Battlefield Wiki
Battlefield Wiki
No edit summary
Line 63: Line 63:
   
 
Similar to previous installments, Conquest Assault is fought under pre-controlled flags, creating ticket bleed for attackers unless an objective is neutralized. Six flags are under control by the Japanese from the start.
 
Similar to previous installments, Conquest Assault is fought under pre-controlled flags, creating ticket bleed for attackers unless an objective is neutralized. Six flags are under control by the Japanese from the start.
 
   
 
700 tickets are allocated for the Americans, while only 500 are alloted for the Japanese.
 
700 tickets are allocated for the Americans, while only 500 are alloted for the Japanese.
  +
   
 
===Equipment===
 
===Equipment===
  +
{{Equipment
  +
|faction = [[File:U.S. flag, 48 stars.svg|x20px]] [[United States#Battlefield V|USA]]
  +
|tank2 = 4 [[LVT#Battlefield V|LVT]]
  +
|plane = 3 [[F4U Corsair#Battlefield V|Corsair F4U]]
  +
|boat = 8 [[LCVP#Battlefield V|LCVP]]
  +
|emplacement = 4 [[40mm Bofors#Battlefield V|40mm AA]]
  +
}}
  +
{{Equipment
  +
|faction = [[File:Japan Flag.png|x20px]] [[Imperial Japanese Army#Battlefield V|Japan]]
  +
|tank2 = 2 [[Chi-Ha#Battlefield V|Type 97]]/[[Ka-Mi]] <small>(Flag Dependent)</small>
  +
|plane = 3 [[Zero#Battlefield V|Zero]] <small>(Flag Dependent)</small>
  +
}}
   
 
===Deployments===
 
===Deployments===
 
====US Deployment====
 
====US Deployment====
The American forces deploy on two LSTs in the Pacific Ocean from the northwestern edge of the island, housing two unspecialized LVT tanks and LCVP boats for transport per LST.
+
The American forces deploy from two [[Landing Ship, Tank|LSTs]], moored just inside the lagoon off the western tip of Peale Islet, in the northwestern corner of the larger map. Each landing ship houses two unspecialized LVT tanks and four LCVP boats for transport to the island, and can be defended using 40mm AA guns at the bow and stern of each ship. The three Corsairs takeoff from the decks of [[Enterprise|carriers]] further out into the Pacific.
  +
 
====Japanese Deployment====
 
====Japanese Deployment====
  +
Lacking a permanent base, the Japanese can only deploy on captured flags, [[Squad|squad members]], [[Radio Beacon|spawn beacons]], and transport vehicles active on the battlefield. Their initial heavy vehicle complement of two tanks and three aircraft are spawned on cappable flags, and thus can be used by the opposing team if the bases are captured. [[Pilot]]s should also take care as the three Zeros spawned by the Hangar and Ammo Depot flags must takeoff from an airstrip in the middle of the play area, unlike the boundary-protected US spawn.
The Japanese deploy on captured flags, squad members, spawn beacons, and vehicles active on the battlefield only.
 
   
 
===Flags===
 
===Flags===
 
====A: Hotel====
 
====A: Hotel====
  +
The main point of interest on Peale Islet, the landform making up the northwestern "foot" of Wake, is a large three-winged building. The beachfront Hotel was in the midst of construction when war broke out and has since been left unfinished, standing as a steel and concrete skeleton with missing sections of walls. Much of the space inside the building is divided up into empty corridors adjoining to smaller guest rooms, although the lack of windows and [[Destruction|destructible]] wooden walls can create flanking vulnerabilities. Furthermore, scaffolding and ladders on the exterior of the building, as well as a staircase in the main lobby, allow players to reach the incomplete roof sections of the building and control the interior and surrounding area from above.
This building under construction is located to the north central of the map, and is directly facing the LST boats, which can create early conflicts, as the Japanese can deploy meters within the Hotel before the round starts. The Hotel houses multiple empty corridors with large windows that can create vulnerabilities in flanking, as well as scaffoldings that have ladders and a staircase to reach the second floor itself.
 
