# Core Concept

**Frontline** is meant to be a larger scale **Realistic/Simulator** battle mode for medium to high BR (late WWII era, cold war era, modern era), it introduces several new mechanics and overall works highly differently than Domination, Conquest and Battle.

## **Main Characteristics**

* **24** (min) to **32** (max) players per team
* **Large maps only** (Ground battle area of **4km x 4km** is optimal), best candidates being [Fulda](https://wiki.warthunder.com/Fulda_\(Ground_Forces\)), [Second Battle of El Alamein](https://wiki.warthunder.com/Second_battle_of_El_Alamein_\(Ground_Forces\)), [Mozdok](https://wiki.warthunder.com/Mozdok_\(Ground_Forces\)), [Surroundings of Volokolamsk](https://wiki.warthunder.com/Surroundings_of_Volokolamsk), [Sands of Tunisia](https://wiki.warthunder.com/Sands_of_Tunisia), [Ardennes](https://wiki.warthunder.com/Ardennes_\(Ground_Forces\)), [Hürtgen Forest](https://wiki.warthunder.com/Battle_of_Hurtgen_Forest_\(Ground_Forces\)) and [Alaska](https://wiki.warthunder.com/Alaska)
* **5/7**  Dedicated plane slots (**5 for 24 players, 7 for 32**)
* **3** Dedicated **bomber** slots
* **All planes**, **regardless** of  the **type**, **have** to **takeoff** from the airfield
* **45** seconds before the battle **start**, to give time for the teams to choose their vehicles
* Allows usage of **two line-ups**, one for **ground** and one for **air**
* **Matchmaking** operates **without** any **nation lock** and will create a match based on what nations are the most **convenient** to build a team from the players pool
* **No spawn points** for the players's **"main" lineup**

> You will find below an overview of all the best maps candidates and their full ground battle area. Note that they are all **4km x 4km**

{% tabs %}
{% tab title="Fulda" %}
![Fulda](/files/-Lmamo0HOGTHkW2GkXD9)

![Full Ground Battle Area](/files/-Lmar3KhSIAh-fplCSeb)
{% endtab %}

{% tab title="Second Battle of El Alamein" %}
![El Alamein](/files/-LmanirNHchVQxj24V4c)

![Full Ground Battle Area](/files/-Lmaqpj1OlDsZDpMWyQB)
{% endtab %}

{% tab title="Mozdok" %}
![Mozdok](/files/-LmaoCZyrr9O8ouqElEI)

![Full Ground Battle Area](/files/-Lmaqf1tLXUXDTs8pRs-)
{% endtab %}

{% tab title="Surroundings of Volokolamsk" %}
![Surroundings of Volokolamsk](/files/-LmaoNmCEQsLESA_zfuW)

![Full Ground Battle Area](/files/-LmaqVhxhCA5FkJYXKK7)
{% endtab %}

{% tab title="Sands of Tunisia" %}
![Sands of Tunisia](/files/-LmaosMH8KoDK3gH_Zrp)

![Full Ground Battle Area](/files/-LmaqKyWRTdZ_995yz8u)
{% endtab %}

{% tab title="Ardennes" %}
![Ardennes](/files/-Lmap6jp7smClyN3Awmx)

![Full Ground Battle Area](/files/-Lmaq9Q_v9Eb5TwkX536)
{% endtab %}

{% tab title="Hürtgen Forest" %}
![Hürtgen Forest](/files/-LmapGcjXbyRAQffA2Cl)

![Full Ground Battle Area](/files/-LmaprFscApL2Ofjs12D)
{% endtab %}

{% tab title="Alaska" %}
![Alaska](/files/-LmapPw_5AEptOl0Zqqi)

![Full Ground Battle Area](/files/-LmapXHlqC49vRDOWfU3)
{% endtab %}
{% endtabs %}

## Layout Overview

The whole post will take **Fulda** as main example:

![Full Ground Battle Area of Fulda](/files/-LmauROnbsGAyG-G8Bc2)

The core concept is based on **supply bases** that **support** the **frontline**:

{% tabs %}
{% tab title="Layout" %}
![Frontline Layout](/files/-LmavH8qiboNkXbKnFz4)
{% endtab %}

{% tab title="Bottom Team Supply Bases" %}
![Bottom Team Supply Base #1](/files/-LmavlssPV-Wrpdh9Udd)

![Bottom Team Supply Base #2](/files/-LmavynIj5NFqjrOP_db)
{% endtab %}

{% tab title="Top Team Supply Bases" %}
![Top Team Supply Base #1](/files/-LmawBd-075jfAURhg9i)

![Top Team Supply Base #2](/files/-LmawKYWT5duRpWbN-XH)
{% endtab %}
{% endtabs %}

{% hint style="info" %}
You may have noticed that the supply bases aren't equidistant to each other, this is because of the differences each part of the map has and thus the different strategic possibilities.

To address that, the above supply bases are placed at spots that make at least a bit of sense and that provide cover, both for defense and attack, while trying to be as close to being equidistant as possible
{% endhint %}

## Victory Conditions and Mechanics

The **possible victory conditions** are the following:

* **Opposite** team has **no armed vehicles** left
* **Opposite** team ran **out of tickets**

Like currently, **capturing strategic points** makes the **enemy** team **loses** a specific amount of **tickets** on a set interval. Here's how it looks:

* Both team start with either:
*

```
* **24000** tickets **if** each **team** contains **24 players**
```

```
Or
```

\*

* **32000** tickets **if** each **team** contains **32 players**
* Capturing a hostile supply base and holding it makes them lose **50** tickets every **15** seconds
* Capturing a supply base takes a varying amount of time depending on the situation:
* * **30** seconds **if** the **team** controls **2** supply bases
  * **15** seconds **if** the **team** only controls **1** supply base
  * **60** seconds **if** the **team** controls **3** supply bases
  * *This is only the time required to change the **state** of the supply base (i.e: **hostile => neutral** or **neutral => friendly**). As such, going from **hostile** to **friendly** takes **twice** as much time*
* Controlling **all** supply bases removes **500** tickets **every 5 seconds** from the **enemy** team and thus can be considered **victory**

{% hint style="info" %}
This is only a **fraction** of the **mechanics**, the main part being the **map control mechanics,** which is explained on a **separate page** due to its size. You will find a link to the said page below should you want to look at it right away
{% endhint %}

{% content-ref url="/pages/-Lmaip7PnS0rlVZvL2hN" %}
[Map Control Mechanics](/war-thunder-frontline-proposal/master/map-control-mechanics.md)
{% endcontent-ref %}


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