Frontline Basics
How to be useful once you arrive.
The front is not a place to test your aim in the open. It is a place to hold ground, support a group, and keep the base behind you supplied and intact.

What this page teaches
- How to read a frontline
- Using cover and fallback bases
- Supply discipline under fire
- When to hold and when to retreat
What a frontline is
A frontline is the contested edge between two factions' controlled territory. It is anchored by bases, trenches, and towns, and it moves as those positions are captured or lost.
The front is rarely a clean line. Expect pockets, flanks, and quiet stretches next to brutal ones.
Why behaviour matters here
At the front, your value is measured in ground held and supplies preserved, not kills. A position only stays friendly while players are in it and it has shirts to respawn from.
A disciplined squad of average shooters will hold against a sloppy group of good ones.
Step-by-step at the front
Find the nearest friendly base and note it — that is your fallback and resupply point.
- Move between cover; never cross open ground you do not have to
- Stay near friendlies so a medic can reach you
- Resupply at the base before you run dry, not after
- Watch the map for flanks and incoming armour
If the base behind you falls, the whole position can collapse. Defending it is often more important than pushing forward.
Common mistakes
Holding a position with no shirts left, so every death is permanent until logistics arrives. Check base supply, not just your own.
Chasing kills past your support and getting cut off. The front behind you can close while you are distracted.
When to hold, when to fall back
Hold when the base has supplies, you have numbers, and the enemy has no armour you cannot answer. Fall back when shirts run out, when armour arrives unanswered, or when your flank is gone.
A planned retreat to a stocked base is a win compared to a heroic last stand at an empty one.
Related systems
Pair this with Trenches and Cover for fighting positions, the Medic Guide for keeping squads alive, and Map, Intel, and Radio for situational awareness.
Treating the front as a shooting gallery. Kills do not hold ground; players in cover near a stocked base do.
Every time you reach a new position, locate the nearest friendly base first. Knowing your fallback changes every decision you make.