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{{Classification|standard}}
 
{{Classification|standard}}
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[[File:BFBC2 Conquest Flag.png|thumb|250px|right|''[[Battlefield: Bad Company 2]]'' Conquest Icon]]
   
'''Conquest''' is a gametype first introduced in ''[[Battlefield 1942]]'' and has been featured in every ''Battlefield'' game in the series to date. give your meat a good ol' rub
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'''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.
   
==Overview==
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==Gameplay==
The aim in Conquest is to capture a neutral flag or enemy [[Control point|flags]] and hold them. Once captured, flags serve as [[spawn point]]s for both infantry and vehicles. Teams must hold flags and kill members of the opposing team to reduce the enemy ticket count. Once a team ticket count has been reduced to zero, the other team wins.
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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}}
   
===Ticket Loss===
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===Tickets===
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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.]]
Ticket loss, also referred to as '''ticket bleeding''', is the state where a team constantly loses [[Reinforcement Tickets|reinforcement tickets]] due to the opposing team holding more flags. The more the opposing team have flags than the first team, the faster the latter loses tickets. This is a strategy employed by many teams in order to avoid lengthy periods of fighting, although if the other team re-captures lost flags, the ticket loss may be incurred on the opposing team.
 
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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.
   
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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.
===Flags===
 
To capture a flag, the player must be within a specific range of it. Depending on map design, the capture area may be wide enough to allow vehicles to capture it from a main road, or it may be constrained and indoors, forcing infantry to venture inside.
 
   
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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.
When the player is in the capture zone, the flag's name appears in the player's view and a meter shows the capture progress. If players from both teams are in the capture zone, progress is stopped completely until one team has more players in the capture zone or all enemies in the area have been killed.
 
   
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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.
Flags may be in any of three states:
 
;Neutral
 
:The flag 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'''
 
:The flag is held by the team; teammates may spawn here, along with vehicles chosen for that point by the map designer.
 
;'''Captured'''
 
:The flag is held by the opposing team, and can spawn infantry and vehicles for their use.
 
   
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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.
Although empty vehicles spawn for intended use by the owner of the flag, enemies can commandeer these, unless they are team-specific like the [[AAV-7A1 AMTRAC]] or the [[A3-Goliath IFV]].
 
   
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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.
===Uncapturable flags===
 
In certain Conquest variants, each team has one or more uncapturable flags (aka bases, uncaps, deployments) from which they can spawn if no capturable flags are available.
 
   
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====Victory/Defeat Rating====
==Variations==
 
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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.
===Conquest===
 
Both teams start on opposite ends of the map at their base, which is not controllable by the enemy team. The Players team must then capture flags on the map in order to bleed enemy tickets. Once captured, Flags allow for players to spawn on them and may unlock vehicles and other installations (Anti-aircraft guns, stationary weapons, etc.) to help defend or capture more flags. Once the enemy ticket count has been reduced to zero, the other team wins.
 
   
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{| border="1" cellpadding="1" cellspacing="1" style="width: 100%; "
===Conquest Head-On===
 
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! scope="col"|Rating
The rules for '''Conquest Head-On''' are the same as for the default gametype except each team has an uncap. Enemy tickets start reducing once a team holds over half of the map's flags.
 
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! scope="col"|Remaining Ticket Count
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|-
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|Total Victory
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|50% or more friendly tickets
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|-
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|Decisive Victory
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|25-50% friendly tickets
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|-
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|Minor Victory
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|0-25% friendly tickets
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|-
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|Minor Defeat
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|0-25% enemy tickets
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|-
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|Major Defeat
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|25-50% enemy tickets
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|-
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|Total Defeat
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|50% or more enemy tickets
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|}{{Clear}}
   
===Conquest Mission===
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===Control Points===
 
{{Main|Control point}}
Introduced in ''[[Battlefield Vietnam]]'', '''Conquest Mission''' is similar to Head On battles, except for a few differences. On [[Siege of Khe Sahn]], for instance, one particular control point counts the same as three normal ones. On [[Operation Flaming Dart]], one side starts off with spawn points that cannot be captured. Read each individual map's section, as well as the starting screen in-game to learn about the special conditions that apply to a particular Mission map.
 
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[[File:Conq BFV Flag.png|thumb|300px|Control Point in ''[[Battlefield Vietnam]]'' on [[Operation Game Warden]]]]
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'''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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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.
===Conquest Assault===
 
Like regular Conquest, the objective is to capture and hold flags until the enemy ticket count has been reduced to zero. In '''Conquest Assault''', however, an attacking team starts with control of a single uncap. Enemy tickets only reduce with the kill of a player or once every flag on the map has been captured. Once all the bases have been captured, the other team can only spawn on their teammates. If the team with all the flags kills all enemy players before a flag can be captured, they win by default.
 
   
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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.
The gametype returned in ''[[Battlefield 3: Back to Karkand]]'' and remained largely unchanged.
 
   
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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.
===Hybrid Conquest/Conquest Double Assault===
 
Each team begins holding a number of flags, and battle over the remaining neutral flags. Enemy tickets start reducing once a team holds over half of the map's flags. There are no uncaps.
 
