WWII Milsim · Strategy · Cosmo Cheats

Hell Let Loose

100 players, five strongpoints, one supply chain. The team that keeps putting spawns forward wins the map, and it is rarely the team with the top fragger.

This is the Cosmo field manual for Hell Let Loose, written around the numbers that actually decide rounds rather than around general advice. Black Matter launched the game into early access in June 2019, Team17 shipped the 1.0 release in July 2021, and Expression Games has carried development since, most recently with Update 20 on 3 June 2026: Juno Beach, the Canadian Forces and a full armor resistance rework. What follows is vanilla, mechanics-only knowledge with the figures attached: what a garrison costs in each kind of territory, why 200 metres governs every placement you will ever make, how fast each spawn type cycles, what a resource node is worth per minute, how close an enemy has to get before a garrison stops working, and what Update 20 changed about shooting tanks. Read section 04 first if you only read one; garrisons are the game.

Diagram: one section of this page and the entries it listsA bracket diagram. A bar across the top carries the section heading "Nine Map Briefs". A line drops from it and branches to five boxes stacked down the page: "Foy", "Hill 400", "Hürtgen Forest", "Carentan" and "Purple Heart Lane".07Nine Map BriefsFoyHill 400Hürtgen ForestCarentanPurple Heart Lane
Figure 1. Section 07 of this page is "Nine Map Briefs". These are the first five of the 9 entries it lists.

01 · How a Match Is Won

Three modes, three clocks. None of them count your kills.

  • Five strongpoints in a line Warfare is a tug of war over five strongpoints strung across the map. Each side starts holding the two nearest its headquarters and the middle one starts neutral. There is no ticket bleed to grind down: territory and the clock decide everything.
  • Captures happen in order You cannot skip a point to grab the one behind it. Only the strongpoint next to the current frontline is live, which is why 100 players end up compressed into one box at a time and why the map looks empty everywhere else.
  • Ninety minutes on the Warfare clock A Warfare round runs 1 hour 30. You win by taking every enemy strongpoint, or by holding the centre when the timer expires. A team that has been pushed off centre at minute 85 is losing, no matter what the scoreboard says.
  • Bodies inside the point count triple Players in the grid squares around a strongpoint contribute to the capture, but standing inside the point itself counts roughly three times as much. Five people in the zone out-capture fifteen fighting on the fence line.
  • Offensive resets a 30 minute clock In Offensive one side attacks through five strongpoints with 30 minutes on the clock, and every capture sets the clock back to 30. Captured points cannot be retaken, so as a defender the point you are standing on is the only one that matters.
  • Offensive overtime drains 5 manpower a second If the attackers are mid capture when time runs out, the round goes to overtime and the attacking team bleeds manpower at 5 per second until the pool hits zero or the defenders clear the point. As a defender, contesting the cap even with two players can push the attack into a bill it cannot pay.
  • The Offensive defender starts with three protected spawns In Offensive the defending team opens with three garrisons in the second sector on top of its headquarters, and those three cannot be killed by tank rounds, bombing runs or a Katyusha strike. They have to be walked to and dismantled by hand, which is the single highest-value thing an attacking recon pair can do in the first ten minutes.
  • Only the Offensive defender gets artillery The guns sit in the defender's middle headquarters and the attacker has none, and attackers also cannot push more than two sectors deep into enemy ground. Attacking without artillery means your smoke comes from grenades and tank launchers and your suppression from machine guns, so plan the approach around cover instead of around a barrage.
  • Control Skirmish is still 50 a side It is not a small-team mode. Skirmish puts the same 100 players on a cut-down map with one neutral capture point in the middle, 3 minutes of warm-up and 30 minutes of play, and manpower overtime if the point is contested at the buzzer. Only the middle can change hands.
  • Skirmish changes the spawn rules Garrisons are replaced by Forward Positions: same team cap of eight, but only 140 metres apart and gated by a 3 minute personal cooldown instead of a walk back to a crate. One armor squad per team, medium tanks only, one recon squad, no artillery on the map, and two full sets of nodes already built.

