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==Trivia==
 
==Trivia==
 
*The size of the map was noted by designers to be 70% of the actual size of the real island, with the play area larger than [[Hamada]]. This is also the reason why the entire map is not available compared to past versions of the map.
 
*The size of the map was noted by designers to be 70% of the actual size of the real island, with the play area larger than [[Hamada]]. This is also the reason why the entire map is not available compared to past versions of the map.
  +
* A tiny red house, also found on the map [[Arras]] and the map [[Rupture]] from ''[[Battlefield 1]]'', can be found in a cave in the map.
   
 
==Gallery==
 
==Gallery==

Revision as of 04:50, 31 October 2019

For other versions of the map, see Iwo Jima (Disambiguation)


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"The U.S. is attacking Iwo Jima on all fronts, and in this beachlanding mayhem you’ll be engaged in a fight over the thinner part of the island. It’s an all or nothing clash across wide-open black beaches and close-range environments like the tunnels of the mighty Mount Suribachi, inviting you to an iconic king-of-the-hill battle. Landing boats, aircraft, and tanks are plentiful, and each can sway the match in their own way. Push the enemy towards the final objective or hold back the onslaught on this highly dynamic map."

— Official Battlefield Blog[1]

Iwo Jima is a map of Battlefield V set to be introduced on October 31st, 2019 within the fifth chapter of Tides of War, War in the Pacific. It was first revealed in Battlefield V - Chapter 4: Defying the Odds Trailer.

Attacked in February 1945 to secure bases in preparation for the planned Invasion of the Japanese Home Islands, the five week battle for island of Iwo Jima was characterised as one of the bloodiest of the Pacific War. Heavily fortified defensive positions including over 18km of tunnels allowed the Japanese to inflict heavy casualties on the American attackers. However, as the Japanese were significantly outnumbered with no chance of reinforcement, resupply or retreat, the battle was a foregone conclusion. In the aftermath, a photograph taken of six Marines raising the flag on the summit of Mount Suribachi would become an iconic image of World War II.

Overview

The map takes place over the thinner part of the island, featuring environments from the black ashen beaches, light jungle, and cave tunnels winding throughout Mount Suribachi.[2]

Conquest

Equipment

Deployments

US Deployment

The US spawn points are located around the island's southern coast, in the vicinity of Beachhead Red, which is out-of-bounds to the enemy team. Players have the choice of deploying directly onto the beach via a landed LST, which is the spawn point for the team's ground vehicles including tanks, and houses a 40mm AA piece on the bow for protecting the beachhead. They can also spawn on the Yorktown-class carrier out to sea to the west of Beachhead Red, which allows for the deployment of aircraft and four LCVPs. As the nearest point of Beachhead Command Post is also very close to the Japanese spawn, and may be subject to correspondingly heavy fighting early on in the match, the landing craft can be used gain quick access to the flags around the western end of the island within Mt. Suribachi by landing up the beach from the initial spawn.

Japanese Deployment

Japan's singular spawn point is found within the massive Motoyama Airbase towards the northern edge of the playable area. The location has direct access to the island's meager road network which links not only to the nearby Command Post flag but also grants easy vehicle access to the adjacent Munitions Depot and Last Stop objectives. The base is protected by a number of outlying fortifications to deter spawn-campers, augmented by two 40mm AA guns and several buildable HMG positions.

Flags

A: Suribachi Artillery

B: Chi-Ha Assembly Station

C: The Last Stop

D: Munition Depot

E: Coastal Artillery

F: Beachhead Command Post

Breakthrough

In Breakthrough, US forces are tasked with making an amphibious landing on Iwo Jima, securing the island and its airbase by rooting out the Japanese defenders. While the Americans can count on vehicular superiority, the determined defenders can count on a significant, multi-layered belt of fortifications, including pillboxes, gun positions and tunnels, each of which must be overtaken in turn. While the ultimate goal of the US is to scale and capture the strategic high ground of Mt. Suribachi, Japan must make any such attempt at victory as costly as humanly possible.

The attackers are allocated 400 tickets at match start. Although a long Breakthrough map at six sectors, Iwo Jima is notable for its smooth difficulty curve that has earlier stages favor the attackers before ramping up the strength of the opposition as the match progresses, culminating in a brutal, point-blank attritional fight to reenact history on the mountain summit itself.

