Battlefield 6 has launched and it's already smashed Battlefield 2042's peak Steam numbers. Hundreds of thousands of players are jumping in, but not everyone knows what they're getting into. If you're new to the franchise or coming back after a break, figuring out which game mode fits your style can make or break your experience.
The game offers six core modes, each delivering completely different gameplay. Some focus on massive 64-player battles with tanks and helicopters, while others keep things tight with 8v8 infantry-only action. Here's everything you need to know about each mode so you can find your perfect battlefield.

What's Available
You get six distinct ways to play:
More modes are coming in future updates, but this gives you plenty to work with while you learn the game.
The Big Battle Modes
Conquest - Pure Battlefield DNA
Conquest is what Battlefield is all about. It's the mode that built the franchise's reputation and it's still the go-to experience for most players.
You're looking at 32v32 matches on huge maps with six flags labeled A through F. Each team starts near opposite ends (usually A or F flags) and the goal is simple: capture more flags than the enemy and keep them longer. Your team starts with 1,000 points and loses them faster when you control fewer flags. First team to hit zero loses.
Capturing a flag takes about one to two minutes of standing in the marked zone, but enemies can contest and flip it back just as easily. You need to decide where to push and where to defend. Spread too thin and you'll lose everything. Stack too much in one area and the enemy will cap flags behind you.
Vehicle warfare is huge here. Each base spawns tanks, helicopters, and various ground vehicles depending on the map. Vehicles do way more than just get you around the map. They break defensive lines and lock down entire areas.
When you die, you'll wait a few seconds then pick your spawn. You can drop on squad mates, controlled flags, or your base. The four-person squads are crucial because good squad play wins matches. Coordinate with your team and you'll dominate. Go lone wolf and you'll just feed kills.
Matches typically run 20-30 minutes, giving you time to really dig into the tactical depth without feeling rushed.

Closed Weapon Conquest - Class Warfare
Take everything from regular Conquest and add weapon restrictions. Each class gets locked to their signature weapon type:
Uses assault rifles only
Gets SMGs
Carries LMGs
Sticks with sniper rifles
You still have access to your sidearm and gadgets, so Assault players can pull out pistols, shotguns, DMRs, carbines, or explosive secondaries. But your primary weapon defines your role completely.
This forces you to actually play your class instead of just picking whatever gun you like. Teams need proper class balance or they'll get steamrolled. No more assault players running around with sniper rifles or supports trying to rush with SMGs.
The gameplay feels more tactical because you can predict what enemies can do based on their class. Support players usually hold long sightlines with their LMGs. Engineers tend to set up close-range ambushes.
Breakthrough - Push or Die
Breakthrough splits teams into attackers and defenders for some of the most intense matches in Battlefield. Attackers need to push across the entire map, capturing objectives in sequence until they reach the enemy base. Defenders just have to hold long enough to run down the clock.
These matches can stretch from 20 to 40 minutes with 30+ players per team. The scale is massive but the action stays focused because everyone's fighting over the same objectives.
As an attacker, you're constantly pushing forward under pressure. You need to coordinate breakthroughs, use vehicles effectively, and maintain momentum or the defenders will dig in deeper. Time management becomes critical as the match clock counts down.
Defenders get to set up in strong positions and force the attackers to come to them. But if your team isn't coordinated, a good attacker push will break your lines and then you're scrambling to set up the next defensive position while under fire.
The role-based gameplay creates natural drama. Every push feels meaningful and every successful defense feels earned.
- Can choose when and where to push
- Vehicle spawns help break defensive lines
- Multiple spawn points for flanking
- Momentum builds with each captured objective
- Can set up in strong defensive positions
- Know exactly where enemies must attack
- Time pressure works in your favor
- Fallback positions if lines break
Closed Weapon Breakthrough - Specialized Roles
Same Breakthrough action but with the class weapon restrictions from Closed Weapon Conquest. This makes team composition even more important because you can't adapt your loadout mid-match.
Set up multiple class loadouts before jumping in since you might get assigned to either attacking or defending. Some classes work better for different roles:
For attacking: Assault rifles give you reliable medium-range power, while Engineer SMGs excel at clearing objectives in close quarters.
