A symmetrical, head-on conflict where the contested frontline can move in both directions. Conquering a Flag Objective allows a team to advance closer to the enemy base.
Once a team loses the Flag Objective closest to their base, they will have to defend 2 Telegraph Posts inside their base."
— In-game Description
Frontlines is a 32-player gamemode featured in Battlefield 1, introduced in the Battlefield 1: They Shall Not Pass expansion. It combines Conquest and Rush gameplay in a single map. Each team has a base with two telegraphs. A line of flags joins the two bases.
In the opening stage, teams fight for control over one flag at a time. The capture zones for the flags are considerably larger. Capture rate is decreased, while neutralize rate is increased. Once captured, another flag becomes available for capture after a 30-second delay. The entire flag area is open at all times, allowing for wide flanks, vanguard attacks on prospective flags, or booby-trapping of rear flags, but at risk of leaving the currently-contested flag open for easy capture.
If a team's rear flag is captured, then players proceed to play a Rush subsection where telegraphs must be attacked or defended at the team's base. As in normal Rush, the telegraphs can be used to call artillery strikes against spotted enemies, even during the flag capture stage. The attacking team is given 40 tickets to take down the enemy wireless posts.
Victory is earned upon successful destruction of the telegraphs. Should the attacking team fail to destroy the telegraphs with the tickets allotted, the defenders push back into the flag zone and Conquest-style play continues until either base flag is taken to resume the Rush-style play.
The mode requires considerable use of all classes working together. Once the telegraphs become available for destruction, it is imperative that the attacking team arms them as soon as possible in order to avoid allowing the enemy team to establish a foothold and repel the attack. Originally, this meant that matches could last hours due to the lack of a time limit, which reinforced the need to destroy the telegraphs as soon as possible.
Matches, due to the time limit, can end in a draw if both teams still have their telegraphs standing. However, if one team already has one destroyed while the other's are both still untouched, then the latter team will win the match once the time runs out. If each team has one telegraph left standing, the match will still end in a draw.
Frontlines was exclusive to the They Shall Not Pass expansion. After good feedback about this gamemode, DICE start to expand Frontlines to the base game map.
- Amiens (released with Nivelle Nights Update)
- Argonne Forest (released with Nivelle Nights Update)
- Ballroom Blitz (released with Łupków Pass Update)
- Monte Grappa (released with Łupków Pass Update)
- St. Quentin Scar (released on January 9)
- Suez (released on November 27)
- Sinai Desert (released on December 21)
- During a by-invitation event, Frontlines was demonstrated for guests with a 30-minute time limit.
- The gamemode's tutorial video states that the game ends once both enemy telegraphs are destroyed or time runs out. When the DLC first released, the gamemode featured no time limit, meaning that games could last for as long as possible until one team's two telegraphs were destroyed. However, as of the Spring Update in April 2017, the game mode now has a 40-minute time limit.