Suez Canal
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| Suez Canal | |
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| Game | |
| Part of the | |
| Teams | |
| Date |
May 1st, 2142 |
| Location |
Suez Canal, Egypt, North Africa |
| Terrain |
Desert, Canal Locks |
| Mode(s) | |
| Singleplayer |
Yes |
| Platform(s) |
PC |
Contents |
Description
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"As the PAC launched diversionary strikes from Italy into North Africa, it secretly gathered forces in the Sinai Peninsula to prepare for a full-scale assault on the continent. On May 1st, four PAC Command Divisions flew into Libya to engage the EUs 6th Army Group. This left the 5th Corps at the Suez Canal without support when the Southern Command Group, led by General Muunokhoi, raced into Egypt. The EU forces staved off Min-shiks army until help finally arrived via the 10th Airborne Division. Had the PAC seized the Suez Canal, it would have severely compromised the EU's ability to defend Africa."
General Overview
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Titan
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The game starts with the rush to its nearest silos through Air Transports and Quick Land Transports and look to be the first to reach the silo in the middle, Silo 5. After the first contacts, there are usually shifts on ground troop movement, usually having certain strikes to gain control of Silo 5, or the flanking silos Silos 3 and 4. Once one of the shields of one of the Titans is destroyed, the opposing team prepares to make a strike on the nearest Silo to then Titan (Silo 1 or 2), as it serves as spawn to Assault Personnel Carriers, useful for boarding and usually passes un-noticed by the gunners of the Titan's Type 2 Stationary Guns. After the first boarding, the Squad Leaders deploy Spawn Beacons on the Titan and push forward. They start striking the Titan until the opposing team get their Titan destroyed, making some of the squads fall back to their Titans and defend them. Usually, if one of the teams doesn't fall back to defend the Titan, even if at big advantage, ends up as the losing.
Missile Silos
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Silo 1
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This Silo is the closest to the PAC. There is a spawn for a APC and a Quick Land Transport.
Silo 2
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This Silo is equal to Silo 1, being the only difference is that it is the closest to the EU.
Silo 3
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This Silo is situated North of Silo 1. It is the spawn of APC and Quick Land Transports.
Silo 4
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This Silo is equal to Silo 3, being the difference that it is positioned North of Silo 2.
Silo 5
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This is the Silo placed in the center of the map. It is placed deep within a small valley, and can be a big factor for the tide of the battle.
Strategic Points
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Titan
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Silo 1/2
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Theses Silo are the one's near one of the faction's Titan. These usually are the closest faction's main source of missiles. Having both under constant control gives a big advantage to the controlling team, as it is both having an easy way to the enemy Titan and defending the best strategic placement of the map for Titan boarding.
Silo 3/4
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These can be known as the flanking silos, as they are safely away of the Titan, but these are usually the ones that the factions fight more, the reason being is that they're uncomfortably close to the Silos 1 and 2, making a big danger for the team that loses control of both and a big advantage to who has control of the two. And as they're spawn for APC's as well, good flanking may lead a Squad Leader to board the Titan and place a Spawn Beacon and having a force of his squad (of 6 men) infinitely respawn in the Titan before the enemy team could notice.
Silo 5
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This Silo can be a big factor for the game, but it is used very passively and it usually is more attacked if the Silos 3 and 4 are well defended or already under control. Strategically placed deep in a valley, strikes not well placed can lead to an easy ambush from the defending team. Nonetheless, spawning in that Silo can lead to easy strikes on the Silos 1 and 2 and its Quick Land Transports can be used to flank the enemy, in order to get to their ground base, steal an APC (and while doing it, making it a spawn for teammates) and board with more ease to their Titan, leading to a quick Titan's destruction.
Gallery
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