Map Strategy Guide

 

Quick Links

 

Standards

A Path Beyond                         detailed

Central Conflict                        detailed

Coastal Influence                      detailed

Combat Alley                           detailed

Desolation                                detailed

Dugout Isle                               detailed

Equal Opportunity                    detailed

First Come First Serve              detailed

Island Hoppers                         detailed

Island Wars                              detailed

Isle of Fury                               detailed

Ivory                                        detailed

Keep Off the Grass                  detailed

Marooned II                             detailed

Middle Mayhem                       detailed

No Escape                               detailed

No Man’s Land                        detailed

Normandy                                detailed

North by Northwest                 detailed

Pond Skirmish                          detailed

Rarku                                       detailed

Ridge War                                detailed

Shallow Grave                          detailed

Treasure Isle                             detailed

 

Customs

4c Niklas                                  detailed

Guerilla Forest                          detailed

hjk6                                         detailed

Northern Hatu                          detailed

NSC Niklas                             detailed

P4-Rashowdown                      detailed

Southern California 1947 II       detailed

Union Break                             detailed

V3-Rashowdown                     detailed

Wide Open *by FARAMIR     detailed

X Gems                                    detailed

 

Quick Summaries

 

Standards

 

A Path Beyond

Soviet

4 o 3 w no truck

3 o 3 w 1 truck

2 o 3 w 1 truck + great control

Path is too complicated and I've played it so much that I don't feel like giving it only as much attention as the rest of the maps listed here.

 

 

Central Conflict (Soviet)

3 o 3 w

This map is extremely unfair, yet it was still played a little bit on westwood.

North spots have a huge advantage in money.

BL has an impossibly far drive if he wants to have any chance.

BR's drive isn't quite so far, but the distance is great enough that you'll easily get fucked over by a competent no trucking TL and TR doesn't even have to worry.

Can also use allies if you want but it doesn't really matter so much since it's too unfair.

 

 

Coastal Influence

This map is a bit unfair. Moving is necessary. I never played this map a lot except for when I spent time with my best RA friend trying to learn every map.

 

 

Combat Alley

Involves some moving.

Slightly unfair to some spots but reasonable.

I have not played this map a lot.

 

 

Desolation

This map is pretty unfair, east spots have a big advantage.

LM sells cy after getting 3 ores.

TR can 4 o 3 w no truck easily.

WW was only TR vs LM so I never played BR vs TL much but this is very unfair to TL.

 

 

Dugout Isle

A small map I haven't played very much.

Reasonably fair.

 

 

Equal Opportunity

Cute little map.

Slightly unfair but tolerable to play.

I haven't played this map a whole lot.

 

 

First Come First Serve (Soviet)

p b o w w p sell cy sell war

This map is small and has no gems.

Minimize infantry unless an infantry rush is coming.

Don't sell barracks until you are sure you are safe from infantry rush.

Not a lot of money, be frugal.

All about Q.

 

 

Island Hoppers (Soviet)

3 o 3 w 1 truck

Simple little map.

No rushing.

Play very conservative and just control the middle.

Expand and pick gems on other islands.

 

 

Island Wars (Soviet)

p b o w w d a o o w

Definitely want to do a variant of 3 o 3 w plus a depot and mcv thrown in there.

Making a truck is questionable if you are planning on expanding your base fast.

BR and TR are at a slight advantage.

TL has to expand very fast or money runs out.

BR has a lot of money on starting island so later expansion is possible.

LM needs a silo and should definitely no truck.

TR should definitely no truck.

TR vs LM u must focus on controlling the middle. Whoever controls mid will win.

BR vs TL can sometimes lead to long drawn out games.

This map is very unique and requires special experience to be good at.

Allies can also be used well on all spots but TL.

 

Isle of Fury (Soviet)

3 o 3 w 1 truck

This map is fun.

Perfect example of a "standard" standard.

Best to play TL vs BR (the ww spots), other 2 spots aren't so fair.

 

 

Ivory Wastelands (Soviet)

p b a o w t a t

Maybe use silo to expand your teslas.

I personally like to make massive riflemen and attack middle.

South has a large advantage.

All the gems are in the middle so fight over the middle.

 

 

Keep Off the Grass (Soviet)

p b a b o w t a t

The gems are all contained in a walled area in the middle so you want to break the wall with grenaders and get gems.

Tesla the middle and try to kill opponent's truck.

Massive infantry.

Be ready for infantry battles and infantry rushes from all directions.

The map only has 2 real flags so it will give you random spots more than half the time. It is best to restart if you start in ore against a competent opponent. You can also start on top of ridges or in the gems in which case you are totally fucked anyway.

 

 

Marooned II

This is another extremely unfair map.

Either move to the gems or use fcfs build.

 

 

Middle Mayhem

A small map I haven't played a lot. Pretty weird map.

 

 

No Escape

Slighty unfair but not sooo bad.

Highly improbable to get a 3rd war on this map.

 

 

No Man's Land

Slightly unfair.

I have not played this map a lot.

BL is definitely the best spot.

 

 

Normandy (Soviet)

p b o w w p o o t?

This is a map that is rather fair though I haven't played it very much.

The map is simple and symmetric.

Control the middle.

Maybe do a later tesla.

No truck all the way.

 

 

North by Northwest (Soviet) 1337 Map

2 o 3 w then o t

This is by far the most pro map ever. Any 1337 RA player loves this map.

Must move to middle.

All about tanks in the middle.

Can have infantry fights so don't sell barracks right away.

Build into the ore to get ore refs near gems.

No Truck all the way

Allies should do same 2 o 3 w as soviets.

 

 

Pond Skirmish

A strange unfair map with 3 lakeish things.

I have never played this map a lot.

 

 

Raraku

Basic 3 o 3 w no truck

This map is quite unfair since north spots have to move or they go massively broke, and even after moving their long run cash doesn't match south.

BL has the best money.

BR should move a little bit, about 5 squares left then 2 power.

North spots have to move and figuring out the placement isn't too terribly difficult.

Definitely don't play this map unless u are familiar with it.

 

 

Ridge War (Soviet)

p b a b o w w t

This map is a little bit unfair, TR and BR have big advantages. TL totally sucks and BL is at a slight disadvantage.

Infantry are a major part of this map.

Teslas are useful but tanks are more important since the money lasts longer.

 

 

Shallow Grave

 

No Crates (Soviet):

p b o w w p sell b sell cy sell war

Can 1 truck or no truck

This map has very very little money.

You can infantry rush on this map so don't go selling barracks immediately.

If you don't plan on infantry rushing then try to minimalize infantry count. 5 is a good number of dudes to make.

 

With Crates (Allies):

p b n n o a w w w w

Puting on crates suddenly gives a tremendous amount of money. Water crates can only be money, speed, armor, or fire upgrade and since transports can't get a fire upgrade this gives a 1/3 probability of being a money crate. Crates are like gold on this map. Make lots of infantry and 2 transports to scout for crates.

Make lots of boats but also be aware that controlling the land = auto win

 

 

Treasure Isle (Soviet)

p b o w w p o sellcy

 

Some spots such as TL and BR u want to make 2 powers to get your first ore ref closer to the ore.

TM has the best long run money.

All about Qing in the middle.

Can also be allies but less money.

Sometimes you want to sell your cy before 2nd ref.

 

 

 

Customs

 

4c Niklas

 

 

Guerilla Forest

 

 

hjk6

 

 

Northern Hatu

 

 

NSC Niklas

 

 

Southern California 1947 II

 

 

P4-Rashowdown

 

 

Union Break

 

 

V3-Rashowdown

 

 

Wide Open *by FARAMIR

 

 

X Gems