Game Modes

Advance & Secure

The objective of Advance and Secure is to capture and hold Control Points (also referred to as flags) in a preset order. Capturing enemy flags penalizes the enemy team and rewards you with added tickets. The team who runs out of tickets first will lose.

 

There is also a variation of this game mode called "Parallel Advance and Secure" (PAAS). In PAAS there is not just a single line of Control Points but multiple separate parallel such lines. Each of these lines need to be captured on their own.

 

Two teams will start from opposite ends of the map in their main base, or in certain circumstance a limited forward spawn area. The teams objective is to capture and hold Control Points from the enemy team. Control Points can only be captured in a specific order that will appear on the map

Your team cannot capture a Control Point out of order, your team will need to capture and hold the previous flag. This is indicated by the Attack and Defense markers that appear over Control Points on your map. If both teams neutralize two opposing flags in the CP's line of sequence, it's a stalemate - neither team can take their next attack flag. Only after the defense flag has been re-captured, can the attack flag be captured next.

As each team starts to cap neutral flags, it's not possible by enemies to block this capping process. For example: if one soldier is in the capture zone of their team's first flag and nine enemies are in that cap zone as well trying to block it, the flag will still be captured. Once they find him and kill him, the flag will (obviously) stop capping. This should severely reduce the "Rush Flags" meta, and shift the focus more towards the linear progression of moving from flag area to flag area, as well as having a proper supply train with FOB's and logistics. Blocking a flag is technically still possible if you eliminate the entire attacking force, but it will require more resources to do and is more likely to fail.

The team who runs out of tickets first loses. Therefore assets and FOB`s play a big role in the ticket count of a team as well. Knowledge about the value of those assets can help you in correctly analyzing the situation of a team. Securing a flag while losing a lot of assets can actually harm your teams effort in winning a round.

Furthermore, keep in mind that individual scores do not affect the result of the match.

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Skirmish

The objective of skirmish is the same as Advance and Secure (AAS) in that teams fight over control points but on a much smaller scale. Skirmish battles are fought on a trimmed out section of a map. For instance, on the Tallil Outskirts Skirmish v2 layer, the entirety of the map is the Ali Air Base, which is just a section of the actual Tallil Outskirts map.

Starting tickets are much lower than AAS and RAAS, generally, 100 tickets for each team. When a control point is first captured, that team gains 10 tickets instead of the 20 found in AAS. When a team captures an enemy control point, the ticket gain/loss is +20 / -20 instead of 30. This is due to the reduced number of tickets each team begins with. When a team reaches 0 tickets, that team loses the match.

Skirmish layers are useful for seeding servers or low population gameplay due to their small size. Engagements are much more frequent and matches end quicker.

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Random Advance & Secure

Random AAS map layers introduce a mode where the flag layout will differ each time with a variety of flag objective combinations. Normal AAS layers will still have the normal static flag layouts.

Two teams will start from opposite ends of the map in their main base, or in certain circumstances a limited forward spawn area. The team's objective is to capture and hold Control Points from the enemy team. Control Points can only be captured in a specific order that will appear on the map

 

Your team cannot capture a Control Point out of order, your team will need to capture and hold the previous flag. This is indicated by the Attack, and Defense markers that appear over Control Points on your map. If both teams neutralize two opposing flags in the CP's line of sequence, it's a stalemate - neither team can take their next attack flag. Only after the defense flag has been re-captured, can the attack flag be captured next.

 

As each team starts to cap neutral flags, it's not possible by enemies to block this capping process. For example: if one soldier is in the capture zone of their team's first flag and nine enemies are in that cap zone as well trying to block it, the flag will still be captured. Once they find him and kill him, the flag will (obviously) stop capping. This should severely reduce the "Rush Flags" meta, and shift the focus more towards the linear progression of moving from flag area to flag area, as well as having a proper supply train with FOBs and logistics. Blocking a flag is technically still possible if you eliminate the entire attacking force, but it will require more resources to do and is more likely to fail.

 

The team who first runs out of tickets loses. Therefore assets and FOBs play a big role in the ticket count of a team as well. Knowledge about the value of those assets can help you in correctly analyzing the situation of a team. Securing a flag while losing a lot of assets can actually harm your team's effort in winning a round.

Furthermore, keep in mind that individual scores do not affect the result of the match.

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Invasion

This mode has an attacking and defending team. The defending team begins with all control points under their control. The attacking team must capture all the flags, in an order that is marked by lattice markers on the in-game map. When the attacking team captures a control point in Invasion, the defending team cannot recapture it.

The objective of Invasion is focused on attacking and defending from each team respectively.

For the attacking team to win they should capture all flags and drain the enemy tickets. The attacking team has a considerably smaller amount of tickets compared to the defending team so smart use of assets and capturing flags is vital for victory.

 

For the defending team to win they must defend their flags and drain the enemy tickets.

There is also a sub-gamemode of Invasion with random flag placements.

