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Action Rules
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== Assault Gamemode == ---- [[File:star.png|left|50px]]The Assault gamemode is used to determine the outcome of a battle for a City. The game mode is broken down into either the defensive team or the assaulting team in which you must protect or capture the primary points (noted by the star icons). The layout between the different maps can vary and the number of objective points which must be captures varies between 2 and 3 currently. ===Layouts=== The layouts of the map can vary, but there are 3 basic formats for the primary capture points. <gallery> File:2points.png|2 Primary Objectives Connected File:3points.png|3 Primary Objectives Connected File:2_1points.png|2 Primary Objectives Connected between an Access Point </gallery> ===Victory Conditions=== # Primary objectives ## Attackers capture all objective capture points, shown as stars, there can be between 2 and 3 primary objectives. #Defense Timer ##Defender hold all objective capture points for 30 minutes + attackers capture bonus time. If the assaulting team owns one of the primary objective points the game will continue on until either the assaulting team takes the rest of the primary objective points or the defending team retakes ALL of the primary objective points. #Access Points ##If the assault team loses all of its access points, meaning the defending team pushes them off the map, the game will end and the defending team will win the match. #Assault Teams ##Assault teams have limited lives. If those lives run out and there are no additional assault teams to spawn in on, the game will start to remove players from the match on the side that no longer has assault teams. This can eventually lead to one side running out of assault team spawns leading to a victory for the other team due to running out of lives. ===Spawn Rules=== *Spawn Delay **Spawn time = Base Delay - Underdog Pool **Base Delay ***The spawn delay countdown starts from the moment the player died. ***If the player is spawning in a mobile spawn, such as a Halftrack, there is a delay of 20 seconds. ***If the player is spawning in the air with a plane, there is a spawn delay of 15 seconds. ***If the player is spawning at a capture point as a soldier, there is a delay of 10 second plus 0.5 seconds for each link out to his assault teams access point (rounded up). ***If the player is spawning at a capture point in a tank, there is a delay of 10 second plus 2.5 seconds for each link out to his assault teams access point (rounded up). ***If the player is spawning at a capture point in all other vehicles, there is a spawn delay of 10 second plus 1.5 seconds for each link out to his assault teams access point (rounded up). **Underdog Pool ***Whenever a team has fewer player than their opponents they subtract time from their spawn delay. ***The pool is filled with (0.25 seconds * underdog ratio) every second ***When spawning either the amount left in the pool is subtracted from a players delay or the amount the player is missing ===General Spawn Rules=== *General spawn rules **In general a player can spawn at any capture point that is connected to their assault teams access point, unless one of the following exceptions is triggered ***The enemy is capturing the point. If the capture point is an access point or an objective point then they will still be able to spawn at the point. However, they will spawn further away than normal. ***Something is blocking the spawn point ***There is no spawn point of the type needed, e.g. Tank spawn ***If a member of the capture points owner team has been killed during the last 10 seconds and within 80 meters of the capture point. Additionally there needs to be a neighbor capture point owned by the opponent team. ===Mobile Spawn Rules=== *Mobile spawn is a type of spawn that enables a member of the assault team to spawn directly in a vehicle already located on the map *If the assault team does not have a vehicle on the map a player can choose to spawn with one. The amount of active vehicles is unique per assault team *A vehicle can be lost if it is destroyed, an opponent has entered it, or a member of another assault team has entered it while it was empty *So in order to be able to spawn directly in an already active vehicle the following must be fulfilled, free seat, not stolen by the enemy and not stolen by a member of another assault team ===Assault Team Spawn Rules=== *Infantry, Anti tank Infantry, Recon **These assault teams follow the general spawn rules *Mech Infantry **Can either use the general spawn rules or mobile spawn rules **For mobile spawn they can atmost have one active halftrack at a time *Armor, Tank Destroyer **Can only spawn following the mobile spawn rules **They can at most have three active tanks at a time *Fighter Squadron **Can either spawn on a runway in their plane or in the air, in both cases the general spawn rules apply *Paratrooper **If they have paratrooper planes they follow the mobile spawn rules, they can have no more than one active paratrooper plane at a time **Their plane can spawn directly in the air **If their paratrooper plane resources are depleted they follow the general spawn rules ===Capture Rules=== #Capture points ##It is only possible to capture a point that is connected to a friendly point and unlocked. ##Capture points are first captured to neutral and then captured by the capturing side. ##The capture to neutral time is 30 seconds. ##The capture to team time is 30 seconds. #Objective Points ##Objective capture follows the capture point rules ##The capture to neutral time is 45 seconds ##The capture to team time is 45 seconds #Access Points ##Access point capture follows the capture point rules, except they are captured directly to the captures side ##The capture to team time is 90 seconds ##Access points are point such as A1, B1, C1, D1, and E1. ===Capture Mechanics=== Exploring the mechanics of capturing points, you will find out they are mostly linear. Using the example below here is one scenario. # First Captures ## Assaulting team Captures point A2 from A1 ## Assaulting team Captures point B2 from B1 ## Defending team Captures point A4 from O2 ## Defending team Captures point B4 from O2 # Second Captures ## Assaulting team Captures point A3 from A2 ## Defending team Captures point B3 from B4 # Third Capture ## Assaulting team Captures point A4 from A3 ## Defending team Captures point B2 from B3 # Fourth Capture ## Assaulting team Captures point O2 from A4 ## All Points along the B line turn neutral and the defending team can no longer spawn on them. [[File:mech1.gif|border]] The reason for this mechanic is simple. There are objective points (O1/O2/O3) and access points (A1/B1/C1/D1/E1). If you own the access point and the objective point to a connecting line, it trumps any owned points from the other team. This allows for teams to utilize multiple access points neutral a whole line of capture points between the access point and the objective point.
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