Blue lines are north-west’s routes to useful positions.
Red lines are south-east’s routes to useful positions.
Orange is red’s sightlines from some arbitrary spots that I find can shut down blue’s ability.
Purple is the same for blue.
More red/orange and blue/purple lines could exist, but the ones shown for red - especially in comparison for blue with difficulty of terrain and distance accounted for - especially given red has overwatch of both blue routes into the high ground position - they are sufficient for communicating my point.
Recently had a match on this map with my centurion MK 3/Eland/Charioteer/Bosvark/Ratel.
Having played on this map before, I tried my damnedest to get on the hill ASAP. Some of my teammates were of the same mind and tried the same. One of our lights even managed and got slapped by enemy SPGs. By the time I reached it, there were already enemy tanks up there on the uphill climb AND shooting from the southern position as the uphill climb has no cover to the south.
Suffice to say, our attempt to advance there failed.
Respawn. Try to flank around with the Eland using the northern blue route. Well, by the time I respawned the southern team had complete overview of the entire northern route.
Respawn. Bosvark in the base, get shot apart nearly immediately.
Now, you might argue “skill issue” and sure - I’m not very good at ground RB. I’m about average, given what I saw of average score and my own usual team position.
However, is this map not horribly one-sided? If you look at the path red has to take, it is much shorter and faster for it to reach positions to shut down blue. Even the objective for red is significantly closer (and better covered) than for blue.
Conquest #2 and #3 (#3 reverses the positions of North/South - with North spawning with free high ground at north-east, and south spawns at south-west) of this map should either be significantly reworked or thrown out.
I’m surprised I had found no complaints about this map yet. Maybe because it’s rare (in my 4 days tanking, I remember getting it twice), maybe because it disappears at high BR.
I’d like to make a suggestion about this map and its Conquest #3 - either a rework request or an outright removal because while assymmetric battles can be fun - the mission design and spawn points are not designed around such and it just turns into an easy stomp.
I do not know how to word map suggestion threads well to maximize potential to actually achieve something, so I’d like to gather feedback here first and maybe ask someone with more rapport to do it instead.