  +
  +
The capture zone for this flag is fairly large, covering the Hotel itself and its outer perimeter, the adjacent roadway to the north, and a section of jetty to the southeast. The immediate area is mostly open, the nearby construction machinery having cleared the vegetation, but have also bulldozed mounds of dirt that can be used as makeshift trenches. An entrenched 40mm AA gun is found nearby, while an Ammo and Health resupply point is located near the lobby staircase. South of the Hotel, a bamboo footbridge connects Peale to a smaller moderately [[Fortifications|fortifiable]] island that provides an alternate defensive position.
  +
  +
The flag can be the site of early round conflicts, as it is the closest land point to the US deployment. The western tip of the islet is defended by two Type 10 emplacements can provide long range fire to deter amphibious advances throughout the match, although their fields of fire are limited by land obstacles to preset lanes. A Vehicle Resupply Point, located between the gun positions by a shed and a small hill, can be useful for repairs once amphibious tanks reach the shore, and also provides an [[M2 Flamethrower/Battlefield V|M2 Flamethrower]] [[Battle Pickup]]. The flag itself spawns one light vehicle and two Dinghies.
   
An Ammo and Health resupply point is located near the staircase to the second floor. A Vehicle Resupply station is separated by a hill and covered by a hut, but is exposed to the open water, leaving vehicles exposed to enemy fire from all sides. A Type 10 emplacement is located near the Resupply point to provide long range fire to deter amphibious advances.
 
 
====B: Barracks====
 
====B: Barracks====
  +
The Barracks is the northernmost objective, located on the main body of island and linked to the adjacent Peale Islet by a destructible road bridge. Formerly a residential area for the US soldiers and civilian contractors stationed on Wake before the attack, the barracks now evidently shelter Japanese forces. There are six barracks buildings in total, consisting of bunk rooms, mess halls, storage spaces and administration. The installation further bordered by a supply dock to the south, a water tower to the east and 40mm AA gunpit to the east, and a row of trenches to the west. The relatively small capture zone is concentrated on the central four building cluster and the dividing parkway between them.
Formerly a residential area for the contractors and soldiers stationed in 1941, the Barracks now shelter Japanese forces within houses with some having cabinets of storage providing cover, but at the risk of being crushed by debris. Tank blocking Fortifications similar to Dragon's Teeth can be built within the objective near the northern shore.
 
   
  +
Initially, the flag offers plenty of exterior defensive options in the numerous buildings within the capture zone, despite the interiors being largely void of solid cover. However the buildings themselves can be quite easily flattened by explosives, after which the concentrated capture zone leaves defenders vulnerable to air and tank attack. Players can hide underneath the stilt foundations of some of the buildings when all above-ground over is exhausted. Alternatively, they can try to keep tanks out by constructing anti-tank cubes, buildable near the riprap-adorned northern shore and bridge roadway.
An Ammo and Health resupply station is located within a truck in the middle of the objective, but is highly exposed to enemy fire.
 
  +
  +
The flag spawns one deployable tank, as well as an unspecialized medium tank, upon capture. Two dinghy boats for transport across the lagoon are available from the southern dock, as well as a [[Type 94 Shin Guntō#Battlefield V|Katana]], Vehicle Supply Station, and a single transport vehicle. An Ammo and Health resupply station is located by a [[Opel Blitz|truck]] in the middle of the objective, but is highly exposed to enemy fire.
   
Two dinghy boats are available in a nearby jetty for amphibious transport, as well as a single transport vehicle.
 
 
====C: Hangar====
 
====C: Hangar====
  +
Similar to the namesake objective on [[Aerodrome]], this objective is centered around a single, if slightly smaller, cylindrical Hangar. It is directly north of the airstrip runway itself, connected by a perpendicularly orientated taxiway. The capture zone is focussed mainly on the Hangar interior, but can also be seized from the outside walls and the roof, the latter accessible thanks to ladders located on the four exterior corners of the structure. Inside, the majority of cover is comprised of rows of metal supply shelves, as well as a number of static Zero fighters that can explode. Furthermore, the corners of the Hangar are used to store red fuel barrels that pose an additional flammable threat. The outer perimeter of the objective is marked by a wire fence that surrounds the Hangar, three Anderson-type outbuildings and a watchtower. Downhill to the south is a small docking area, while to the west is the Hill. Simply named and modestly sized, it is nevertheless Wake Island's highest natural point, with a broad base hill that diverts the road from Hangar to the Barracks, and contains fortifications that house an Anti-Aircraft gun.
Similar to [[Aerodrome]], this objective is centered around a single hangar, but with opportunities from above thanks to ladders located outside the hangar. The roofing of the hangar can be destroyed in order to reveal enemy positions to relay to teammates from above. On the right side of the hangar, two [[6 Pounder]] guns are located within houses pointing towards the water, making it effective when in range against amphibious attacks.
 
