Battlefield Wiki
Register
Advertisement
Battlefield Wiki
Valparaiso

Valparaiso

The Liberation of Valparaiso was a U.S assault upon the city of Valparaiso, undertaken to retake the city from Russian occupants. This battle was one of the first United States Marine Corps operations in South America (in Chile, specifically).The map is based on the attack on the power station through the coastal area. The map is available on the Rush and Squad Rush game mode.

Background

The Russian Airborne landed on South America six months after the start of World War Three. Their goal was to take swift control of the neutral continent and push up through Mexico into the USA. The Russians landed in several coastal areas where U.S bases were located, in order to surprise the South American garrisons, in locations like Battle of Atacama Desert and Laguna Presa. These initial assaults were won by the overwhelming Russian force, who quickly pushed inland, upwards toward Panama and East, toward Brazil in order to prevent a U.S./EU counter-attack on that coast. When the White House heard of the invasion of South America, numerous battalions of the Army, Navy and Airforce were pulled out of Europe and landed in the The Siege of Panama Canal, to stop the advancing Russian army from entering Central America. Here, the U.S were tied down for almost a month in large scale engagements, until a U.S operation broke through the Russian defenses and allowed a passage into northern South America. The United States Marine Corps spearheaded the U.S operation, pushing south and securing countless towns and cities. During that time, the U.S. decided to open a second front, entering South America through the shores of Chile. There, the USMC began operations to the north, towards Arica Harbor, and to the south, towards the coastal city of Valparaiso, where Russian forces had dug in deep. An air assault proved to be useless: the U.S only succeeded in destroying outlying buildings as the Russians retreated to underground bunkers, and many U.S aircraft were shot down.

Battle Plan

The Marines narrowed their options down to two plans. The first was a combined amphibious and ground assault that would depend on the shutdown of the city's main power station. The second was that they let the city go, along with all of the trapped civilians and Russians in a conventional/nuclear attack. The U.S governments knew that the second option would severely cut support for them by allied and neutral countries, yet it was the best option they had. Not willing to jeopardise their standards, the U.S went for option one.

The success of the assault all depended on the ground assault capturing the cities power-station. The Russians were using it to keep their equipment working and to contact their command. Without power, they would be disorganised, and an amphibious assault would be significantly easier. Plans were drawn in preparation. U.S Marines would capture the small fishing villages along the coast, as well as the lighthouse, in order to be prepared for Russian air support. From there, they would assault the power-station The risks were high for both sides; neither could afford to lose the battle, or their respective military campaigns in South America would face a significant blow.

Layout

The map consists of 5 sets of 2 M-COMs: the Attackers are provided with one UAV, a Tank and a UH-60 Black Hawk to aid their attack. The Defenders are provided with mounted machine guns, and on some bases, a Stationary AT.

The Light House, at the second base, gives a large advantage to both offensive and defensive snipers. A Defensive sniper can see directly to Objective Bravo and spot/take out anybody advancing along the cliffs. An Offensive recon player can also snipe into the parallel base with maximum cover from their own spawn, giving huge advantages to friendly infantry that may need assistance.

Rush

Equipment

RU

Light Vehicles

  • None

Tanks

  • None

Helicopters

  • None

Aircraft

  • None

Naval units

  • None

Emplacements

US

Light Vehicles

Tanks

Helicopters

Aircraft

  • UH-60 Blackhawk

Naval Units

  • x2 Oliver Hazard Perry frigates

Emplacements

  • None

Bases

Attackers Deployment

This is the starting base for the Attackers, 1 M3A3 Bradley, 1 UAV, 1 UH-60 Black Hawk and 2 Quad Bikes spawn here. The base is almost untouchable by the defenders and only snipers have any chance of spawn-killing the Attackers at the base.

Fishing Port

Objective Alpha and Bravo are both located in 2 sheds in the Fishing port, neither of which are destructable by Destruction 2.0 .The Black Hawk should be regarded with caution; players can mount a Heavy MG or have a launcher ready before they get close enough to fire. If a pilot bails from a downing helicopter, they will most likely land in the surrounding sea and be vunerable for some time. It is also recommended to use AT mines (if not unlocked, C4), on the jungle trails, as the surrounding cover is completly destructable and the defenders will face heavy casualties if a tank breaks through. Defenders should also be aware of attackers infiltrating their bases using the jungle. It is recommended you have a pistol or machine pistol (M93 Raffica a.k.a. M9-3r) for the close combat. A semi-automatic pistol is recommended as these have better ammo control and higher power with a dead-accurate aim. An engineer or medic would be the most useful as the M3A3 Bradley can cause heavy casualties to the defending team. Assault is almost useless here as it'll be either 3 things here: close quarters combat, a PDW (engineer's weapon) will kill the rifleman, a sniper will lock onto the rifleman while the rifleman is barely able to or not able at all to engage due to the rifle's low power, or a Bradley will crawl through and the Grenade Launcher is almost useless to them.

