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A T-90SM wedge assaults through the burning fields

Every way to fight

Every mode and its rules, read from the game itself. Pick one in Deploy.

4 min

At a glance

Each row opens its mode below.

ModeWin byClockRespawnSides
Standard BattleDestroy every enemy15 min—7 v 7
Capture the Flag3 captures15 min6 s7 v 7
Zone Control750 points15 min6 s7 v 7
Gravity Mode750 points12 min6 s7 v 7
Gun GameA kill with all 5 guns15 min4 s7 v 7
Drone20 kills10 min6 s7 v 7
RealisticDestroy every enemy15 min—7 v 7
Endless HordeSurvive the waves——5 v 20
Frontline AssaultTake every sector, hold the last 20 s12 min—4 v 12
AC-130Escort half to extraction8 min—5 v 12
JuggernautKill the boss, or outlast the clock10 min6 s1 v 12
InfectedSurvive 3 min3 min5 s10 v 5
Turbo Ball5 goals10 min3 s7 v 7
Proving GroundPractice, no score—3 s5 lanes
  • Your spawn
  • Enemy spawn
  • Zone or sector
  • Flag base
  • Goal
  • Ball

Team battles

Verdant Fields

Standard Battle

Destroy the opposing team before time expires.

Clock
15 min
Sides
7 v 7
Respawn
—
Verdant Fields

Capture the Flag

Steal the enemy flag and return it home. First to 3 captures wins.

Clock
15 min
Sides
7 v 7
Respawn
6 s
AABBCC
Verdant Fields

Zone Control

Capture and hold three sectors. First team to 750 points wins.

Clock
15 min
Sides
7 v 7
Respawn
6 s
AABBCC
Olympus Basin

Gravity Mode

Gravity drops to 0.38 g, so every tank jumps far. Hold the zones with respawns and boost caches until one team reaches 750 points.

Clock
12 min
Sides
7 v 7
Respawn
6 s
  • 0.38 g gravity
  • +25 % speed
  • +20 % hull
  • -10 % damage
  • +11 % reload rate
  • unlimited rounds
  • jump 9.5 m/s (F)
  • ×3 recoil launch
  • boost caches every 22 s
  • ×0.9 impact knock
  • landings rebound 30 %
  • fall damage above 10.5 m/s

Gun Game

Every 2 confirmed kills advance your weapon. Complete all 5 stages to win for your team.

Clock
15 min
Sides
7 v 7
Respawn
4 s
  • 2 kills per weapon · five stages
  • unlimited rounds

Drone

Launch an FPV attack drone from your tank. Steer with your sight; fly into an enemy to detonate. Your parked tank stays vulnerable.

Clock
10 min
Sides
7 v 7
Respawn
6 s
  • unlimited rounds

Realistic

Normal spotting, catastrophic penetrations. Disable critical modules, incapacitate the crew or detonate ammunition. No hull HP attrition or automatic repairs.

Clock
15 min
Sides
7 v 7
Respawn
—
  • Module and crew destruction only
  • no consumables

Survive and escort

Endless Horde

Survive ever-larger waves of fragile hostiles and hunt floating repair caches.

Clock
—
Sides
5 v 20
Respawn
—
  • +100 % / -85 % hull
  • unlimited rounds
  • horde
  • first wave 6, more every wave
  • 16 on the field · 8 s between waves
  • 30 % repair between waves
112233
Verdant Fields

Frontline Assault

Break the enemy line: take three trench sectors in turn against escalating counter-attacks, then hold the last one.

Clock
12 min
Sides
4 v 12
Respawn
—
  • +80 % / 0 % hull
  • unlimited rounds
  • frontline
  • Hold the final sector for 20 s
  • 3 defenders per sector, 0 % hull
EE
Verdant Fields

AC-130

Protect vulnerable allied vehicles driving to extraction. Save at least half before they are destroyed or time runs out. All human players provide air support.

Clock
8 min
Sides
5 v 12
Respawn
—
  • All tanks visible
  • unlimited rounds
  • no consumables
  • ac130

Juggernaut

Become the armored boss or join the hunters. Hunters respawn; destroy the juggernaut before the clock runs out.

Clock
10 min
Sides
1 v 12
Respawn
6 s
  • Juggernaut: ×8 hull · ×0.5 reload time
  • unlimited rounds
  • juggernaut

Infected

Survivors have 130% health against a swarm of infected at 20%; fallen survivors join the swarm. Hold out for 3 minutes.

Clock
3 min
Sides
10 v 5
Respawn
5 s
  • Destroyed survivors become infected
  • +30 % / -80 % hull
  • unlimited rounds
  • infected

Arcade

Verdant Fields

Turbo Ball

Super-fast armed tanks drive or shoot the ball into the enemy goal.

Clock
10 min
Sides
7 v 7
Respawn
3 s
  • 0.6 g gravity
  • +85 % speed
  • +50 % hull
  • -50 % damage
  • +43 % reload rate
  • unlimited rounds
  • no equipment
  • no consumables
  • no module, crew or fire damage
  • jump 13 m/s (F)
  • ×12 recoil launch
  • ×2.5 impact knock
  • landings rebound 28 %
  • fall damage above 15 m/s

Practice

Proving Ground

Take any tank onto a measured range: target hulls at set ranges and angles show every penetration outcome. No enemies, no clock, nothing recorded.

Clock
—
Sides
5 lanes
Respawn
3 s
  • All tanks visible
  • unlimited rounds
  • nothing recorded