Final Ignition | Gold Rush mode assumptions Battlefield: BC Guide
Last update: 11 May 2016
Map construction
Another short and flat map. I have to say in first place, that the attackers have quite an easy job here. Everything takes place in some oil refinery, so expect high fuel tanks limiting the field of vision. The first pair of gold crates is located in a factory. The gold is quite inaccessible for the vehicles, so only one clever defender sniper with a laser designator should be enough to eliminate all the vehicles trying to do some damage. From the rooftop (and the upper floor of the factory), defenders can shoot at incoming enemies.
When the whole battle moves to point [2], the meaning a vehicles increases significantly, as the crates can be easily destroyed by attacker's light tank. Moreover, snipers sitting in the vicinity of the factory can also be quite annoying. However, the most important here is, that the attacker's infantry can attack the crates with the element of surprise, Thanks to the fuel tanks located east to the gold, they can appear in the very last moment.
The assaulting team can attack the third pair of gold crates only after crossing the river, which sometimes may be quite difficult. They already have a heavy tank, however among the fuel tanks located south west to the bridge, some anti-tank infantry and snipers may hide and wait with their weapons, ready to attack incoming enemy vehicles.
Among the bridges here, You can see some pipelines that can be used by the infantry to get from one shore to another. It is not easy, however, as a soldier with a white pipe and a sandy map in the background, is perfectly visible.
The most common plays
While attacking the first pair of gold crates, You can do a little trick. The box located on the upper floor in factory cannot be damaged with a direct light tank shot, but You can always shoot the wall near the crate. It is unbreakable, so shooting at it leads to destroying the crate.
Although the pipelines in the central part of the map are not the best way for infantry, some of them just can't prevent themselves from using them. A few shots with a rocket launcher right at the pipes will make them burn. That should stop the trespassers.
The defenders' team should also put some mines near the point [2]. The crates over there can be easily damaged by a light tank, so the defenders must prevent them from driving into that area.