  +
  +
The flag is primarily the domain of infantry, with fights taking place at close range in the sparsely covered lanes within the interior. Land vehicles and tanks are capable of driving into the hangar via the large doors at either end, although room to manoeuvre is highly limited and can be prevented completely by constructing tank blockers. The corrugated iron structure is quite vulnerable to explosives - infantry can open up new entryways along the sides of the Hangar, while parts of the roof can be knocked through, exposing the ground to fire from above.
  +
  +
Capture of the flag grants access to a single aircraft spawn that takes off from the southern runway. The runway itself, along with much of the ground south of the flag, is generally exposed save for a number of parked aircraft and their accompanying concrete maintenance bays located at intervals along its length. Ground vehicle maintenance is available at the flag from a Repair Station outside the Hangar's southern wall - nearby are spots for spawning an M2 Flamethrower, four light vehicles, and two dinghies. Another dinghy spawns at the Outpost, a smaller jetty near the airfield's control tower, which can be climbed to reach the vantage point on the observation deck.
   
The Hangar entrances can be blocked with Tank blocking cube Fortifications for cover. South of the hangar include transport vehicles for use.
 
 
====D: Ammo Depot====
 
====D: Ammo Depot====
  +
The Ammo Depot is located in the southeast corner of the map by the island's "elbow". Situated on flattened, the raised runway adjacent act to separate direct line of sight between the flag and the Hangar to the north, with road tunnels dug underneath the runway for easier access. As the name suggest, the Ammo Depot is the storage area for aircraft munitions, contained within six trapezoid bunkers arranged neatly around the central clearing, with large open space between them to allow vehicles to traverse the area.
An Ammo and Health resupply station is located in a small road between the bunkers.
 
   
  +
The bunkers are the primary source of cover within the large capture zone, against the surrounding raised terrain to the north and east. They have exterior shielding walls and ramp-like roofs than can used to gain an elevated position, with the interior of each bunker being accessible via doorways at each end or a single open hatch in the roof. As such they are easily defensible and highly resistant to external bombardment, however players should be aware that the four bunkers near the south coast are packed with explosive ordnance that can be set off by gunfire. This triggers an explosion of impressive force that will kill anyone inside, severely injure those outside, and knock over and disorient those in the general vicinity, as well as destroying the bunker in the process. In spite of this, even in their destroyed state the sturdy remains of the outer walls of the bunker can provide robust shoulder-height cover for infantry.
The Ammo Depot is situated south of the Hangar and near a runway, which is used for deploying aircraft, but is totally risky especially when enemies are swarming this objective, leaving planes vulnerable to enemy fire. This objective is comprised of bunkers that house supplies that provide close quarters fights within multiple corridors. Access to this objective can be from the Oil Tanks, the underground tunnels below the runway, or the runway itself. In the runway near the Depot, a watchtower can be utilized to provide overwatch not only from the Depot, but also from the Hangar and Oil Tanks. 2 Bofors positions are also positioned on the south end of the Depot.
 
   
  +
The flag spawns two aircraft, deployed from the runway. This can be risky, especially when this or the nearby objectives of Hangar and Oil Tanks are contested by enemies, as the planes are highly vulnerable during takeoff. The flag can at least be defended from aerial attack using two 40mm Bofors gun positions on the south end of the Depot. An Ammo, Health and Vehicle resupply stations are located on the roadway between the two rows of bunkers, while a Katana battle pickup can also be acquired nearby.
Defenders and attackers should be aware that this objective contains explosive ordnance within bunkers that when shot at by players, triggers explosions equivalent to a V-1/JB-2/Ki-147 blast. These explosions will kill all players in the general vicinity, as well as destroying the bunker in the process, leaving them exposed to enemies.
 
   
 
====E: Oil Tanks====
 
====E: Oil Tanks====
  +
The holding tanks for supplying the island bases's aircraft with fuel are located within a facility on the southern arm of Wake, off the west end of the airstrip runway. The oil is stored in two large cylindrical fuel silos extending from below ground within a hollow concrete foundation that comprises much of the capture zone. While this area is mostly protected from long range attack, the confines of the pit-like underground are otherwise lacking in cover, and are further littered with barrels that can catch fire and explode. Players should also be vigilant of attack from above due to the vertical nature of the objective. A series of metal gantries suspended above the pit which are supported by stairwells to allows players to climb in and out, while the silos themselves can be scaled using ladders, granting an ideal overwatch position over the pit and the surrounding, flattened terrain.
Providing the critical supply for the war effort, the Oil Tanks are situated within an underground corridor with access provided via staircases. Within the underground, ladders can be found that lead to top of the tanks, ideal for overwatch. Players should be aware of enemies from above due to the vertical nature of the objective.
 
