Conquest is a gamemode first introduced in Battlefield 1942 and has been featured in every Battlefield game in the series to date with several variations. The mode focuses on capturing and defending Control Points scattered around the map.
Conquest is the "main" gamemode of the Battlefield series, revolving around large-scale territory battles over map control points and continual attrition of the enemy team. To win the round, one of the teams must reduce the enemy's reinforcement tickets to zero or have more tickets than the enemy by the end of the round.
In Conquest, both teams start the match with a set number of Respawn/Reinforcement Tickets, usually just referred to as Tickets. This is essentially the team's available "reinforcements" during the battle, as the number of tickets a team has denotes the amount of times a team's players can collectively respawn. If a team's tickets are reduced to zero or are lower than the enemy's by the end of the round timer, they lose the match.
In order to reduce the enemy's ticket count, players must either capture control points or kill enemies, which will cause ticket bleed or force a player to respawn, respectively.
Tickets are depleted when a team owns more control points than the opposing faction on the map through a mechanic called Ticket Bleed. When one team gains control of over half the control points on the map, the enemy team will begin losing tickets at a fixed rate based off of how many bases they are behind the opposition. Essentially, the more control points a team owns, the faster the enemy will involuntarily lose tickets. This makes point capture the main objective of Conquest, as it is the fastest method to use up all of the enemy's tickets. The secondary objective is to kill enemy players to force ticket loss.
A ticket is not used up when a player is killed; instead, it is used up when the player actually respawns into the battle after a death. This makes killing enemies the secondary objective of players during Conquest as it will force the enemy to respawn and spend a ticket, but is a much slower method compared to actually capturing control points. A team with less killing potential than their opponents can still win a match simply by just focusing on capturing control points.
Since Battlefield 2, ticket depletion can also be directly countered by Reviving players. Tickets are essentially "refunded" by reviving players in a Critically wounded state before they respawn, as they don't use a ticket to enter the game again. If a revive is rejected, the ticket will not be refunded as the player has to spawn again. Revives are especially important near the end of close matches, sometimes being the only way to stave off ticket bleed long enough to capture enough control points to win.
Battlefield 1942 uniquely featured six degrees of Victory and Defeat based off a team's final amount of tickets at the end of a match. Victory ratings are based off of remaining friendly tickets, while defeat ratings are based off of remaining enemy tickets. This has not appeared in subsequent games in the series.
|Rating||Remaining Ticket Count|
|Total Victory||50% or more friendly tickets|
|Decisive Victory||25-50% friendly tickets|
|Minor Victory||0-25% friendly tickets|
|Minor Defeat||0-25% enemy tickets|
|Major Defeat||25-50% enemy tickets|
|Total Defeat||50% or more enemy tickets|
Control Points, also called Flags, Firebases, or Bases, are the main objective objects of Conquest. They are set areas of the map that can be captured by players to act as spawn points for their team. Alongside contributing to the ticket bleed on the enemy, owned Control Points can also offer other advantages to the team, such as spawning vehicles, emplaced weapons, Battle Pickups, Resupply Cabinets, or just allowing easier access to the rest of the map.
To capture a point, players must stand within the point's capture area until it comes under their team's control. Capture zones are within range of the base's flagpole (or flare pile, in the case of Battlefield Hardline). The size of capture areas vary widely between maps, with some being large enough for vehicles to capture the objective while others may only have enough space to accommodate infantry. Many times, they can also deliberately be set out of range of cover, forcing players to risk going out into the open in order to capture it. Battlefield 4 and Battlefield Hardline both display a base's capture area on player's minimaps once they are within range of the objective.
When the player is in the capture zone, a capture meter will show the progress of the capture; more recent games in the series will also display the point name to the player. The rate of capture can be increased by having more friendly players within the zone, but will decrease with enemy players in the zone. If the same amount of players from both teams are in the zone, capture progress will be completely stopped until one side has more players in the area, either by being joined by other players or killing enemies.
Control Points can be in one of four states:
- Denoted by a white flag, the base is open for capture, either from not having been challenged since the round began, or because a flag once in possession was neutralized by the enemy. Players cannot spawn on neutral flags.
- The flag is held by the player's team; teammates may spawn here, along with vehicles chosen for that point by the map designer. Opposing players can revert Conquered bases to Neutral, and then Capture them for their team.