   
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<gallery>
===Titan and Carrier Assault===
 
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Conq BF1942 Flag.png|Control Point in ''[[Battlefield 1942]]'' on [[Wake Island]]
{{Main|Titan (Game Mode)}} {{Main|Carrier Assault}}
 
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Conq BF2 Flag.png|Control Point in ''[[Battlefield 2]]'' on [[Strike at Karkand]]
[[Titan (Game Mode)|Titan]] as well as a re-imagined variant of it, [[Carrier Assault]], is a gametype that is based on Conquest. Each team begins with a [[Titan|titular vehicle]] (or an aircraft carrier in Carrier Assault), which serves as a primary spawn point and airbase, and an uncap that holds the team's [[commander resources]] and ground vehicles. Instead of flags, teams compete for missile silos which are used to weaken and destroy the opposing team's Titan or Carrier.
 
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Conq BF2142 Flag.png|Control Point in ''[[Battlefield 2142]]'' on [[Suez Canal]]
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Conq BC2 Flag.png|Control Point in ''[[Battlefield: Bad Company 2]]'' on [[Arica Harbor]]
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Conq BF3 Flag.png|Control Point in ''[[Battlefield 3]]'' on [[Caspian Border]]
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Conq BF4 Flag.png|Control Point in ''[[Battlefield 4]]'' on [[Dragon Valley 2015]]
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Conq BFHL Flag.png|Control Point in ''[[Battlefield Hardline]]'' on [[Downtown]]. In ''Hardline'', Control Points are denoted by piles of colored [[Hand Flare]]s instead of flags
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Conq BF1 Flag.png|Control Point in ''[[Battlefield 1]]'' on [[Amiens]]
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</gallery>
   
===Conquest (Play4Free)===
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====Point States====
 
Control Points can be in one of four states:
Conquest (known in the game as Assault) in ''[[Battlefield Play4Free]]'', though similar to the normal gametype, doesn't 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.
 
   
 
'''Neutral'''
===Assault Lines===
 
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[[File:Conq Neutral.png|thumb|left|250px]]
The ''[[Battlefield 2142: Northern Strike]]'' expansion added the '''Assault Lines''' game mode which was later made free with the introduction of the 1.51 patch. It gave the [[European Union]] faction an uncap and access to the A-3 Goliath.
 
 
: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}}
The [[Pan-Asian Coalition]] begins with control of all other flags, including a locked flag that becomes accessible to the EU once they control all other flags on the map. The objective of the gametype, like Conquest, is to capture flags and reduce the enemy ticket count to zero.
 
   
 
'''Conquered'''
===Conquest Large===
 
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[[File:Conq Conquered.png|thumb|left|250px]]
Introduced in ''[[Battlefield 3]]'', Conquest Large was made because of the fact that PC players could play with up to 64 players, as opposed to 24 on consoles, and because there are greater number of functional areas of the maps on PC. The rules are the same as regular Conquest except that there are more flags to conquer on maps than on the console versions.
 
 
: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}}
Conquest Large returns in ''[[Battlefield 4]]'', remaining unchanged from its counterpart in ''Battlefield 3'', the only difference being that the gamemode is now available on next generation consoles alongside the PC.
 
   
 
'''Captured'''
===Conquest Domination===
 
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[[File:Conq Captured.png|thumb|left|190px]]
{{Main|Domination}}
 
 
: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}}
===Chain Link===
 
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Introduced in ''[[Battlefield 4: Dragon's Teeth]]'', Chain Link is a variant of Conquest with a focus on infantry combat. Players must link adjacent capture points, which causes the opposing team's tickets to bleed quicker. 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.
 
 
'''Uncapturable'''
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[[File:Conq UncapFriendly.png|thumb|left|250px]]
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[[File:Conq UncapEnemy.png|thumb|left|250px]]
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: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}}
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==Variations==
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<center><div class="mw-customtoggle-CPtable wikia-menu-button" style="padding: 0.5em">show/hide</div>
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{| class="wikitable article-table-selected mw-collapsible mw-collapsed" style="text-align: center; font-size: small" id="mw-customcollapsible-CPtable"
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|-
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! style="width: 20%;" | Game
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! style="width: 10%;" | Conquest Small
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! style="width: 10%;" | Conquest Large
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! style="width: 10%;" | Assault
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! style="width: 10%;" | Double Assault
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! style="width: 10%;" | Mission
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! style="width: 10%;" | Assault Lines
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! style="width: 10%;" | Domination
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! style="width: 10%;" | Chain Link
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|-
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! Battlefield 1942
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|{{tick}} ||{{tick}} ||{{tick}} || || || || ||
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|-
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! Battlefield Vietnam
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|{{tick}} ||{{tick}} ||{{tick}} || ||{{tick}} || || ||
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|-
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! Battlefield 2
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|{{tick}} ||{{tick}} ||{{tick}} ||{{tick}} || || || ||
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|-
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! Battlefield 2: Modern Combat
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|{{tick}} || || || || ||{{tick}} || ||
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|-
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! Battlefield 2142
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|{{tick}} ||{{tick}} ||{{tick}} ||{{tick}} || ||{{tick}} || ||
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|-
 
