STEP 1
Roles & Skills
Your role decides your gear and abilities — not your rank. You can change roles anytime through the respawn menu, and respawning at the MOB is always free, so feel free to experiment.
- Squad Leader — spawns with a radio backpack, can deploy/dismantle the squad Rally Point, sees allies' names on the map
- Medic — treats injuries twice as fast, carries a Med Kit to heal severe injuries and resupply teammates
- Combat Engineer — spawns with explosives, builds structures 3x faster than any other role
- Crewman — required to drive or gun in armored vehicles, no rank restrictions on ammo
- Pilot — required to occupy pilot/copilot seats in aircraft
- Radio Operator — spawns with a radio backpack, shows friendly forces within 600m on the map
- Recon — lightweight, stealth-focused; gathers ticket intel from bodies and enemy bases
US Roles
Soviet Roles
STEP 2
Battle Prep
Before the fight starts, both teams get 10 minutes to build up and get organized at their Main Operating Base.
- Build and organize your Main Operating Base (FOB)
- Prepare vehicles and supplies
- Assign roles and squad responsibilities
- Discuss tactics and operational plans
- Players cannot leave the MOB during Battle Prep
STEP 3
Respawns: Rally Points & MHQ
Radio Relays are disabled — every spawn point on the field has to be deployed and defended by your team.
Rally Points (RP)
- Deployed by a Squad Leader or Radio Operator using their radio backpack (LRRB)
- Deploying an RP doesn't require sacrificing the backpack — a new one is provided automatically
- Needs at least 50% of the squad within 100m to deploy
- Provides spawn tickets equal to half the squad size
- Can't be deployed inside a Capture Point
- Starts a 10-minute dismantle countdown if less than half the squad is nearby — the countdown resets once they return
MHQ (Mobile Headquarters)
- Provides spawn waves synchronized for the whole team, with a 15-second spawn window
- Wave frequency increases with more supplies or nearby structures
- Distance from the MOB affects the MHQ's respawn delay
STEP 4
Building Your FOB
The MHQ doubles as your forward operating base — with a building menu that turns any strategically useful position into a spawnable fortress.
- Can be spawned starting at the rank of Private
- Carries up to 800 supplies
- Comes with a limited building menu for fortifying the position
- A well-placed FOB close to the front line cuts down travel time and keeps pressure on the enemy
STEP 5
Tickets & Bleed
Tickets are your team's manpower. Managing them — and draining the enemy's — decides most matches before the timer runs out.
- Every respawn consumes tickets, except at the MOB which is always free
- Respawn cost scales automatically with player count
Ticket Bleed
This is one of the most important mechanics to understand — controlling the map doesn't just win objectives, it actively drains the enemy's tickets.
- Activates after 100 minutes, once a team controls more than 50% of capture points
- Controlling the Middle Base drains the enemy automatically — 2 tickets every 60 seconds
Radar Station
The Radar Station is how you turn ordinary bleed into a real threat. Build one at the Middle Base and the team holding it can crank up the drain.
- Built by the team holding the Middle Base, consuming its supplies
- 5 adjustable intensity levels — the higher the level, the faster the bleed and the more supplies it burns
- A well-run Radar Station can turn a slow grind into a fast, decisive win
Enemy Counterplay
- Infiltrate and dismantle the Radar Station
- Power it off or destroy it outright
- Cut the enemy's supply lines or drain the Middle Base's supplies
STEP 6
Match Extensions
A close fight doesn't have to end on the clock — players get the final say on whether it's worth continuing.
- Any player can start a vote to extend the match, from the player list (P on PC)
- An automatic extension vote is triggered 5 minutes before the timer runs out
- Matches can be extended an unlimited number of times, as long as players keep voting yes
- Starting or voting in a successful extension locks you out of voting again for 15 minutes
STEP 7
Fog of War
The map doesn't hand you the full picture. Only capture points your team owns, or ones currently available to capture, are shown on the map — everything else stays hidden until someone scouts it.
- You won't see enemy-held points that aren't currently contestable
- This makes reconnaissance genuinely valuable, not just flavor
- Coordinate with your Recon and Squad Leaders to build a real picture of the battlefield
STEP 8
Medical System & Prisoners of War
Death isn't instant — injuries are a real setback, and a downed enemy can become an asset instead of a kill.
- Medics treat twice as fast as any other role, and are the only role with Med Kits
- Injuries cause limping, reduced movement speed, pain, and limited combat effectiveness
- Morphine temporarily suppresses pain and restores mobility
- Full recovery requires a Field Hospital or treatment inside an Ambulance
- All players earn medical XP; Medics get a 3x bonus for treatment
Prisoners of War
- Approach an unconscious enemy and use the action menu to capture them
- Your team earns a ticket reward for the capture
- You personally earn XP for the humane action
- It's often more valuable to your team than finishing the kill
STEP 9
Commander Role
Taking the Commander role is a real responsibility — you're running your team's logistics, not just giving orders.
- Taking the role promotes you to the rank of Sergeant
- You get your own service squad, including a pilot, engineer, and other support roles
- You can requisition rank-locked vehicles — CAS helicopters, APCs — for your team
- You hold full ownership over supply management and resource allocation
- Use AI logistics to keep frontline bases resupplied without pulling players off the line
STEP 10
Squad Frequency
Squad Leaders can keep their squad's comms clean and separate from the rest of the team.
- Open the action menu on your handheld radio
- Set a squad frequency for the whole squad from there
- Keeps squad-level coordination clear without cross-talk from other squads
That's the briefing. Everything else you'll pick up in the field — see you on the battlefield.