Battlefield: Bad Company 2/Valparaiso

Valparaiso is a shoreline city in a forested environment. It only supports two game modes - Rush and Squad Rush. Very few buildings are capable of being destroyed through Destruction 2.0. While there is a lot of concealment, not a lot of objects in this map are particularly solid. Players should also be aware of the stilted buildings, and expect enemy attacks to come from underneath.

Official Description: This lush and dense jungle by the coast of Chile could have been a scenic tourist getaway. Instead, it is the place where Americans fight Russians in the Rush game mode, featuring a large number of vehicles at your disposal.

Extended Description: The American capture of Valparaíso is the next phase in their strategic plan to repel Russian Forces from Chile. Any U.S. invasion will inevitably consist of a land assault through the outlying jungle areas and an amphibious landing of infantry and armored forces along the coast. The U.S objective is the Power Station on the outskirts of the city. If the installation can be captured and services cut off, the liberation of the city will inevitably follow suit.

Rush
The Americans are the attacking team. To proceed to their first set of M-COMs, they must progress through a dense forest. This downhill, rocky battle can prove difficult, as there isn't a lot of cover between the forest and the objectives.

The Americans have at their disposal for this mission a pair of Quad bikes, an M3A3 Bradley, and a UH-60 Blackhawk. The Blackhawk can cause a lot of problems for the defenders, as it can flank behind and remove the defender's cover. This will enable the attackers to progress. These two vehicles will remain with the attackers throughout the map.

Fishing Port
The fishing port can prove difficult to defend if your team cannot shoot down the Blackhawk. It has three KORD machine guns; one in a large building and facing the defender's spawn, one with a ballistics shield facing the forest, and another with a ballistics shield facing out to sea. The sea-facing machine gun is only useful against the Blackhawk and anyone who attempts to bail out of it when destroyed.

The buildings containing the M-COMs can be destroyed to their foundations, but they cannot be collapsed by Destruction 2.0. This means that, when all the outer walls of the M-COM are destroyed, the M-COM is out in the open. This makes it extremely difficult for attackers to move in and set a charge, but also makes it difficult to disarm the charge once set. Assault classes therefore are a necessity to cover anyone arming or disarming the M-COM with smoke grenades.

Lighthouse
The lighthouse can also prove difficult to defend as a lot of players enjoy using the lighthouse as a sniping region. While the lighthouse is a very effective sniping spot, snipers cannot stop enemies from arming charges on M-COMs. Similar to the first phase, the M-COMs are located in destructible houses that cannot be brought down via Destruction 2.0.

The Americans attack from up the road, through the trees, and occasionally from the coast. There is a small ridge that the defenders can use as cover. Medkits and ammo crates are thrown here to good effect, but players must ensure that they do not get flanked from this position. If the ridge can be held, then chances of the defenders winning is high.

The Americans' Bradley is necessary to punch a hole through defences and to provide cover for surrounding troops. In turn, the attackers must protect the Bradley from rocket attacks. If the defenders manage to somehow capture the IFV, victory will elude the attackers until it is eliminated.

Village
The Village is different from the other stages in that this region has a lot of cover. The attackers must descend a slope and roll into a wooden village. The M-COMs are located in buildings, but they cannot be destroyed via Destruction 2.0. Similarly to the other M-COMs before it, destroying the walls around the M-COM make it extremely exposed to fire, friendly and otherwise.

M-COM station Bravo is located inside a house on some stilts. As a result, careful positioning can mean that the M-COM can be armed or disarmed from underneath it. Attackers and defenders alike should be aware of enemy forces underneath the buildings as well.

The Blackhawk helicopter does not appear close to the attackers' spawn, but it still appears at the previous stage. Players will need to backtrack a bit in order to find the Blackhawk.

Hilltop
The Hilltop base for the defenders is relatively easy to defend due to the large hill the attackers must traverse, exposed to enfilading fire the entire way. The defenders can use the hill sandwiched between the two primary attacking routes to great effect. The only attacks that will be able to make it up to them will be hand grenades and mortar fire.

The attackers also have a side route near a guard tower that they can use. The tower sports a KORD with a ballistics shield, making it highly effective against enemies attempting to sneak around the back way. If a player mans this gun, he can be rooted out by a mortar strike, a rocket, or via the tank.

Last Stand
The aptly named Last Stand is the final stage for this lengthy Rush map, and is the last chance the Defenders have to win. This large base is protected by lots of barricades and little cover behind them. The defenders have a pair of machine guns they can try to use without getting sniped, as well as a KORNET for use against the tank.

Since the middle is highly exposed from all angles, the attackers and the defenders rely on fighting from the sides. The tank can be used as cover, but the KORNET makes using it difficult unless the tank driver manages to destroy the launcher.

Squad Rush
Squad Rush operates backwards compared to normal Rush in this map. These maps favour mid-ranged combat with lots of concealment, but little cover.

Village
The Village operates similarly to how it works in standard Rush. Without a lot of explosive power in the form of the Blackhawk and the Bradley, cover is a lot more effective in this version.

Lighthouse
The Lighthouse itself is off limits, but the base remains almost the same. The missile launchers have been removed, but a few of the machine guns are the same. The Blackhawk spawn contains a downed Ka-50 helicopter instead, and it can be used as cover.

Outcomes
At the end of the match, a short cutscene will play, depending on which side won. There is one cutscene for each side, but the dialogue that follows varies greatly.

If the Americans win, the power to the city is successfully severed. A large wing of UH-60 Blackhawks head toward the city to make their landings.

If the Russians win, the Americans are unable to disable the power. A Hornet is struck by anti-aircraft fire and crashes into the forest.