Having commanded a couple of the
TG beta tests of the map, I feel like I have a start on what the tactics for this map will become.
EU: Bleed is your ally, but you must cover 5 very exposed points for as long as possible at map start, with PAC having all the transportation. My advice is to have a squad spawn at each of the 4 island points, with the two island tip points packing a SAW to help with downing the initial transport rush. One member of each squad could be directed to spawn at the hanger to grab armor and bring it forward. If PAC is smart, they will move ALL their troops to attack one point and maximize their chances for stopping bleed. This is where your armor mobility will come in handy since they will be short on transportation at that point. The longer you can hold PAC off the island, the longer bleed has to cut into their tickets.
Once an island point is lost, if PAC is still unstable, a quick rush might push them off for another bleed period. Remember that walkers can charge right across the bay as though it wasn't there.
More likely it is time to consolidate your forces on two island points on the same side of the island, and holding the core. Perhaps one squad each on the island points, since they can reinforce each other, two squads or more holding the titan and hangar. Some SAW folks in the titan flight deck or on the titan roof could go a long way toward keeping PAC off your titan.
Then a bitter fight as you hold your ground, and try to keep them off the core.
PAC: Bleed is dogging your heels from the first moments. You have two choices: You can load your transport and take off, trying to avoid all the AA to get your guys behind the front lines... or you can pod out to one or both of the island's tips.
My suggestion is to front load your chances of immediately grabbing a point by having one squad leader take the transport with his squad holding spawn until he's out of danger so he doesn't lose all of their tickets in an unfortunate driving or AA accident, and all the other SL's podding onto the same island tip, then calling their squads in. EU should be weak, being unable to predict where you will attack first, so you should be able to make the easy jog to the flag, overwhelm the forces there, and cap the flag.
The dual attack style means that the transport can act as a decoy, with only one person in it to die if caught, while the less high profile pods have a chance to deploy safely.
PAC should then move to cap the second flag on that side, helping to close off avenues of attack.
With two secure flags, PAC can either move on the other island points, using a diversionary attack on the core to keep defenders there, or move on the core and dig in at their current flags. Switching back and forth suddenly can help keep EU off balance and maximize the number of times their troops will be out of place.
Ideally, EU should always feel in danger of being capped out.
Let's hear your thoughts on this map's strategy!