For defending: Support LMGs can lock down entire approaches with sustained fire, and Recon snipers can pick off key targets before they reach your lines.
The weapon restrictions force teams to work together more since individual players can't cover their own weaknesses with different weapon types.
Faster-Paced Combat
Domination - Quick and Dirty
Domination strips Battlefield down to its core flag-capping mechanics in bite-sized matches. Two teams of eight fight over three flags (A, B, C) on smaller sections of the big maps. No vehicles, just pure infantry combat.
You start at zero points and race to 200. More flags means faster scoring, so controlling two flags puts you ahead while holding all three ends matches quickly. The central B flag usually becomes the main battleground since teams spawn near A and C.
Domination Performance Factors
Respawns are instant and you don't get to choose where you spawn, which keeps the action moving fast. Matches feel chaotic but in a good way. There's always something happening and individual skill matters more than in the huge team modes.
The smaller player count means your performance directly impacts the team outcome. You can't hide in a 64-player zerg because every kill and every flag cap counts.
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King of the Hill - Stay Mobile
King of the Hill puts one capture point on the map that moves every minute. Two teams of eight fight for control, earning one point per second when they hold it uncontested. More players on the point doesn't score faster. You just need one person there with no enemies.
The point cycles through six predetermined locations, then starts over if the match is still going. This means you can learn the rotation and start positioning for the next point before it appears.
Success comes from controlling enemy spawns and maintaining objective presence. If you can predict where enemies will spawn and cut them off from the point, you can dominate entire rounds.
Maps are small with no vehicles, keeping the action tight and personal. Every engagement matters because losing map control means losing access to future objectives.
Rush - The Middle Ground
Rush delivers 12v12 matches where teams alternate between attacking and defending. Instead of flags, attackers need to destroy specific objectives while defenders try to stop them. Whichever team performs better across both roles wins the overall match.
The 12v12 scale hits a sweet spot between massive warfare and small team tactics. Maps are large enough for strategic maneuvering but small enough that you'll see regular action. You get the tactical depth of big modes with the personal impact of smaller ones.
Both teams get to experience attacking and defending, so the mode stays balanced regardless of map design favoring one side. The destruction objectives create different tactical challenges than simple flag captures.
Some longtime Battlefield fans have mixed feelings about the 12v12 format, but it creates a unique gameplay experience that stands apart from both the massive battles and tiny skirmishes.
Finding Your Perfect Mode
New players should start with Domination to learn the basics without getting overwhelmed by vehicles and massive teams. King of the Hill teaches you objective play fundamentals.
For big battle fans, Conquest gives you the full Battlefield experience with maximum tactical depth. Breakthrough offers intense linear combat if you prefer clear objectives.
For players seeking a challenge, the Closed Weapon modes force you to master class-specific gameplay and team coordination.
For variety seekers, Rush combines elements from multiple modes for a balanced experience that changes pace throughout the match.
Mode Recommendations by Player Type
Player Type | Best Mode | Alternative | Why It Works |
---|---|---|---|
New Player | Domination | King of the Hill | Small teams, no vehicles, learn basics |
Vehicle Enthusiast | Conquest | Breakthrough | Full vehicle combat, large maps |
Tactical Player | Closed Weapon Conquest | Closed Weapon Breakthrough | Class restrictions force strategy |
Action Seeker | King of the Hill | Rush | Constant movement and engagement |
Getting Better at Every Mode
Squad play makes the biggest difference in larger modes. Your four-person squad needs to communicate, move together, and use each other as spawn points strategically. Even basic callouts about enemy positions can swing entire matches.
Class distribution matters more in the weapon-restricted modes. Make sure your team has decent representation from each class because you'll need the different capabilities they bring to handle various situations.
Learn the maps. Each mode plays differently on the same terrain, so understanding sight lines, vehicle routes, and objective layouts helps you make better tactical decisions. The more you know about positioning, the better you'll perform regardless of your shooting skills.
Don't stick to just one mode. Each teaches different aspects of Battlefield gameplay that make you better overall. Domination improves your infantry skills, Conquest teaches large-scale tactics, and Breakthrough shows you how to coordinate team pushes.