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The map takes place around the Halfaya Pass, located in the border region of Egypt and Libya. The pass was a key strategic position of the North Africa campaign, and during 1941 and 1942 the area and its vicinity saw heavy fighting in battles such as Operation Battleaxe, which is the setting of the map's Grand Operation.
Described as one of the largest maps in Battlefield history, Hamada features heavily sloped terrain, with objectives set the amongst rocky mountains along the North African coast. Its main visual feature is the ancient, partially destructible viaduct spanning the upper section of the great canyon that divides the map into north and south.
Complementing its intimidating vastness is the map's grayish, gravelly sand and rocks, which in combination give the landscape a harsh and barren appearance. Dusty roads and fortifications are the only signs of life, while crumbling ruins scattered amongst the dry sun baked rises suggest a thriving place now lost to time. Cover is scant at lower elevations, with onrushing infantry constantly having to contend with fire from elevated enemy positions as they make their way up from the floor of the pass. Control of the high ground is vital in maintaining momentum on the field. While already large in its own right, the map has an even more extensive boundary for aircraft.
Conquest on Hamada is a contest between seven capture points, separated by the pass that divides the map horizontally. Four are located on the south side and on generally low ground. The other three are isolated on the opposite ridge which rises above the rest of the map by a considerable amount. The German team has a shorter path to reach these northern objectives due to less extreme terrain around their map side, although their deployment is further from the map center than that of the British.
Each team begins a round with 600 tickets. The terrain of Hamada does much to dictate the flow of battle, with the majority of losses seemingly occurring as teams cross the long, open expanses of ground that surrounds most objectives - fortunately all objectives spawn some kind of transport for maintaining infantry momentum on the field. Many flags also provide additional tank spawns, meaning a considerable armor advantage can be amassed if the correct points are held, while air power can play a key role due to the few hiding places available to ground forces.
2 Flak 38
2 Flak 38
The British deployment is in the map's southwest corner of the Conquest play area, with players spawning in a tank recovery workshop at the far end of Fox Valley, just north of the South Pass. A large bluff to the west obstructs sightlines into the map's body, dividing the valley and the roads forward in two directions. The northern road takes players through the defensive belt surrounding Artillery Camp, while the south leads directly to Ridge Nest. The deployment is the site of Ammo and Health caches, as well as a Vehicle Supply Station and a stationary Flak 38. An Airhook for supplying aircraft is located past the end of Fox Valley on a patch of flatland to the east.
The German base is along roughly the same horizontal axis as the British, but along the Coastal Plateau in the southeast corner. The flat-topped rise where the deployment is situated overlooks an inaccessible, steep escarpment leading to ocean to the east, and playable low ground to the west - to the southwest, the long and featureless South Ravine and its accommodated roadway connects the German spawn to the British via Ridge Nest, while on the north side is a parallel ridge that borders the Oasis, the nearest objective. Further north, a few roads bridge shallows parts of the large canyon, granting access to the northern peak. Like the British, the Coastal Plateau base provides Ammo, Health and Vehicle supplies in addition to an emplaced Flak 38 near the northern base exit. The team's airhook is found outside the map to the south of the deployment.
A: Ridge NestEdit
Ridge Nest is the closest objective along the main British advance, near the map's southwestern border, and is split into Ridge Nest - North and South, although the former area falls within the British spawn protection boundary. It is located at the intersection between Fox Valley and the far larger South Ravine, and is one of two locations (the other being the adjacent Artillery Camp) that is embedded within the formidable defensive line of dragon's teeth that carves across the map length along its western edge. The objective proper is reminiscent of the Stronghold objective of Achi Baba, with a valley approach overlooked by a steep escarpment to the north and east, which is itself covered with netted fortifications. The flag itself is at the foot of the ridge in defilade however the majority of the capture zone area encompasses the ridge crest to the east. Atop this area, a narrow span of trench lies parallel to the main road. When held by the Germans the flag gives a notable terrain advantage against the British deployment, who have little choice other than to bypass the objective to the north or make their assault across poorly protected low ground.
Ammo and Health supplies can be obtained from the trench line on the lip of the ridge, while an anti-tank gun can be built in a separate fortification on the northeast side of the position, overwatching the road in through Fox Valley. The flag also spawns light transport in the form of a halftrack or three-seater.
