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Battlefield: Bad Company - Final Ignition - game guide, walkthrough, secrets, game tips & strategies

Battlefield: Bad Company Game Guide
Final Ignition
by Maciej "Sandro" Jalowiec (guides.gamepressure.com)
Free game guides, walkthroughs, solutions, game FAQs and maps for gamers.
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rate guide:
Final Ignition  (27/36)

 

 

Map construction

Another short and flat map. I have to say in first place, that the attackers have quite an easy job here. Everything takes place in some oil refinery, so expect high fuel tanks limiting the field of vision. The first pair of gold crates is located in a factory. The gold is quite inaccessible for the vehicles, so only one clever defender sniper with a laser designator should be enough to eliminate all the vehicles trying to do some damage. From the rooftop (and the upper floor of the factory), defenders can shoot at incoming enemies.

When the whole battle moves to point [2], the meaning a vehicles increases significantly, as the crates can be easily destroyed by attacker’s light tank. Moreover, snipers sitting in the vicinity of the factory can also be quite annoying. However, the most important here is, that the attacker’s infantry can attack the crates with the element of surprise, Thanks to the fuel tanks located east to the gold, they can appear in the very last moment.

The assaulting team can attack the third pair of gold crates only after crossing the river, which sometimes may be quite difficult. They already have a heavy tank, however among the fuel tanks located south west to the bridge, some anti-tank infantry and snipers may hide and wait with their weapons, ready to attack incoming enemy vehicles.

Among the bridges here, You can see some pipelines that can be used by the infantry to get from one shore to another. It is not easy, however, as a soldier with a white pipe and a sandy map in the background, is perfectly visible.

 

The most common plays

While attacking the first pair of gold crates, You can do a little trick. The box located on the upper floor in factory cannot be damaged with a direct light tank shot, but You can always shoot the wall near the crate. It is unbreakable, so shooting at it leads to destroying the crate.

Although the pipelines in the central part of the map are not the best way for infantry, some of them just can’t prevent themselves from using them. A few shots with a rocket launcher right at the pipes will make them burn. That should stop the trespassers.

The defenders’ team should also put some mines near the point [2]. The crates over there can be easily damaged by a light tank, so the defenders must prevent them from driving into that area.

 

 

Final Ignition  (27/36)
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Introduction
General tips
Campaign
Welcome to Bad Company I
Welcome to Bad Company II
Acta Non Verba I
Acta Non Verba II
Crossing Over I
Crossing Over II
Par for the Course I
Par for the Course II
Air Force One
Crash and Grab I
Crash and Grab II
Ghost Town I
Ghost Town II
Collectables
Collectables
Gold crates
Acta Non Verba
Crossing Over
Par for the Course
Air Force One
Crash and Grab
Ghost Town
Gold Rush mode assumptions
Basics
Maps analyses
Ascension
Deconstruction
End of the Line
Harvest Day
Oasis
Over and Out
Valley Run
Kits
Vehicles
Stationary weapons
Additional notes
Achievements
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