02 · The Deploy Screen

Where you press deploy decides more than the next minute of shooting.

  • You get about ten seconds before the map opens There is a short delay between dying and the deploy screen unlocking. Spend it working out which direction the shot came from, then pick a spawn that does not walk you back into the same lane.
  • Garrisons run a 40 second wave Each garrison has its own 40 second wave timer shared by everyone queued on it. Deploying at second 38 puts you on the ground alone; deploying just after a wave puts you there with whoever else is waiting.
  • Outposts run a 20 second wave The squad-only outpost cycles twice as fast as a garrison. For a squad grinding into a building, that halved timer is the difference between arriving as a six-man push and arriving as six separate casualties.
  • Every deploy spends team manpower Respawning draws on the same manpower pool the Commander needs for supply drops and abilities. A team that throws bodies at a machine gun is quietly defunding its own command post.
  • Half-tracks are spawns that drive The Commander spends fuel on a half-track and the team can only field three at once, so treat one as a placed asset rather than a taxi. Park it in a tree line a couple of hundred metres off the point, engine off, not behind the wall everyone is shooting at. It is lightly armored and very loud, which means one rocket or one satchel ends it.
  • The airhead is a three minute spawn The Commander can drop an airhead into any active sector for 400 manpower on a 10 minute cooldown. It lives for exactly 3 minutes on a 30 second wave, so it gives you six waves and then it is gone, and any enemy within 15 metres shuts it off early. Treat it as the opening of an assault that is already walking, never as a spawn you build a plan on.
  • Spawning behind the fight is sometimes correct When a garrison is being assaulted, spawning on it drops you into the attacker's sights one at a time. The garrison one step back lets you arrive from a flank the attackers are not watching.

03 · Supply Lines

One Support crate is 50 supplies. Almost every decision in the game is denominated in that unit.

  • Support crate: 50 supplies, five minute cooldown The Support kit drops a single box of 50 supplies and may only have one on the ground at a time. That is exactly one garrison in friendly ground and exactly half of one in enemy ground.
  • Two crates make a forward garrison A garrison inside the enemy's active sector costs 100. Two Supports dropping on the same spot, or one Support plus a Commander drop, is how forward spawns actually get built. One Support alone cannot do it.
  • Commander airdrop: 100 supplies for 50 munitions The Commander can parachute 100 supplies onto any point of the tactical map on a two minute cooldown. If your officer has marked a garrison spot and nothing arrives, say the grid square out loud on command voice rather than waiting.
  • A supply truck carries 300 Supply trucks hold two crates of 150 each and a team may run three at once. One player doing quiet truck runs for ten minutes delivers more building material than four Supports on cooldown.
  • Drop the crate where the build goes Structures have to go up within about 60 metres of the crate, and a node needs its 50 supplies within 50 metres. A crate dropped 80 metres short of the tree line you wanted is a wasted five minute cooldown and a wasted walk. Walk in first, drop second.
  • Stand near a manpower node before you re-drop A Support carrying supplies who moves within 50 metres of a friendly manpower node has 2.5 minutes cut off the crate cooldown, halving it. That is the difference between two crates a round and four, and it is the reason a Support run should start at the node line rather than at the spawn you happened to pick.
  • Fortifications draw on the same crate A barricade is 25 at tier one and 150 fully upgraded, a hedgehog 25, an anti-tank gun 50, a repair station 50, a bunker 75 at tier one and 350 for all three tiers. One Support crate is a gun or a repair station or two barricades, never all of them, so ask what the squad actually needs before you spend it.
  • Supplies are the contribution nobody can refuse A brand new player who does nothing but run the Support kit and drop crates on the officer's marker is materially more useful than a veteran going 40 and 12 with no crates on the ground. Nothing else in the game converts effort into team capability so directly.

04 · The 200 Metre Rule

Eight garrisons per team, 200 metres apart, on a map with a limited number of good hiding places.

