Pacific Storm is a map of Battlefield V introduced on October 31st, 2019 within the fifth chapter of Tides of War, War in the Pacific. It was first revealed in Battlefield V – War in the Pacific Official Trailer.
The map is set during the US invasion of the Marshall Islands in early 1944, with the aim of seizing Japanese bases on the islands of Majuro, Kwajalein, and Eniwetok. Learning from their costly mistakes in the Battle of Tarawa in the nearby Gilbert Islands, the US massed a considerable 6 to 1 advantage in numbers over the Japanese defenders, and attacked with overwhelming force which included a month of heavy naval and air bombardment. Despite this, logistical problems during the beach landings coupled with determined resistance characteristic of the Japanese meant it took over a week to secure both Kwajalein and Eniwetok.
- 1 Overview
- 2 Conquest
- 3 Breakthrough
- 4 Squad Conquest
- 5 Team Deathmatch
- 6 Outpost
- 7 Gallery
- 8 Trivia
- 9 References
Standing in stark contrast to the bleak and desolate Iwo Jima, Pacific Storm is a lush tropical paradise of white sand, emerald grasslands and gleaming blue ocean. The land is a tangle of palm trees and dense thickets of vegetation, carved through by dirt roads linking together beachside hamlets of straw-roofed cabins, scattered fortifications and a small Japanese military base, all overlooked by a series of hazy mountain peaks in the distance. The area is teeming with life - the coast is a mosaic of coral reefs inhabited by sharks, manta rays and schools of colorful fish, while above the waves there is a cacophony of bird calls from seagulls and more exotic birds, circling overhead. However, the US armada on the horizon and dark clouds beyond are omens of two kinds of rapidly approaching storm.
The playable area of the island grouping consists of seven named, low-lying islands - listed from largest to smallest they are Metene, Adawo, Atero, Namuko, Revo, Nadakele and Menuko - as well as over a dozen smaller islands dotting the ocean out from the coastline. The islands are separated by waterways of varying breadth and depth, although the majority of the oceanic map surface is impassable to tanks and transports alike. While a series of road bridges link most of them together, these can be destroyed with explosives or blocked with dragon's teeth, severing the easiest route. Alternatively, specific fording points for ground vehicles are designated on the map, marked in person by steel treadwork along the waterline, although these are relatively few. The main method of overcoming this obstacle is via the use of boats and amphibious tanks, which afford a great deal of freedom when traversing the map.
The map is stated to invoke shades of Paracel Storm from Battlefield 4, it being a set of small islands with a decided naval focus, as well as the possibility of severe storms rolling in during a match. The dark clouds, lashing rain and flurry of leaves swept along by gale-force winds that accompanies the typhoon greatly reduces visibility both on the ground and in the air.
|Control Point||Conquest||Breakthrough||Squad Conquest||Outpost|
|Fishing Village (Adawo Island)||1B||B|
|Fort May Courtyard||D||3A||C|
|Fishing Village (Namuko Island)||E||B|
|Air Wing Command||5A|
Conquest on Pacific Storm features seven flags, arranged in lines of two outer, three inner and another two outer flags. Some islands, like Adawo, Revo and Namuko, contain only one capture point and are separated by ocean, while on the islands that have two flags, said objectives are likely separated by difficult terrain and land obstacles. Despite this there is a large emphasis placed on vehicle gameplay. Tanks and aircraft have ample opportunities to make their presence felt on the battlefield - while the limited roads and crossing points can restrict mobility, the vehicles' ability to plough swathes through foliage, knock down trees, and tear apart structures, bridges and fortifications, can be of great assistance to those on foot, as can ordnance delivered by air. However, more so than any map, boats and amphibious tanks may prove decisive in shifting the frontlines. The ability to bypass terrain hurdles and stubbornly-held objectives by sea, seemingly at will due to the plentiful amount of Dinghies spawned by flags, can lead to a highly dynamic, unique match progression.
