Title: [Concept] "Iron Archipelago" – Combined Arms Amphibious Map (Inspired by Caspian, Kharg & Falklands)

Hey guys!

this is a new map concept for combined arms / infantry modes that I think could add a whole new dynamic to the game, and I wanted to get your feedback on it.

I call it “Iron Archipelago”. It’s a fictional combined map inspired by a mix of iconic spots—the lush/rocky Caspian coastline/Caspian Border, the strategic layout of Kharg Island, and the rugged terrain of the Falkland Islands.

The main goal here was to create a balanced, large-scale combined arms battlefield where combined arms actually feels like combined arms, rather than just tanks getting sniped from spawn or air superiority dominating everything without resistance.

📌 Map Layout & Sector Breakdown:

  • Attacker Spawns (Blue Fleet / Offshore): Two carrier/amphibious assault ship spawns positioned out at sea. This gives attackers solid naval/air staging areas and forces a proper beach landing push via landing craft, amphibious armor, or low-flying transport helis.
  • Defender Spawns (Red / Inland & Outposts): Strategically placed further inland behind natural terrain cover and ridges. Defenders can’t spawncamp the beaches instantly, giving the assault force a fighting chance to get boots on the ground.

Capture Points:

  • - Point A (Northern Ridges / Overlook): High ground surrounded by rocky terrain and hardened bunkers. Crucial for controlling sightlines over the northern beachhead.
  • - Point B (Central Beachhead & Coastal Village): The primary landing zone. Offers urban cover and short-range CQB fighting among coastal structures.
  • - Point C (Airfield Sector): A massive contested runway inland. Taking C gives teams a tactical advantage for forward resupply and quick re-arm.
  • - Point D (Southern Outpost): Fortified southern headland guarding the lower approach. Packed with defensive structures and flanking routes.

🛡️ Defensive Bunkers & Fortified Positions

Scatter-placed around key capture zones and choke points are concrete fortifications / bunkers (marked on the map). These are designed to give infantry and light vehicles actual cover against artillery and CAS (Close Air Support), preventing open-field meatgrinders and making capturing points a tactical house-clearing effort.

I really think a map like this could bridge the gap between high-intensity Infantry Combat, Coastal Fleet support, and Ground Armor and CAS maneuvers.

If you’d like to see something like this added to the game, please drop a vote in the poll above and let Gaijin know what you think about future of game in the comments! Any feedback or tweak suggestions are more than welcome.

Cheers!

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4 Likes

Would be a great cold war infantry enduring confrontation. Though I would have a beached heavy ship.

The strongest part of the concept is that terrain and objectives give each branch a defined role instead of merely placing naval, ground and air units on the same large map. The next design pass should quantify travel time and sightlines: time from each spawn to the first objective, maximum direct fire into spawn/landing zones, and how long CAS can operate before encountering layered air defence.

I would also add at least two viable landing routes, protected fallback spawns after a beachhead is captured, and an alternate inland route so Point B does not become a single choke point. The airfield objective should probably grant limited logistical value rather than an overwhelming respawn advantage. A version of the map showing scale, elevation and intended player count would make balance feedback far more concrete. Promising concept—especially if coastal vessels can influence objectives without being able to shell every ground spawn.

this has made me think of all the opportunities for amphibious invastion based maps that could be added.

would be absolute peak

2 Likes