  • 50 in friendly ground, 100 in enemy ground Building inside your own sector costs 50 supplies. Building inside the enemy's active sector costs 100. Work the arithmetic out before you walk, because the walk is the expensive part.
  • Eight garrisons is the whole team's cap Once the team holds eight, the next one cannot go down. Garrisons stranded two sectors behind the frontline are not spare capacity, they are occupied slots. The officer who placed one can pull it down, and the Commander has a remote Dismantle Garrison order for 100 manpower on a 10 minute cooldown, which is the cheapest 100 manpower a losing team ever spends.
  • A garrison is switched off before it is destroyed In friendly ground the map marker pings red at 50 metres and the garrison locks out entirely at 15, and a garrison in enemy territory is disabled the moment an enemy is within 100 metres. A downed or dead body does not lock anything, so one live man standing quietly 90 metres from an enemy forward garrison turns off an entire spawn without firing.
  • Dismantling costs 5 seconds, or 30 deep in enemy ground Garrisons in an active sector take 5 seconds to tear down; one sitting in locked enemy territory takes 30, which is a very long time to stand still behind the enemy line. If you have walked that far to kill a spawn, bring a friend to watch the approach while you work.
  • 200 metres between friendly garrisons, enforced The game refuses a placement within 200 metres of another friendly garrison. That is the real constraint on the whole system: every garrison you set down denies a 200 metre circle to every future one, so a lazy placement costs the team ground it cannot get back.
  • Build for the next point, not this one Aim to have a garrison within about 200 metres of the objective you are about to attack. A garrison placed on the point you already own feels productive and does nothing four minutes later when the frontline has moved.
  • Defensive garrisons sit 100 to 150 metres back Far enough back that the fight does not roll over it, close enough that a defender is in the cap within a sprint. In a building if possible, behind a tree line if not, and never on the hilltop that looks so tempting on the map.
  • Cover beats convenience, every time Inside a building is best, then a tree line, then a fold of ground. Roads, ridgelines and the obvious axis of advance are precisely the three places an enemy sweep checks first, which is why garrisons there die in two minutes.
  • Commanders, Officers and Spotters build them Garrisons go down by equipping the watch, and only those three roles carry it. If nobody in your squad has taken the officer slot, your squad contributes nothing to the team's spawn network for the entire round.
  • Outposts cost nothing and cool down in 120 seconds The squad-only outpost needs no supplies, one per squad, on a 120 second cooldown. You can skip the wait by manually dismantling the old one, which is the move when your squad has advanced 300 metres and the outpost is still at the last building.
  • Outposts ping red at 50 metres and die at 10 The map marker turns red when an enemy comes within 50 metres, and an enemy who reaches 10 metres can tear it down. Place it 30 to 100 metres off the contested point, off the obvious approach, and treat the red marker as your early warning.

05 · Squad Roles Worth Taking

Four squad types, four completely different jobs. Pick the one your team is short of.

Infantry Squad (six players) Six squads per team; the sector is taken here
  • Officer: holds the watch, places spawns
  • Support, Medic, Engineer: the build and hold core
  • Rifleman, Assault, Machine Gunner, Automatic Rifleman, Anti-Tank
Bring
An officer who talks, one Support who actually drops crates, and a Medic who works from behind the line instead of in it.
Take
The strongpoint itself. Every other squad type on the team exists to make this squad's walk survivable.

The composition that wins public rounds is Officer, Support, Medic, Engineer and two shooters. Six riflemen can win firefights all day and will still finish the round with zero garrisons built.

Armor Crew (three players) Tank commander, driver, gunner
  • Tank Commander: squad officer, binoculars, hatch view
  • Crewman: drives, gunners, repairs, carries a hammer
  • Light, medium and heavy hulls, all paid for in fuel
Bring
Three people who will stay in the same vehicle for twenty minutes and use squad voice for every turret call.
Take
The lane the enemy infantry wanted to walk down, and the enemy armor that was planning to do the same to you.

A solo tank is a fuel donation to the other team. One player cannot drive, scan and shoot at once, and the commander seat exists because spotting is a full-time job, not a spare-time one.

