Battlefield Wiki
Battlefield Wiki
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{{Classification|standard}}{{cleanup}}
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{{Classification|standard}}
 
[[File:BFBC2 Conquest Flag.png|thumb|250px|right|''[[Battlefield: Bad Company 2]]'' Conquest Icon]]
   
[[File:BFBC2 Conquest Flag.png|thumb|250px|right|''[[Battlefield: Bad Company 2]]'' Conquest Icon]]
 
 
'''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 Point]]s scattered around the map.
 
'''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 Point]]s scattered around the map.
__TOC__
 
   
{{Clear}}
 
 
==Gameplay==
 
==Gameplay==
 
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.{{Clear}}
 
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.
 
{{Clear}}
 
   
 
===Tickets===
 
===Tickets===
[[File:Conq BF4Hud.png|thumb|350px|Conquest HUD in ''Battlefield 4''. The status of each control point on the map and amount of tickets both teams currently have is shown above the minimap. The US team owns points A, B, and C, the CN team controls only E, and D is neutral. The CN team is currently bleeding tickets, due to the US controlling over half the points on the map.]]
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[[File:Conq BF4Hud.png|thumb|300px|Conquest HUD in ''Battlefield 4''. The status of each control point on the map and amount of tickets both teams currently have is shown above the minimap. The US team owns points A, B, and C, the CN team controls only E, and D is neutral. The CN team is currently bleeding tickets, due to the US controlling over half the points on the map.]]
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.
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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 number 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.
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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.
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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 on 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.
 
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 [[Defibrillator|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.
 
Since ''[[Battlefield 2]]'', ticket depletion can also be directly countered by [[Defibrillator|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.
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''[[Battlefield 1]]'' features an alteration on the classic Conquest ruleset, where each team's tickets start at zero and count up to a goal limit (by default 1000) instead of ticking down.
   
 
====Victory/Defeat Rating====
 
====Victory/Defeat Rating====
''[[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.
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''[[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 on remaining friendly tickets, while defeat ratings are based on remaining enemy tickets. This has not appeared in subsequent games in the series.
   
 
{| border="1" cellpadding="1" cellspacing="1" style="width: 100%; "
 
{| border="1" cellpadding="1" cellspacing="1" style="width: 100%; "
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|Total Defeat
 
|Total Defeat
 
|50% or more enemy tickets
 
|50% or more enemy tickets
 
|}{{Clear}}
|}
 
   
 
===Control Points===
 
===Control Points===
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{{Main|Control point}}
 
[[File:Conq BFV Flag.png|thumb|300px|Control Point in ''[[Battlefield Vietnam]]'' on [[Operation Game Warden]]]]
 
[[File:Conq BFV Flag.png|thumb|300px|Control Point in ''[[Battlefield Vietnam]]'' on [[Operation Game Warden]]]]
 
'''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 Pickup]]s, Resupply Cabinets, or just allowing easier access to the rest of the map.
 
'''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 Pickup]]s, Resupply Cabinets, or just allowing easier access to the rest of the map.
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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.
 
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.
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In ''[[Battlefield V]]'', the position of a player is relation to each point's flagpole now has an influence on that flag's capture rate. A flag will be captured quicker by a player standing next to the flagpole than a player on the edge of the capture zone. Furthermore, if two opposing players are in the same capture zone with capture progress stalled, traction can be started again for one team if that team's player moves closer to the flagpole.
   
 
<gallery>
 
<gallery>
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[[File:Conq Neutral.png|thumb|left|250px]]
 
[[File:Conq Neutral.png|thumb|left|250px]]
 
: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.
 
: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.
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{{Clear}}
 
{{Clear}}
   
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[[File:Conq Conquered.png|thumb|left|250px]]
 
[[File:Conq Conquered.png|thumb|left|250px]]
 
: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 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.
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{{Clear}}
 
{{Clear}}
   
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[[File:Conq Captured.png|thumb|left|190px]]
 
[[File:Conq Captured.png|thumb|left|190px]]
 
: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.
 
: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.
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{{Clear}}
 
{{Clear}}
   
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[[File:Conq UncapEnemy.png|thumb|left|250px]]
 
[[File:Conq UncapEnemy.png|thumb|left|250px]]
 
: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.
 