B: Artillery CampEdit
The Artillery Camp is found to the north of Ridge Nest and on the edge of the steepest portion of the Canyon, further north. The base consists of a major defensive fortification orientated to the south - constructed upon a small hill, the south and east sides are sewn heavily with barbed wire and bordered by gunpits, themselves connected to a short curved span of trenches. Behind these earthworks on the opposite side of the hill, terrain slopes down sharply before smoothing off, creating a small flat clearing in defilade to the north where the flag itself is located. The area is overlooked by tall hills in most directions, notably to the northwest where the dragon's teeth belt ends, as well as the towering northeast stronghold of Bridge Camp. The fortifications greatly strengthen defenders' posture, and can be further built-up using although the northern clearing remains comparatively exposed. The Artillery Camp is also the end point of an infrequently used road that curves around the base of the Bridge Camp hill and passes beneath the viaduct crossing the main Canyon - a route that can be used to bypass this neighbouring position.
The flag spawns an additional tank once captured, in addition to a halftrack - the vehicle deploy from the northern clearing where a Vehicle Supply Station is also found. Amongst the main trench line on the south side of the camp, Ammunition and Health stations can be found as well as a static Flak 38. The trenches also house Heavy Machine Gun positions in certain game modes, while an AT cannon aimed at the open terrain leading up to Bridge Camp can be built on top of the dragon's teeth hill to the northwest of the capture zone. To the southeast, between the Artillery Camp, Bridge Camp and Ridge Nest, is a low rise known as the Outpost which contains earthworks where another set of infantry supply caches can be constructed.
Oasis is located on the east side of the map center, close to the German deployment. One of the more isolated objectives, the flag is some 200m from its nearest neighbour of Bridge Camp, which is largely obscured by bordering cliffs. The objective itself consists of the remains of a small settlement built around a roadside oasis, looked over by low crags to the south, as well as a pointed rocky mound overlooking the site from the north. and southwest. The weathered masonry foundations of old houses stand around the flag, providing rudimentary directional cover inside the relatively small capture zone - the multitude of crumbling walls and piles of rubble lining the narrow roadway through the base can be a potential chokepoint for vehicles, or fenced off entirely with the formidable number of barbed wire and Czech hedgehog placements available around the flag perimeter.
The flag provides another tank spawn once captured, along with a halftrack - Ammo and Health caches are found amongst the ruins. A Flak 38 can be found at the foot of the southwestern ridge. On a ridgeline between Oasis and Bridge Camp is a buildable AT gun position set to fire against the Canyon Bridge and Ruins.
D: Bridge CampEdit
The Bridge Camp is found in the map center, and forms the southern section of ancient viaduct that crosses the Canyon. Upon the hill crest stands a large ruined fortress. The multi-tiered inner bailey, which consists of two incomplete towers standing parallel as well as a number of collapsed dividing walls and rocky piles, is situated on the western edge of the hill in view of the Artillery Camp. The bailey is ringed by a roadway, on the opposite side of which are a number of auxiliary structures, also in ruin, that border the eastern hill crest. To the north is the Canyon Bridge viaduct and an accompanying precipitous drop. The flag offers a commanding position against its surrounding low ground objectives, as the towers of the fort grant a tactical positional advantage against the main approaches, which can be strengthened further with fortifications of sandbags and a protective band of barbed wire. It is also of strategic importance - by controlling the viaduct a team can hinder enemy access to the northern objectives, or by contrast leave trapped up there while they hold the majority in the south. However, the concentration of cover around the inner bailey leaves defenders highly vulnerable to area attack by aircraft or off-map artillery.
Furthering its strategic importance, the flag provides an additional tank spawn to whichever team controls it, in addition to a neutral halftrack and light vehicle - the flag's supply caches are located inside the inner bailey ruins, and two heavy machine guns can be constructed on the northernmost of the two towers to provide overwatch against Artillery Camp and the viaduct. The Canyon Bridge itself is indestructible, except for a small length of bailey bridge near its south end. This section can be destroyed or rebuilt to suit a team's needs.