Each team starts with 500 tickets each. Some flags on the map are capable of spawning "neutral" tanks. On most other maps, tanks are spawned in from the deployment screen, with the able to select the type of tank, customize it and spawn with the Tanker kit already driving. However neutral tanks, upon capture of a specific flag, will spawn an unupgraded faction-specific amphibious or medium tank will in a set area near the flag, similar to a light vehicle. These tanks will have no upgrades and can be entered freely by any faction.
1 40mm AA
1 40mm AA
As on Iwo Jima, the American deployment is split between land and sea. Their on-shore spawn is at the Beach Camp on the southwestern coast of Adawo Island, the clearing of which spawns a single GPW and hosts a 40mm AA emplaced within the defensive earthworks. Two LSTs, beached near the camp as well as on the neighbouring Menunko Island, are together used to deploy the team's armored vehicles. The Americans enjoy a fairly large spawn-protected area, covering all of Menunko and the vast majority of Adawo, however all roads out of the base and off the island pass directly through the Forward Base, and thus is a potential bottleneck. The Vehicle Supply Station within their deployment area is on the road between the Beach Camp and the Fishing Village on the eastern edge of the island.
The secondary spawn point is on the deck of an LST moored off the south coast of Nadakele Island. Besides containing Ammo and Health resources, the ship is used to deploy two LCVPs, allowing the Americans to make landings on any of the major islands and potentially bypass Adawo by sea. As with the other LST the ship lacks a 40mm Bofors for air defense.
As US air power is exclusively carrier-based, the three Corsair F4Us are deployed from the flight decks of a trio of Yorktown-class Aircraft Carriers, aligned parallel to one another some distance out to sea to the west. The team's Aircraft Resupply Hook is located on the aft deck of the middle carrier.
Similarly vast is the Japanese deployment area, which takes up much of the most easterly of the islands, Metene. The team has only one, land-based spawn, located halfway along the coastal highway between Radio Tower to the west and the Airfield to the east. This small outpost, which is comprised of two shacks and a supply shed on the edge of the jungle, is the spawn point for three Type 95 Kurogane, a 40mm Bofors gun and a Vehicle Resupply Station. The coast road is forked before and after the Outpost, with one path linking directly to Radio Tower and the other curving around a densely vegetated hill towards South Battery.
Japan's heavy vehicles spawn at the Airbase further to the rear. The team's three aircraft must takeoff from the runway, while tanks deploy from the road adjacent to Air Wing Command on the south side of the strip. The southern end of the runway houses a Resupply Airhook.
A: Forward Base
The Forward Base consists of a fortified hamlet on the northern end of Adawo Island through which runs the main American transport route. Two cabins and a supply shed are spread out amidst a clearing, center of which is a wooden watchtower. Around the edge of the settlement and adjacent to the roadway is a series of low-set trenches, including two log pillboxes covering the north and west approaches and a circular concrete casemate housing a 40mm Bofors on the southern outskirts. While the flag itself is in the center of the base next to the watchtower, the capture radius covers a fairly expansive area which includes the buildings, fortifications, and the dead ground inbetween.
To the direct north of the base is a fording point to the Bastion on Revo Island. A roadbridge spans the narrowest point over the eastern bay separating Adawo and Atero, accessible to tanks and the light car spawned by this flag. Other vehicles capable of making the crossing, such as an Amphibious Tank and a Dinghy, spawn near the bay shore. The tank, either an LVT or Ka-Mi depending on which team holds the base, is a neutral vehicle that lacks any upgrades and is entered via the game world rather than spawned directly via the respawn screen.
The Forward Base area itself can be heavily built-up with Fortifications, most of them orientated against an attack from the east. This includes a wall of sandbags built to give cover to at least two emplaced Heavy Machine Guns, and a line of dragons' teeth that can be set up to block the main through road and bridge. Further, almost the entire settlement can be ringed with barbed wire. Health and Ammo caches are beside the watchtower, and a Vehicle Supply Station is positioned near the shed.