- The flag is held by the opposing team, and can spawn infantry and vehicles for their use. Friendly players can revert a Captured control point back to Neutral, and then Conquer it for their team.
- Sometimes called an Uncap or Deployment, the flag serves as a home base for the team and cannot be captured by the enemy. Uncaps generally don't have flagpoles unless they can be unlocked at some point. Games featuring Commander resources will generally have them located here or nearby. In the Assault Lines variation, the defending team's uncap will be "unlocked" for capture after all other points are taken by the attackers.
Conquest has had several variations throughout the series. Differences between variations vary from the amount of flags present on the map, as in Conquest Large, to significant changes in game rules, as with Chainlink and Assault Lines.
In Refractor-era games before Battlefield 2142, variants are not separated by gamemode and are instead listed just as Conquest in the server browser. The map's description on the loading or briefing screen instead list what version of Conquest is being played. Later games in the series have variants classified as separate gamemodes in the server browser.
Conquest Head-On / ConquestEdit
Conquest Head-On, simply called Conquest and Conquest Small in later games, is the standard variant of Conquest in the series. In Head-On, teams start on opposite ends of the map at their uncap while all other points on the map start out as neutral. Players must then fight for control of the neutral flags on the map. The opposing team will begin to bleed tickets once a team has captured more than half of the control points on the map.
Introduced with Battlefield 3, Conquest Large, also called Conquest 64, is a version of Head-On that features more control points and additional vehicle types on the map, as well as a maximum player count of 64 instead of 24, compared to "regular" Conquest, which was subsequently termed Conquest Small. The gamemode was created to provide larger play areas and player counts for PC players at the release of Battlefield 3, but the gamemode became available to console players with Battlefield 4's release on eighth generation consoles. Gameplay rules are the same, with each team having an uncap and battling for control of the neutral points.
Conquest Domination / DominationEdit
Domination (originally Conquest Domination) is a Conquest variant introduced with Battlefield 3: Close Quarters. Based off of the Quake and Call of Duty gamemode, Domination is a smaller scale version of Conquest Head-On focused on infantry combat.
There are no uncap bases and players cannot spawn on captured control points, instead randomly spawning around the map or on squadmates. Control Points capture significantly faster than in regular Conquest, and no vehicles spawn on the map. This makes the mode much more fast paced and combat focused compared to other variants. Ticket bleed is still inflicted by owning over half of the Control Points on the map, and the first team to reduce the enemy's ticket count to zero or have a greater number of tickets by the end of the round wins the match.
Conquest Assault simulates an assault on enemy territory, featuring one side as the Defenders and the other as the Attackers. The defending team starts with control over all flags on the map but has no uncap, while the attacking team control only an uncap and, occasionally, a forward base.
Both teams can win by draining the enemy's tickets as usual, but defenders will not bleed tickets until all control points are taken, while attackers start off with more tickets than defenders. Attackers are also able to win by default by capturing all Control Points on the map and killing all living enemy players, as the enemy will have no where to spawn back into the game.
Introduced with Battlefield 2142: Northern Strike, Assault Lines is a variant of Conquest Assault.
As with Conquest Assault, one team acts as the Defenders controlling all points on the map while the opposing team acts as the attackers owning an uncap. However, defenders also control a special flag called their Home Base. This flag is similar to an uncap in that is uncapturable for most of the game, but if the attackers manage to capture all other flags besides it, it is then unlocked for capture. If the attacking team captures the defender's Home Base, they automatically win the round.
Conquest Double Assault / Hybrid ConquestEdit
Conquest Double Assault, also called Hybrid Conquest, is a combination of Conquest Assault and Conquest Head-On and is the only version of Conquest featured in Battlefield: Bad Company. Refractor-era games feature this gamemode as the "small" version of Conquest, usually available on the 16-player version of most maps.
Both teams start out controlling a set number of Control Points on opposite sides of the map, usually one to three points, while a number of neutral flags are present in between. Neither team has an uncap in this mode, and a team will lose if they own no Control Points and have no living players, as in Conquest Assault. This makes capture and control of objectives very important in this gamemode compared to other variants, as a team will lose very quickly without a balanced attack and defense due to there being no uncap to fall back to if needed.
