Take out the turrets first and focus on infantry as you work your way inside. Squad A should go up the middle, B to the left path from the library and C along the right path from the Star Room. Once all the squads have done their job all that will be left is the Balcony CP. then they should move and take the Star Room CP. Squad C should spawn at the Comm Room and take the War Room CP. Once taken they should take the back path and flank the Balcony CP. Squad B should spawn in the comm room and head to the library. Then move into the main hall and split into two groups, one assisting the library's capture(if the library is captured secure the main hall and the other should assist in taking the war room and star room. Squad A should move and take the chamber room. All squads should spawn in the Comm Room. You'll probably end up capturing the Balcony CP last, as the enemy tends to hole in there with turrets and heavy units like Droideka.Īnother strategy for the Republic involves three squads. Bots will do some hectic fighting in the main hallway, so avoid that area and move along the outskirts of the map for sneak captures. Once at least three CPs are secured, it's a fight for map dominance. Engineers could try and build the laser turret at the end of the hallway in front of the Council Chamber, as a springboard for an attack on the War Room CP however, remember that the enemy can use these also. Use the height advantage if this happens throw down grenades and provide suppressing fire while a squad moves downstairs to capture the point. The Library may look like it's close enough on the map, but due to the fact that you must go through the Archives and then get downstairs to get to the CP, oftentimes the CIS units get there first. The Council Chamber must be secured as quickly as possible, because the team needs at least two solid CPs as the heavily contested Library Command Post is being fought over. This faction starts in the Comm Room, and as such have fast access to the Council Chamber and Library CPs. So the boosters that each side picks (or lack thereof) can have a profound effect on the outcome. That said, the CIS/Rebels generally have a slight advantage on this map, as the library is vulnerable to attack from the main hall. Most of the fighting takes place in the outer hallway between the Council Room and the War Room as each side tries to push towards the other's CP, both floors of the Library as the post is contested, and the main hall (bots usually will congregate here for a large portion of the battle). Usually, the Star Room faction (CIS or Rebel) takes the Balcony and the War Room, while the Comm Room faction (Republic or Empire) takes the Library and Council Chamber. As stated above, Coruscant is a six-point map, with fairly clear safe areas and frontlines.
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