
Dusty Town
Sheriff street, saloon porches and a stagecoach crossing.
Tactical notes
The main street offers long sightlines. Move between wagons and porches; take a side street to get behind your opponents.
Ten arenas, captured in-game. Find the routes and cover that suit your crew.


Sheriff street, saloon porches and a stagecoach crossing.
The main street offers long sightlines. Move between wagons and porches; take a side street to get behind your opponents.

A dry riverbed, two raised banks and a wooden bridge in the middle.
The riverbed is quick but visible from both banks. The bridge is high ground with two exposed ends. Reach the roof terrace, hold the creek from the bank-side crates and cover the flank from the tower.

Two rail lines, a raised platform, loading docks and roofed warehouses.
The central platform is high and climbable; the hut breaks sightlines. Switch tracks through an open wagon, flank along the narrow passage behind the dock and cover the rails from the warehouse roof.

A three-terrace excavation pit, ore bridge, galleries and settlements around the rim.
The loot is in the pit, visible from the ore bridge. Reach the first terrace unseen through the gallery, hold the retaining-wall passages and cover the carrier from the roof terrace.

An abandoned mining town with a long main street, climbable rooftops, raised back alleys and a dry fountain square.
The main street is long and exposed: move between porches and wagons. Hotel and saloon roofs overlook the square; raised back alleys lead behind the buildings. The loot is at the fountain, with delivery points at either end of the street.

Bridges across a canyon, a dry creek bed, a checkpoint yard and a supply outpost.
The main bridge is quick but exposed. Flank through the creek bed, climb the stairs to higher ground and set up crossfire from the checkpoint yard and loading cover.

A ruined frontier outpost with a stone courtyard and two lookout positions.
The courtyard platform is a fast crossing. Flank through gaps in the walls and side storerooms. The towers are exposed, so watch for crossfire.

A creek divides a pine valley, with a sawmill built over it, two bridges and a log chute.
Bridges are quick but exposed. The creek bed offers cover but can be seen from the banks. Stairs lead from the bed to the mill doors, and you can pass underneath. The log chute overlooks the creek and mill entrance.

A White Basin salt works with a towered refinery in the middle, brine pools to the north, and a loading ramp and wagons to the south.
The loot is in the refinery. The tower overlooks the northern route and both yards but is exposed on all sides. Northern pools are low and open; the southern ramp is high ground, wagons provide hard cover and the path behind them offers a quiet flank.

A two-storey barn on a hill, sight-blocking cornfields, dry ponds and animal pens.
Corn hides you but will not stop a bullet. The barn loft overlooks the hill and entrances; use the ramps inside to reach it. Dry ponds offer low routes, while silos break long sightlines.