Beruit and Russia Fed: Or why Russia learned to love the AT
Posted: 2010-05-14 04:30
Beruit is a nice fun urban Assault map with some really intense fights. I have been the commander of two well organized TG server bouts on Beruit, one as 16 layout and the other as 64 layout, both as the Russian team.
I use this information over standard pub rounds due to the higher level of cooperation both teams had.
Both Versions (16/64)
The random AAS layout, like many random AAS maps, allows for some sorta wacky CP layouts. Compared to the more organized layouts of other Semi-Random AAS maps (Silent Eagle, Dragonfly, Barracuda, Muttrah) this can result into a situation that largely favors a defensive Russian stance or a balls to the wall Russian attack.
For example the initial Russian flag can be on the West side at the docks and the second flag can reveal all the way at the East of the city. While this layout is certainly doable it does give the Russians little chance to both attack and prevent a counter attack from forcing them off the map.
Furthermore, I personally find (and this is merely personally) such a layout counter intuitive of the Russian amphibious mission. In two other assault maps (SE and Muttrah) there is an easily decernable 'push' that the BluFor is doing.
Muttrah: Docks->North City-> 1 of 2 central City Flags-> South -> Fort
SE : Airfield-> 1 of 3 Perimeter flags->Central->1 of 3 Russian Perimeter Flags-> Missile-> Main
I suggest that the initial flag in Beruit has a second nearby flag to afford a close 'perimeter' CP to resemble a BluFor "Push".
So we have:
Docks-> some Island Perimeter flag-> some City flag-> South Apartments flag->....etc..
Factory-> Some nearby city/East Apartments Flag-> some city flag->south apartments flag-> etc...
This would give the Russians, who lack proper armor/ground transport, a better foot hold and focus the fighting more.
I would also like to say that the current spawn for Amphibious vehicles offers the Russians +2 minutes to land fall on the shortest route (Factory) and probably around 5 or 8 for Docks. This is hardly a vaiable method of transport from base and is almost devastating for the the 64 version where the only Counter-Merkava vehicle the russians have is in the from of the Spandral.
That brings me to the last bit. I feel that Russia, for staging a daring amphibious raid against the Occupying IDF, is woefully under-equipped. All other invading armies (in other maps) have brought enough firepower to at least match the enemy's assets. In Beruit, specifically the 64 version, the Merkava has nearly free reign due to a combination of only 1 psuedo-AT vehicle and the long trek to land.
The issue is further compound by the fact that Russia has a Close Range only HAT kit and urban terrain that counters the effectiveness of the Russian TOW (only at City fighting).
The obvious suggestion, and has been said before, is including a Havok. I feel this is too obvious (even if a good idea) and would rather see a small fleet of BMP-3's (2 to be exact, perhaps 2 that don't respawn and 2 that do, like Jabal/Muttrah) aiding the Russian Attack.
I use this information over standard pub rounds due to the higher level of cooperation both teams had.
Both Versions (16/64)
The random AAS layout, like many random AAS maps, allows for some sorta wacky CP layouts. Compared to the more organized layouts of other Semi-Random AAS maps (Silent Eagle, Dragonfly, Barracuda, Muttrah) this can result into a situation that largely favors a defensive Russian stance or a balls to the wall Russian attack.
For example the initial Russian flag can be on the West side at the docks and the second flag can reveal all the way at the East of the city. While this layout is certainly doable it does give the Russians little chance to both attack and prevent a counter attack from forcing them off the map.
Furthermore, I personally find (and this is merely personally) such a layout counter intuitive of the Russian amphibious mission. In two other assault maps (SE and Muttrah) there is an easily decernable 'push' that the BluFor is doing.
Muttrah: Docks->North City-> 1 of 2 central City Flags-> South -> Fort
SE : Airfield-> 1 of 3 Perimeter flags->Central->1 of 3 Russian Perimeter Flags-> Missile-> Main
I suggest that the initial flag in Beruit has a second nearby flag to afford a close 'perimeter' CP to resemble a BluFor "Push".
So we have:
Docks-> some Island Perimeter flag-> some City flag-> South Apartments flag->....etc..
Factory-> Some nearby city/East Apartments Flag-> some city flag->south apartments flag-> etc...
This would give the Russians, who lack proper armor/ground transport, a better foot hold and focus the fighting more.
I would also like to say that the current spawn for Amphibious vehicles offers the Russians +2 minutes to land fall on the shortest route (Factory) and probably around 5 or 8 for Docks. This is hardly a vaiable method of transport from base and is almost devastating for the the 64 version where the only Counter-Merkava vehicle the russians have is in the from of the Spandral.
That brings me to the last bit. I feel that Russia, for staging a daring amphibious raid against the Occupying IDF, is woefully under-equipped. All other invading armies (in other maps) have brought enough firepower to at least match the enemy's assets. In Beruit, specifically the 64 version, the Merkava has nearly free reign due to a combination of only 1 psuedo-AT vehicle and the long trek to land.
The issue is further compound by the fact that Russia has a Close Range only HAT kit and urban terrain that counters the effectiveness of the Russian TOW (only at City fighting).
The obvious suggestion, and has been said before, is including a Havok. I feel this is too obvious (even if a good idea) and would rather see a small fleet of BMP-3's (2 to be exact, perhaps 2 that don't respawn and 2 that do, like Jabal/Muttrah) aiding the Russian Attack.