  +
  +
The oil tanks are flanked by a bundled pipeline on raised supports, as well as a roadway to the north. Opposite to this, a third partially constructed silo connected to the others by overhead pipes stands on an elevated concrete platfrom. Although outside of the capture radius, the missing panels at the base of the silo allows players to climb inside, granting an elevated firing position with near all-round cover.
  +
  +
 
Ammo and Health resupply stations are located in the middle of the objective, below ground.
  +
A small supply shed adjacent to the unfinished silo houses the flag's Vehicle Supply Station and a Flamethrower battle pickup. The flag also spawns two light vehicles, and two dinghies on the coast about 50m north of the capture radius.
   
Ammo and Health resupply stations are located in the middle of the objective, below ground. An adjacent abandoned tank houses a Vehicle Resupply station.
 
 
====F: Dock====
 
====F: Dock====
  +
The Docking area, directly west of Oil Tanks, is the main naval supply point on Wake Island. It contains a small harbor built into the marine channel that divides the southern arm of Wake from the adjacent Wilkes Islet, crossed overland by a road bridge. The capture zone is concentrated on a small compound within the docking facility, spanning two warehouses to the south with a small jetty along its northern edge. The warehouses were previously used for tank maintenance, with the hulks of half a dozen Shermans either sitting forgotten on mechanical jacks or on the dockside, rusting in the briny air. The Warehouses, although large and open at most sides, provide the majority of cover, with their roofs being climbable using supply stacks around their outer walls. They are vulnerable to explosives however, with wall and ceiling panels capable of being torn down. Substitute elevated positions about the flag include at watchtower near the compound's main gate, and the raised bridge outside the capture zone to the north.
This objective spans two warehouses and a jetty that contains destroyed Sherman tanks for maintenance. 
 
  +
  +
The waterway between the dock and Wilkes allows boats to pass from the southern coast of Wake to the inner lagoon area, and vice versa. Wilkes Islet itself is mostly devoid of tactical resources such as gun emplacements or vehicles, and as a result is generally unoccupied - this may offer the US team a more discreet landing point than the more accessibly but highly contested Hotel. East of the flag, a row of fortifications including a trench, pillbox and a 40mm AA gun cover the open ground up to Oil Tanks.
   
When captured, this objective spawns a neutral, unspecialized Medium Tank for use. 
+
As with Barracks, this objective provides an additional tank spawn as well as a neutral, unspecialized Medium Tank for use when captured. An Ammo and Health resupply station combo is located between the warehouses, while a Katana battle pickup is found on the west end of the capture zone.
   
An Ammo and Health resupply station is located between the warehouses, but are exposed to enemy fire.
 
   
 
==Breakthrough==
 
==Breakthrough==
Line 182: Line 208:
   
 
==References==
 
==References==
{{Reflist}}[[Category:Maps of Battlefield V]]
+
{{Reflist}}
  +
[[Category:Maps of Battlefield V]]
 
[[Category:Battlefield V: War In The Pacific]]
 
[[Category:Battlefield V: War In The Pacific]]

Revision as of 20:55, 17 January 2020

This article is a stub
BF1 Puzzle Piece This article is a stub. It is short and in need of fortification. Why not help out?
BF1 Wrench Icon
This article is currently under construction. It may contain little or inaccurate information.
Frostbite 3 logo Incoming!
The subject of this article is a recent or unreleased addition to a Battlefield game. It may contain speculation or errors.
Have new, relevant information to add? Why not help out?
For other versions of the map, see Wake Island (Disambiguation)


"Welcome back to the battlefield that started it all. Welcome back to Wake Island.
As Chapter 5: War in the Pacific continues, we’re now deploying our reimagination of what is arguably the most iconic Battlefield map ever. As you fight for control over land, air, and sea on this horseshoe-shaped classic, we hope you’ll enjoy both the nostalgia and the new improvements."

Official Blog

Wake Island is a map of Battlefield V that was introduced in the fifth Tides of War chapter, War in the Pacific. It was first revealed in Battlefield V – War in the Pacific Official Trailer. It was released on December 12, 2019.[1]

Overview

The map is similar to past installments but is larger to better match the real life scale of the island. The increased terrain size creates better pacing and more places to take cover such as in foliage or rock formations. Fortifications allow for the destruction and repair of bridges on the map. They can also be used to stop the advance of the enemy team due to the linear nature of the map.[2]

Flag Layout

show/hide


Control Point Conquest Assault Breakthrough Squad Conquest
US Deployment U.S. flag, 48 stars
Hotel A 1A
Barracks B 1B U.S. flag, 48 stars
Hill A
Hangar C 2A B
Outpost C
Ammo Depot D 3A Japan Flag
Oil Tanks E 3B
Dock F 4A

Conquest Assault

Battlefield V Wake Island Conquest Layout


Similar to previous installments, Conquest Assault is fought under pre-controlled flags, creating ticket bleed for attackers unless an objective is neutralized. Six flags are under control by the Japanese from the start.