: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.
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{{Clear}}
 
{{Clear}}
   
 
==Variations==
 
==Variations==
 
<center><div class="mw-customtoggle-CPtable wikia-menu-button" style="padding: 0.5em">show/hide</div>
[[File:Conq Variants.png|thumb|400px|Medals for different Conquest variants in ''Battlefield 4'']]
 
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.
 
   
===Chart <div class="mw-customtoggle-CPtable wikia-menu-button" style="padding: 0.5em">show/hide</div>===
 
 
{| class="wikitable article-table-selected mw-collapsible mw-collapsed" style="text-align: center; font-size: small" id="mw-customcollapsible-CPtable"
 
{| class="wikitable article-table-selected mw-collapsible mw-collapsed" style="text-align: center; font-size: small" id="mw-customcollapsible-CPtable"
 
|-
 
|-
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! ''Battlefield 1''
 
! ''Battlefield 1''
 
| ||{{tick}} ||{{tick}} || || || ||{{tick}} ||
 
| ||{{tick}} ||{{tick}} || || || ||{{tick}} ||
|}
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|-
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! ''Battlefield V''
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| ||{{tick}} || || || || ||{{tick}} ||
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|}</center>
   
 
[[File:Conq Variants.png|thumb|400px|Medals for different Conquest variants in ''Battlefield 4'']]
===Conquest Head-On / Conquest===
 
 
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.
[[File:Conq HeadOn.png|thumb|250px|Conquest Head-On on [[Daqing Oilfields]]. Both teams own an Uncapturable base, while all other Control Points start out as neutral]]
 
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'''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.
 
 
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 Small===
 
[[File:Conq HeadOn.png|thumb|270px|Conquest Head-On on [[Daqing Oilfields]]. Both teams own an Uncapturable base, while all other Control Points start out as neutral]]
 
'''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.{{Clear}}
   
{{Clear}}
 
 
====Conquest Large====
 
====Conquest Large====
[[File:Conq Large.png|thumb|300px|Conquest Small (Left) and Conquest Large (Right) on [[Caspian Border 2014]]. Notice the addition of the Echo flag and the [[Mobile Anti-Air]] vehicle for each team]]
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[[File:Conq Large.png|thumb|270px|Conquest Small (Left) and Conquest Large (Right) on [[Caspian Border 2014]]. Notice the addition of the Echo flag and the [[Mobile Anti-Air]] vehicle for each team]]
 
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<nowiki>'s</nowiki>'' release on eighth generation consoles. Gameplay rules are the same, with each team having an uncap and battling for control of the neutral points.
 
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<nowiki>'s</nowiki>'' release on eighth generation consoles. Gameplay rules are the same, with each team having an uncap and battling for control of the neutral points.
 
 
<gallery>
 
<gallery>
Battlefield 1 Gameplay Series Tutorial - Conquest
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Conquest Tutorial - Battlefield V
</gallery>
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</gallery>{{Clear}}
   
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====Conquest (Battlefield Play4Free/Battlefield 1)====
{{Clear}}
 
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{{See|Not to be confused with [[Conquest Assault]]}}
===Conquest Domination / Domination===
 
{{Codex|In War We Are Equal}}
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{{Codex|Guns of August}}
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{{Quote|Capture and Hold the Flags<br><br>Massive all-out war: hold the majority of flags and eliminate enemy troops to win.|''Battlefield 1'' In-game Description}}
[[File:Conq Dom.png|250px|thumb|Domination on [[Caspian Border 2014]]. Unlike the Conquest version which uses the whole map, Domination only takes place between the Gas Station and Hilltop. Players will spawn to a random area near teammates when they deploy.]]
 
'''Domination''' (originally '''Conquest Domination''') is a Conquest variant introduced with ''[[Battlefield 3: Close Quarters]]''. Based off of the ''[[w:c:Quake:Quake|Quake]]'' and ''[[w:c:Callofduty:Domination|Call of Duty]]'' gamemode, Domination is a smaller scale version of Conquest Head-On focused on infantry combat.
 
   
 
'''Assault''' was the variant of Conquest featured in ''[[Battlefield Play4Free]]'' and the variant 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.
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.
 
