Ah, the clear night sky filled with beautiful stars, cute-looking clouds, and parachuting soldiers... OH S***! Parachuting soldiers! That's right guy. Nelson Bay can be a hellish nightmare for a disorganized team given all the shrubery.
Right, onto the tactics.
Thanks to the War Room: [
http://www.badcompany2.ea.com/war-room ] from EA, I was able to create these tactical maps.
Nelson Bay is broken down into 3 separate zones of defense or attack which ever side you are on. Each zone confers different tactical strategies which are as follows.
Zone 1 - Destructable Buildings?!Zone 1 confers much defense, however, it is important that on defense, we need to stem them as far up as we can MCOM building collapse is a very real and present danger.
The red arrows above show the most common paths by which their invasions will most likely happen. Our AO (area of operation) should be only between both vertical red bars to ensure quick response times.
In the beginning, we need to hug A and B since fast movers come in from all directions. Recon with their sensors will be of huge help here. After the initial assault with fast movers, we will then fan out and expand our defenses for a more aggressive approach while leaving security elements of 2 members each on both A and B. Should fast movers or set-charges get past us, security element should be able to neutralize the threat without having the "fanned-out" defense force.
The defense force may also fall back to the red dots to provide close support of the MCOMs.
Snipers will find that the point indicated by the blue dot will have a good LOS should they destroy the trees in front of them.
Recons with sensors on both A and B, supplied by assaults are recommended! Keep note that the extremes of the maps are also very good attacking points as noted from the larger-headed arrows.
Zone 2 - The Stronghold and Scorched EarthThink scorched earth for this zone. We have 4 heavy MGs at our disposal. So we need to clear our LOS for this zone to be effectively guarded.
Falling back to Zone 2, recon elements and assaults with C4 place the C4 on the suggested areas (yellow dots) to clear our line of sight. Those freshly respawning in Zone 2 destroy every tree (green dots) between the blue diagonal line (left) to the red vertical line.
Manning all 4 heavy MGs creates an inescapable and crazy-effect killzone as denoted by the red angles (the heavy MG LOS). With the trees gone, the enemies have no place to hide. This scorched earth tactic will have them hiding in their spawn.
Fallback points are noted as the red dots which are at the "Helicopter Wreckage Site" and "Crossroads w/ Bridge". The sniper point (blue dot) provides good overlook over the entire Zone 2.
The yellow X in front of A is a well known enemy staging area as it is a defilade and blind spot to the machine guns. Rush that spot if you suspect a tango there.
Zone 3 - The Last StandSame scorched earth tactic as Zone 2, detonate the trees.
The enemy safe house across from A is a popular staging point and should be checked often. The MG Nest Low cannot effectively kill enemies inside the house and one may consider bringing the house down. MCOM B is a bit of a coffin for CQB. The walls should be kept in tact to funnel enemies in for a kill zone while CQB recons use their sensor balls to detect enemy movement.
MCOM A has a fairly harder perimeter to secure, however, the yellow lines confer cover and are good to set up a perimeter around while being covered by the MG Nest Low and MG Nest High.
MG Nest Low has a tendency to get flanked from a hook to the right and its flank must be protected by more sensor balls or a vigilant soldier.
The red dot by MG Nest High is a high traffic zone for enemies and should be kept an eye on. Sensor balls on both red dots will help monitor enemy movement as they funnel in.
There is also another MG nest behind B but that confers very close defense inside Zone 3. Still, consider using it.