! Battlefield: Bad Company
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| || || ||{{tick}} || || || ||
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|-
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! Battlefield Heroes
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|{{tick}} || || || || || || ||
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|-
 
! Battlefield 1943
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|{{tick}} || || || || || || ||
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|-
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! Battlefield Online
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| || ||{{tick}} || || || || ||
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|-
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! Battlefield: Bad Company 2
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|{{tick}} || || || || || || ||
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|-
 
! Battlefield Play4Free
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|{{tick}} || || || || || || ||
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|-
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! Battlefield 3
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|{{tick}} ||{{tick}} ||{{tick}} || || || ||{{tick}} ||
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|-
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! Battlefield 4
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|{{tick}} ||{{tick}} || || || || ||{{tick}} ||{{tick}}
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|-
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! Battlefield Hardline
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|{{tick}} ||{{tick}} || || || || || ||
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|-
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! Battlefield 1
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| ||{{tick}} ||{{tick}} || || || ||{{tick}} ||
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|-
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! Battlefield V
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| ||{{tick}} || || || || ||{{tick}} ||
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|}</center>
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[[File:Conq Variants.png|thumb|400px|Medals for different Conquest variants in ''Battlefield 4'']]
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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.
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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.
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===Conquest Small===
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[[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]]
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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.{{Clear}}
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====Conquest Large====
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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]]
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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.
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<gallery>
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Conquest Tutorial - Battlefield V
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</gallery>{{Clear}}
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====Conquest (Battlefield Play4Free/Battlefield 1)====
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{{See|Not to be confused with [[Conquest Assault]]}}
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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}}
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'''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.
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<gallery>
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Battlefield 1 Gameplay Series Tutorial - Conquest
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</gallery>{{Clear}}
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===Conquest Co-Op===
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{{See|For the Co-Op campaign in ''[[Battlefield 3]]'', see [[Co-op (Battlefield 3)]]}}
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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.
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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.
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===Other Variants===
 
*[[Conquest Assault]]
 
*[[Conquest Double Assault]]
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*[[Conquest Mission]]
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*[[Domination]]
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*[[Squad Conquest]]
 
*[[Chain Link]]
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==Related Gamemodes==
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*[[Evolution]]
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*[[Air Superiority]]
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*[[Titan (Game Mode)|Titan]]
 
*[[Carrier Assault]]
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*[[Scavenger]]
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*[[Objective Mode]]
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*[[Frontlines]]
   
 
==Trivia==
 
==Trivia==
*Conquest has been released with 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.
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*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 [[Pins|pin]] in ''[[Battlefield: Bad Company 2]]'' due to the unique ability to defend and attack a flag in one round unlike other game modes.
 
*Conquest is the only game mode where a player can earn the Squad Member [[Pins|pin]] in ''[[Battlefield: Bad Company 2]]'' due to the unique ability to defend and attack a flag in one round unlike other game modes.
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{{Gamemodes}}
 
{{Gamemodes}}
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[[Category:Gamemodes of Battlefield: Bad Company]]
 
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==References==
[[Category:Gamemodes of Battlefield 1943]]
 
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{{Reflist}}[[pl:Podbój]]
[[Category:Gamemodes of Battlefield Play4Free]]
 
 
[[Category:Gamemodes of Battlefield 1942]]
 
[[Category:Gamemodes of Battlefield 1942]]
 
[[Category:Gamemodes of Battlefield Vietnam]]
 
[[Category:Gamemodes of Battlefield Vietnam]]
[[Category:Gamemodes of Battlefield 3]]
 
[[Category:Gamemodes of Battlefield 4]]
 
 
[[Category:Gamemodes of Battlefield 2]]
 
[[Category:Gamemodes of Battlefield 2]]
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[[Category:Gamemodes of Battlefield 2: Modern Combat]]
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[[Category:Gamemodes of Battlefield 2142]]
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[[Category:Gamemodes of Battlefield: Bad Company]]
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[[Category:Gamemodes of Battlefield Heroes]]
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[[Category:Gamemodes of Battlefield 1943]]
 
[[Category:Gamemodes of Battlefield: Bad Company 2]]
 
[[Category:Gamemodes of Battlefield: Bad Company 2]]
 
[[Category:Gamemodes of Battlefield Online]]
 
[[Category:Gamemodes of Battlefield Online]]
[[Category:Gamemodes of Battlefield 2: Modern Combat]]
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[[Category:Gamemodes of Battlefield Play4Free]]
 
[[Category:Gamemodes of Battlefield 3]]
 
[[Category:Gamemodes of Battlefield 4]]
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[[Category:Gamemodes of Battlefield Hardline]]
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[[Category:Gamemodes of Battlefield 1]]
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[[Category:Gamemodes of Battlefield V]]
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[[Category:Gamemodes of Battlefield 2042]]

Revision as of 03:04, 29 September 2021

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