   
 
<gallery>
 
<gallery>
Battlefield 1 Gameplay Series Tutorial - Domination
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Battlefield 1 Gameplay Series Tutorial - Conquest
</gallery>
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</gallery>{{Clear}}
 
{{Clear}}
 
===Conquest Assault===
 
[[File:Conq Assault.png|thumb|300px|Conquest Assault on [[Suez Canal]]]]
 
'''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.
 
 
<gallery>
 
Battlefield 1 Gameplay Series Tutorial - Conquest Assault
 
Conquest Assault Tutorial Video - Battlefield 1
 
</gallery>
 
 
{{Clear}}
 
====Assault Lines====
 
[[File:Conq AssaultLines.png|thumb|300px|Assault Lines on [[Port Bavaria]]. The PAC's Home Base remains locked (designated by the lock icon) until the EU captures all other Control Points]]
 
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.
 
 
{{Clear}}
 
 
===Conquest Double Assault / Hybrid Conquest===
 
[[File:Conq_Double.png|thumb|300px|Conquest Double Assault on [[Dragon Valley]]. Notice that neither team owns an Uncapturable base]]
 
'''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.
 
 
{{Clear}}
 
===Conquest Mission===
 
[[File:Conq Mission.png|thumb|300px|Conquest Mission on [[Landing Zone Albany]]. Unique to the map, the NVA will receive a spawn point near any US controlled flag as long as they have one Control Point captured.]]
 
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|Siege of Khe Sahn<nowiki>'s</nowiki>]] 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:
 
 
{| style="width: 100%; " cellspacing="1" cellpadding="1" border="1"
 
! scope="col" |Map
 
! scope="col" |Rule
 
|-
 
|[[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
 
|-
 
|}
 
 
===Chain Link===
 
[[File:Conq ChainLink.png|thumb|150px|Chain Link on [[Propaganda]], notice the dotted lines between Control Points designating Links.]]
 
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.
 
 
<gallery>
 
Conq_CL_Hud.png|Chain Link HUD. The status of each Control Point is shown at the bottom of the screen, while the number of owned Links for each team and their remaining tickets are shown above the minimap. China owns two Links, while the Americans own only one. The Links connected to Delta and Foxtrot have been broken due to the Americans controlling Echo
 
</gallery>
 
 
====Achievement/Trophy====
 
{{Main|Battlefield 4 Achievements and Trophies}}
 
{| style="width: 690px;" cellspacing="1" cellpadding="1" border="1"
 
|'''Image'''
 
|'''Name'''
 
|'''Criteria'''
 
|'''Achievement Points'''
 
|'''Trophy Type'''
 
|-
 
|[[File:Link Repeater.png|100px]]
 
|Link Repeater
 
|Win 2 rounds of Chain Link.
 
|20G
 
|Bronze
 
|}
 
 
====Assault (Play4Free) / Conquest====
 
{{Codex|Guns of August}}
 
'''Assault''' was the variant of Conquest featured in ''[[Battlefield Play4Free]]'' and the variant 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===
 
===Conquest Co-Op===
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'''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.
 
'''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.
   
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===Grind===
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'''Grind''' is a variation introduced to ''[[Battlefield V]]'' in [[Trial By Fire]] and was available to play from April 18 to 24 2019, September 5 to 12 2019 and November 21 to 28 2019. The mode functions in the same manner to a normal Conquest match with 64 players. A notable difference, however, is that each map has three flags in a linear layout. The mode was initially available on the maps [[Rotterdam]], [[Devastation]], [[Twisted Steel]], and [[Narvik]]. [[Operation Underground]] became playable with the mode on the 21st November 2019.
   
===Retired Variations===
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===Other Variants===
 
*[[Conquest Assault]]
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.
 
 
*[[Conquest Double Assault]]
 
====Squad Conquest====
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*[[Conquest Mission]]
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*[[Domination]]
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''.
 
  +
*[[Squad Conquest]]
 
 
*[[Chain Link]]
Similar to [[Squad Rush]] and [[Squad Deathmatch]], the gamemode pits two opposing [[squad]]s 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.
 
