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Trench Lines Warfare Map Guide: Fighting the Trenches

Move trench to trench, clear the turbine yard, and match your gun choice to the fight you are in.

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Trench Lines is woodland close-quarters warfare: a trench network connecting bunkers, ruined structures, and an open turbine yard that changes hands repeatedly. The map supports almost every playstyle, which is both its strength and its trap — squads that bring one gun type and one tactic get out-adapted by a team that reads the terrain.

The three areas

AreaCharacterBest tools
Trench networkClose, confusing, constant contactSMGs, shotguns, smoke
Turbine yardOpen with hard cover piecesAssault rifles, grenades, vehicle support
Ruined structuresMixed verticality, interior roomsAny rifle, plus grenades for room clears

Trench movement rules

  1. Do not run the trench centers. The connecting trenches are long funnels with almost no cover. Move along the edges and stop before every turn.
  2. Trade in pairs. When one player crosses an open stretch, the other watches the far end. Swap roles each crossing.
  3. Use the firing steps. Trench networks have raised steps for shooting over the lip; standing on them exposes your head, crouching behind them hides it. Learn which walls are chest-high and which are head-high as you go.
  4. Smoke the intersections. The points where trenches meet are the most contested ground on the map. Smoke lets you cross without trading.

Clearing the turbine yard

The yard is where matches are decided because it sits between the two halves of the trench network. It is open enough for vehicles and long enough for rifle fights, but scattered machinery provides hard cover.

  • Enter from the trench mouths with smoke already thrown — crossing the yard without smoke is a coin flip against any defender.
  • Once inside, do not hold the middle. Hold the machinery clusters at the edges where you have cover on three sides.
  • Vehicles should circle the yard rather than parking in it; a stationary tank in the open is a target for every rocket on the map.

Matching guns to ground

The multi-style terrain punishes one-plan squads. A useful split:

  • Two players with short-range weapons hold the trenches and bunkers.
  • Two players with rifles hold the yard and structures.
  • One player with a marksman rifle or recon tools watches the open crossings from the ruined structures.

The infantry classes page covers which class covers which job, and the attack and defend guide explains how to layer these positions when defending.

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Sources & References

This guide is verified against the game's own data and official communications. For patch notes, current balance, and authoritative specifics, consult the references below. Where a precise number cannot be verified, we explain the mechanic rather than invent a figure.