Recon Pair (two players) Spotter and sniper, two squads per team, one job
  • Spotter: squad officer, binoculars, can build spawns
  • Sniper: scoped bolt action, patient work
  • Map markers, which are the actual output
Bring
Patience and the habit of marking a target before deciding whether to shoot it.
Take
Enemy garrison locations. A marked garrison the Commander then removes is worth more than any kill total you can post.

The Spotter can build garrisons and can place the squad outpost in places an infantry officer will never reach. One recon pair with a spawn behind the enemy line changes the round; one recon pair with 30 kills and no marks does not.

Commander (one player) One per team, spending the whole resource pool
  • Reads the entire map, not one sector
  • Talks to six officers on command voice
  • Spends manpower, munitions and fuel
Bring
A willingness to spend most of the round in the tactical map with a headset on.
Take
Supply drops that unblock stalled garrisons, strikes on the positions recon marked, and the node plan that pays for all of it.

The standard failure is a Commander who plays as a rifleman with extra buttons. If you are in a firefight you are not commanding, and six officers are talking into a channel nobody is reading.

06 · Ranges and Suppression

Full power rifles are not the problem. Everything around the trigger pull is.

  • One torso hit is the normal outcome A Kar98k, Garand, Lee-Enfield or Mosin round into the chest almost always puts the target on the ground, at the ranges these maps actually produce. Plan around the miss, not the damage model: the shot you lose is the one you took while your stamina was still moving the sights.
  • Down is not dead Most hits neutralise rather than kill outright, which is the entire reason the Medic kit exists. A headshot skips that step. If you drop someone in the open and walk away, expect them to be back up shortly with the same kit and the same position.
  • Centre mass, not limbs, not heads Arm and lower leg hits are the ones that leave a man standing. Aim for the middle of the chest and let the cartridge do the work; this is not a game that rewards flicking for heads at 150 metres with iron sights.
  • Automatics own the first 50 metres A BAR or an StG 44 drops a man with a single close body hit and suppresses well past 75 metres. In a town, the assault kit beats the rifle so consistently that taking a bolt action into street fighting is a self-imposed handicap.
  • Suppression is a real penalty, not a visual Rounds cracking past you wash out the screen and widen your sway. That is why a machine gunner who hits nothing still wins the position: the defenders cannot aim while your squad crosses. Bipod, pick a lane, and keep the belt going.
  • Sprinting costs you the next shot Stamina drives weapon sway. Stop, let it settle, then aim. The two seconds you spend breathing are cheaper than the three shots you throw away while the sights wander across the target.
  • Bandage in cover, then call the Medic Bleeding kills people who already won their fight. Bandage behind the wall, then ask for a revive rather than redeploying: a revive keeps your position, keeps your kit and keeps the manpower your team would otherwise spend putting you back on a garrison 300 metres away.

07 · Nine Map Briefs

Around twenty maps are in rotation, with Smolensk and Juno Beach the two newest. These nine cover every shape of fight the game produces.

MapGroundThe fight it becomesWhat it punishes
FoyArdennes in snow: a village astride the Bastogne road, open fields either side, thick woods to the east.Everything collapses into the village and the crossroads by the church, with squads trickling in from the tree lines.Crossing the open fields between wood and village without smoke. Take the ditches and hedgerows even when they add 100 metres.
Hill 400A steep, partly wooded hill above Bergstein with almost no cover on the upper slope.The crest, over and over. Whoever holds the top sees the approach from every direction and can call artillery onto it.Frontal assaults up the bare face. Go around through the trees and come up on a flank, and put your garrison on the reverse slope.
Hürtgen ForestDense pine with sightlines measured in tens of metres and identical-looking ground in every direction.Ambushes at 20 metres and hidden garrisons that survive an entire sector fight because nobody walked past them.Long-range kits and lone wolves. Bring assault kits and grenades, move as a group, and navigate by grid square rather than landmarks.
CarentanA Norman town of stone buildings, a canal, a railway and the approaches on either side.Room to room and street to street, with every window a potential machine gun and every corner a grenade trap.Bunching in doorways. One grenade into a stacked squad is six deploy timers and a lost cap.
Purple Heart LaneFlooded marsh split by a single raised causeway and its bridges.The most linear grind in the game: a head-on fight for the road and the crossings, with artillery landing on both.Anything on the road surface. Wading the marsh is slower, more tiring and dramatically more survivable.
Utah BeachOpen sand, a sea wall, then flooded fields and causeways leading inland.A brutal fight at the wall, then a squeeze through the causeways where a single machine gun holds a company.Standing on open sand, and leaving the beachhead spawn undefended once the fight moves inland.
StalingradRubble, ruined apartment blocks, rail lines and a broken street grid.Vertical building fights where the floor above matters more than the street, and tanks that get trapped in rubble lanes.Driving armor in without infantry escort. In this city a satchel charge finds a tank within a minute.
KurskVast open steppe and wheat fields with occasional farm buildings and very little cover.An armor duel with infantry attached, decided by who spots first at long range and who has fuel left for the second tank.Walking in the open. This is the best machine gun map in the game and the worst map to be caught 200 metres from anything solid.
El AlameinDesert with low ridges, dug-in positions and sightlines that run for hundreds of metres.Long-range rifle work and armor sniping, with the real battle fought over garrisons hidden behind the ridges.Skylining yourself on a ridge. Crest below the line, crawl the last few metres, and never garrison on the high ground.

