May Day

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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
maydayb.jpg (359323 bytes) maydayt.jpg (411749 bytes)

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

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