700 tickets are allocated for the Americans, while only 500 are alloted for the Japanese.


Equipment

U.S. flag, 48 stars USA
Tank(s)

4 LVT

Fixed-wing aircraft

3 Corsair F4U

Boat(s)

8 LCVP

Emplacement(s)

4 40mm AA

Japan Flag Japan
Tank(s)

2 Type 97/Ka-Mi (Flag Dependent)

Fixed-wing aircraft

3 Zero (Flag Dependent)

Deployments

US Deployment

The American forces deploy from two LSTs, moored just inside the lagoon off the western tip of Peale Islet, in the northwestern corner of the larger map. Each landing ship houses two unspecialized LVT tanks and four LCVP boats for transport to the island, and can be defended using 40mm AA guns at the bow and stern of each ship. The three Corsairs takeoff from the decks of carriers further out into the Pacific.

Japanese Deployment

Lacking a permanent base, the Japanese can only deploy on captured flags, squad members, spawn beacons, and transport vehicles active on the battlefield. Their initial heavy vehicle complement of two tanks and three aircraft are spawned on cappable flags, and thus can be used by the opposing team if the bases are captured. Pilots should also take care as the three Zeros spawned by the Hangar and Ammo Depot flags must takeoff from an airstrip in the middle of the play area, unlike the boundary-protected US spawn.

Flags

A: Hotel

The main point of interest on Peale Islet, the landform making up the northwestern "foot" of Wake, is a large three-winged building. The beachfront Hotel was in the midst of construction when war broke out and has since been left unfinished, standing as a steel and concrete skeleton with missing sections of walls. Much of the space inside the building is divided up into empty corridors adjoining to smaller guest rooms, although the lack of windows and destructible wooden walls can create flanking vulnerabilities. Furthermore, scaffolding and ladders on the exterior of the building, as well as a staircase in the main lobby, allow players to reach the incomplete roof sections of the building and control the interior and surrounding area from above.

The capture zone for this flag is fairly large, covering the Hotel itself and its outer perimeter, the adjacent roadway to the north, and a section of jetty to the southeast. The immediate area is mostly open, the nearby construction machinery having cleared the vegetation, but have also bulldozed mounds of dirt that can be used as makeshift trenches. An entrenched 40mm AA gun is found nearby, while an Ammo and Health resupply point is located near the lobby staircase. South of the Hotel, a bamboo footbridge connects Peale to a smaller moderately fortifiable island that provides an alternate defensive position.

The flag can be the site of early round conflicts, as it is the closest land point to the US deployment. The western tip of the islet is defended by two Type 10 emplacements can provide long range fire to deter amphibious advances throughout the match, although their fields of fire are limited by land obstacles to preset lanes. A Vehicle Resupply Point, located between the gun positions by a shed and a small hill, can be useful for repairs once amphibious tanks reach the shore, and also provides an M2 Flamethrower Battle Pickup. The flag itself spawns one light vehicle and two Dinghies.

B: Barracks

The Barracks is the northernmost objective, located on the main body of island and linked to the adjacent Peale Islet by a destructible road bridge. Formerly a residential area for the US soldiers and civilian contractors stationed on Wake before the attack, the barracks now evidently shelter Japanese forces. There are six barracks buildings in total, consisting of bunk rooms, mess halls, storage spaces and administration. The installation further bordered by a supply dock to the south, a water tower to the east and 40mm AA gunpit to the east, and a row of trenches to the west. The relatively small capture zone is concentrated on the central four building cluster and the dividing parkway between them.

Initially, the flag offers plenty of exterior defensive options in the numerous buildings within the capture zone, despite the interiors being largely void of solid cover. However the buildings themselves can be quite easily flattened by explosives, after which the concentrated capture zone leaves defenders vulnerable to air and tank attack. Players can hide underneath the stilt foundations of some of the buildings when all above-ground over is exhausted. Alternatively, they can try to keep tanks out by constructing anti-tank cubes, buildable near the riprap-adorned northern shore and bridge roadway.