08 · Armor After Update 20

The 3 June 2026 update rebuilt vehicle armor. Habits formed before it will get you killed.

  • A resistance system replaced the old profiles Update 20 rebuilt armor around a resistance model and added smoke launchers to vehicles. If your penetration knowledge predates June 2026, retest it in a low-stakes round before you take a heavy out on Kursk.
  • Heavy turret roofs are now soft The top armor of heavy tank turrets was reduced far enough that light tanks can penetrate it. A Stuart or a Puma sitting on a ridge above a Tiger is now a genuine threat rather than a joke, so stop parking heavies in gullies.
  • Upper side armor got thicker Upper side plates were increased so only mediums and above can go through them. A light vehicle that flanks a heavy has to work the lower hull or the roof, not the comfortable middle of the side.
  • Turret fronts belong to heavies Turret front armor was increased so only heavy tanks penetrate it. Feeding shells into the front of a Tiger turret with a medium gun is a slow way to announce your position to its gunner.
  • Shell unloading arrived with the rework Crews can now unload the chambered round, so you are no longer stuck with the armor-piercing shell you loaded ten minutes ago when a squad of infantry appears at 60 metres. Reload for the target you actually have.
  • Every crewman carries a hammer Tank commander and crewman loadouts now include a hammer, so an armor crew can help build defences and strip wrecks without waiting for an engineer to walk out from the rear.
  • Salvage the wreck you just made Salvage was rebalanced to 60 fuel over 12 seconds for a heavy, 40 over 10 for a Panther or a Jumbo 75, 20 over 8 for a medium, 15 over 6 for a light or a half-track, 10 over 4 for a recon car and 5 over 3 for a truck or a jeep. Twelve seconds on a dead Tiger is the best fuel income in the game and almost nobody collects it.
  • Launchers carry two rockets, not three Anti-tank launcher ammunition dropped from three rounds to two in Update 20. You have one miss in you. Get to the side or rear before your first shot rather than announcing yourself with a frontal bounce.
  • Armor and infantry are a contract A tank without infantry gets satchelled by someone it never saw; infantry without a tank stalls at the first machine gun in a stone building. Agree the pairing on voice before the push starts, not while you are both burning.

09 · Recon as an Intel Job

Two sniper slots per team, so four recon players out of fifty. Spend them on information, not on a kill count.

