Quick answer

Check the mode before deciding how to capture. Warfare counts both Soft and Hard Cap presence, Offensive counts only the active Hard Cap, Conquest is shaped by Morale and open objectives, and Domination uses three central points to unlock the enemy HQ.

Learn the shared capture terms

Hard Cap is the circular area surrounding an objective. Soft Cap is the 2x2 grid area around it. A Sector is the 2x8 map region containing one of the five capture points.

Those terms matter because presence is weighted differently by mode. Do not automatically apply original Hell Let Loose rules or advice to Vietnam; the official August 13 mode article is the rule baseline for this comparison.

Compare all four modes

| Mode | Main structure | Where capture power counts | How the match is won | |---|---|---|---| | Warfare | Two controlled halves with a neutral middle | Soft Cap: 1 per player; Hard Cap: 3 per player | Capture the enemy HQ or control more Sectors when the 90-minute limit ends | | Offensive | Attack five active areas in sequence | Only players inside the active Hard Cap | Attackers take every area and enter HQ; defenders hold an active area until its timer ends | | Conquest | Several points open to contest | Objective control affects map advantage and Morale pressure | Drain enemy Morale while holding a majority, subject to Overtime conditions | | Domination | Three central points govern HQ access | Control a majority of the central objectives | Capture the unlocked enemy HQ or hold a majority when time expires |

Warfare

Both teams begin with their own half of the map and contest a neutral middle Sector. In an uncontested capture, the point takes three minutes. Players in the Soft Cap contribute one point of capture strength, while players in the Hard Cap contribute three.

The match lasts up to 90 minutes. A team wins immediately by reaching the enemy HQ, or wins at time by controlling the majority of Sectors. This makes reinforcement routes and the spawn network as important as the circle itself.

Offensive

The attacking team must capture five areas in order. Each active area has a 30-minute window, and a sector lost by the defenders cannot be retaken. Only players inside the active Hard Cap add capture strength.

Attackers win by taking every area and entering the defending HQ. Defenders win by keeping any active area until its timer reaches zero. A push toward an inactive point does not advance the objective sequence.

Conquest

Conquest opens multiple objectives for free contest and gives both teams a Morale resource. Redeploying and operating from a position of control disadvantage consume Morale. A team must exhaust the opponent's Morale while holding the majority of capture points to finish the match.

The official rules also describe Overtime conditions. Because Morale and control state interact, the immediate need can shift between holding a majority, preserving deployment pressure and contesting the point that prevents the finish.

Domination

The match begins around three central points. Holding the majority unlocks the opposing HQ as a capturable objective; losing that majority locks it again. A team wins by taking the enemy HQ or by holding the point majority when time expires.

That creates two layers of pressure: central control opens the route to the finish, but the HQ cannot remain a valid target if the center is lost. Teams have to protect the majority while deciding whether the HQ attack is sustainable.

Video chapter reference

The linked community video follows a useful learner order: Warfare at 0:21, Offensive at 1:41, Conquest at 3:58 and Domination at 5:11. Use it as a visual supplement. When a spoken explanation and the official rule article differ, use the official article.