Exclusive to Battlefield Vietnam, Conquest Missions are Head-On battles that feature special rules unique to each map.
Base gamemode rules are the same as in Head-On battles, with both teams having control over a deployment and several neutral flags in between. However, each Mission map has a unique rule that affects gameplay, causing teams to shift their strategy on specific maps to either quickly achieve victory or avoid defeat. For example, Siege of Khe Sahn's Khe Sanh Combat Base flag is worth three flags and contributes considerably to draining the oppositon's tickets, while Landing Zone Albany creates nearby spawn points for the NVA team when the US team captures a point, simulating an ambush.
The full list of unique rules for all Mission maps is as follows:
|Operation Flaming Dart||Airbases cannot be captured, destroying control towers prevents resupply at airfields|
|Landing Zone Albany||Spawn locations for NVA will appear around Control Points owned by the US Army|
|Siege of Khe Sahn||Khe Sahn Combat Base is worth three Control Points but takes significantly longer to capture|
Introduced in Battlefield 4: Dragon's Teeth, Chain Link is a variant of Conquest similar to Head-On battles but with a focus on infantry combat.
Both teams start off with an uncap and no owned flags. Unlike regular variations of Conquest, players must Link adjacent capture points to cause the opposing team's tickets to bleed. Teams immediately begin bleeding tickets as soon as the enemy creates a Link, it will only stop if the enemy has no active Links. The more Links between points a team has created, the faster the enemy will bleed tickets. Links can be broken by capturing a connected point.
Flags are captured faster than in standard Conquest, similar to the capture speed in Domination and Scavenger. Few, if any, vehicles on spawn on the map, and those that do are limited to Transport Vehicles. A time limit is set by default, and the team who manages to bleed the other team completely of their tickets or has the most tickets left at the end of the round wins the match.
Assault was the variant of Conquest featured in Battlefield Play4Free and the variant set to featured in Battlefield 1, where it is referred to simply as Conquest. Though similar to Conquest Head-On, Assault does not feature tickets like in other variations. Instead, the gametype features a score limit that must be reached in order to win the game. This is done by gaining points from capturing and defending a number of flags throughout the map. Unlike most or all of the other variants of Conquest, killing enemies does not count towards ticket gain.
Conquest Co-Op, generally just referred to as Co-Op, is a gametype featured in all Refractor-era Battlefield games. The gamemode does not alter game rules, but allows players to fight Bots instead of human players in a normal Conquest match and is generally restricted to the "small" version of maps in Battlefield 2 and Battlefield 2142. This mode is automatically used for all Refractor-era game's Singleplayer mode. Despite the name of the mode, both teams have bots by default and players can choose to be on either team as usual in multiplayer matches.
The following variations are no longer able to be played in a retail version of a Battlefield game, either due to the game it was featured in no longer being supported or due to the gametype never being released in a retail build.
Introduced on the Battlefield 4 Community Test Environment in May 2015, Squad Conquest is a variant of Conquest Assault with a competitive focus. It was never released for the retail version of Battlefield 4.
Similar to Squad Rush and Squad Deathmatch, the gamemode pits two opposing squads of five players against one another as they try to capture and hold all flags until tickets have been reduced to zero. Defenders start with control of all flags while attackers have only an uncap. Upon losing control of all flags, the defenders are unable to respawn and lose the match by default if all players have been killed.
While the mode features three normal flags, it also holds a fourth, known as a "Strategic Team Resource". Depending on the map the gamemode is played on, this flag may be either a Battle Pickup or a vehicle. In order to use the resource, it must first be captured which done at an exponentially longer rate than a normal flag. Due to the modes intention for competitive gameplay, map boundaries are much smaller than normal to accommodate for close quarters combat.
- Conquest has been released with every Battlefield games to date except in Battlefield: Bad Company, as DICE wanted to promote the Gold Rush gametype. The default Conquest was later added in an update to the game.
- Conquest is the only game mode where a player can earn the Squad Member pin in Battlefield: Bad Company 2 due to the unique ability to defend and attack a flag in one round unlike other game modes.
- On the "Conquest Winner" dog tag in Battlefield 3, there are three engraved flags with "All", "Your" and "Base" written on each flag. This is a reference to the popular catchphrase "All your base are belong to us", from the 1989 arcade shooter "Zero Wing".