  • Mark before you shoot A marked enemy garrison gives the Commander something worth spending munitions on. One mark can undo twenty minutes of the enemy's supply work; one kill replaces itself on the next 40 second wave.
  • Spotters build where nobody else can reach The Spotter can build garrisons and can place the squad outpost in ground an infantry officer would never survive walking to. A recon pair operating behind the enemy line is a spawn generator with a scope attached.
  • Hunt garrisons, not players Sweep the ring of ground 100 to 250 metres behind the enemy's active point. Their garrisons are in the buildings and tree lines there, and the person guarding one is almost always facing the front.
  • Two players, one set of eyes The Spotter ranges and marks with binoculars, the sniper shoots. Both of you lying in the same hedge with scopes is one job being done twice while nothing gets reported.
  • Squad officers are the target worth taking Dropping an enemy officer stalls that squad's ability to put an outpost forward while he redeploys. Pick the man with binoculars and a watch out of a group before you pick the nearest rifleman.
  • Drop recon on a losing defence When your team is holding its last sector, two players lying in a field 400 metres away are two players not in the capture zone. Switch to infantry, spawn in, and go stand on the point.

10 · The Resource Economy

Three pools, about 30 a minute each, and nine small buildings that change the number.

  • You start on 500 and earn 30 a minute In Warfare each team opens with 500 manpower, 500 munitions and 500 fuel, and each pool ticks in 30 per minute with nothing built. In Offensive the attacker still opens on 500 while the defender opens on 250, which is exactly why a defending Commander who spends early has nothing left at the third point.
  • Each node adds about 10 a minute A resource node adds roughly +10 per minute to its type and the team can hold three of each. A full set of nine nodes therefore roughly doubles the team's income for the entire match.
  • One node of a type per engineer An engineer can build one node of a given type, so filling the board needs several engineers cooperating in the opening minutes. This is why a lone player asking for a node farm in chat never gets one.
  • Nodes are an early-game job A node built in minute 5 has produced six times what the same node built in minute 55 will. There is no catch-up mechanism. If the first ten minutes pass with no nodes, the team plays the rest of the round poor.
  • Manpower is spent on bodies Every redeploy draws it down, alongside the Commander's manpower abilities. A team that dies constantly starves its own command of the pool it needs, which is the quiet mechanism behind losing snowballs.
  • Munitions pay for strikes Bombing and strafing runs, precision strikes and the supply airdrop come out of munitions, and the large ones sit on long cooldowns measured in minutes. Save them for marked garrisons and stacked defenders, not for a single tank.
  • Fuel pays for everything with wheels Tanks, trucks, jeeps and half-tracks all come out of fuel, and a heavy hull costs several times a light one. Update 20 ran a full pass over vehicle fuel costs and cooldowns, so read the price off the Commander's tactical map rather than quoting a figure you memorised a year ago. A team with no fuel nodes can find itself with no armor by the middle of the round, which on Kursk or El Alamein simply ends the match.
  • The three pools convert at a loss The Commander can turn 100 of one resource into 60 of another on a 5 minute cooldown. It is a 40 percent haircut, so it is an emergency valve for a specific purchase, not a plan. If you are converting twice in a round, the real problem is that nobody built nodes.
  • Two manpower orders are worth knowing by name Reinforce costs 200 manpower and doubles capture power across a friendly sector for 2 minutes, which wins a contested point that is already close. Encouraged costs 400 and doubles node output for 5 minutes, which is only worth it if the nodes exist. Both sit on 10 minute cooldowns, so spending one on a hopeless push costs you the one that mattered.
  • Put nodes where nobody drives Nodes behind the headquarters, off the road network, survive the round. Nodes near a road get found by the first enemy recon vehicle that goes for a drive and disappear in under a minute.

11 · Sound and Sightlines

This game gives away almost everything through audio. Set it up so you can hear it.