The 'Vehicle Armour Package' is recommended for Attackers as defenders will often be an engineer due to the presence of a M3A3 Bradley. Snipers will also be extremely common so flying low is a dangerous thing. Recon players and UH-60 Black Hawk crews should level the buildings so there aren't any places to hide guarding the M-COMs. If piloting a Blackhawk, watch for skilled snipers and RPG's as they often shoot the pilots and/or the gunners. It is recommended to grab 4 other people from the team and have two players man the mini-gun. Land or fly past the middle of the battlefield and drop off 3 guys and have one gunner lay down suppressing fire along the way out. It is also advisable you do a strafing run to level buildings and kill people so the Bradleys may get through. It is recommended to have an Engineer with an RPG to fire at the M-COMs in the air so that planting won't be necessary. It is discouraged to go alone on foot as you will be very vulnerable on the open field. The Blackhawk is key to winning this base so defend it and eliminate any engineers and heavy machine gunners.

Common flanking routes include a pathway that ends in the water that leads to M-COM B. Players can swim or walk along the bank to reach M-COM B. M-COM B will usually have about 2-4 players hanging around, they can be taken out easily as they don't expect a thing. Another flanking route is jumping along the left edges of the map, into the jungle around M-COM A. Allow some time for your squadmates to catch up and/or respawn on you before attacking the M-COMs. Once the M-COM's have been destroyed, make sure no enemies are around to steal your vehicles or to kill you from behind. It will be very hard to win without them. A Blackhawk, Bradley, and a UAV will spawn once successful.

Lighthouse

The Lighthouse is better armed compared to the Fishing Village with 2 KORD Heavy Machine Guns and a 9M133 Kornet AT with losts of buildings and lots of cover in the back. This line is the hardest to defend due to the lack of cover between the two main houses where the bomb sites are. There is also a giant lighthouse that has no lighting inside. The lighthouse should be held onto at all costs as a few talented snipers will easily turn the battle. The defending team has it harder during this waves than the attacking team due to the previous reasons. Remember that the attacking people also have natural cover behind rocks and such along the main path, and due to the straight sight line, a skilled marksman will easily win. Be aware of the opposing team using the lighthouse to flank you from the sides or behind. On the building with the 9M133 Kornet AT , it is recommended to ALWAYS hold the building as it cannot be destroyed by Destruction 2.0 . The 9M133 Kornet AT will turn the tide of the battle immediately as 5 direct shots will destroy an M-COM station and there will be no need to plant it. Planting can be used as a bait for the AT gunner to launch a missile at the site killing everyone near it, so watch out. A is significantly harder to defend than B because A is usually the building that people take first, but let A go. Letting A go will lure all the attackers to the Bravo M-COM which will be significantly easier to defend than two M-COM stations. If Bravo is gone, keep holding your frontline there to delay the attackers from going to the village. When overrun or killed, go to the village.


The Attackers have a height disadvantage to the defenders and it can be a hellish battle if nobody makes it up. It is recommended to divide up into two forces, a main attack group and a flanking group. The main attack group should take up a position on the rock in front of the M-COM points. Assault and Medic classes should drop a lot of ammunition and health packs as the main group will come under fierce fighting and will be pinned down most of the time due to the good defenses. The main group should provide a convenient spawn and revival point once people start to break off and go for the M-COM points. A full force attack can succeed, but it will lose a lot of tickets.

Flankers should not consist of more than two squads maximum. It is recommended to flank by moving along the shoreline. Make sure to clear out the lighthouse if enemy snipers are present. The lighthouse will provide an important vantage point to snipe and call mortar fire. The lighthouse, while important, should not be the primary place where players should spawn. A good rule of thumb would to have no more than 3 or 4 people in the lighthouse. The only people that should be in the lighthouse for extended periods of time should be Recons to snipe and call mortar fire and the occasional medic to heal or revive, or the occasional Assault trooper to provide snipers with extra ammo. Otherwise the rest should move up or behind the hill near B. There will be a building with a Stationary AT that can be advantageous to winning the battle.

The direction of battle should not be oriented toward the lighthouse. The defenders will have an even greater tactical advantage while the attackers will run out of routes to flank.

Village

The Village is unlocked when the Lighthouse falls. This area proves some of the hardest fighting for the defenders. The multiple buildings should be set destroyed so no person can plant stealthily. Remember, some of the buildings are built on stilts so you can hide under the floor. A good tactic would be to have a guy on the AT at the back of the village to pick of M3A3 Bradleys that come by. AT mines should be placed at the road also. Have two guys go back to the second line where the attackers spawn so you can spawn kill them or spawn trap them to lower their reinforcement tickets. This is where the assault class will shine as there is a straight view and medium range fighting (although snipers will intentionally make a long range sniper battle). Have a few guys (not the whole team) play the recon class and hide in the darker buildings to pick off any guys coming down. If this place is overrun, then set a few AT mines at the back of the village and retreat to the hilltops.


