Abstract: Currently, Karbala is one of the most imbalanced maps in the game. I personally have not seen Insurgents win this map since release, due to the overwhelming BLUFOR loadout and often repeated cache locations. I've been counting and I have played Karbala 21 times, majority on the BLUFOR side. I have determined that there are a few strategies that could be put in place to balance this map out.
This map is a timeless classic of PR, it is big, offers a wide variety of strategies for both sides, and is often very fun when the fighting gets intense. However, at the current rate, Insurgents are losing at a staggering speed. I have won as BLUFOR in a personal record of 20 minutes, destroying three caches in the same place in one round.
Brass tax is in BOLD.
Problems:
1) BLUFOR ASSETS

The main and most prominent problem of Karbala is the amount of heavy assets that the US are given. I will do a breakdown of each asset and either suggest a modification or complete removal:
- 1 M1A1 Abrams (non respawning)
My reasoning for this is that the Bradley is a lesser force to be reckoned with, and there is more chance for the bomb cars and Gary to destroy it. By having a .50 gunner on the tank constantly scanning, its a fat chance that the suicide vehicles will even get within damage range of the tank.
- 2 Strykers on what I assume is a 10 minute death-to-respawn timer
- 3 Transport Humvees
- 1 CROWS Humvee (remotely operated 50 cal)
- 1 Transport truck
- 2 Logistics trucks
- 1 Little Bird with Hydras/Miniguns
- 1 Little Bird with Miniguns
The B3 housing area - made of completely destructible buildings - is no chance for a combined onslaught of the tank and little birds. I've seen caches destroyed here with 0 intervention from infantry, solely vehicles.
I believe the LBs should either be completely removed or when the Kiowa is done, only a single one put in. A Kiowa using only cannons would be much more balanced for infantry fire support, and hopefully wouldn't be able to take out as many caches from the air. I mean come on, what Insurgent exposes their goods to choppers flying around over the city, or in the open for that matter?
2) CACHE LOCATIONS
Majority of Insurgents aren't stupid, they kill hundreds of coalition soldiers with crude, often ineffective weaponry and keep the civilian populace living in a state of fear. If this is the case, why would such forces keep their weaponry, ammunition, rifles, RPGs and IED materials in some of the stupidest places in the city? I understand that not all buildings can be entered and that the BLUFOR must have some ability to find caches, but some of the current areas are so blatantly obvious that it makes you wonder who on earth would have thought of such a spot. An example is on a building near the hotel, occasionally a cache will spawn there that is completely unreachable without a grapple. It is open to the air, and I've seen Insurgents valiantly try to jump off in an attempt to get down, only to be killed.
I'm no coder, but the current cache algorithm is obviously flawed. I believe each release the cache spawn locations should be completely changed, adding some more variety rather than the ones you see spawning in the same location over and over again. Some areas are completely devoid of caches, highlighted in this image. I suggest adding more cache locations in the inner city, making it a bit harder for the BLUFOR to penetrate. Specifically areas around the mosque, highlighted below.

Obviously I cite Psyrus' system here, but apparently the situation is being looked at.
3) INCREASING THE ARSENAL OF THE INSURGENTS
- My SVD Cache spawn suggestion would vastly improve the ability for the Insurgents to engage from long range. Yesterday, I was in Psyrus' squad in which we simply went around to each cache location, sat in the desert 100m away, and spammed HMG's and TOWs as the friendly infantry moved in from a separate direction. The current Insurgent long range combat situation is pretty dismal, with the snipers often being used ineffectively. An SVD kit per cache would keep FSG's heads down, and encourage careful movement from the BLUFOR.
- Now this one may be a little over the top, but according to the latter part of the this article on Wikipedia (no confirmed source available), Tandem RPG's have seen use in Iraq, scoring a mobility kill on an Abrams. My suggestion is adding a non-respawning, Tandem RPG kit with one missile, giving the Insurgents a large anti armor capability while still being very valuable and risky.
dtacs