  • Wired stereo headphones, never speakers Direction and distance live in the mix. Positional audio is the single largest upgrade available to a new player and speakers throw most of it away before it reaches you.
  • Keep master volume near half Tank guns and artillery clip the mix badly. Leaving headroom keeps distant footsteps, engine noise and squad voice audible instead of buried under whatever exploded 400 metres away.
  • Crack then thump gives you the range You hear the supersonic crack of the round passing, then the muzzle report. A long gap means a distant shooter, a near-simultaneous pair means he is close. Count it before you decide whether to move or to look.
  • Local voice reaches the enemy too Proximity voice carries to anyone nearby, including the enemy squad on the other side of the wall you are creeping along. Use push to talk for local, always, and save the commentary for squad voice.
  • Field of view around 90 Wide enough to catch peripheral movement, narrow enough that a man at 150 metres is still more than a few pixels wide. Pushing it to the maximum makes distant infantry effectively invisible.
  • Low sensitivity, then leave it alone A game decided by iron-sight shots at 100 to 200 metres rewards a slow, repeatable hand. Set 800 DPI and a low in-game figure, then stop changing it: most missed shots come from muscle memory that was reset last Tuesday.
  • Foliage and view distance are tactical settings Grass, shrub and view-distance options change what you can resolve at range. Set them to what your machine holds at a stable frame rate: a steady 60 spots more infantry than a stuttering 90.
  • Re-check keybinds after a major update Large updates move things around. Five minutes in the menu after a patch beats discovering the watch is unbound while you are standing on a supply crate in enemy territory with a squad waiting.

12 · Ten Habits That Lose Sectors

Ordered by how often they actually cost rounds on public servers.

  • 1. Garrisoning on the point Every enemy who takes the cap walks straight into it. Put it 100 to 150 metres behind, in a building or a tree line, and it survives the whole sector fight instead of two minutes of it.
  • 2. Crewing a tank alone One player cannot drive, scan and shoot. You will be satchelled from behind by an engineer you never had a chance of seeing, and the team loses the fuel as well as the tank.
  • 3. Deploying the instant the wave opens You arrive at a defended building on your own, 40 seconds ahead of anyone else. Wait for the next wave and walk in with three people instead of being the third separate casualty in a row.
  • 4. Standing on a captured point Once it is locked, the bodies on it contribute nothing. Push out to where the next garrison has to go, because the clock is already running toward the next capture.
  • 5. Redeploying instead of waiting for a Medic You surrender your position and spend team manpower to reappear 300 metres away. Bandage, call it on squad voice, and give the Medic fifteen seconds.
  • 6. Running down the road Roads are pre-sighted by every machine gun, tank and mortar on the map, because everybody knows people run down them. The ditch alongside costs twenty metres of walking and changes your odds completely.
  • 7. Playing recon while your team defends the last sector Your team needs bodies inside the capture zone, not two scopes in a hedge 400 metres out. Switch squads; the round is decided in the cap.
  • 8. Leaving the officer slot empty A squad with no officer cannot place spawns at all. If nobody else will take it, take it and do the minimum well: talk, mark, and keep an outpost forward. That alone beats most silent squads.
  • 9. Hoarding a supply crate A Support carrying an undropped crate while a five minute cooldown ticks is contributing nothing. Drop it where the officer marked and get the next one on cooldown immediately.
  • 10. Fighting the last sector twice Once the frontline moves, garrisons behind it are dead weight consuming your eight-garrison cap. Dismantle them, move the supplies forward, and rebuild where the next fight will be.

13 · Your First Fifty Hours

A sequence that works, roughly ten hours at a time. Skip a step and you will be the officer nobody follows.

  • Hours 1 to 5: Rifleman and nothing else One kit, one job. Stay within sight of your officer, watch where he walks before he places a spawn, and learn what a garrison looks like from the outside so you can recognise an enemy one later.
  • Hours 5 to 15: Support Carry supplies and drop them exactly where the officer marks. You will learn garrison placement by watching it happen at your own crates, which teaches it far faster than reading about the 200 metre rule.
  • Hours 15 to 25: Medic and Engineer Revives teach you where the fight really is and how much manpower a careless push burns. Nodes and defences teach you the rear of the map, which is the half most players never look at.
  • Hours 25 to 40: Machine Gunner or Assault Pick a range band and specialise. The machine gun teaches lanes, bipod discipline and what suppression does for the squad; the assault kit teaches building clearing and grenade timing.
  • Hours 40 to 50: take the officer slot By now you know what a garrison costs, where it goes and how long the cooldowns are. Lead on a map you know, narrate what you are doing, and accept that your first three rounds of it will be rough.
  • After that: crew armor or command Both roles depend on everything above. A Commander who has never carried a supply crate does not understand why six officers are all shouting for a drop at the same time, and it shows within ten minutes.