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Indar Match Lane

The Indar lane for the Community Clash rolls from Mao Tech Plant, along the eastern lattice down towards Rashnu Bio Lab.

The Indar lane is held at its axis by one pivotal base: Howling Pass. Under normal situations the outfit that captures Howling Pass will have the momentum to carry onto the next base. The exposed Sunderer positions and difficulty of holding three points with the spawns so close to A will put any outfit to the test. Once lost, outfits pushed back then play a holding game – hoping to hold the attackers to as few captured bases as possible.

Indar Lane Overview

Mao Tech Plant (5pts + Round End)

Tech Plants are an interesting animal. The old idea was to surround the base with vehicles, take out the gate generators and slowly push towards the point. In some of the competitions played out at Tech Plants a favored tactic now is to get all 24 attackers on the point as quick as possible. This effectively cuts off all the effectiveness of a defender vehicle advantage and gives them few options to counter-attack. Like the Bio Lab fights, this fight is all about shooter skill, proper squad rotation between the back door and tunnel and the medics abilities to stay in the fight and keep their squads up. In situations like this you can expect Max crashes, lots of explosions and a hectic battle as the Defenders attempt to break the A point hold.

Mao Southest Gate (2pts)

The attackers have the advantage at this base. Defenders are typically held withing the confines of the gate. The area between the spawn room and the A point is wide open, allowing for heavy suppression from the attacking team if they can get vehicles inside the gate or angles setup from the double stack point building. The one advantage defenders have is the ability to spawn MBT's from Mao Tech plant, which is only 30+ seconds away from Mao Southeast Gate. With the ability to spawn air and MBT's closer than the attackers, the defenders have an opportunity to push the attackers back with superior firepower. The longer the defenders can hold the gate generator the more time they'll have to setup proper counter-attacks and push away the attacking vehicles waiting at the gate.

Abandoned NS Offices (2pts)

This is the smallest outpost on the lane. It features poor Sunderer placement and an easily suppressed spawn room. The fight between Abandoned NS Offices and Howling Pass is also home to some of the most concentrated vehicle fighting on the lane. There is a wide no mans land between both outposts which gives plenty of room for counter-attacks, sieges and air bombardment. This base is most similar to NS Material Offices considering the exposed spawn room and major advantage to the attackers when they can setup proper crossfires. The base is so exposed, that the defending outfit is almost required to fight fire with fire and pull vehicles from Mao to relieve pressure from the attackers. Once the defenders are stuck with infantry only, it's as good as game over.

Howling Pass Checkpoint (3pts)

This is the end-all be-all of the Indar lane. He who conquers Howling Pass is almost guaranteed to win the round. It is incredibly difficult to setup a proper Sunderer location here. Favored Sunderer spots are within the tower stairs inside the base. Howling Pass is a 3 point outpost giving advantage to outfits who can hold A (raised platform) and B. The C point is nestled within a double stack that, while it may appear easily defendable, acts as a death trap for outfits that prioritize it over the other two points. Howling Pass typically features the most intense infantry and air combat between all the other bases on the lane as outfits realize the vital nature of capturing the outpost.

NS Material Storage (2pts)

There are only two roads to NS Material Storage from Howling Pass. This forces the team attacking from Howling Pass to be incredibly aggressive and get Sunderers in the right positions. The interesting thing about Sunderer placement is that in some cases, like this outpost, starting from farther away and allowing your infantry to push the defenders back towards their spawns is ideal. There are no garages on Indar like there are on Esamir, so all Sunderers are effectively exposed, especially at NS Material Storage. There are two double stack buildings hugging the point and both buildings are incredibly important to both the defenders and attackers. If the defenders are pushed back to the spawn double stack, it allows the attackers to setup crossfires by the vehicle pad shack and eventually, force the defenders to retreat into a spawn hold situation.

Rashnu Watchtower (2pts)

Rashnu Watchtower is a difficult tower to defend because it doesn't follow the format of most towers. Most towers have one capture point inside the tower, giving defenders a large advantage in a 24v24 setting because of the close proximity of the point. Rashnu Watchtower features the capture point in a double stack building far enough from the tower spawns that it is very easy for attackers to setup enough pressure from vehicles and infantry crossfires to make defending it a very tedious task. Typically, by the time the attackers push the defending team back to this outpost, it is only a matter of time before they capture the point. Defending this base with infantry alone won't be enough to recapture it – it is to combined strikes against exposed Sunderers and solid counter-vehicle play that can retake the capture point and give defenders breathing room.

Rashnu Bio Lab (5pts + Round End)

Typical of all Bio Labs this base when pushed, will either be incredibly difficult to take or will turn into a landslide. Rashnu is all about pressure, setting up solid crossfires to hold points with minimal amounts of people and fast rotations to knock down the generators and get pressure on the SCU. Platoon Leaders are faced with a few choices: do we clump up and hold the generators knowing that the defenders have the advantage of localized spawns, or do I spread the platoon into various squads to keep the defenders on their toes? It is this question that will pave the way to a victory forcing the end of the round or a drawn out battle that can burn time on the clock. Rashnu, moreso than other bases on this lane, gives an increased focus on shooting skill, squad synergy and strong support to carry the day.

Base & Lane analysis by KidRiot

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