Who wants to be a jihad jeeper if you carbomb some hapless tank and then faced with no transportation and the daunting task of walking for five minutes in the desert completely exposed to the next enemy that comes your way? No one because its too troublesome and because the map is flat and mainly featureless so its harder to sneak up on vehicles.
Just because this is suppose to be an armour map doesn't mean that there isn't any infantry fighting to be done at all. Armour should be keeping their optimum distance and bringing their ranged weapons to bear, not charging in and act like cannon fodder. Suddenly the pilum isn't so dangerous when you stay back far enough to see it coming and dodge accordingly.
With all the tanks, walkers, and desert in this map, APCs become very important when attacking silos/flags because they are your mechanised infantry. They carry those squads of usless (relatively) assaults and supports kits through the desert close enough to the flags/silos where they can do their work inside the enclosed area to take out those entrenched enemies and cap points. Plus their EMP and mortars works wonders in supporting other armoured units and for assaulting flags/silos
Given all the space in this map, its only fair that there are plenty of gunships and air transports to fill the skies. 3 gunships and 2 air transport spawns per side on titan maps is the most anyone have seen in any map dice made. I hope you are good with using the AA on the walkers because good gunships pilots are going to make their presence felt real good and you want to be able give something back for them to answer to.
Also note that the walker main weapon is mounted pretty high and the fences surrounding the usually contested areas are low. So good walker pilots will have fun doing circles around the enemy flag/silos, knocking off anyone who is dumb enough to be caught out in the open.
Just because this is suppose to be an armour map doesn't mean that there isn't any infantry fighting to be done at all. Armour should be keeping their optimum distance and bringing their ranged weapons to bear, not charging in and act like cannon fodder. Suddenly the pilum isn't so dangerous when you stay back far enough to see it coming and dodge accordingly.
With all the tanks, walkers, and desert in this map, APCs become very important when attacking silos/flags because they are your mechanised infantry. They carry those squads of usless (relatively) assaults and supports kits through the desert close enough to the flags/silos where they can do their work inside the enclosed area to take out those entrenched enemies and cap points. Plus their EMP and mortars works wonders in supporting other armoured units and for assaulting flags/silos
Given all the space in this map, its only fair that there are plenty of gunships and air transports to fill the skies. 3 gunships and 2 air transport spawns per side on titan maps is the most anyone have seen in any map dice made. I hope you are good with using the AA on the walkers because good gunships pilots are going to make their presence felt real good and you want to be able give something back for them to answer to.
Also note that the walker main weapon is mounted pretty high and the fences surrounding the usually contested areas are low. So good walker pilots will have fun doing circles around the enemy flag/silos, knocking off anyone who is dumb enough to be caught out in the open.
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