempting to access the control panel to take the
prototype from your base. Again, as before, you cannot be distracted,
do not multitask, just watch over the control panel. Most people
access the panel from the front so it makes things easier, if possible
position yourself so that you can take a shot at the enemy whether they
are in front of or behind the access panel. This task will provide the
greatest help to your team as you will effectively cut off the enemy
from completing their objective.
Assault/LMG:
Your priority is to defend the bunker from being destroyed, your
secondary priority is the front gate. The majority of forces should be
NEAR the bunker, not in front of it but near the bunker watching over
the entry points that the attacking team must take in order to approach
your bunker. A common mistake that people make is charging the enemy
at the start of the game. This is not very effective since it isn't
defending at all. To do your job properly, prevent the enemy from
placing charges on the bunker. Let the turret operator kill all the
front line enemy forces charging your base. Defuse the charge at the
gates as needed. The primary focus needs to be defending the bunker.
If you can defend the bunker the enemy cannot effectively get past
you. Repair the turret as soon as it is down to maintain suppression
of attacking forces. The turrets highest priority is killing the
attacking team's APCs.
If you lose control of your
bunkers, fall back and immediately get an APC. You will need to park
the APC near the prototype vehicle's container. In the event that the
attacking team accesses the control panel you will need to drive yor
APC into the container pinning the prototype in the container with no
way out. You will need to hold this position as long as possible until
help arrives and destroys the vehicle while it is trapped inside the
container. This will prove to be a critical factor in winning as
defense. If you have a gunner in the APC that shoots the prototype
this will be much easier.
Medic:
If you stay near the bunker along with the assault team you can revive
players as needed, then get back into the bunker to avoid dying, and
only emerge to revive. You are also the last bastion of defense in the
event your entire assault team dies defending the bunker. You will
have one chance to kill anybody at the bunker before/after they place
the demo charge and you will be the last hope in defusing the charge.
While
attacking or defending, it is important to keep your APC at full
health, at all times. While defending, if you lose a bunker it is
usually not worth going back to repair it unless the rest of your team
is successfully holding the enemy. It is more effective to defend the
transport containers if you feel that too much of the enemy has already
passed through the front lines. This is afterall, the primary mission
and victory condition required for the attacking team to win.
DOMINATION
This 128 vs 128 player mode requires EACH
attacking platoon to capture TWO pairs of towers followed by a pair of
computer control panels located inside a building complex. There are 3
stages to the attack.
ATTACKING TEAM
Snipers:
Just as in Acquisition, the highest priority here is to concentrate on
taking out and maintaining bunker turret destruction throughout the
first 2 phases of the attack. Your performance in keeping the bunker
turrets down will give your ground troops the much needed edge when
capturing the first stage's objectives. If you spend time hunting
individual ground troops you will not be providing the assistance your
team requires in order to capture and maintain the objectives. There
is PLENTY of opportunity in the final stage to snipe individual ground
troops so wait until that time, your team comes first.
After
the first stage of objectives is taken, advance to the nearest supply
depot and once again maintain the destruction of turrets for your
entire platoon. Focus on destroying the turret your own squad has to
face, then follow up by destroying every other turret in case the rest
of the platoon doesn't have somebody as dedicated as you destroying
turrets and preventing their repair. Once again, do not spend anytime
at all on taking individual troops out, the continued destruction of
bunker turrets is the highest priority at this point.
After
the bunker line is destroyed you can now get to the anti personnel part
of sniping. Keep a long distance between you and the second stage's
objectives. Focus your aim at the objective that your squad is
attacking. Keep your aim on the objective so you can take out any
defending players attempting to recapture the objective. These kills
should be VERY easy since the target will be immobile while attempting
to recapture the objective, you get about 1-2 shots before it begins
the recapture routine. During this part of the attacking mission focus
on killing as many ground troops as possible. If you packed your RPG
you can attempt to take out enemy APCs as necessary, but your priority
here is to keep enemies away from the objective.
The
final part of the attacking mission involves breaching a complex and
capturing the objective inside and maintaining it to do damage to the
facility over time. You will have to be creative at this stage in the
game and find a SAFE location that will also provide a long distance
shot at ground troops and cut them down as they make their way from
the spawn point to the objective. Since you do not have a clear shot
into the complex you will have to shoot moving targets. This will
require a high level of sniping. A technique you can use to help you
is pre aim a headshot and simply hold your line of fire until the enemy
is just about the cross it then pull the trigger. Or you can take this
time to practice this difficult shooting technique at long range.
