By: Shanks13
I am of the opinion that Liberty is perhaps one of the most taxing maps that a group of people may be required to play in World in Conflict. Of the four classes available, support is rendered completely useless, armor is reduced to the use of one unit, and infantry is utterly reliant on the other players, meaning air is the only class relatively unimpaired. Furthermore, the occurrence of battling near spawn points is near nonexistent, and scoring significant amounts of tactical aid quickly is quite difficult. The island-hopping challenges presented by this map have thus driven me to attempt to write a guide to the map known as Liberty.
In case you decided to skip the intro, support is useless. I’m just going to set that out on the table now. Even the idea of setting up a repair station on your island is foolishness, as wasting 6,000 points on repair tank just doesn’t make sense. Please, don’t play support.
On Liberty, the most important class available to a team is infantry. This is quite simply because the infantry player is the only player that can supply a defense against everything, so the role will require attention. The main problem faced by infantry is that they can’t get to the main island unless they are transported by helicopter or by amphibious transport. This means that the other players need to help out here. I advise starting off with straight infantry, because they can counter whatever you encounter, if you have enough of them. With your starting points, you should be able to get six groups. This is convenient for two reasons.
Now, as soon as you can figure out what’s going down, see what kinds of infantry you need, and make sure you have the means to move them. Get in the houses and fortify up. There are plenty of places to hide in, plenty of buildings to occupy. Go for those near command points, and along the shore where the enemy will come from.
I advise two infantry players at any given time, more if necessary. Each player should use about six standard infantry, have at least one anti-tank infantry, and perhaps a sniper or demolitions engineer to set traps.
You can only use one unit to get to the mainland. That’s an amphibious transport. Order as many as you can, enough to move all the infantry. Armor players, listen here: You will make the least as well as the greatest difference. You need to move those infantry units so the air people can do what they need to do. As soon as those infantry are safely on the mainland, fortify up command points. Your job is simple, be supportive. Stop the infantry from being run over and picked off, amphibious transports, when properly massed and using their offensive ability, can be dangerous.
Numbers-wise, I’d recommend one armor player for every infantry player. So about two to start with, more later perhaps. If air players decide to transport infantry, this isn’t so important.
Air players are relatively unimpaired. Their greatest challenge is that they will be facing a lot of infantry and amphibious transports, which are dangerous to their class. Fortunately, air players should see relatively no anti-air, which is good. To begin with, I’d recommend four air players, two with heavy choppers, one with mediums, and one with a mix. Adjust as necessary, as always. I’ll reveal my plan later, but what you air players need to do is mainly stop the enemy from getting to the island in the first place. Again, relatively easy job on paper, not so much in-game.
I’m going to go ahead and assume you remember the numbers I gave you for people in a certain class. If I assumed wrong, go back and check. Infantry and armor should order only standard infantry and amphibious transports, air players mixing it up.
To start off with, have all the air units fly towards the point where the enemy will be crossing to the main island. Go towards the center of that path. You will need to take out transport choppers first, then amphibious transports, then anything else. Stop the enemy from making landfall before your team. While the air players are doing their duty, get those infantry into the transports and move! As soon as you make landfall, grab the command points along the front of the island, sticking infantry in nearby buildings for now. Have the majority of the transports fortify those forward points, while about three others go back and take all the others. Be quick about it. After this, you’re in control of the island. Pretty easy, assuming you get there first. Liberty has this deal about it, where getting to the main island first gives you the edge. Gee, I wonder why? Anyway, just hold on as long as you can, until you win.
Where the commies spawn, it’s on the island with the Statue of Liberty.
Where the US spawns, it has a lot of buildings. I don’t know why.
This is a great point for the USSR to make their home base on the main island, just be cautious of tactical aids.
This is a vital point to hold, as it is in the front, and therefore the one that can lead to the fall of the island.
This place is just great, beautifully fortified. You can hold out here for a long time if necessary. As always, be weary of tactical aid.
If you can get enough points together to knock this sucker off, I’ll be impressed. I recommend dropping it on the enemy spawn zone, as it will annihilate the island and radiate it for future spawning units. Wonderful stuff, radiation. Doesn’t quite linger long enough though.
This aid is amazing on this map, due to the way units will be clustered at command points and around buildings. Use it to wipe out swarms of units, then take the point.
Because units tend to get herded into enclosed places on Liberty, using heavy artillery strikes can be absolutely devastating, you are guaranteed to hit something.
Note: Anything that drops units is also good, because you can repair your amphibious units, as well as get light tanks.
If you ever decide that warring on Liberty isn’t as fun as other things you can…