E: Desert RuinsEdit
Desert Ruins is at the northern end of the viaduct, and is one of three objectives on the map's northern sector, being the westernmost of the three. The area consists of roadway passing between a collection of ancient buildings remains. On the west side immediately adjacent to the road is a German artillery base, made up of several sandbag positions surrounding inoperable Flak pieces, bordered by a lengthy section of half-standing wall before the falling plateau edge. The area is overlooked to the north and west by raised structures, accessible by stairway, which provide overwatch against the low ground of the roadway and, like most areas of the plateau, gives the ruined surroundings multiple elevations from which to fight from. Another example is a tower on the south side of the capture zone. The flag is somewhat closed off to the outside by the indestructible walls of the ruins, leading to one of the few areas of the map focused on close-quarters fighting.
A halftrack spawns by this flag when captured. A shielded HMG can be constructed atop one of the platforms to the north, defending the road up from the Bridge, while an emplaced AT gun is found at the north end of the Canyon Bridge, orientated towards Bridge Camp and the opposite cliff. Health is found against the eastern wall while Ammo can be retrieved from a cache at the base of the tower to the south.
The Temple is the penultimate point along the path up the mountain. The flag is eastwards to and roughly parallel with the Desert Ruins objective. It consists of an large ancient house of worship, which was once T-shaped with a hall passage between two raised structures with mosaic floors, leading to a main oblong chamber lined with ornate stone pillars. The remains of the main chamber are the focus of the capture zone, which is small and otherwise devoid of cover. Those seizing the flag may be fired upon from the upper stories overlooking the chamber from the west, as they can be scaled using stairwells in the main passage or adjacent ruins. This objective is largely ill-suited to ground vehicles due to the number of impassible ruined walls and pillars that form the perimeter of the capture radius.
A halftrack spawns here when captured. Ammo and Health caches are located in the hall passage, which can be obstructed heavily with barbed wire to prevent infantry access to the flag and nearby raised structures. On the opposite side of the Temple to the capture zone and at the far end of the passage is a Vehicle Resupply Station - one of two available on the mountain plateau.
G: Peak CampEdit
As the name suggests, the Peak camp flag is summit of the northern mountain, and aside from the towers around the Temple, is the map's highest point. In contrast to the complex of ruins that comprise the majority of the mountain top, the camp lies on a largely smooth and open triangular plateau, with almost vertical falling faces on its north and west south, leaving only one road in from the west. Found along the northeastern boundary, the summit is not entirely flattened, with raised rock piles and observation posts built on small hillocks watching over the area. These points within the precipitous position are amongst a number of netted fortifications, logistic trucks and unusable heavy guns, overlooking the vast valley below. These covered positions fall only on the edges of the capture radius, with the flag itself located in an open area between them. In addition to these earthworks there is a narrow airstrip that provides those holding the flag with an extra aircraft spawn - pilots deploying from the flag must takeoff manually from this runway. Thus, the flag has some strategic importance aside from being the literal zenith of the map.
In addition to the aircraft spawn, a halftrack and light vehicle are deployed by the flag, which also contains Ammo, Health and a Vehicle Resupply Station - the runway itself acts as an Aircraft Resupply Point. In the center of the ring of fortifications is a Flak 38, which is useful for denying enemy aircraft use of the airhook.
Hamada is the first map in the Operation Battle Axe Grand Operation. Set in mid 1941, the British garrison at Tobruk has been encircled and is rapidly being starved into submission. Seeking to relieve their captive brothers, a daring plan is conceived to attack through the Halfaya Pass and strike the German's own supply lines in Libya, thus releasing their grip on the port. The four day battle, which will include both an airborne assault and considerable armored forces, will undoubtedly be bloody as the Germans know the British are coming and have prepared defenses accordingly.
In day one, British airborne forces land behind enemy lines in the pass, seeking to destroy vital objectives held by the Germans. This stage takes place in the southern tail of the map that is inaccessible during Conquest - the cliffs and crags that surround the Coastal Road as it winds northwards uphill.
The British aircraft makes their approach from the southwest, flying directly over the enemy lines. In the initial jump paratroopers are dropped near the two bomb locations - the easternmost of the two is found behind the so-called Southern Hill that acts as a spawn-protecting landmass, while the west one is at a vehicle depot at the furthest extent of the Coast Road, with the location spawning a Universal Carrier and Sd. Kfz 251 Halftrack for use in the assault.