The Bastion is located on Revo Island, found on the northeast side of the outer chain. The island one of the smaller of the objective-focused islands, with its most easily observable feature being a stumpy mound on its south side which has been reinforced with two concrete pillboxes and a small trench network. The trenches are orientated to provide cover against the coast and the more vacant northern extent of Revo, wrapping around the hill summit to provide all-round protection. The capture zone is concentrated on the exterior defenses - namely the two pillboxes, and emplaced Type 10 coastal gun, located along the western shore.
Downhill from the flag on the southwestern beach spawns a Dinghy. Health and Ammo containers are located within the same emplacement as the Type 10 on the northwestern side, while a Vehicle Supply Station is positioned on the road by the hill summit. An M2 Flamethrower can be retrieved from the northernmost pillbox.
C: Officers Quarters
Located on the narrow southern tip of Atero Island is the Officers Quarters, another of several self-contained settlements found across the islands. The flag is located directly across the bay from the Forward Base on Adawo, and separated from the northerly Fort May by a stretch of forest and the Water Tower. In terms of area it is one of the more substantial settlements, comprised of five structures encircling a central fortified embankment topped with foliage. Additional earthworks are dug in around the quarters to the north. The area is somewhat isolated by its single roadway in, protected by a 6 Pounder set up on the embankment, and the flag has a large capture area with plenty of places to hide. However, considering that the majority of defenses are directed inward, is surrounded on three sides by coast and the settlement is built directly on the beach, the flag may be more easily approached from the sea.
Aside from the AT gun, a Dinghy is spawned by the flag on the northwestern beachfront. Within the settlement itself, Health and Ammo can be obtained from stations set up by the northernmost house, while vehicle repairs and a Katana can be retrieved from the south side of the central embankment.
D: Fort May Courtyard
The location of the central Conquest objective, Fort May is the primary defensive strongpoint on Atero. It is a large, rectangular bulwark made of concrete, emplaced on the highest accessible point in the middle of the island chain, and thus well-sighted to perform coastal defense duties. The fort is protected on three sides by an extensive network of wire-topped trenches, camouflaged bunkers and mighty stone blockhouses, snaking around the hill from the base to crest on its north, south and west sides. The inner sanctum of the fortress is built into the reverse slope of the hill, the result being that the focus of the flag's capture radius is within a large "pit" set into and below the hilltop, with the surrounding concrete fortifications forming the pit walls. The comparatively undefended east side of the fort is the main entry point for vehicles, comprising a huge ramp up from the main road and adjacent encampment and jungle that the fort backs onto.
The fortress's main arsenal consists of a battery of three Type 10 cannons, each contained in casemates raised above the hill crest, spaced out regularly atop the walls of the inner compound. The compound itself is largely open, with cover most forthcoming in the form of lumber piles, supply crates and stationary cargo trucks. This means that those atop the walls at the sides of the compound have excellent sightlines into the capture area, although the flag can only be captured from within the vulnerable lower portion of the fort. In contrast, the entire fort is raised high above the ground east of the flag, thus leaving defenders well positioned to blunt an attack from this direction. Furthermore, the entry ramp which partitions the capture area down the center, also acts as a bottleneck for vehicles and infantry trying to reach the flag from the east.
Fort May is one of the more strategically valuable flags on the map. In terms of raw assets, the flag spawns a neutral medium tank (either a Sherman or Type 97), in the middle of the courtyard upon capture, which is further stocked with a Vehicle Resupply Station, Health and Ammo caches, and an M2 Flamethrower Battle Pickup, the latter located at the bottom of the ramp. In addition, the flag's three Type 10 guns are positioned to give all-round, long-range protection to the flag, the shells of which pose a powerful threat to virtually all land, sea and air targets. Geographically, the situation of the fort on the central island at a crossroads of several roads means it can massively restrict enemy road traffic between flags if held, assisted by buildable dragons' teeth at the ramp and roadway. Overall, given that the flag is a literal fortress with an extensive defense-orientated structure (capable of further reinforcement with player-built Fortifications), it can prove a formidable obstacle to overcome. However, players may find that bypassing the flag by sea and focusing on the outer objectives can leave staunch holders of the Fort isolated and behind in tickets.