The flag spawns one deployable tank, as well as an unspecialized medium tank, upon capture. Two dinghy boats for transport across the lagoon are available from the southern dock, as well as a Katana, Vehicle Supply Station, and a single transport vehicle. An Ammo and Health resupply station is located by a truck in the middle of the objective, but is highly exposed to enemy fire.

C: Hangar

Similar to the namesake objective on Aerodrome, this objective is centered around a single, if slightly smaller, cylindrical Hangar. It is directly north of the airstrip runway itself, connected by a perpendicularly orientated taxiway. The capture zone is focussed mainly on the Hangar interior, but can also be seized from the outside walls and the roof, the latter accessible thanks to ladders located on the four exterior corners of the structure. Inside, the majority of cover is comprised of rows of metal supply shelves, as well as a number of static Zero fighters that can explode. Furthermore, the corners of the Hangar are used to store red fuel barrels that pose an additional flammable threat. The outer perimeter of the objective is marked by a wire fence that surrounds the Hangar, three Anderson-type outbuildings and a watchtower. Downhill to the south is a small docking area, while to the west is the Hill. Simply named and modestly sized, it is nevertheless Wake Island's highest natural point, with a broad base hill that diverts the road from Hangar to the Barracks, and contains fortifications that house an Anti-Aircraft gun.

The flag is primarily the domain of infantry, with fights taking place at close range in the sparsely covered lanes within the interior. Land vehicles and tanks are capable of driving into the hangar via the large doors at either end, although room to manoeuvre is highly limited and can be prevented completely by constructing tank blockers. The corrugated iron structure is quite vulnerable to explosives - infantry can open up new entryways along the sides of the Hangar, while parts of the roof can be knocked through, exposing the ground to fire from above.

Capture of the flag grants access to a single aircraft spawn that takes off from the southern runway. The runway itself, along with much of the ground south of the flag, is generally exposed save for a number of parked aircraft and their accompanying concrete maintenance bays located at intervals along its length. Ground vehicle maintenance is available at the flag from a Repair Station outside the Hangar's southern wall - nearby are spots for spawning an M2 Flamethrower, four light vehicles, and two dinghies. Another dinghy spawns at the Outpost, a smaller jetty near the airfield's control tower, which can be climbed to reach the vantage point on the observation deck.

D: Ammo Depot

The Ammo Depot is located in the southeast corner of the map by the island's "elbow". Situated on flattened, the raised runway adjacent act to separate direct line of sight between the flag and the Hangar to the north, with road tunnels dug underneath the runway for easier access. As the name suggest, the Ammo Depot is the storage area for aircraft munitions, contained within six trapezoid bunkers arranged neatly around the central clearing, with large open space between them to allow vehicles to traverse the area.

The bunkers are the primary source of cover within the large capture zone, against the surrounding raised terrain to the north and east. They have exterior shielding walls and ramp-like roofs than can used to gain an elevated position, with the interior of each bunker being accessible via doorways at each end or a single open hatch in the roof. As such they are easily defensible and highly resistant to external bombardment, however players should be aware that the four bunkers near the south coast are packed with explosive ordnance that can be set off by gunfire. This triggers an explosion of impressive force that will kill anyone inside, severely injure those outside, and knock over and disorient those in the general vicinity, as well as destroying the bunker in the process. In spite of this, even in their destroyed state the sturdy remains of the outer walls of the bunker can provide robust shoulder-height cover for infantry.

The flag spawns two aircraft, deployed from the runway. This can be risky, especially when this or the nearby objectives of Hangar and Oil Tanks are contested by enemies, as the planes are highly vulnerable during takeoff. The flag can at least be defended from aerial attack using two 40mm Bofors gun positions on the south end of the Depot. An Ammo, Health and Vehicle resupply stations are located on the roadway between the two rows of bunkers, while a Katana battle pickup can also be acquired nearby.

E: Oil Tanks

The holding tanks for supplying the island bases's aircraft with fuel are located within a facility on the southern arm of Wake, off the west end of the airstrip runway. The oil is stored in two large cylindrical fuel silos extending from below ground within a hollow concrete foundation that comprises much of the capture zone. While this area is mostly protected from long range attack, the confines of the pit-like underground are otherwise lacking in cover, and are further littered with barrels that can catch fire and explode. Players should also be vigilant of attack from above due to the vertical nature of the objective. A series of metal gantries suspended above the pit which are supported by stairwells to allows players to climb in and out, while the silos themselves can be scaled using ladders, granting an ideal overwatch position over the pit and the surrounding, flattened terrain.