The Germans' main deployment is far to the north and some distance away from the objectives around the reverse slope of the South Pass. This can make it difficult for the team to react to objectives being armed should they suffer squad wipes, however the tending of the terrain uphill gives the defenders a potentially decisive tactical advantage during the rest of the round. The defenders can make use of three Flak 38 guns to ward off the enemy transports, although two of these are quite far forwards leaving the operators vulnerable to attack. The better protected of the three is located near to objective D. Additionally the Germans have a Halftrack of their own that spawns beside objective A.
The German artillery position is arranged with guns in pairs, each pair being on separate ridges. A and B are located on the southernmost ridge known as Artillery Ridge, found on the west and east ends of the landform, respectively. Behind this is the Central Ridge, where objective C is found - in line west of this is D, on the Broken Ridge. Each gun position is separate and roughly the same in appearance, consisting of a circular dugout ringed with sandbags, protected along its southern edge by barbed wire and with entry points at its sides. The tiered nature of the position means that the British must make their assault uphill, while the artillery dugouts can provide mutual support to one another. The main line can be bypassed on the flanks, using the North Gully or South Ridge, however both of these are largely flat channels devoid of cover.
If the British achieve a major victory and disable all guns, they are rewarded with additional respawn points on the following day.
Day two of Operation Battle Axe uses the Conquest Assault ruleset. At the start of the round, the Germans hold all objectives, but have no permanent deployment - as a result players are unable to spawn there and must hold dynamic objectives to stay in the fight. The British are granted a 300 ticket lead, but must quickly capture ground to stem the bleed caused by an opponent majority.
The flag layout and vehicle complement is largely the same as standard Conquest.
Should the British succeed in depleting their enemy's ticket count to zero, they acquire additional reinforcements and have more spawn tickets on day three. If the British lose all their tickets or time runs out, the Germans are considered the winners with no bonus conferred. Regardless of outcome, the defenders retreat from the Halfaya Pass, beginning day three on the map Aerodrome.
Breakthrough on Hamada has the potential to be one of the longest, hardest fought battles of any currently in game. The sheer size of the map, combined with the unusual five sector layout and the unprecedented attacker spawn limit of 500 tickets means games can make up the majority of the 50 minute time limit. For the British attackers, the battle is a literal uphill struggle, with the team having to conquer one heavily fortified ridge after the next on their bloody path to the mountain summit. For the German defenders, it is a contest of attrition and steadfast determination - they can bleed their opponents down to their last reserves, only for a sector to fall and significant reinforcements to arrive, forcing them to repeat the ordeal all over again.
The attackers can access two M3 haltracks, one Universal Carrier and two aircraft, as well as one reinforcement tank and two gun carrier halftracks, at all times. However, their access to tank support varies with each sector. The Germans have two aircraft of their own in the air, which the British must fend off using AA guns captured at later stages, while panzer support arrives in force in the later stages of battle.
Advancing along the open straights of the Coast Road in the far south, the British come across the Germans' first line of defense. The defenses are organised around separate ridges of varying altitude. Nearest to the attackers on the left flank is the Artillery Ridge or objective A. Further uphill on the right flank is objective B, Broken Ridge. Both positions are fairly spread out from one another, but the surrounding high ground dotted with enclosed fortified positions allow the Germans to counterattack swiftly from on high. The positions are further reinforced with a Flak 38 one hill back from the Artillery Ridge, and a Pak 40 pointed down the main road next to Broken Ridge.
Attackers start out with a single tank in support.
In phase two, the Germans retreat to their next defensive line around the dragons' teeth fortifications of Ridge Nest. Objective A, known as Ridge Nest - North is located to the northwest of Objective B, and consists of a circular gunpit built on a flattop berm on a slightly higher elevation, marked by a number of burning tank carcasses. The capture zone is concentrated around the earthworks of the position, and includes a Flak 38 emplaced within. Objective B is the Ridge Nest proper, as seen in Conquest but with a shrunken capture zone that now focuses more on the top of the hill, and is itself protected by another Flak gun and a Pak 40.
Between the British deployment to the objectives is a 150m stretch of ground that is almost completely devoid of cover, known as the South Pass. This may prove a major obstacle to the advance due to the strong elevated defensive positions the Germans occupy on the ridge opposite. Once the crossing has been made, the attackers must engage in trench clearing actions to wrench control away from the Germans. Although fairly close together, the changes in elevation between the two flags means mutual support is limited between positions.
British tank support is bumped up to two on the field concurrently.
