Some map specific details and responses to different potential situations.
Alpine Peaks
Alpine Peaks is a bit different as there aren't really any “gimmie” points and can make for some very intense fights because of this. I feel like the northern team has a potential terrain advantage, but in my experience, they rarely ever use it! I'm yet to see it happen (pug life), but I see holding the H5/H6 mountain, perhaps with support from the H7 cliff as being a potentially deadly firing line, covering Theta, Kappa and perhaps some of Sigma. Unfortunately, what usually happens is we take Epsilon and Theta and then just keep advancing headfirst into the enemy, giving up a strong defensive position for no reason other than the standard lemmings pug tactics.... Gamma is also notable as being the perfect example of a cap that you shouldn't even think about heading towards unless you run 130kph+. The time spent away from the battle is far, far too much for it to be of any advantage. But if you're a fast mech on either side, it might be worth grabbing if you commit to it immediately from the start.
Crimson Straight
A well played Conquest on Crimson Straight plays pretty much exactly the same as a standard Skirmish game in that you'll be spending most of your time fighting around the Theta and Kappa points. A fast mech should breakaway to secure an extra point or two (Epsilon and potentially the initial enemy cap). An important task while playing this role is to inform your team if the enemy is fractured. If you encounter multiple mechs away from their main force, you need to relay that information to your teammates, who should then act on that by mounting an aggressive push. Take your home cap (Gamma or Sigma), then head directly to Theta/Kappa and cut down the enemy numbers, which should be easy if they are playing like standard pug Conquestors (scattering every which way to grab caps rather than moving as a unit).
HPG Manifold
In true Pug fashion, the simplest of all Conquest maps is also the one that is most often done wrong. Each side is given two free caps, with Theta being fought over for the win. The frustratingly common blunder is the entire team storming the basement to hold Theta. This move is completely suicidal, as you are not only putting yourself in a very weak defensive position, you're also giving your opponent free reign over the rest of the map, including your two original caps. This means that to win the game you will have no choice but to leave the basement and by this point, the enemy will have taken up positions to easily take advantage of the bottlenecks that you will be forced through. It's a terrible move in every way possible, so why does it keep happening?!
To save yourself from the frustration of being caught up in that horrible scenario, after taking your first two caps, you'll want to focus on controlling the platform above Theta. A fast mech should head to the basement and lock away the cap if possible, but the rest of the team should not be following, especially if you are in an Assault mech. Holding the top with a 3-2 cap lead puts you in a great position to control the map and to start checking off kills.
Polar Highlands
This map is another that causes great frustration and division among the community. I think it's fantastic, but many others don't. However, I completely understand how unpleasant a poorly played Conquest game on Polar Highlands can be. The immense size of the map can make for some highly frustrating Nascar cap races, which no one enjoys, surely....
The common mistake that causes those sort of games is teams not planning ahead. The size of the map means that you should not be heading to where the enemy is, but should be putting yourself where the enemy will be.
Take your first cap and then break against the NASCAR mold and rotate clockwise. For the Northen team, this means taking Sigma and then heading to Theta. Sending a fast mech or two off to Kappa and then Epsilon can be fruitful, but if those units run into any stronger enemy forces (heavier, slower mechs, or a larger number of mechs), then they should turn back and rejoing the formation (undetected if possible). It's likely that the enemy will take Gamma and then be heading to Theta as well, you'll want to find them and start winning the kill race.
However, there is an important and potentially match winning detail to follow – move as a unit, matching the speed of your slowest units! It's likely that the enemy will be moving full steam ahead, with fast mechs storming forward to get to the caps ASAP. Stay as a group and let them run into your full formation!
Terra Therma
There is a nasty trap on Terra Therma – the Epsilon point. This point is directly in the path of both Assault lances, so off the start, a choice has to be made. Take it or move on. If you go to Epsilon on your own, you will die. If you send your entire Assault lance to Epsilon, it's possible that you will all die.
The rest of the match will play similar to a standard Skirmish game, but due to the layout of the map, you will need to be mindful of where the enemy is heading. It's possible that your enemy might ignore Theta altogether and attempt to win by holding the other four caps, so be smart and plan an intercept. If the enemy already holds Gamma and Epsilon and they start taking Sigma, depending on your location, you'll probably need to move your team to Kappa, as if they are faster than you, you'll end up playing chasies all around the map.
Tourmaline Desert
Of all the Conquest maps, Tourmaline Desert is by far my favourite. It tends to produce action that is the most different to usual Skirmish matches due to the spawn points and distance between cap points. Once again, there are a couple of traps in place. Epsilon and Kappa are setup to create 4v4 battles between the Alpha and Charlie lances, so be mindful of this if you aren't prepared for close quarters action. If you're running a support-build Kit Fox and notice that your lancemates are a Mist Lynx, Vindicator and a Commando, then you probably shouldn't be running headfirst into the Epsilon area.
The other trap is the positioning of Sigma and Gamma. If any of the heavy mechs decide to turn around and secure those caps, they run the risk of being away from the fight for a very, very long time. It's a layout that is very well thought out IMO. I've been in some outstanding 4v4 fights at either of those cap points and whilst it's a lot of fun, it doesn't always spell victory for your team. It's easy to feel a bit sheepish after patting yourself on the back for wiping out the enemy lance only then realize that your other two lances have been wiped out...
The tactic I would endorse for Tourmaline Desert is for all lances to regroup and move on Theta, with a fast mech turning around to take your home cap before rejoining the group. The hope here is that the enemy has taken Epsilon, Kappa and their home cap, meaning that anyone you encounter at Theta is going to be heavily out numbered. Take out Beta lance and Alpha lance (which should have joint the fray by then) and then turn on Charlie lance, which may not even have had time to join the battle.
Conquest – it's great. But remember your priorities!
Have fun, Mechwarriors.
(and does anyone know how to add pictures from the Smurfy map database? The forum didn't like that at all....)
Edited by legatoblues, 22 July 2016 - 11:54 PM.