Advance and Secure

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Advance and Secure (in short, AAS - sometimes incorrectly called "Assault and Secure") is the primary game mode in Squad.

The objective of Advance and Secure is to capture and hold Control Points (also referred to as flags) in a preset order. Capturing enemy flags penalizes the enemy team and rewards you with added Tickets. The team who first runs out of tickets will lose.

Advance and Secure.png

There is also a variation of this game mode called "Parallel Advance and Secure" (PAAS). In PAAS there is not just a single line of Control Points but multiple separate parallel such lines. Each of these lines need to be captured on their own.

Description[edit | edit source]

Two teams will start from opposite ends of the map in their main base, or in certain circumstance a limited forward spawn area. The teams objective is to capture and hold Control Points from the enemy team. Control Points can only be captured a specific order that will appear on the map

Your team cannot capture a Control Point out of order, your team will need to capture and hold the previous flag. This is indicated by the Attack and Defense markers that appear over Control Points on your map. If both teams neutralize two opposing flags in the CP's line of sequence, it's a stalemate - neither team can take their next attack flag. Only after the defense flag has been re-captured, can the attack flag be captured next.

As each team starts to cap neutral flags, it's not possible by enemies to block this capping process. For example: if one soldier is in the capture zone of their team's first flag and nine enemies are in that cap zone as well trying to block it, the flag will still be captured. Once they find him and kill him, the flag will (obviously) stop capping. This should severely reduce the "Rush Flags" meta, and shift the focus more towards the linear progression of moving from flag area to flag area, as well as having a proper supply train with FOBs and logistics. Blocking a flag is technically still possible if you eliminate the entire attacking force, but it will require more resources to do and is more likely to fail.

The team who first runs out of tickets loses. Therefore assets and FOB`s play a big role in the ticketcount of a team as well. Knowledge about the value of those assets can help you in correctly analyzing the situation of a team. Securing a flag while loosing a lot of assets can actually harm your teams effort in winning a round.

Furthermore, keep in mind that individual scores do not affect the result of the match.

AAS Mechanics[edit | edit source]

Ticket Values[edit | edit source]

Gaining Tickets

[ + 20 ] for capturing neutral flags that have not been owned previously (ie: start of game)

[ + 20 ] for capturing a flag that belongs to the enemy

Losing Tickets

[ - 40 ] when the enemy captures flags that belong to you

Ticket Bleed[edit | edit source]

Once your team captures all Control Points of the map, the enemy team will begin to mercy bleed. Mercy bleed is a fixed value: 50 tickets over 60 seconds (the tickets tick down continuously every second). Mercy bleed will stop if the enemy team manage to capture back the last control point.

PAAS Mechanics[edit | edit source]

Capturing[edit | edit source]

Capturing Control Points rewards certain ticket bonus based on the number of flags on the map (see table below), likewise, losing flags will penalize your team ticket count. A Neutral Control Point will neither add or subtract the total ticket amount from either team.

Control Points Ticket Gain Ticket Loss
3 26 52
4 20 40
5 16 32
6 14 28
7 13 26
8 12 24
9 11 22

Ticket Bleed[edit | edit source]

Once you hold the majority of Control Points on the map, a ticket bleed starts draining the enemy's team ticket count. Once you take the final Control Point of the map, you get an additional mercy bleed for the final Control Point (added in V9.6). Mercy bleed is a fixed value: 50 tickets per minute. Mercy bleed will accelerate the end of the match.

Bleed varies based on the total number of Control Points present on the map (see table below), and the number of "majority" Control Points your team holds. Examples:

  • On a map with 5 Control Points, if you hold 3 Control Points, bleeding starts and you have a total of 4 tickets per minutes (4 tickets per flag, 1 "majority" flag).
  • On a map with 5 Control Points, if you hold 4 Control Points you have a total of 8 tickets per minutes (4 tickets per flag, 2 "majority" flags).
  • On a map with 5 Control Points, if you hold all 5 Control Points you have a total of 58 tickets per minutes (4 tickets per flag, 2 "majority" flags, plus mercy bleed for the final flag).
  • On a map with 8 Control Points, if you hold 7 Control Points you have a total of 6 tickets per minutes (2 tickets per flag, 3 "majority" flags).
  • On a map with 9 Control Points, if you hold 8 Control Points you have a total of 4 tickets per minutes (1 tickets per flag, 4 "majority" flags).

Note: To inflict ticket bleed upon the enemy team you need to control a majority of the flags on the map (majority = more than half), it does not matter if the remaining flags are uncaptured or captured by the enemy. And also note that each flag starts its own "1-minute" timer upon its capture to tick off the bleed, so the ticket bleed might come in on different times from each flag that causes bleed.

Control Points Bleed Amount
3 or 4 6 tickets per minute per flag
5 or 6 4 tickets per minutes per flag
7 or 8 2 tickets per minutes per flag
9 1 tickets per minutes per flag

Tips[edit | edit source]

  • Don't play as an individual, as your score won't affect the match
  • Squad Leaders must coordinate with other SLs to cover the active points
  • Communicate with other members to establish good FOBs

See also[edit | edit source]

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