Overview
Game modes decide the round rules: how teams win, how spawns work, and which maps are built for that style of fight. This page is a quick player-facing guide to the main ways Holdfast rounds are played.
Player guide
Pick a mode, then see which maps support it.
Each card gives a short description of the mode and lists the maps commonly played with it.
Nations At War Army, naval, coastal, and arena modes
Frontlines Offensive and Invasion
Army Modes
Army Assault
Limited-life army combat, commonly used for organised event formats.
Playable maps
Al Uddin Ruins, Antiquity, Oasis, Tahir Desert, Dedborg Expanse, Champs D'Ambre, Westmill Brook, Pinefield Marsh, Eden Creek, Costa Relitto, Polar Woods, Fausberg Forest, Norsten Gorge, Kingly Lakes, Al Kimar Pyramids, Avignon, Pillerone Pass, Vanoise Heights, Hudree Marsh, Copper Valley
Army Battlefield
The standard land battle mode for infantry, artillery, cavalry, tickets, and open-field fighting.
Playable maps
Arendan River, Aspern, Aunby Valley, Autumn Watch, Black Forest, Camp Salamanca, Canyon, Causeways, Crosshills, Desert Ruins, Empire, Ernest Ridge, Fada Strath, Glacier, Heartmound, Highlands, Hills of Tyrol, King George, Lamarsh Fen, Linburg, Marquette, Port Nile, Ravenstone, Ryhall Vale, Sacred Valley, Sharpton, Spanish Farm, Crossroads, Buckland Banks, Domont Gardens, Isle of Wake, Convoy, Lindisfarne, Teacsa Isle, Vestiges, Bonnie Crags, Tropics
Army Conquest
Capture and hold objectives to build score and pressure the enemy team.
Playable maps
Arendan River, Aspern, Aunby Valley, Autumn Watch, Black Forest, Camp Salamanca, Canyon, Causeways, Crosshills, Desert Ruins, Empire, Ernest Ridge, Fada Strath, Glacier, Heartmound, Highlands, Hills of Tyrol, King George, Lamarsh Fen, Linburg, Marquette, Port Nile, Ravenstone, Ryhall Vale, Sacred Valley, Sharpton, Spanish Farm, Crossroads, Buckland Banks, Domont Gardens, Isle of Wake, Convoy, Lindisfarne, Teacsa Isle, Vestiges, Bonnie Crags, Tropics
Army Deathmatch
Straightforward land combat focused on kills rather than capture objectives.
Playable maps
Arendan River, Aspern, Aunby Valley, Autumn Watch, Black Forest, Camp Salamanca, Canyon, Causeways, Crosshills, Desert Ruins, Ernest Ridge, Glacier, Heartmound, Highlands, Hills of Tyrol, King George, Lamarsh Fen, Linburg, Marquette, Port Nile, Ravenstone, Ryhall Vale, Sacred Valley, Sharpton, Spanish Farm, Crossroads, Buckland Banks, Domont Gardens, Isle of Wake, Convoy, Lindisfarne, Vestiges, Tropics
Army Siege
Attackers push fortified positions while defenders hold out as long as they can.
Playable maps
Fort Al-Farid, Fort Christina, Fort Darial, Fort Pierre, Fort Salettes, Fort Schwarz, Fort Winston, Loch Glen, Fort Willy
Melee Arena
Compact arenas for close-quarters fighting, duels, training, and competitive melee practice.
Playable maps
Castle Arena, Fort Arena, Garrison Arena, Palisade Arena, Sacred Arena, Watchtower Arena
Frontlines Modes
Offensive
A linear push mode where teams fight through objectives and front-line pressure.
Playable maps
Berkton Green, Countryside, Foxhole, Sacrifice, St. Peter's, Wasteland, Estate Landing, Kingsman Bay, Archipelago, Requiem, Stalemate, Red Tides, Depot, Over The Top, Junction, Charleville
Invasion
A staged attacker-versus-defender mode built around assaults, holds, and momentum.
Playable maps
Fort Imraan, Heroes Landing, Lisart Valley, Requiem, Stalemate, Red Tides, Depot, Over The Top, Junction, Charleville
American Revolution Modes
Invasion
American Revolution assaults where attackers push through staged objectives.
Playable maps
Bunker Hill, Delaware, Ticonderoga, Saratoga, Boston, Patriot Farm, Camden, Lexington, Brooklyn Heights
Offensive
American Revolution objective pressure with progressive attack and defence flow.
Playable maps
Bunker Hill, Delaware, Ticonderoga, Saratoga, Boston, Patriot Farm, Camden, Lexington, Brooklyn Heights

