mode beginner

Warfare Mode Explained: Attack & Defend, King of the Hill

Learn how Warfare rounds work, how to coordinate vehicles, and why its economy stays separate from Operations.

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Warfare is Delta Force’s large-scale PvP mode: two big teams fight over objectives across land, sea, and air while vehicles and infantry share the same battlefield. If you come from Hazard Operations, the biggest change is what death costs — here it costs your team tempo, not your gear.

The two core objective types

  • Attack & Defend — one team attacks a series of objectives in order while the other defends. Attackers get limited time and respawn waves per objective; defenders hold until the clock runs out. Matches often flip sides between rounds so both teams play both roles.
  • King of the Hill — a capturable point, or a rotating set of points, sits on the map and both teams race to control it. Holding the point scores over time; the first team to the target score wins.

Playlists also rotate other objective variants and limited-time modes, so read the rules text on the queue screen — the lobby description explains the win condition for the specific match you are about to play.

How a round flows

  1. Spawn phase — pick your class and, on vehicle maps, your vehicle. Decide with your squad who spawns where before the timer starts; scattered spawns lose the first thirty seconds.
  2. Contact phase — both teams collide at the first natural chokepoint. Smoke, recon tools, and engineer fortifications decide who gets to shoot first.
  3. Objective phase — attackers push through in waves with vehicles leading where the map allows; defenders trade space for time and fall back to secondary positions.
  4. Reset — when an attack stalls, a reset means pulling the whole squad back to the last safe position and re-entering together. Solo re-peeks after a reset are how attacks die.

Infantry and vehicles on the same field

Warfare spawns you as infantry by default; vehicles are a shared team resource. A tank without infantry support gets surrounded and destroyed; infantry without a tank stall at fortified positions. The split that works on most maps:

RoleWho takes itJob
Point presenceAssault and SupportStand on the objective, trade kills, keep each other up
Flank pressureReconFind the enemy positions the front line cannot see
ConstructionEngineerFortify chokepoints, repair vehicles, clear the path
ArmorVehicle crewsBreak bunkers, hold wide lanes, answer enemy vehicles

The infantry classes page covers what each class contributes, and the vehicle guide matches each vehicle to its best job.

Economy: separate from Operations

Warfare and Hazard Operations run separate economies. Progression, unlocks, and currency earned in Warfare do not drain or feed your Operations stash, and nothing you carry into a Warfare match can be lost. Loadout pressure is lighter here too — pick what fits the map and role rather than what you can afford to lose. The full mode comparison lives in Hazard Operations vs Warfare.

If Warfare maps never appear in your queue at all, the map pack may not have downloaded — the map pack fix walks through both download paths.

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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.