The oil tanks are flanked by a bundled pipeline on raised supports, as well as a roadway to the north. Opposite to this, a third partially constructed silo connected to the others by overhead pipes stands on an elevated concrete platfrom. Although outside of the capture radius, the missing panels at the base of the silo allows players to climb inside, granting an elevated firing position with near all-round cover.


Ammo and Health resupply stations are located in the middle of the objective, below ground. A small supply shed adjacent to the unfinished silo houses the flag's Vehicle Supply Station and a Flamethrower battle pickup. The flag also spawns two light vehicles, and two dinghies on the coast about 50m north of the capture radius.

F: Dock

The Docking area, directly west of Oil Tanks, is the main naval supply point on Wake Island. It contains a small harbor built into the marine channel that divides the southern arm of Wake from the adjacent Wilkes Islet, crossed overland by a road bridge. The capture zone is concentrated on a small compound within the docking facility, spanning two warehouses to the south with a small jetty along its northern edge. The warehouses were previously used for tank maintenance, with the hulks of half a dozen Shermans either sitting forgotten on mechanical jacks or on the dockside, rusting in the briny air. The Warehouses, although large and open at most sides, provide the majority of cover, with their roofs being climbable using supply stacks around their outer walls. They are vulnerable to explosives however, with wall and ceiling panels capable of being torn down. Substitute elevated positions about the flag include at watchtower near the compound's main gate, and the raised bridge outside the capture zone to the north.

The waterway between the dock and Wilkes allows boats to pass from the southern coast of Wake to the inner lagoon area, and vice versa. Wilkes Islet itself is mostly devoid of tactical resources such as gun emplacements or vehicles, and as a result is generally unoccupied - this may offer the US team a more discreet landing point than the more accessibly but highly contested Hotel. East of the flag, a row of fortifications including a trench, pillbox and a 40mm AA gun cover the open ground up to Oil Tanks.

As with Barracks, this objective provides an additional tank spawn as well as a neutral, unspecialized Medium Tank for use when captured. An Ammo and Health resupply station combo is located between the warehouses, while a Katana battle pickup is found on the west end of the capture zone.


Breakthrough

US Marines are tasked in retaking the island from the Japanese after suffering defeat last December 1941.

Breakthrough in Wake Island is divided into four sectors, which form a round trip from the northern shore to the southern shore of the island itself. Interestingly, unlike its previous installment, the new Wake Island in Breakthrough features the United States as the attackers of the map, while the Imperial Japanese forces are defending the island. 500 tickets are allocated for the attackers on this map.

Sector 1

Attackers are tasked in taking the unconstructed Hotel and the captured residential Barracks in this sector. There are three pathways to choose from: either the attackers can deploy from the shore dead center, or create lanes via the waters north and south in order to create flanks. Defenders should be aware of incoming attacks from the waters.

The US attackers deploy from boats carrying unspecialized LVT tanks and LCVP boats for transport, as well as allocation of planes within a distant aircraft carrier. Japanese defenders have no countermeasures on land, leaving the infantry utilizing the Type 10 emplacements as well as anti-tank weaponry from teammates to deter vehicle attacks and 3 anti-aircraft 40mm Bofors guns to defend against aircraft. 

Sector 2

After taking both objectives, the US forces have established a foothold on the island, and must now push forward to secure the sole Hangar on the island, now currently housing covered Zero aircraft. As with the previous sector, defenders should still be aware of attacks from the waters, especially from Dinghy boats coming from the Barracks.

The US forces now allow Sherman tanks for deployment on land. Three tanks are allocated for the Americans. 

Sector 3

Securing the hangar grants air superiority for the Americans, making it impossible for the Japanese to spawn planes. They are now tasked to capture key supply points: the Ammo Depot and the Oil Tanks. Attackers must be wary when pushing into the Ammo Depot, for defenders can blow up bunkers with ammunition stocks in them, causing massive explosions that will destroy any infantry or vehicles nearby. The same goes for directing explosive Squad Reinforcements  on the objective. Health and Ammo stations are positioned in the center of the objective near the bunkers.

Sector 4

After successfully securing the supplies, the Americans must now finish their conquest of the island by capturing the Dock.

Squad Conquest

Squad Conquest takes place around the Airfield at the "joint" of the Atoll, with objectives spread out in a linear fashion across the width of the airstrip. As a result most of the terrain on the south side of the map is highly open with little cover, while the north side has vegetation and uneven terrain for infantry to utilize.

Each team starts with a ticket limit of 150. Their are also allocated a single tank, as well as a light vehicle for infantry rushes across the more open sections of the map and potentially break deadlocks. It should also be noted that each deployment lacks Health, Ammo and Vehicle Resupply Stations, requiring tanks to capture the Hangar to receive ammunition and repairs.