Another
technique is to throw grenades from long distances into the path that
the defense team's reinforcements run through in order to get indirect
kills like a mortar strike. Simply repeating this technique will ensure
kills over time. This will also demoralize the enemy as they will get
frustrated with this and will seek alternative routes that usually take
MORE time to get to the same destination. This is also a very safe
technique that you can use to rack up kills with little to no danger to
yourself. In place of frag grenades, you can throw smoke grenades in
the wide open areas that will provide the assault team with much needed
cover and diversion.
Assault/LMG:
During the first stage of the mission you need to capture and hold a
pair of objectives. Concentrate on the objective that is on your side
of the map. If possible bring AP mines or frag grenades. Use frag
grenades to clear the area around the objective before moving in for
it. Once you capture the objective plant AP mines around the objective
to prevent the enemy from retaking the objective. Once you capture the
objective it is important that you do not attempt to go to the other
objective, you must hold and defend the objective you captured. Have
faith in the other half of the platoon that they can manage to capture
their own objective. Afterall, once they do capture their objective it
is time to move onto the next since you are already holding your
objective.
After completing the first stage of
objectives, move on to destroying the bunkers. Just like in
Acquisition, watch your demo charge after planting it and kill anybody
that attempts to defuse it. AP mines are useful here but a high risk
move to plant them since the enemy will spawn right next to you and
catch you off guard before you can re equip your primary weapon. Keep
this in mind.
After the bunkers are destroyed immediately
move towards the second stage of objectives BEFORE they are activated
and show up on the mnini map. This head start will give you a much
needed advantage. It is very possible that if this headstart is taken
full advantage of, your platoon can capture both objectives and move
onto the third and final stage immediately. If this isn't the case
simply do the same thing you did in the first objective, capture and
maintain the objective, wait for the other half of the platoon to do
the same.
The final stage of the mission requires you to
breach a building and capture and maintain an objective for a longer
period of time. LMG users really shine in this part of the mission
because of the 1)narrow entries 2) high damage and large quantity of
ammo per "magazine". The LMG user can setup a bipod and maintain
constant vigilance over an entry point and mow down almost any number
of defending players that attempt to recapture the objective. The more
LMG users you can setup at this point will ensure your team the
victory. If you lose control of the objective and your teamates are
all killed, bring frag grenades, a lot of frag grenades. Evenly
distribute your frag grenades between the entry of the building you
need to breach, the next hallway/room, and the control panel room. You
should reduce the risk of dying upon entry significantly by clearing
the area with frag grenades first.
Medic:
This will be a full time job for you as the battle will only increase
in intensity as you close in on the final objective. Just as before,
you need to use good judgement when deciding who can be saved and who
cannot. Using a mic is good (in any mission/map) because you can let
various members of the squad know to bleed out because you cannot take
the risk of reviving them, or you can let various members of the squad
know to hold on just a bit longer and you WILL revive them. Keeping
constant communication with the mortally wounded members of your squad
is a large part of what makes a good medic. This way you are
efficiently controlling the casualties and you won't have problems with
players who get angry at you for keeping them waiting and not reviving
them (common problem), then when they die again near you they won't
even bother to wait and immediately bleed out. If you have a player
like this, the easiest way out of this problem is to apologize (even if
it isn't your fault) and ensure them that you will keep better contact
with them and to have faith in your reviving abilities.
When
you are in the final stage of the mission your ability to revive
quickly will be an invaluable asset to anybody around you. In the
final stage of this mission every second of holding the objective
counts towards victory.
DEFENDING TEAM
Snipers:
This is a difficult toss up between protecting your bunkers and
protecting the first stage of objectives. However, this decision is
made MUCH easier when you realize one important factor between the
objectives and protecting your bunker. The factor is that with your
bunker destroyed early on in the match your entire squad will lose
1-1.5 minutes traveling from the center to the objective your team
needs to hold and defend or your bunker. Having said that, it is
absolutely imperative in this mission that you take it upon yourself to
guard the rear of your squads bunker by positioning yourself far away
and maintaining constant overwatch of your bunkers rear section that is
vulnerable to demo charges. If the bunker is destroyed it is almost
guaranteed that the attacking force will continue to sweep and destroy
each and every bunker belonging to your platoon. I cannot stress the
importance of this defensive goal enough. There should be plenty of
commandos attempting to plant charges and you should have no problem
taking them out. It will be VERY difficult to get killed by anybody
because they should be killed as soon as they hang around your bunker
for more than a few seconds by your squads Assault personnel.