Pushing on northwards, the next set of objectives are encountered in the vicinity of the Artillery Camp and Outpost. Objective A encompasses much of the same area as the Conquest objective, with its trench line well protected by a barbed wire screen. In terms of hardware, two HMGs and a Flak gun defend the main approaches. Attackers may flank along the western edge of the map, covering behind the wall of dragons' teeth, in order to secure a route in. Objective B, the Outpost, in found to the southwest of the Camp. It is a similar array of netted fighting positions but with a much smaller capture zone - there are few hiding places for attackers or defenders once inside the radius, and although the position itself is on a height above the adjacent objective its trenches are away from the cliff edge, limiting potential for overwatch fire. Like the former objective it too can be flanked using the map edge, and houses a Flak 38 within the capture zone.
In preparation for their final assault towards the summit, the British must capture the Bridge viaduct over the massive Canyon. This single objective of Bridge Camp is a shrunken version of its Conquest appearance, such that it is now concentrated on the northern section of the inner bailey and its northern tower. The capture area, which is less than 20m in width, provides an extremely specific area for 64 players to fight over, with the dividing walls and staircases up to the towers no doubt causing a chaotic close quarters battle. Aircraft can make their presence especially felt at this particular stage, in part due to the lack of any AA guns in the German defenses.
The British tank forces are reduced by one for this and the final sector.
The last phase takes place on the other side of the Canyon on the northern mountain plateau. Even at this late stage the attackers face a considerable task of capturing and holding three separate points concurrently in order to win the day. Arranged in a triagular formation, they are Ruins - South, Ruins - North and Temple. Ruins South is the largest area of the three, and is found off from the northern end of the Canyon Bridge. It consists of a cluster of closely-knit ruins, scaling sharply uphill from the edge of the Canyon. The steep changes of elevation limit sightlines inside the capture zone, necessitating close range engagements. Ruins North is found directly north of the Conquest locations of the Ruins objective, and consists of an unremarkable triangular foundation bordered by other objectives. Its position between two roadways means the approaches to the objective are fairly open. Objective C is the Temple, and is the closest to the German sector deployment on the Peak Camp airfield, which is defended by a Flak gun. This proximity, combined with the fact the area is completely open to the east, allows defenders to best react to this objective falling than the others. Their ability to do so may be impeded if the British occupy the ruins between the airfield and the Temple, thus blocking any attempts at reinforcing the summit.
Like Breakthrough, Frontlines on Hamada is one of the longest in the game with an unprecedented seven objectives to be captured in series. The sprawling terrain between objectives means that forces may have to preemtively occupy the next objective in a chain, otherwise the flag may fall before their forces have time to even reach it.
Each team is allocated two tanks, five transport vehicles, and the potential for one tank and two gun carrier halftracks available through reinforcements - however, all of these vehicles spawn in the headquarters sector. This means than infantry forces will be mostly without transport for much of the assault, and that tanks and other reinforcements may take some time before reaching the battle. A side effect of this is that as the frontline approaches a headquarters sector, vehicular resistance stiffens considerably as the defeners' tanks can respawn and be back in action immediately, while the attackers could take upwards of three minutes to travel the length of the map and have any effect.
The British lose their ground around Broken Ridge, falling back to the positions furthest south along the Coast Road. There they must defend a pair of strategic objectives, dug in around the set of ridges perpendicular to the road. Objective A is on the Artillery Ridge at the end of the North Gully, in the same gunpit used to house objective A in Airborne. Objective B is further to the southwest, and is emplaced in a shallow trench line about the South Ridge. The British defenders may fight from prepared fortified positions along the ridges, allowing them to cover the largely open terrain to the north. However, if pushed completely off the position, they must spawn from the vehicle depot at the southern extent of the Coast Road, meaning they face an uphill struggle to retake objectives occupied by the enemy.
A: Central RidgeEdit
Despite the name, this objective is found around the Broken Ridge to the northeast of the actual location of Central Ridge. The large capture zone encompasses the ridge height as well as the southern slope, and includes the adjacent artillery gun position and a stretch of road. Its position means German attackers must crest the hill, potentially leaving them exposed to fire from the British advancing up the other side, but also gives them an elevated position from which to repel such an assault.
