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[Issue 49] Map Strategy: Courage


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Courage is a rather peculiar, yet quaint map. It is a relatively popular map for XP/BP CTFs, but I rarely see it elsewhere. Still, it offers unique gameplay even outside of that format, and hence I feel that it is sadly significantly underrated.

 

Overview

 

Courage is a medium-to-small sized map, capable of holding up to 16 players.

 

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It is perfectly symmetrical, with 7 distinct areas (refer to the picture). I like to call these regions “Central Loop”, “Lower Red Base”, “Upper Red Base”, “Upper Blue Base”, “Lower Blue Base”, “Left Pass”, and “Right Pass”, corresponding to the labeled regions. I’ll be using these terms in the rest of the article; please bear with me. As the two bases are almost completely identical, we will just consider one team – suppose the Blue team.

 

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Offense

 

Being a relatively small map, usually an enemy is never far away. This is good news for those who enjoy rushing into the thick of it – Firebirds, Freezes, Twins, and the like. Respawning positions for the two teams are close together:

 

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Unfortunately, this makes capturing the flag on Courage a somewhat difficult task, as respawning enemies can catch up to you quickly as you flee with the flag. There are a few routes that could be taken from Lower Red Base, where the Red flag is located, to the Lower Blue Base, where the Blue flag is.

First is the straightforward one: simply drive up the ramp, down past the Central Loop, and back to the Blue base.

 

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However, this requires driving pass the Upper Red Base, which, as a respawning position for Red players, may prevent you from returning safely. It depends on the positioning of enemy players, of course, but usually I would not choose to take this path.

Instead, I would suggest using one of the Left or Right Passes. No enemies spawn along that route, allowing you to relatively safely reach the Blue base without hindrance.

 

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Even better, this path is extremely narrow; hence, only one enemy can chase behind you at a time, reducing the net firepower concentrated on you. Moreover, simply putting a mine can stall an entire enemy column.

 

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The only downside to this path is its length, which is slightly longer than the more direct path. Due to this, it is possible for an enemy to beat you to your flag and take it, or worse, cut you off before you reach the flag. However, as such engagements would take place in the friendly Blue base, you stand a higher chance of coming out victorious, one flag up.

 

 

Defense

 

There’s not much to be done with defense on Courage. Although you can place a Mammoth or Titan on the flag, that position is rather exposed to sniping. Enemies can hit you from positions on the Upper Blue Base as well as the ends of both the Left and Right Passes. Moreover, an enemy Wasp can just jump on top of you from the Upper Base and snag your flag (causing you to look like a fool along the way), and dart off with it.

 

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Hence, defense on Courage takes a more preventive form – stop enemies from getting near your flag, and if that fails, kill them before they escape. Luckily, two camping locations for potential flag thieves are also the location of respawning Blue tanks – the ends of the Upper Blue Base.

This makes the defenders’ lives easier, as it forces enemies to stay on the move to avoid an explosive demise. It also limits them somewhat to the other two areas – the terminus of the Left and Right Passes. Guarding those areas is harder – you can place a mine here, but it doesn’t prevent sniping.

 

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Or, you could jump down and surprise a sniper.

 

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Either way, there is no definitive way to completely seal off these passes, which is part of what makes Courage offer such dynamic gameplay. (You could stick a heinously large amount of mines on both passes, but that’s just mean…)

 

If someone snags your flag, all is not lost. Remember, respawning positions for Blue team are only a short drive away from the Red flag. A Wasp-Freeze could easily catch up with a Viking in that time.

 

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Positional Strategy

 

Now, let us consider each of the illustrated positions one by one. Let’s start with the Lower Blue Base.

 

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This area is highly exposed to sniping positions at the ends of the Left and Right Passes, as well as to Red team members lurking in the Upper Blue Base. Moreover, victims trapped here will be effectively unable to return fire, as the elevation difference between the Upper Blue Base and the Lower Blue Base is too great. The only way you could feasibly hit a sniper on the Upper Blue Base from here, is to either shoot from across the base, a difficult shot by any standards (as it requires a fair amount of tipping and for your opponent to be significantly out of cover), or, to go up on the shipping container on the edge of the map.

[pic of BP on container]

However, try to avoid doing that. Even more, do NOT stay on that container for an extended period of time. Do you see why?

It’s one of the most exposed positions in the map. Enemies can hit you from half the map away. Worse, they can employ the tactic of hit-and-run – and you won’t be able to retaliate.

 

Next, is the Upper Blue Base.

 

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This area is strategic for both teams – if Red takes over, then they gain valuable sniping positions, able to unleash firepower into the heart of the Blue base. For Blues, holding this position can be tremendously strategic – Reds can be deterred from waltzing down the Central Loop, and opens the way for a Blue assault down the very same path.

