Modo Conquista (Conquest) de Broken Arrow: guia completo do novo modo de controle de zonas

Como funciona o novo modo Conquista no Broken Arrow: pontos gerados por zonas controladas, os limiares de vitória 500/1000/1500, escalonamento de wargoal pela vantagem em zonas e as mudanças de respawn, lado de spawn e suprimento que vêm junto.

What Conquest is — and how it differs from Destruction

Conquest is a new win condition for Broken Arrow's multiplayer, introduced in the July 2026 update after testing in the Public Test Environment. Where the classic War Goals / Destruction game is decided mainly by killing enemy units and holding objectives at fixed phase checkpoints, Conquest turns the map itself into the scoreboard: you win by holding zones and letting points accumulate.

The core shift is from a timer-and-bodycount game to continuous territory control. You no longer wait out phases and farm kills — you fight to take objective zones and keep them, because every zone you hold is quietly scoring for you every second.

How scoring works

Captured objective zones generate conquest points over time at a fixed tick rate per zone. The more zones you control than the enemy, the faster your score climbs relative to theirs — points are gained or lost based on net zone control, not on a single end-of-phase snapshot.

Destruction points still count: killing enemy units contributes to your total as before. What changed is that phase-based WP compensation has been removed, so you are no longer handed catch-up resources at phase boundaries — the map lead is the lead.

Victory thresholds: 500 / 1000 / 1500

Conquest matches come in three lengths defined by the score needed to win: 500, 1000 and 1500 points. A 500-point game is a short, sharp fight where an early zone lead can close it out fast; 1500 is a long grind where sustained control and economy matter far more than any single push.

Pick the threshold to match your group: quick queues and pugs favour 500–1000, while organised teams that like macro and comebacks get more out of 1500.

Wargoal scaling — why the zone lead compounds

The wargoal limit (how much reinforcement value you can field) now scales with the difference in controlled objective zones between the teams. