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==Description==
 
==Description==
Invasion is a [[Game Modes|game mode]] in [[Squad]]. This mode is similar to [[Territory Control]] except the flags have to be captured in a specific order and it is open to different faction match ups.
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Invasion is a [[Game Modes|game mode]] in [[Squad]]. This mode has an attacking and defending team. The defending team begins with all control points under their control. The attacking team must capture all the flags, in an order that is marked by lattice markers on the in-game map. When the attacking team captures a control point in Invasion, the defending team cannot recapture it.
   
The objective of Invasion is focused on attacking and defending from each team respectively. The defending team starts with all flags captured (with exception of the initial starting flag near the defending team's Main Base) and must defend them. The attacking team must capture all the flags, in an order that is marked by lattice markers on the in-game map. Once a flag is captured in Invasion, it goes out of play and the defending team cannot recapture it.
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The objective of Invasion is focused on attacking and defending from each team respectively.
   
 
For the attacking team to win they should capture all flags and drain the enemy tickets. The attacking team has a considerably smaller amount of tickets compared to the defending team so smart use of assets and capturing flags is vital for victory.
 
For the attacking team to win they should capture all flags and drain the enemy tickets. The attacking team has a considerably smaller amount of tickets compared to the defending team so smart use of assets and capturing flags is vital for victory.
   
 
For the defending team to win they must defend their flags and drain the enemy tickets.
 
For the defending team to win they must defend their flags and drain the enemy tickets.
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There is also a sub-gamemode of Invasion with random flag placements.
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[[File:Gorodok Invasion V1.JPG|frameless|610x610px]]
   
 
==Mechanics==
 
==Mechanics==
   
 
===Capturing===
 
===Capturing===
Capturing [[Control Point|Control Points]] in Invasion is only possible for the attacking team. The defending team does not receive any ticket bleed based on flags lost however, some layers such as Mestia Invasion incur an instant ticket loss upon the loss of a flag for the defending team and an instant ticket gain for the attacking team.
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Capturing [[Control Point|Control Points]] in Invasion is only possible for the attacking team. There is no ticket bleed for either Defender or Attacker, like in [[Advance and Secure|AAS]] and [[Random Advance and Secure|RAAS]].
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===Invasion Ticket Values in V13===
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<u>Invasion Gaining Tickets</u>
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[ + 100 ] for the attacking team that successfully captures a control point
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<u>Invasion Losing Tickets</u>
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In Invasion there is no ticket loss for losing a control point, except the final control point. The Defending team will lose all remaining tickets if they lose their final control point.
   
 
===Forward Spawns===
 
===Forward Spawns===
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The Forward Spawns are active from the start of the round but are temporary. Time differences vary from layer to layer (see 3. List of Invasion Layers) but they are designed to provide enough time for last second decisions and late comers.
 
The Forward Spawns are active from the start of the round but are temporary. Time differences vary from layer to layer (see 3. List of Invasion Layers) but they are designed to provide enough time for last second decisions and late comers.
   
Some Forward Spawns include a selection of Vehicles and equipment such as Ammo Crates for the defending team to take advantage of.
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Forward Spawns include Ammo Crates and sometimes include a selection of Vehicles for the defending team to take advantage of.
 
Once the time limit is reached, Forward Spawns will disappear from the map and you will no longer be able to use them.
 
Once the time limit is reached, Forward Spawns will disappear from the map and you will no longer be able to use them.
 
==List of Invasion Layers==
 
{| class="wikitable"
 
|-
 
! Map & Layer
 
! Flag Amount
 
! Tickets & Teams
 
! Forward Spawns
 
|-
 
|Al Basrah Invasion v1
 
|8
 
|(A, 290) US Army vs (D, 950) Insurgents
 
|1 (125s)
 
|-
 
|Chora Invasion v1
 
|6
 
|(A, 230) US Army vs (D, 850) Insurgents
 
|2 (140s)
 
|-
 
|Gorodok Invasion v1
 
|6
 
|(A, 230) US Army vs (D, 850) Russian Ground Forces
 
|2 (135s)
 
|-
 
|Kohat Invasion v1
 
|5
 
|(A, 200) US Army vs (D, 800) Insurgents
 
|3 (125s)
 
|-
 
|Mestia Invasion v1
 
|5
 
|(A, 250) Russian Ground Forces vs (D, 850) Militia Forces
 
|1 (65s)
 
|-
 
|Mestia Invasion v2
 
|5
 
|(A, 250) US Army vs (D, 850) Militia Forces
 
|3 (35s)
 
|-
 
|Narva Invasion v1
 
|7
 
|(A, 260) Russian Ground Forces vs (D, 900) Militia Forces
 
|2 (70s)
 
|-
 
|Yehorivka Invasion v1
 
|5
 
|(A, 200) Russian Ground Forces vs (D, 800) US Army
 
|2 (125s)
 
|-
 
|Yehorivka Invasion v2
 
|9
 
|(A, 290) Russian Ground Forces vs (D, 950) Militia Forces
 
|N/A
 
|-
 
|}
 
   
 
==See Also==
 
==See Also==
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*[[Maps]]
 
*[[Maps]]
   
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{{Navbox modes}}
 
[[Category:Modes]]
 
[[Category:Modes]]
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[[Category:Gameplay]]
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[[de:Invasion]]

Latest revision as of 18:05, 16 April 2024

Description[ | ]

Invasion is a game mode in Squad. This mode has an attacking and defending team. The defending team begins with all control points under their control. The attacking team must capture all the flags, in an order that is marked by lattice markers on the in-game map. When the attacking team captures a control point in Invasion, the defending team cannot recapture it.

The objective of Invasion is focused on attacking and defending from each team respectively.

For the attacking team to win they should capture all flags and drain the enemy tickets. The attacking team has a considerably smaller amount of tickets compared to the defending team so smart use of assets and capturing flags is vital for victory.

For the defending team to win they must defend their flags and drain the enemy tickets.

There is also a sub-gamemode of Invasion with random flag placements.

Gorodok Invasion V1

Mechanics[ | ]

Capturing[ | ]

Capturing Control Points in Invasion is only possible for the attacking team. There is no ticket bleed for either Defender or Attacker, like in AAS and RAAS.

Invasion Ticket Values in V13[ | ]

Invasion Gaining Tickets

[ + 100 ] for the attacking team that successfully captures a control point

Invasion Losing Tickets

In Invasion there is no ticket loss for losing a control point, except the final control point. The Defending team will lose all remaining tickets if they lose their final control point.

Forward Spawns[ | ]

Forwards Spawns are temporary spawns for the defending team that are placed further in the map, away from the team’s Main Base. These spawns allow the defending team to spawn closer to the action, set up defences and be ready to meet the attacking team due to the nature of the flag layout and capture set up.

The Forward Spawns are active from the start of the round but are temporary. Time differences vary from layer to layer (see 3. List of Invasion Layers) but they are designed to provide enough time for last second decisions and late comers.

Forward Spawns include Ammo Crates and sometimes include a selection of Vehicles for the defending team to take advantage of. Once the time limit is reached, Forward Spawns will disappear from the map and you will no longer be able to use them.

See Also[ | ]