E: Fishing Village
The Fishing Village (distinct from the two identically named objectives of Breakthrough and Squad Conquest, both found on Adawo) is located on Namuko Island. It is the singular point of interest on the island, which is itself one of the more isolated of the outer chain - it is connected by a single bridge on the north side of Atero, with no other crossing points except a ford immediately adjacent to the bridge. Despite this the civilian settlement is by far the largest of its kind within the archipelago, consisting of a nine huts dotted across the body and coast of the island, along with its own fishing pier. The capture zone, which is in itself the largest on the map, is focused on the house cluster surrounding the roadway in the island center, established into a sort of rudimentary cul-de-sac. Some of the houses are on stilts, and the terrain is almost bowl-shaped with open lower ground in the middle and on the north side of the settlement, and higher, more heavily vegetated ground at the edges. This variable terrain grants some concealment opportunities, although the houses offer the majority of available cover. In spite of this, they are easily destroyed by explosives, meaning the entire village can be flattened in the course of a round.
This flag's remote position lends itself well to defense, with the single road in and out covered by a 6 Pounder gun emplaced on a hillock on the southwest side of the island. As such, alike to the Officers Quarters, a seaborne attack on the beachside settlement may be more fruitful. In the Village near the stilt house is a Vehicle Repair Station, with a Katana battle pickup found inside the house itself. Health and Ammo are located across the road by the eastern houses. A Dinghy spawns by the pier on the northern tip of Namuko.
F: Radio Tower
The larger of the two flags found on Metene Island, the Radio Tower is located on the thin, southern end of the landmass. The area consists of a communications outpost on a small hill, passed through by the coast road between the Airbase further inland and Fort May on the neighbouring Atero Island. The outpost is well fortified by a ring of trenches, barbed-wire fixtures and a log bunker around its south side, as well as a watchtower and 40mm AA gun position to the north. Inner of these areas either side of the main road is a series of supply tents and a single hut-type building, used as a command post. The Radio Tower stands on the east side, next to a small supply shed and a Vehicle Resupply Station. In spite of the relatively small capture zone, the compactness of the flag allows it to cover the interior of the entire base perimeter.
Adding to the original fortifications, the flag can be built-up against outside incursions with sandbag walls and dragons' teeth blocking both the very narrow road entrance in from the west, as well as the bridge to Atero Island beyond it. The flag presents players with a Katana and a light scout car, retrieved from the tents north of the road. A Dinghy spawns to the southwest of the flag.
G: South Battery
The South Battery is the smallest and ostensibly the most simple objective on the map. Its diminutive capture zone covers all of the dual-line defensive position found on the north side of Metene. A pillbox and a Type 10 cannon complete a small block of concrete fortifications built inland from the coast, behind which is a roadway dividing the first from the second line defenses, which are themselves little more than two log-walled fighting positions. The position is, however, located at the foot of a large hill covered in vegetation that is one of the more highly forested areas of the map. The hill obfuscates the flag from the Radio Tower flag in addition to the Japanese deployment, but also gives the team ample cover to infiltrate the objective from the east or south. When held by their team, the Type 10 gun can be used to cover the bridge and beaches, thereby opposing attacks on the objectives most proximal to their base.
When captured, the flag spawns an amphibious tank by the roadway, as well as a dinghy in the shallows that the base overlooks to the west. Vehicle Repairs, Health and Ammo are provided by resupply points next to the first line defenses, while an M2 Flamethrower is found in one of the fighting positions of the second line.
