Isle of War

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The most basic WW map, yet at times the most complex. This map has everything, except for size which those Allies so desperately need.

Isle of War

Players 2
Setting Urban, Temperate, Water
Tech Buildings  
Location Right
Country Iraq, France, America, Great Britain, Korea
Key Landmarks Center (pinch point, broken bridge)

 

Starting Locations

Right

Left
isle1.jpg (383795 bytes) isle2.jpg (359275 bytes)

Resources
Low resource. Each player starts with a patch of gems, one patch of ore close by, and one patch of ore on the plateau directly accessible to them.

Early
It is absolutely essential to scout out the opponent’s base ASAP. While this is a small map, games often last quite a long time. Scout with a couple of dogs. If you manage to get one through, leave a dog or two in the forest, camouflaged, so your opponent can’t scout your base. Pillboxes work as well. Allies might consider building a rocketeer to scout instead.

Allied
Train a few GIs and deploy them on the broken bridge. This will help against rushes and TDs. Otherwise, get a constant stream of grizzlies until you can tech up.

Soviet
Rush with 3-4 rhinos ASAP. If the choke point is blocked off, consider repairing the bridge.

Late
Chances are, no one will be willing to wage war through the choke point. Instead of traveling through the forested area, repair the bridge instead. You can fix a building close to the bridge to garrison to further dissuade your opponent. You must move the MCV to the cliff for closer access to the gems, and if you find yourself outtanked, defensive structures on the cliff will help as well.

Allied
If you can survive this long, tech up quickly. Mirages are great to hide in the trees or perch on the cliff. Consider going naval, and a Chrono Legionnaire in an IFV can be a pest on the cliff.

Soviet
If the rhino rush fails repeatedly (or you opt to turtle), continue building rhinos but also build a Kirov or a Dreadnaught (which, unfortunately, is all the Soviets can really do here).

Specific Countries
Iraq can place desolators around the pinch point, easily eliminating deployed GIs, other infantry, or tanks in the forested area.

Placing a grand cannon (supported by patriot missiles) near the pinch point can remove the threat of almost any attack by land.

Choke points.

A Sniper can prevent your opponent from repairing the bridge, which is often the only option he/she may use to stage an attack.

After any threat of a tank rush subsides (or buries you, in which case this is pointless anyway), Black Eagles own small maps.

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