Deployments

US Deployment

The Us Deployment is on the roadway between the Barracks and Hangar Conquest objectives. They spawn very close to the Hill objective, with the hill itself screening most of their deployment area from enemy view. As the US deploy from a much narrower point of the island than the Japanese, potential base exit routes are more limited, but are substantially better covered.

Japanese Deployment

The Japanese Deployment is within the Ammo Depot at the southern end of the Airfield, with their main spawn area being on the opposite side of the below-runway tunnel from the Outpost objective. Despite this, their protected spawn area is quite large, enabling players to exit the base anywhere along the accessible length of runway, even on the east coast of the island.

Flags

A: Hill

The Hill objective is off the north end of the airstrip. It consists of a series of forifications set into a small, foliage-covered hilltop. The trench system is arranged in a coil around the hill crest with a small, circular fighting pit located centrally. The pit contains Health, Ammo and a Flamethrower battle pickup. The capture zone extends over much of the hill surface, allowing players to fight from both the trenches and surrounding bushes.

B: Hangar

The Hangar objective is the middle flag, aligned with the vertically-orientated runway that forms the playable area's centerline. The capture area is largely unchanged from Conquest, and can be captured from inside, immediately outside, or from the roof. Holding the flag can be of great benefit to teams, as it gives unrestricted sightlines over the vast majority of the map, particularly towards the Japanese side. It is also the location of the map's only Vehicle Resupply Station, as well as Health, Ammo and a Katana battle pickup.

C: Outpost

The Outpost objective is located on the south side of the play area on the inner coastline. The flag is set around the larger of the two supply docks in the area, with the capture zone encompassing both the pier extension, the dock itself, and a small section of the waterline around it. The pier is mostly devoid of cover, while the dock is sparsely covered by supply crates and cargo trucks - the area is nontheless highly vulnerable to fire from adjacent elevated positions, such as the Hangar to the north and the Control Tower and elevated runway to the south. The pier spawns two Dinghies that mostly benefit the Japanese team, allowing them to bypass the unfavourably exposed terrain around the airstrip by skirting the coastline. The flag also provides Health, Ammo and a Flamethrower pickup.


Team Deathmatch

Team Deathmatch is centered on the Ammo Depot. The widest section the island, the play area delivers a mixture of long-range combat around the flat expanse of the airstrip runway and southern coastline, and close-quarters, semi-urban combat towards the center. While the storage bunkers can be useful holdouts for groups of infantry, they can also pose a devastating explosive hazard should the ordnance inside ignite.


Trivia

  • North-west of the airfield on Wake Island there is a monument from DICE that says: To those who fought here in 1942 - BF2 - 2142 - 1943 - BF3 - BFV We are grateful. This is an updated version of the same easter egg that appeared in the Battlefield 3 version of the map.
  • An elaborate easter egg can be discovered at the "We are grateful" plaque. The full instructions are as follows:[3]
    • A crab is located in front of the plaque. Hidden around the map are multiple crabs. Approaching the crabs will cause them to make a clicking sound, burrow into the ground, and reappear in front of the plaque. If five crabs are found, the six crabs will form a circle, and a pair of headphones and a gramophone will appear in the middle of the circle.
    • After picking up the headphones, the player can head to an M-COM located at D Flag, and hear morse code coming from the M-COM. The morse code decrypts to a string of code, which, when Googled, will direct to a coordinate located near the real Wake Island. By heading to the corresponding location in-game, the player can find a vinyl record hidden under the water.
    • With the vinyl record, if the player interacts with the gramophone, the Battlefield: 1942 theme will start to play. The M-COM morse code will also change, pointing to a new set of coordinates, and another vinyl record can be picked up at the corresponding in-game location. Interact with the gramophone again, and the song will change to a song from Battlefield 2. The process can be repeated several times, changing the song to Battlefield 2142, Battlefield Heroes, Battlefield 1943, and Battlefield 3 songs.
    • After the Battlefield 3 song, one more vinyl record can be found. By interacting with the gramophone again, crabs will begin to appear next to the plaque, and an EDM remix of the Battlefield theme, accompanied with crab clicks, will start playing. When the song reaches the climax, the crabs will begin to dance with the beat, and pyrotechnics will be fired from the plaque.
    • The crab dancing, combined with the EDM music and the tropical setting, is likely a reference to the music video of EDM song Crab Rave by Noisestorm, which depicts crabs dancing on a tropical island, and is also an internet meme.

Gallery


References