In Breakthrough, the US set out to capture all territory in the Marshall Island chain from the Japanese occupiers. Although the assault is spearheaded by amphibious forces including tanks and supported with generous airpower, the terrain is decidedly favored on the defender as the bodies of water between each island act as natural defensive lines. Despite this, the lack of terrain obstacles on the islands themselves grant the US great freedom in where to land troops, meaning the defenders must be ever vigilant of flank attacks.
The islands must be captured with a maximum of 500 respawn tickets available to the attackers, with the operation being carried out in five stages.
The first target of the Pacific assault is the outlying Adawo Island on the western end of the chain. One of the largest of the seven major landforms within the system, Adawo contains two objectives - the Beach Camp and the Fishing Village. The Beach Camp is, as the name suggests, near the beachfront on the northwest side of the island, and consists of a small ring of fortifications to defend the coast. The area is mostly open, watched over by a large hill and watchtower to the east. The Fishing Village is on the opposite coast of the island, where about a dozen stilt houses are grouped together on the shore and minor islands off the west coast. The actual objective site is further inland, concentrated on a band of log-wall fortifications set into a large hill, and is separated from the Beach Camp objective by a roadway through a rocky depression. The area is bordered by patches of dense foliage to the north and south.
The primary threat faced by US troops in the landing phase is from Japanese air and artillery attack. Although landing craft can be defended from Zeroes by 40mm AA guns on the bow of the troopships, the shoreline defenses contain three Type 10 heavy guns - one at Beach Camp and two at Fishing Village - who have the range to hit US transports almost immediately after they are embarked. Once ashore, attackers can find difficulty in overcoming the natural defenses of Adawo - specifically, the open ground between objectives, and the fortifications within the objective areas themselves.
At this stage, the US team is allocated eight LCVPs, four neutral LVTs, three carrier-borne Corsair F4Us, and an M2 Flamethrower battle pickup. The amphibious tanks and aircraft can be crucial in suppressing the coastal artillery from range, and escorting infantry across trouble spots once landed. While the direct route to Beach Camp leaves little cover on the approach and on shore, players can use the many LCVPs to land at alternate points, such as by using the outlying Nakadele and Manunko Islands as cover to land on the west side of Adawo. The Japanese for their part field three Zeroes. Based at the airstrip far to the east, the planes have a much longer route to repair and resupply than the Americans, whose proximity to the carriers allow them to quickly continue supporting those on the ground.
With a beachhead firmly established, the battle for Adawo continues on the far side of the island as teams fight over objective A, Bastion, and objective B, Forward Base. The Forward Base is directly north up the road from the Beach Camp. The fortified settlement has only one direct route in, defended by a pillbox, an anti-aircraft gun and housing a Vehicle Resupply Station, but can be flanked using the beach and jungle to its west and south, respectively, as a means for attacking forces to bypass the main body of defenses. Within the capture zone, which is large and includes most of the village structures, defensive cover is plentiful with players able to hide in and underneath buildings.
Objective A, Bastion, is further away from the US sector spawn, isolated on Revo Island to the north of the Forward Base. This capture zone is smaller, focusing mainly on the concrete fortifications on the island's hilltop. However the ocean and flat beach surrounding the flag can make it difficult for attackers to reach. Conversely, as the Japanese sector spawn is around the bridge to Atero Island, the isolated Bastion can be comparatively troublesome to counterattack.
At this stage, the US team is reinforced by three tanks and two GPWs, which can be useful in both forcing the land route through the objectives and countering the two Japanese tanks available to the opposition. The team also retains access to their LST spawn and two LCVPs, which allows the team to mount amphibious assaults on Revo.