B: South PassEdit
The South Pass consists of a large hill that occupies the low ground of the floor of Fox Valley between the Ridge Nest to the north and the Broken Ridge to the south. The hill provides directional cover at best, and is easily flankable using the raised rock shelf that runs along the cliff base to the east, connecting Broken Ridge to the South Ravine.
C: Ridge NestEdit
The Ridge Nest objective is in its Conquest location atop the easternmost hill. Compared to the distance between Artillery Camp and Bridge Camp, German attackers face a considerably longer journey over similarly unforgiving terrain to reach the objective. Additionally, the capture zone is rather small, offering few places to contest the flag other than from within the main trench line.
D: Artillery CampEdit
The middle objective of Frontlines, the Artillery Camp off to the west of the map center. Its location and capture radius are congruent with its appearance in Conquest. The orientation of fortifications against the southern approach may form a detriment to the British advance, whereas the Germans' main route of advance is shielded by bluffs. The main point of contention in the capture zone is the trench line on the south side of the position, although the flag can be contested from other areas such as the northern clearing, the peripheral observation post or on the sloped approaches to the trenches themselves.
E: Bridge CampEdit
Similar to Ridge Nest, the Bridge Camp objective area is on the smaller side, forcing intense close-range engagements. The high points of the towers allow defenders to project fire over both the surrounding and the capture zone interior, but may be destroyed by shellfire of tanks or infantry-based explosives.
F: Canyon - SouthEdit
The Canyon - South occupies an area to the direct east of Bridge Camp, and is sandwiched the Oasis to the south and the Canyon itself to the north. The capture zone is the largest of any of the objectives and is largely featureless, save for the downhill slope on the north side are the earth tends towards the Canyon. As the majority of defilade falls on the north side the flag favors the Germans for capture, but the surrounding terrain is open enough that both those advancing from Bridge Camp or climbing down from Temple face similar vulnerabilities when heading to, and staying in, the capture radius.
The Temple objective is largely unchanged from Conquest. The British attackers face a long route into the objective from the Canyon, and are funnelled uphill through an archway in the direct route. Meanwhile, the Germans have a shorter pathway in but must cross an open road from the ruins to the northeast. Both routes are potential chokepoints when facing emplaced defenders, although the entire extent of the northern mountaintop can be navigated without restrictions, allowing for creating flanking manoeuvres.
The Germans are forced to retreat from Temple towards their Peak Camp airstrip. Trapped between the British onslaught and a sheer drop into the ocean, they are forced to defend two strategic objectives while awaiting relief. Objective B is in the center of the fortifications, round about where the Flak 38 is found in Conquest. Objective A is further south, in an isolated trench line near the edge of the plateau. The attackers have the disadvantage of terrain, as they must attack over open ground between the Temple ruins and the airfield, with only a few rocky crags in the way. They can however use the extreme flanks to along the airstrip and ridge lip to approach the position. The German defenders' deployment at this stage is at the far end of the runway, and so will have to crest the surrounding berm to react against arming attempts.
Squad Conquest in Hamada takes place in the same area as Domination and Team Deathmatch. A tank is available for both teams.
The German deployment is in the road headed for Peak Camp, and near the Temple.
The British deploy in the road approaching the ruins to the west.
This objective sits between two archways separated by a road, and is closest to the British spawn. The stairs lead to the temple, and a fortification can be built to block direct access from the open road.
Unlike in Conquest, where the outer corridor is the capture zone, in Squad Conquest, the capture zone is restricted to the archways' central corridor. Health and ammo pickups are located in the left and right staircases from the center, respectively.
C: Desert RuinsEdit
The small tower west of the temple outer corridor, and near the German spawn is the Desert Ruins. It consists of multiple ruins for cover.
Domination takes place in the same area as Team Deathmatch and Squad Conquest, in the northern end of the map. The play area is restricted to the temple and its ruins, but the Peak Camp is inaccessible.
Team Deathmatch takes place in the same area as Domination and Squad Conquest.
Bring your squad and fight to take control of the temple-like ruins on the clifftop and give your team the advantage of both additional planes and the ever-important high-ground. Breakthrough on Hamada is an in-house favorite amongst the DICE Level Designers, make sure to give it a shot!" — Battlefield V Launch Notes
- Hamada on Conquest originally used the Conquest Assault layout seen in Grand Operations. This was changed to standard Conquest in Trial By Fire Update #1.