For attackers, once the enemies have been cleared out, Recon players should position themselves on the hill facing the village. The person on the stationary AT should be an easy kill. Snipers can also position themselves behind the rocks on the hills or at the rock on the very bottom to provide valuable cover fire. Assault and medics should place packs at the very bottom rock to provide a convinient place to reload and/or heal. However, they should not stay there for extended periods of time. Recons should also mortar the rear most buildings for some kills and/or assist points.

In the village itself, stay out of the street for as long as possible and seek close cover. Unfortunately, there are no flanking routes. Assaults with smoke grenades come in handy here. Instead, for M-COM A, hug the cliff walls. For M-COM B travel along the shoreline. Make sure to crouch under the stilts whenever possible. Don't go too far in the sea as you are a sitting duck while swimming.

In the blackhawk, have an engineer in the passenger seat to fix the chopper in the air. Have two player manning the mini-guns and the chopper will be self sufficient.

Once A and B have been destroyed, rear players should clean up area as best as possible.

The stationary AT launcher in the lighthouse base has a clear line of shot to M-COM Bravo. It can be used to destroy Bravo.

Hilltop

The Hilltop is unlocked when the village falls. The jungle conditions and quiet environments will make a PDW (engineer class) or the VSS and SVU (silenced sniper rifles) useful. The VSS and SVU are especially useful as they have ghillie suits to blend in the jungle. Much of the fighting here is close quarters, although medium range sniper fights are quite common, an assault class firefight is a rare sight. Just try to crouch most of the time and take the high ground and turn this into guerilla warfare. Most of the time, this base will be lost. If it is lost, retreat along the road and plant some AT mines just in case.


Unfortunately for the Attackers, there are no real flanking routes as all routes funnel toward the same area, resulting in a lot of casualties and heavy losses of tickets. Like the last set, stick to the edges as charging straight down the middle will only result in a lot of deaths. It is impossible to go in without one casualty as even the most mediocre player can pick off people from a distance. Make sure to watch the ledges when coming up the hills as there will be a lot of enemy personell waiting to mow you down. Bradleys will not work here as engineers or recon players will destroy the vehicle with ease and the inclined slope will slow the Bradley down

For M-COM A be aware of enemies on the ledge coming up, next to and overlooking the concrete blocks. With a fair bit of jumping, you can get up on the ledge, but you will be a vulnerable target as you try to jump up. However, you can also catch them off guard as well. Make sure to let your squad spawn on you as players on both sides will fight over and use this area to spawn.

For M-COM B stay to the right side of the map.

Last Stand

This area is unlocked after the Hilltop falls.This area gives equal advantage to the attackers and defenders. The defenders are armed heavily while the attackers have the environment as their weapon. Defenders may consider taking a small grassy ridge alongside the road where they can pick off attackers coming through. Remember that Alpha is very hard to defend as the M-COM is located on a two-story. One grenade launcher shot will destroy the walls of the building and defending it is very hard. Bravo is very easy to defend as the AT, the 3 HMG's and the spawn points point directly to B. You can destroy the walls as a precaution to see the attackers, but attackers can slip in unnoticed by the cover of the rocks. And if the Attackers take the HMG's and the AT, then the defenders have lost already unless they can recover it. The UH-60 Black Hawk will often land to deploy troops in the hot zone (near Bravo) where all the troops can be killed by a good ambush or a suppressive heavy machine gunner who will shoot the attackers on sight. If this area is lost, then the Defenders lose the match. As for the Attackers,the Blackhawk can be used for the search and destroy tactic where you charge in by landing from a helicopter and cause as many casualties as possible and extract by a helicopter. This is particularly dangerous as the participants of the mission have no other way to extract than to run back to a clear safe zone which could ultimately cost the respawn tickets. If the Blackhawk is to land in the middle of the base, the pilots or even the troops inside could get shot as they're extracting ultimately costing more reinforcement tickets making the search and destroy tactic a gamble. A more conventional way would be to have 3 snipers at the ridge and have the rest of the team flank while the blackhawk provides close air support, a team of defenders may try to shoot the blackhawk down which will result in a easy kill for the sniper or the ground forces. The defenders who assault the ground forces could be taken out by snipers or the blackhawk. While all this happens, one sniper could go through and plant the charge.

Outcome

RU Victory

American forces fail to take the power station and a F/A-18 Hornet is shot down. Soon afterwards, U.S destroy the city with all Russian forces and trapped civilians in the city, severely cutting support for them from allied and neutral countries in South America.

US Victory

The power station is taken and almost immediately, numerous UH-60 Black Hawks begin the assault on the city. Which not long after, is liberated by the United States Marine Corps.

Map

Advertisement