The US advance reaches Atero Island as they push towards the Courtyard at Fort May, and the Water Tower associated with the nearby Officers Quarters. Fort May can be a formidable objective to attack - defended by three Type 10 guns and surrounded by an outer loop of fortifications, the capture zone can be difficult to reach via the direct route, and although teams may have greater success attacking from the northern coast or eastern entrance, the capture zone itself is largely open and concentrated enough for infiltrators to be easily identified. Once captured, the position can be used to block Japanese counterattacks from their sector spawn across the nearby bridge on Namuko Island.
The Water Tower objective is contained within an independent network of trenches to the north of the Officers Quarters, lying on the opposite side of the main road to Fort May. The trench line is limited in length and mostly open, although it can be reinforced with buildable fortifications. It generally presents an easier target to attack over Fort May. The Water Tower itself can be climbed for a vantage point of the adjacent terrain.
Each side retains their usual complement of land and air vehicles, although the US lose the use of their offshore spawn and the LCVPs along with it. As a result, US attacks in this and future sectors are likely to occur along readily apparent land routes, rather than at potentially unexpected points along the coast. At this point, the distance between Aircraft Resupply points starts to favor the Japanese. With less time spent resupplying, their air attacks expected to intensify as a result over the next few sectors.
Crossing onto Metene Island, the airfield looms into view in front of the attackers. The outlying defensive positions of South Battery and Radio Tower must be secured before the final objective can be taken. South Battery is the smallest objective area thus far, with the capture zone mostly lacking in notable features except for a single pillbox. The lack of cover within the capture zone can be exploited in a Japanese counterattack, who have substantial cover and a powerful overwatch position in the jungle-covered hill east of the flag. A direct approach to the flag across the water can be hazardous when the nearby Type 10 gun is occupied. The Radio Tower objective is similar in layout to the Forward Outpost. The many structures in the area gives defenders ample places to cover the flag, which is further covered from the air by a 40mm AA gun, while the single road in across the bridge can form a bottleneck for attacking armor.
The last objectives to fall are at either end of the airfield. Northern Hill is located, fittingly, on the north side while the Air Wing Command is found opposite. Northern Hill appears as a smaller version of the Fort May Courtyard, with and outer line of trenches protecting an inner, below-ground bastion of concrete. The flag borders the mountainside to the north, and is defended by a number of wood and concrete pillboxes, a Type 10 artillery gun, and two 40mm AA guns. It is also quite close to the final Japanese deployment point uphill to the east, allowing them to counterattack quickly if the flag is threatened. The secondary objective of Air Wing Command is focused on a number of barracks buildings near Metene Island's south shore, bordering both the main road and the airstrip. The location is large than the Northern Hill, with the structures offering the majority of cover while they are still standing. The Air Traffic Control tower to the direct north gives defenders an unobstructed view of the main approach lines.
The terrain between the US sector spawn and the objectives is rugged but mostly lacking in solid cover, making it hazardous for both infantry and tanks. Attackers must descend the reverse slope of a hill west of Northern Hill in the view of the majority of its defenses.
In contrast the main road to the south provides a more straightforward route, but is longer in overall length and is further exposed. As long as it remains unobstructed by AT mines, dragon's teeth and Japanese tanks, the road can potentially be used to rush troops past the frontline in Jeeps, while the coastline allows the team's single remaining Dinghy to provide similar functions.
In this last stage, the Japanese are reinforced with another tank, finally granting parity with the Americans. With the airfield now within the combat zone, Japanese aircraft can resupply immediately while in combat over the sector, but are in danger of being run down by US infantry and armor during takeoff. US airpower faces their own threats at this stage, with three AA guns concentrated within a small volume of space.
If the US team secures these flags, they win the match. The airbases they have won across the Marshall Islands leave them masters of the Central Pacific, prelude to invasions of the nearby Marianas and Japanese Volcano Islands.
Squad Conquest takes place primarily on Adawo Island. Despite being a relatively small area the terrain is quite varied, offering a mixture of flat exposed roadways, stretches of hilly jungle, buildings and earthworks to fight from.