   
 
==Related Gamemodes==
 
==Related Gamemodes==
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==References==
 
==References==
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[[Category:Gamemodes of Battlefield 1942]]
 
[[Category:Gamemodes of Battlefield 1942]]
 
[[Category:Gamemodes of Battlefield Vietnam]]
 
[[Category:Gamemodes of Battlefield Vietnam]]
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[[Category:Gamemodes of Battlefield Hardline]]
 
[[Category:Gamemodes of Battlefield Hardline]]
 
[[Category:Gamemodes of Battlefield 1]]
 
[[Category:Gamemodes of Battlefield 1]]
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[[Category:Gamemodes of Battlefield V]]

Revision as of 17:59, 21 November 2019

This article is rated as standard
BFBC2 Conquest Flag

Battlefield: Bad Company 2 Conquest Icon

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.

Gameplay

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.


Tickets

Conq BF4Hud

Conquest HUD in Battlefield 4. The status of each control point on the map and amount of tickets both teams currently have is shown above the minimap. The US team owns points A, B, and C, the CN team controls only E, and D is neutral. The CN team is currently bleeding tickets, due to the US controlling over half the points on the map.

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 number 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 on 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 1 features an alteration on the classic Conquest ruleset, where each team's tickets start at zero and count up to a goal limit (by default 1000) instead of ticking down.

Victory/Defeat Rating

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 on remaining friendly tickets, while defeat ratings are based on 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

Main article: Control point
Conq BFV Flag

Control Point in Battlefield Vietnam on Operation Game Warden

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.

In Battlefield V, the position of a player is relation to each point's flagpole now has an influence on that flag's capture rate. A flag will be captured quicker by a player standing next to the flagpole than a player on the edge of the capture zone. Furthermore, if two opposing players are in the same capture zone with capture progress stalled, traction can be started again for one team if that team's player moves closer to the flagpole.

Point States

Control Points can be in one of four states:

Neutral

Conq Neutral
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.


Conquered

Conq Conquered
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.


Captured

Conq Captured
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.


Uncapturable

Conq UncapFriendly
Conq UncapEnemy
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.


Variations

show/hide
Game Conquest Small Conquest Large Assault Double Assault Mission Assault Lines Domination Chain Link
Battlefield 1942 Tick Tick Tick
Battlefield Vietnam Tick Tick Tick Tick
Battlefield 2 Tick Tick Tick Tick
Battlefield 2: Modern Combat Tick Tick
Battlefield 2142 Tick Tick Tick Tick Tick
Battlefield: Bad Company Tick
Battlefield Heroes Tick
Battlefield 1943 Tick
Battlefield Online Tick
Battlefield: Bad Company 2 Tick
Battlefield Play4Free Tick
Battlefield 3 Tick Tick Tick Tick
Battlefield 4 Tick Tick Tick Tick
Battlefield Hardline Tick Tick
Battlefield 1 Tick Tick Tick
Battlefield V Tick Tick
Conq Variants

Medals for different Conquest variants in Battlefield 4

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 Small

Conq HeadOn

Conquest Head-On on Daqing Oilfields. Both teams own an Uncapturable base, while all other Control Points start out as neutral

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.


Conquest Large

Conq Large

Conquest Small (Left) and Conquest Large (Right) on Caspian Border 2014. Notice the addition of the Echo flag and the Mobile Anti-Air vehicle for each team

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 (Battlefield Play4Free/Battlefield 1)

Not to be confused with Conquest Assault
This item has a Codex entry: Guns of August
"Capture and Hold the Flags

Massive all-out war: hold the majority of flags and eliminate enemy troops to win."

Battlefield 1 In-game Description

Assault was the variant of Conquest featured in Battlefield Play4Free and the variant 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

For the Co-Op campaign in Battlefield 3, see Co-op (Battlefield 3)

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.

Grind

Grind is a variation introduced to Battlefield V in Trial By Fire and was available to play from April 18 to 24 2019, September 5 to 12 2019 and November 21 to 28 2019. The mode functions in the same manner to a normal Conquest match with 64 players. A notable difference, however, is that each map has three flags in a linear layout. The mode was initially available on the maps Rotterdam, Devastation, Twisted Steel, and Narvik. Operation Underground became playable with the mode on the 21st November 2019.

Other Variants

Related Gamemodes

Trivia

  • 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".


References