If
your team cannot hold the first objective, you are already in position
to defend the bunkers. As long as your platoon can maintain all four
bunker turrets and keep your teammates from allowing the attacking team
to slip through any cracks you will have a sound defense. Maintain
watching over your bunkers weak spot and hold position.
Sometimes,
despite the best efforts from you and your team you simply cannot stop
the oncoming enemy. If you lose your bunker then you will have to
position yourself in such a way to prevent the enemy from capturing the
next stage of objectives. Maintain constant vigilance over the
objectives and always be prepared to take down an enemy as soon as they
begin to access the objective (easy headshot as long as you positioned
yourself properly).
If the enemy is persistant enough and
pushes you back to the third stage of the mission, there is little you
can do as a sniper. The most effective thing you can do at this point
is to get frag grenades, a lot of them, and start throwing them into
the common entry points and throw some past the entry point in an
attempt to indrectly kill the attacking team. Reload repeat. The
grenade defense you can provide your team will be invaluable because in
this final stage of the mission your primary goal is to prevent the
enemy from controlling your objective at all. You will hopefully have
absorbed enough of the match time at this point that you are only
required to hold out for less than 10 minutes. The reason that I
recommend switching to an assault role at this point is because
shooting at random people outside the complex doesn't help your team.
The most direct way to help your team at this point is to maintain the
defense of your final objectives.
Assault/LMG:
The name of the game is, "Time" and your job is to absorb as much time
as possible in the first two stages of the enemies offense during this
mission. The first stage objectives must be defended using any means
possible. Maintain a barrage of grenades, artillery, AP mines, and
Assault personnel at every entry to the objective. Once again, the
main goal is to absorb the enemies time. You want to have the
attacking team waste as much time as possible here, at the first stage
of defense. The second stage of objectives are much more difficult to
defend than the first stage so make it count.
If you are
unable to hold the attacking team off then the next part of your
defense is to keep the enemy from passing your bunker line. You must
make sure that not a single enemy can cross the line and get to the
second stage of objectives. You need to remember that at this point in
the mission you do NOT want to move in front of your bunker. You want
to stay behind you bunker and watch for infiltrators. Most
infiltrators are more concerned with moving quickly past you so you
will usually have the advantage against them. There are members of the
attacking team that only want to over run bunkers and these are the
real threat. Maintaing your bunker turrets health is very important as
the bunker turret really shines at this point of the mission by holding
down choke points with deadly efficiency.
If your bunker
line is lost, do not ever stop going for the second stage of
objectives. Remember, time is the key here. You need to do whatever
it takes to absorb as much time as you can from the attacking team by
holding the objective. If possible hold the area just in front of the
objective and cut off entry points while maintaing a defensive position
against incoming attackers. Hiding behind corners are nice to attack
the enemy as they pass by and head blindly towards the objectives.
Finally
if your team is pushed back to the final stage of objectives you will
have to do your best to get inside the complex and watch over any enty
points into the complex and defend the objective. AP mines and plenty
of grenades will be a huge factor in deciding whether or not you can
hold this final objective or not. If you are currently in control of
BOTH your objectives, the best defense you can put up while being
relatively safe is to throw all of your grenades outside the building
towards the attacking team, reload, and repeat. This will score you
several kills and prevent a full squad of the enemy making it into your
complex. If you did a good enough job in the first two stages of the
mission you will be in the position to make it neary impossible for the
attacking team to win. This is possible because the damage over time
that occurs with the attacking team holding the final stage of
objectives, if time runs out then they simply fail thei mission, while
you succeeded in holding them off.
Medic:
Reviving players throughout this defensive mission will determine
whether your team can win the mission or not. The defensive team has
to focus on absorbing as much time as possible in the first two stages
of the mission in order to achieve a decisive victory. Reviving
teammates will need to be a top priority because if both objectives are
taken your team will have failed to take advantage of that stage and
would not have absorbed as much time as possible. It is almost worth
it to throw yourself in bad situations if you can revive a player
simply because the bunker respawn isn't too far from the first stage of
objectives.
During the second stage of objectives you
will have to be much more conservative in reviving players as there is
a 20-30 second jog ahead of you if you die. At the same time you need
to consider the impact if the attacking team takes control of the
objectives. Remember, use your mic to talk to your mortally wonded
squadmates to let them know whether to bleed out or not.
In
the final push you will need to be in the entry points, and revive as
many players as you can while maintaining a safe defensive position.
If your squad gets pushed back be sure to head back to the control room
to put up a last stand and revive ANYBODY you can during any control
room skirmish, as any additional forces can make a huge difference when
fighting over the control room.