The US Deployment is on Menuko Island, neighbouring Adawo to the south, and are thus isolated from the main map body by water. Although the island has a fording point between it and Adawo for the team's tank, this can slow the team's early game progress somewhat. However, this channel allows the dinghy to be used to flank around the coast and attack the objectives from the island's north coast, while the base is overall better protected and flush with cover than the opposing team's.
The Japanese team start at the far end of the roadbridge between Atero and Adawo, on the north side of the play area. Their route to the nearest objective is more direct than the Americans', but their deployment area is very small and totally lacking in cover. This can make it difficult to break out of their spawn if the Forward Base objective is held by the enemy, and can strand non-amphibious tanks on the wrong island if the bridge is blown up.
A: Forward Base
The Forward Base is the fortified settlement on the north side of the island. It is largely the same as in Conquest except for a shrunken capture zone.
B: Fishing Village
The Fishing Village objective is towards the middle of the island, directly east of the Beach Camp. It is further north along the coast from the Breakthrough objective of the same name, consisting of four tightly-packed huts sitting on the shore. The flag is screened from the north and west by hills and surrounded by dense vegetation, creating a highly confined arena that is likely to see close-quarters fighting. Alternatively, tanks can reduce the surrounding buildings and terrain with shellfire or ramming to open up the capture zone considerably.
An M2 Flamethrower spawns at this flag.
C: Beach Camp
The Beach Camp is located on the southwestern shore of Adawo, with the capture zone concentrating on the generally open interior ring of fortifications. The area is bordered to the east and south by hills from which the flag can be well-covered, with sightlines open enough to even exchange fire between this flag and the Forward Base.
The play area for Team Deathmatch includes all of the central Atero Island. Fort May, the Officers Quarters, the Water Tower and the fortifications and jungle between them are all open to players, as well as a small strip of water surrounding the island and the most of the eastern bay between Officers Quarters and the Forward Base.
Teams must reach 125 recruits to win. The objective and vehicle layout complements the unique environments of the map, allowing player to travel freely by either land or sea, and assault the radio towers from a variety of directions.
Due to the nature of their starting positions, each team has a different vehicle complement. The US LST spawn features a total of eight LCVPs and two 40mm AA guns, with two more GPWs spawning near their secondary deployment on Adawo Island. The Japanese are allocated four Type 95 Cars and a Dinghy.
Teams gain access to two tanks and two aircraft once the appropriate recruit quota is reached. Squad Reinforcement tanks are also available alongside the regular call-ins.
The US team features a split deployment. Its primary site is located on two LSTs moored off the coast of Revo Island, which the team can use to deploy LCVPs. The secondary spawn is inland, near the Beach Camp on Adawo Island, used for the spawning of the team's jeeps and tanks. Despite the at-sea deployment of the US increasing the time the team takes in reaching objectives, their landing craft allows the team to branch out quickly, striking at any area along the coastline.
The Japanese team spawns at the same location as in Conquest, at the small jungle outpost between the Radio Tower and the Airstrip.
The Bastion objective is located on the east side of Revo Island near the log trenches. It spawns a Dinghy when captured.
B: Fishing Village
C: Fort May Courtyard
The radio tower is found outside the eastern walls of the fort, within the roadside encampment. Two light vehicles spawn here alongside a Sticky Dynamite battle pickup.
D: Officers Quarters
This objective is located on the north side of the Conquest objectives, situated between two houses and a watchtower. A Dinghy spawns here.
E: Radio Tower
The objective Radio Tower is to the immediate south of the usual location of Radio Tower (missing in this mode), in the middle of the courtyard. A Dinghy spawn on the south beach.
- The map's internal name is MP_TropicIsland.
- Despite having shallow draft, the LCVP can get stranded on some wet portions of the map with very little clearance.
- The map features sharks that can attack players swimming between islands, potentially killing them if they are on low health.