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Territory Control

The goal of the game mode is to either a) have the other team run out of tickets or b) capture 95% of all hexes. As ticket counts are generally high in this game mode games tend to be very long and drawn out.

Hexes are a hexagonal shaped Control Points that are connected to another hex.

On initial spawn a few of these hexes will already be captured for both sides and will be connected to neutral hexes which only require one player to capture. Capturable hexes will be slightly less opaque and have a blue border with a friendly owned hex. Enemy hexes will also show this border and less opaqueness but instead are tinted red. Enemy hexes need at minimum 3 players or one more than the enemy within the control point to be captured.

The Anchor Hex is the starting point of s teams capture chain. This hex has an anchor icon on it - other hexes must be connected to the Anchor Hex in order to not be cut off. Capturing the enemies Anchor Hex will prevent the enemy team from taking new territory and contesting any hex.

Hexes that have no connection to the Anchor Hex have several grey strips over them. These cut off hexes cannot be recaptured by friendly players until they are reconnected to the Anchor hex territory. Friendlies will also not be able to stop the capture of the contested territory, meaning if the enemy has 3 players within the hex they will start to neutralize/cap the hex.

 

A few key rules for gameplay:

  • An enemy hex takes 45 seconds to neutralized and a neutral hex takes 40 seconds to capture.

  • Capturing a hex unlocks all adjacent (bordering) hex zones for capture.

  • Bleed: For every two hex zones captured beyond owning 60% of all hexes, the enemy will start bleeding 1 ticket per minute with a maximum of 5 tickets per minute for 10+ hexes captured beyond 60%.

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Insurgency

The Objective of Insurgency is to destroy randomly spawned Caches of the Insurgents team.

 

At the beginning of each round, there are two large weapon caches that will appear to the The OPFOR after a short time. After a period of 4-6 minutes the Coalition will be notified of the first caches.

 

The game mode is slightly modified if playing on a "small" map, (Al Basrah, Sumari, Kokan, Logar Valley)

Coalition forces must gain "Intelligence points" gained by successfully killing insurgents. Once a threshold is reached 50, for small maps, or 60 for larger maps, a new cache will be revealed if 2 are not already active. Each new cache must be a minimum distance away from other caches, 300m for small maps, 400m for large. It will then find a valid cache spawn location that fits these conditions if possible, and then spawn the cache.

 

The OPFOR team has 600-800 tickets (depending on the map), while the BLUFOR team will start with 200 tickets. For BLUFOR to win the game, they must destroy 3 caches, while the Insurgents needs to deplete the tickets of the BLUFOR team or run down the in-game round timer.

 

Destruction of the cache decreases the ticket count by 1 for the defending side, and increases the attacking side by 30 tickets.

HOW TO DESTROY THE CACHE:  Only two players can destroy the cache, the Squad Leader and the Combat Engineer.

NOTE: When you get close to the cache, it will advise that the object is destroyable with Engineer Explosives.  The [Squad Leader] can use his Incendiary Grenades (he only get these for this Game mode)

If the Incendiary Grenade goes off near the cache, it will result in the cache catching fire and blowing up.  The Combat Engineer can also use his explosives.


If you do not see any weapon caches, you can wait for one to appear instead of spawning at the BCP. This can save a great deal of walking, better still speak to your squad leader to find what his plan is before spawning. With maps that don't have a BCP place down extra FOBs and Rally Points (Spawn Points).

The Insurgents must drain the BLUFOR team's tickets or wait out the clock to win.

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Destruction

n the Destruction game mode, the attacking team must destroy multiple caches before they run out of tickets or the timer runs out.

 

Attackers start out with 200 tickets and defenders start with 1000 tickets. Layers have either 2 or 3 phases and each phase has two zones, each of which has a cache. Attackers must search both zones, denoted by Question Marks (?) on the map (see image on right).

 

The Question Marks indicate a location where the randomized cache might be located. Once an infantryman enters this area, the Question Mark either disappears if the cache is not at that location or the marker will turn into a sword, indicating a confirmed cache location.

 

Once a cache has been located, it must be destroyed by either the Combat Engineer's or Sapper's demolition charge. These charges explode in 30 seconds once placed. No other weapon or explosive can destroy the cache. When both caches of a phase are destroyed, the attacking team gets a 50 ticket bonus plus additional time. The defending team loses 10 tickets.

 

When both caches of a phase are destroyed, a new phase begins. The next phase is on a three-minute delay to prevent rushing. Also, during this time the defending team is given temporary spawning locations at the new phase. Attackers win by completing all phases within the allocated time. Either team loses if they run out of tickets.

TIPS

  • Given that the attacking team can only have two Combat Engineers it is recommended that the role be split between two Squads to allow for more flexibility in which objective to attack.

  • When defending, if both caches are destroyed, it is critical that your team has a way to get to the new phase. Either a spawn bunker or the temporary spawning points can be used to quickly get to the new objective. Defenders generally don't have to worry about ticket counts, so purposely respawning to use the temporary spawns is recommended.

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