Blue team has an advantage in the struggle for this territory: there are respawn zones located on the left and right extrema of the Upper Blue Base, as highlighted before. This makes this area a relatively safe camping spot for Blue snipers, as there is a clear line of sight down the Central Loop, so approaching enemies can be damaged or destroyed, and if necessary, you can flee.

From the Upper Blue Base you can even access the Left and Right Passes – maybe even surprise a sniper positioned there.

 

The Central Loop is of paramount importance in Courage.

 

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Generally, the team that controls the Central Loop also has control of the opposing team’s upper base. Moreover, most assaults come down the main path of the Loop. Having control of the loop ensures two things:

You can have easy access to the Red base when attacking.

You can flee into safe territory when threatened.

It also forces your opponents to use the Left and Right Passes when attacking, reducing the number of variables and making it easier to defend.

Controlling the Loop is more difficult than it sounds. Because each team has respawn positions at ends of the Loop (in their respective Upper Bases), there will be no end to snipers that pop out of nowhere to launch a fatal shot. Therefore, it is imperative that your team control your own upper base, and have Isidas stationed there to relieve casualties.

 

Once the Central Loop is conquered, Blues will have opportunities galore in the Upper Red Base.

 

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Jumping from here, you can land directly on the flag, making flag sitting a mostly useless activity.

In addition, you can snipe nearly anything in the Red base, perhaps excepting those hiding in the shadows, near the edges of the walls.

 

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Beware, however, that this area is also a Red respawn zone, so you may be confronted at any minute by a Viking-Firebird. If so, there are two lines of retreat. The most obvious and safest strategy is to double back down the Central Loop, where hopefully there will be teammates supporting you.

Alternatively, if you’re feeling daring, you can hop down to the Left or Right Pass, depending on your location.

 

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The plus to this strategy, in exchange for a higher fatality rate, is that you can immediately resume sniping at Reds again. Keep in mind that enemies can take this route to follow you.

 

 

This brings us into our final topic – the Left and Right Passes.

 

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These are the premier sniping positions in the map – both very sheltered, and also with huge access. You can cover any position in the Lower Red Base from here, and even hit a few select locations on the Upper Red Base:

 

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More than that, enemy respawn positions are separated from you by a solid wall. Yep, a nice solid wall which nothing but lagging Railguns can shoot through.

Mines are of great use with these passes. A mine or two will impede most progress past the wall:

 

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If in the unusual case that you need to fall back significantly, another mine can block the passage:

 

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Still, these passes aren’t entirely risk-free. As mentioned before, enemies can jump from the upper base onto you, so always keep an eye out for that. If you catch them jumping, you have a definite advantage, and might even be able to flip them. In addition, watch out for enemy snipers on the upper base – there’s a crack in the wall through which they can hit you.

 

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You may be wondering why I have not mentioned the Lower Red Base. Well, the reason is simple. Staying in there for an extended period of time is simply suicide. Unlike the Upper Red Base, which holds only a few respawning positions, the Lower Red Base is the epicenter of enemy activity. No matter how strong your tank is, hordes of respawning enemies coming at you, wave after wave, will be bound to eventually wear you down to nil.

Temporarily surviving in the Red base is necessary, however, to grab the flag. You’ll still have to evacuate the area with rapidity after doing so, so the strategy for a Blue in the Lower Red Base can be summed up in two words: get out!

 

 

Conclusion

 

Courage has countless other attributes that serve to endear it to me, too numerous to be listed here. You can only find out by playing on it yourself. Perhaps you’ll even deign to follow some of my advice. It just might prove helpful.

 

Hope to see you there one day.

Edited by Hexed
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http://en.tankiforum.com/index.php?showtopic=170913&p=5323511

 

http://en.tankiforum.com/index.php?showtopic=170913&p=5323522

 

Nope... both wrong -.-

 

They were working on this article after all  :rolleyes:

Shhh, let us still think that those are the reasons  :P.

 

Obviously, when Grey saw my post in the jokers topic, he started on this guide to make an excuse.

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I'll make sure to join the blue team now xD 

I may snipe as well  :ph34r:  :angry:

Thanks for the tips, and great article!  :lol:

 

(I've been playing for a long time, but only on weekends and rarely ver the summer if your looking at my rank)

 

(And I usually don't reply, so... yeah.)

 

Keep tanking all! B)  B)  B)

Edited by SNIPER10537

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thank you bro

i fancy "courage " too and i feel really sad concerning its underrated popularity

every time i make a battle on that map it tends to attract less no. players :(

hope you spread awareness about other maps too instead of focusing on the same old 'grass and build' maps 

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