It’s been a while since I’ve written a guide, so I’ll apologize in advance if I’m a little rusty. I doubt I will be, especially since I’ve been thinking about writing this up for a couple of days now. Hopefully you’ll find my ideas as intriguing as I do, so let’s get on to the main show here:
SpaceNeedle is one of the few true city maps that can be played in World in Conflict. It is the only map I consider to be a “city map” that can be played in domination mode. Of course, this is off the top of my head, so I may be missing a map. Anyways, most of the other domination maps that could be considered to feature a city end up being small towns with small buildings. To me, that doesn’t really define a city. We need towers, and towers we shall have on SpaceNeedle!
Armor, the staple class. You’re definitely going to want some armor players on SpaceNeedle. They’re the only units that can take damage and still keep going. This is going to be important because you’re playing on a big map that is sometimes inconvenient to move around in. Infantry gets busted up too easily, and none of the other classes can capture command points and fight effectively. Thus, the honor falls on armor players.
Armor has a couple of neat advantages going for them on SpaceNeedle. Normally, helicopters will have a hellishly easy time picking off those tanks. On SpaceNeedle, this is still so if you allow it to be. Note well, I said, if you allow it. Those tall buildings aren’t just for show, helicopters have to get over them to see and shoot you. What does this mean? Use the cover that you are provided with! Don’t barrel down main street guns blazing unless you somehow know you’re not going to be massacred. Anti-air can help, but you can’t always have your hand held. Become more independent by utilizing cover and deploying smoke effectively.
Armor will be engaging in a lot of fighting, but that doesn’t exempt anyone from remembering their duties with command points. Armor players need to cap points quickly, so in the beginning of the game, prioritize. Get the nearby points first, then the out-of-the-way ones, and then consider pushing into enemy territory. If you’re efficient, you can force the enemy to come to you and engage you on [b]your[/b] terms.
Support:
Support’s main job on SpaceNeedle is to cover the armor players. Please, do everyone a favor and don’t make artillery unless you really know what you’re doing. I have a couple reasons for saying this:
Anti-air on SpaceNeedle requires forethought. Are you going to be using medium anti-air or heavy anti-air? The reason I pose this question is because heavy anti-air is only good against helicopters. On SpaceNeedle, the odds of you getting a clear shot on helicopters and being able to chase down a wounded bird are less than on more open maps. What happens if you get cornered in an alley where the tanks you are defending are assaulted? You sit useless? I think not. Build medium anti-air until you can start accurately and effectively fighting the enemy helicopters. Medium anti-air can be used to fight a variety of other units, through their offensive special. They are also highly massable, and can be used as a force of their own. The greatest disadvantage is a lack of smoke, which is why you should probably stay near tanks.
The final important part of support is repair. Again, the size and difficulty of maneuverability on SpaceNeedle means that repair tanks have to be utilized effectively. If they die all the time, they won’t be able to keep up with and fix the units they’re supposed to. This means that the support player(s) with repair tanks need to realize their vulnerability and play carefully. The other teammates must also realize that they’ll die a lot faster if they don’t defend that repair tank. Therefore, the repair tank should always be behind the other tanks. If a maneuver is performed correctly, a repair tank can fix wounded tanks from behind as they fight, allowing a weaker tank to beat a stronger tank. Repair tanks are vital to maintaining a unit’s health, and their rank, so don’t ignore them.
Infantry:
SpaceNeedle is a fair map for infantry. There are plenty of buildings and alleyways to be utilized, and the buildings block artillery fire, and do a great job of blocking line of sight. It is my opinion that infantry, for the most part, should be utilized as strike teams. Get the men in place, pop them all out at once, blow as much up as possible, cap a command point if you can, and then get out of there! Don’t worry about taking the main roads, travel through buildings. I’d also advise planning how you’re going to travel. There are some places where units can’t cross over, and when traveling through buildings, many are already half-destroyed, so don’t waste time or try to bunker down against a bunch of tanks.
Infantry units cannot be healed, and having new units dropped resets the rank. This puts infantry players in bad place and further fuels my argument of attacking quickly and then disappearing. Approach from different directions, move a few squads at a time. Make sure to hold fire and don’t be afraid to camp while waiting for a few new artillery units or a heavy tank to spawn. As soon as it stops blinking, blow what units you can away. At that point, quit camping and find a new position. Last thing you need at this point is to be napalmed.
Air:
If you’ve read everything up to this point, you probably already have some vague idea of what I’m going to tell you. Air is pretty basic, they are the units least restricted in movement capability, but perhaps most restricted in their ability to gun down units dodging through the streets. So beyond blowing the stuff with lots of armor up, here are the main things to remember:
You’ll want to be familiar with a few concepts when playing SpaceNeedle. They’re not very hard to understand, but can determine the difference between a win and a loss.
Command Point Score Sharing- For those of you that don’t know, when you capture a command point, you get an allotted amount of TA points. The amount of aid points received depends upon the points to be capped. Two points results in five TA. Three points provides seven TA. Four points, the limit, grants ten TA. Each player involved in a cap receive all of the TA points. Therefore, teams should share the burden of receiving TA points. The biggest example is the Americans and the Space Needle CP. If four people cooperate in the capture, they each get ten TA. If they pool those points, that’s forty TA. If everyone participates in the capture, the Americans can get as many as eighty TA points in the first thirty seconds of the game. THERE IS NO EXCUSE NOT TO DO THIS EVER! The inconvenience of having the air players buy one less chopper to get a unit on the ground is worth it. The time it takes to get everyone situated is worth it, and shouldn’t even be a problem if the team communicates. Once you’ve got those TA points, don’t save for a nuke. Use those points to establish an early lead. Theoretically, the Americans have no excuse to lose if they can get eighty TA points in the first thirty seconds.
Airborne Units and Mathematical Impossibilities- We all know that infantry players can drop airborne squads for five TA per squad. This is why you need at least two infantry players on SpaceNeedle. By using early TA points from the nearby command points, infantry players can cap the other two-point CPs by sharing points. If it takes ten TA to drop two squads of infantry, and each player receives five TA for capturing a point, two infantry players can spend five points each, get five points each, and capture a command point. This leads me to my Mathematical Impossibility, which is indeed possible. Observe: 10 TA spread between two infantry players = 10 TA + two squads of airborne infantry (10 TA worth of units) + 80 points for the capture of the command point + a lead in the game – In numbers only: 10=10+10+80p+priceless. Go figure.
Corridor Tactical Aids, the Roads, and You- Fairly self-explanatory. Abuse corridor-shaped tactical aids (like the carpet bomb) to decimate main thoroughfares. It gives you an easy advance down a normally clogged area. The advantage granted is worth the points spent to perform the strategy.
At this point, you should have a pretty good idea of what needs to be done on SpaceNeedle to win. I won’t spell out any play-by-play strategies for a particular team this time because enough information is provided for you guys to come up with your own unique strategies that will be more creative and personalized than mine. I encourage everyone to play as a team and communicate, and go for the win on SpaceNeedle!