Sector 1

The battle begins with the amphibious stage of the operation, where the US Armed Forces must assault the island in landing craft to establish a beachhead for their push inland. The main thrust of the offensive is concentrated on a strip of beach known as Beachhead Red - the sole objective for capture in sector one. The area is situated near an already beached Landing Ships which, along with the wrecks of tanks and other debris scattered along the shoreline, suggests a previous landing attempt that failed, with the US team's attack being the second wave.

The American assault is made from a Landing Ship out in the Open Waters to the southwest of the beach, which can deploy two LVTs and four LCVPs for use by the disembarking infantry. Players can also deploy from the aircraft carrier alongside the ship to the west which carries extra LCVPs and is used to launch two F4Us allotted to the Americans at this and all subsequent stages. The Japanese have no vehicles to support them, but are reinforced on the beach itself with several 6 Pounder anti-tank guns and Type 93 HMGs, with 40mm AA guns located just behind the frontline.

The terrain around the beach itself consists of several berms, one just short of the waterline and another further back housing a row of dragon's teeth, a long buildable trench line and many shell craters that can also be reinforced with cover. The objective radius, although stretching from this first ridge to encompass much of the first defensive line, is generally favorable to attackers with the land providing decent directional cover. Therefore, to stall the US as long as possible at this stage, the Japanese must conduct an active defense, moving forward to clear any personnel from the berm or putting it in defilade by firing along the beach. Stationary weapon gunners, although limited in fields of fire, are advised to focus on naval transports and amphibious tanks to stem the tide of infantry actually setting foot on the beach. The US team can counter this by avoiding the AT guns' sightlines and landing up the coast, by getting armor and air assets to priorities destroying these gun positions, or by using speed and massed force to overwhelm the defenders before they get a chance to properly establish themselves.

Sector 2

With a toehold on the island having been achieved, the US must fan out to consolidate their fragile beachhead, falling upon the second Japanese defensive line as they move up the beach to the north. Closest to the shore is the objective A, the Rallying Point, situated behind the third ridge and the concrete pillboxes built within it. The area consists of a shallow ring of trenches cut into the rock, overlooked by a large mound. US players can reach the area by scaling the ridge or by blasting holes in the outward facing pillbox walls. Objective B is the Beachhead Command Post, across a stretch of open grassland atop the back shore to the west. It is comprised of a large bunker adjoined to a concrete seawall, behind which is an open pit used to house several cargo trucks.

The US LVTs are discarded in favor of two Sherman tanks at this stage, deployed from the landed LST, as well as a mobile 40mm AA gun towed behind an MB Jeep.

Sector 3

Having successfully widened their beachhead, the American attack shifts westward across the Headlands towards the heights. At this stage, they have one objective - the Munitions depot.

Sector 4

With the halfway point of the assault bypassed, the US advance upon the foot of Mt. Suribachi. The two objectives at this stage are located at the mouth of the cave tunnels running throughout the rock, and are positioned in close proximity and direct line of sight with one another. Objective A is the Lava Cave, while objective B is The Last Stop.

Sector 5

Fighting continues within the body of the mountain itself, both teams fighting a desperate close quarters battle for control of the defensive holdouts therein - the Chi-Ha Assembly Station and the Suribachi Artillery.

Sector 6

During this final, climactic stage the US must reach the Summit of Mount Suribachi, wresting control of the heights and the volcanic crater beyond away from the Japanese defenders and leaving them nowhere to go. The singular flagpole is positioned to overlook the landing beaches from the mountain crest.

If the attackers persevere and take control of the flag, the battle is theirs. With yet another Japanese airbase firmly in US hands, their four year long island hopping campaign is nearing its completion - but the ever increasing fierceness of the enemy as they approach their home islands is foreboding of even greater bloodshed in the near future.


Squad Conquest

Deployments

US Deployment

Japanese Deployment

Flags

A:

B:

C:

Team Deathmatch

Trivia

  • The size of the map was noted by designers to be 70% of the actual size of the real island, with the play area larger than Hamada. This is also the reason why the entire map is not available compared to past versions of the map.
  • A tiny red house, also found on the map Arras and the map Rupture from Battlefield 1, can be found in a cave in the map.

Gallery


References