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Perhaps the most controversial, and often most hated map, May
Day is extremely frustrating and difficult to play. Every side is good - you can
tank rush, rocketeer rush, use desolators at key pinch points, go naval quick,
or get lots of grand cannons and turtle.
|
May Day |
|

|
| Players |
2 |
| Setting |
Urban, Snow, Water |
| Tech Buildings |
16 Derricks, 2 Airports |
| Location |
Bottom |
| Country |
Korea, Iraq |
| Key Landmarks |
Left Center (pinch point), Top Left (4 derricks) |
|
Starting Locations
|
|
Bottom
|
Top |
 |
 |
Resources High resource. Each player has 2 sets of 4 derricks, and 1
large patch of ore. There is also 1 patch of gems at the pinch point at the
left.
Early
Requires a lot of memorization. Basically, get lots of engineers and defend key
points quickly, build and tech or go naval. It is also extremely hard to scout
right...if you're Allied, get a rocketeer. Top
An inherently disadvantageous spot, as your 4 derricks on the top left blow up
easily. You are also prone to paradrop attacks. Put 1 infantry unit in each
building that the opponent can potentially garrison with devastating effects. Allied players should consider
building lots of rocketeers early. Soviet players should get flak, by default. Build Order
Deploy
PP
Barracks (1 engi » capture derrick below, 2 dogs » scout left, 7-8 engis »
capture tech buildings, several infantry units »
garrison buildings around your key structures) Try to get the top
left 4 derricks, as you still get a 2000 net gain.
Refinery (off oil derricks below) AFC,
if allied (build rocketeers)
War Factory (build off of Refinery, to protect ore miners)
Refinery PP War Factory / Naval / Tech Up Soviets
have advantage in first two options...Allied has advantage in third. Bottom
Easier to defend, and you don't risk losing derricks easily. Build Order
Deploy
PP
Barracks (1 engi » repair bridge, 2 dogs » scout left, 1 infantry unit »
garrison building on left so opponent can never scout, 2 engineers » left, 1
tesla trooper or 2 GIs to destroy wall on bottom, 7 engineers, several infantry units »
garrison buildings around your key structures)
Refinery AFC,
if allied (build rocketeers)
War Factory (build off of derricks to the left if possible)
Refinery PP War Factory / Naval / Tech Up
Late
This is when things get tricky. It is very easy to turtle, and naval assaults
are difficult, since the strip of water is narrow, and opponent can get a lot of
anti-air. To prevent this from happening, try to take out opponent derricks,
early. Use rhinos, grizzlies, rocketeers, crazy ivans, or paradrops. Otherwise,
slowly starve out your opponent, make sure you control the seas, and keep
building tanks.
Specific Countries
Can
be used to stop the rush early game, or crack turtles late game. Build this
concomitantly with regular build order, as money is plentiful. However, anti-air
late game will render BEs completely useless.
Early
hordes of rhinos and desolators protecting pinch points late game gives Iraq an
advantage on this map.
Credit to Oldbolde |