This is somewhat of a longer game mode that can easily take 30 minutes and requires tactical thinking and planning for squad leaders. Each team has advantages and disadvantages that can be balanced with the right tactic.

Start AreaAssault Team – Field Exit
Defence Team – Any Checkpoint (can split up)
Juggernaut – Field Centre
Fire SelectorAssault Team – Full-auto
Defence Team – Semi-auto
Juggernaut – Full-auto
Respawns3x Reinforcement calls per team (HQ will authorise at random)
Assault Team exits the field and awaits a reinforcement call.
Defence team can go to nearest checkpoint to await reinforcement call
Reinforcements reset for both teams each time a bomb is defused or detonated
Props Used1x Radio Transceiver for each Team’s Radio Operator
10x Bandages (5x per medic)
2x Bombs
1x Alarm Button (attached to back of Juggernaut)
1x Juggernaut Armour
GoalAssault Team – Find, disarm and extract bombs
Defence Team – Set bombs and protect them
Team Ranks

Alpha Team Leader – Commands Alpha Team
Bravo Team Leader – Commands Bravo Team
2x Medics (Alpha & Bravo Team)
1x Support Gunner (up to 2000 shots, but can only fire when bipod is mounted on ground or a surface/team member)
1x Radio Operator – Can call reinforcements on the command of squad leaders

2x Defence Team Leaders – Manages defences and positioning.
1x Support Gunner (up to 2000 shots, but can only shoot when bipod is mounted on the ground or a surface/team member)
1x Radio Operator – Can call reinforcements on the command of squad leaders

Juggernaut – Independent role with full autonomy.

Additional InfoAssault Team has limited ammunition (No more than 200 shots or one half full high capacity magazine)
Alpha & Bravo Team will have one medic each, once they have ran out of bandages, they can no longer help.
(One team member can only be bandaged once)

Defence Team can use high-capacity magazines and has a juggernaut
Bombs must be at least 30m apart or 2 checkpoints apart, whichever is greater
Reinforcements stop for the final 5 minutes of the game
Juggernaut can only be killed by pressing the button on their back. The button could be shot if enough hits make contact at the same time.
Bomb can be moved and rearmed.

This game gives the defenders several advantages. 

  1. They have a Juggernaut.
  2. They can start the game almost anywhere.
  3. They start the game 3 minutes before the attackers. So the bomb could be armed by the time the assault team arrive.
 
While the assault team has no real advantage other than the defenders being spread out, planning, communication and teamwork are essential to make the assault team victorious. However, the assault team has medics with limited bandagesthe defence team reinforcements could be nearby and if called back into action, could swarm the assault team from the rear, making teamwork and quick-thinking essential.

This game has been designed to have several advantages for those who have to defend, while the assault team must work together and communicate effectively to outwit and outmanoeuvre the defence team. Depending on the field, several methods can be employed for both teams.

Tactics: The Pincer. The Pincer | by Praetor IX | Forgotten Man | Medium

Assault Team Tactics

Pincer Movement

  • Split Alpha and Bravo teams to approach the defense from opposite sides, creating pressure from both flanks.
  • Alpha engages from the front to draw attention, while Bravo maneuvers to the rear or side to catch defenders off-guard.
  • Communication between Alpha and Bravo is critical—use the Radio Operator to coordinate

 

Decoy and Flank:

  • Use one squad (Alpha) to stage a distraction or feint attack, drawing defenders away from key positions.
  • Bravo squad quietly maneuvers around to the real objective while defenders are preoccupied.
  • Support Gunner sets up to provide cover fire when the assault intensifies.

 

Juggernaut Elimination

  • Set up the Support Gunner in a concealed position with a clear line of sight. The Support Gunner will provide heavy suppressive fire once the Juggernaut is engaged.
  • Position Alpha and Bravo squads on opposite sides of the ambush zone to cover all angles of the Juggernaut’s retreat.

Spearhead Attack:

  • Concentrate both squads on a single point of attack to break through the defense.
  • Use the Support Gunner’s firepower to suppress defenders, allowing the main force to push through and engage.
  • Quickly shift to a defensive posture after securing the bomb area.

Leapfrog Advance:

  • Move in small groups with one squad providing overwatch while the other advances.
  • Medics stay slightly behind to support any injured team members.
  • Use the leapfrog tactic to minimize exposure while closing in on objectives.

 

Defence Team Tactics

Layered Defense:

  • Set up multiple layers of defense, with the first line at key choke points and the second around bomb sites.
  • Use overlapping fields of fire and fall back to secondary positions when under heavy pressure.
  • Keep the Juggernaut in a central location to reinforce weak points as needed.

 

Hit-and-Fall Back:

  • Use small teams to ambush attackers, then fall back to secondary positions to engage again.
  • This tactic wears down attackers, forcing them to waste ammunition and resources.
  • Rotate defenders to avoid exhaustion while keeping pressure on the attackers.

 

Decoy Defence:

  • Use cover and concealment to hide the bomb but do not set up a defence around the bomb, but nearby to throw the enemy off.
  • Engage attackers to draw them away from the bomb sites.
  • Use radio communication to call reinforcements and move bombs if needed.

 

Defensive Ambush:

  • Set traps or mines around likely approach routes to slow the attackers.
  • Keep defenders hidden until the assault team gets close, then spring a coordinated ambush.
  • Juggernaut stays mobile, using full-auto fire to draw attackers away from the bombs.

 

Mobile Defense with the Juggernaut:

  • Keep the Juggernaut in constant motion to prevent attackers from predicting their position.
  • Use the Juggernaut’s superior firepower to pin down attackers while the rest of the defense team repositions.
  • Keep bomb locations flexible; move bombs if the attack team appears to have an advantage in a specific area.
 

Tips for Both Teams

  • Effective Communication: Use the radio transceivers to maintain constant updates on enemy movements, team status, and objectives.
  • Manage Resources: Medics should conserve bandages for key moments. Assault teams should manage limited ammunition carefully.
  • Adapt: Be flexible—adjust tactics if the situation changes. Don’t get locked into a single strategy if it’s not working.
  • Utilize Support Gunner: Position the Support Gunner strategically. They can lock down areas, suppress key points, or provide cover for assaults/retreats.
  • Control the Tempo: Both teams need to control the pacing of the game. Defenders should slow down attackers, while the assault team should keep up momentum to avoid letting the defenders regroup.