Difference between revisions of "TC IvoryTower"
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==Overview== | ==Overview== | ||
+ | This map is one of the bloodiest in the entire game, alongside [[TC_ThunderRift|Thunder Rift]]. The narrow canyons, short sightlines and bases at each capture zone make Ivory Tower very well-suited to brawlers, particularly for tanks. Jump-capable 'Mechs can open additional firing options by climbing onto the mesas and attacking down into opposing formations, however this can be fraught with risk as some mesas have absolutely no cover whatsoever. | ||
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+ | In addition, there are a couple of tunnels that run under the mesas: one that runs north-south between E4-D4 and one going east-west between C4/D4 and C5/D5. These tunnels can allow for unexpected attacks, entrapments and escape routes. | ||
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+ | The forward hangars at D3 and E5 can only build up to 65t 'Mechs including [[Warhammer]]s and [[Nova Cat]]s. There are '''no''' places to repair any 'Mech not built at a forward factory away from your main base; this can render some assault 'Mechs and tanks somewhat impractical for combat unless you either play cautiously or choose to sacrifice yourself instead. | ||
==Bases== | ==Bases== |
Revision as of 16:36, 22 July 2018
TC IvoryTower | ||
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Environment: | Mountain | |
Temperature: | +36 | |
Planet: | Twycross | |
Game Modes: | ||
First Available In: | 0.6.0 | |
Assets | ||
Assets: | ||
Number of Bases: | IS: 2 Clan: 2 Neutral: 5 | |
Tactical Map | ||
"The 10th Lyran Guards and 9th FedCom RCT face off against the Jade Falcon Guards for control over this desert planet. They battle through the great canyons for control over strategic objectives such as the Ivory Towers, massive constructions seated within an industrial complex." |
— Map introduction |
Contents
Overview
This map is one of the bloodiest in the entire game, alongside Thunder Rift. The narrow canyons, short sightlines and bases at each capture zone make Ivory Tower very well-suited to brawlers, particularly for tanks. Jump-capable 'Mechs can open additional firing options by climbing onto the mesas and attacking down into opposing formations, however this can be fraught with risk as some mesas have absolutely no cover whatsoever.
In addition, there are a couple of tunnels that run under the mesas: one that runs north-south between E4-D4 and one going east-west between C4/D4 and C5/D5. These tunnels can allow for unexpected attacks, entrapments and escape routes.
The forward hangars at D3 and E5 can only build up to 65t 'Mechs including Warhammers and Nova Cats. There are no places to repair any 'Mech not built at a forward factory away from your main base; this can render some assault 'Mechs and tanks somewhat impractical for combat unless you either play cautiously or choose to sacrifice yourself instead.
Bases
D7
Type: Clan home base
Defenses: 2x LAMS, 3x Calliope
Captureable: No
Can build: all Mechs, all Vehicles
Services: Repair, Rearm
C8
Type: Clan airfield
Defenses: 2x Calliope, 1x Eagle Eye
Captureable: No
Can build: all ASF, all VTOL
Services: Repair, Rearm
E2
Type: IS home base
Defenses: 2x LAMS, 3x Calliope
Captureable: No
Can build: all Mechs, all Vehicles
Services: Repair, Rearm
D1
Type: IS airfield
Defenses: 2x Calliope, 1x Eagle Eye
Captureable: No
Can build: all ASF, all VTOL
Services: Repair, Rearm
D3
Type: neutral base
Defenses: 1x Sentinel
Captureable: Yes
Can build: light/medium Mechs, light/medium Vehicles
Services: Repair, Rearm
C5
Type: neutral base
Defenses: 2x Sentinel, 1x Hawk Eye
Captureable: Yes
Can build: none
Services: none
This base is worth 1.5x the normal amount of tickets.
D4
Type: neutral base
Defenses: none
Captureable: Yes
Can build: none
Services: none
This base is worth 1.5x the normal amount of tickets.
E4
Type: neutral base
Defenses: 2x Sentinel, 1x Hawk Eye
Captureable: Yes
Can build: none
Services: none
This base is worth 1.5x the normal amount of tickets.
E5
Type: neutral base
Defenses: 1x Sentinel
Captureable: Yes
Can build: light/medium Mechs, light/medium Vehicles
Services: Repair, Rearm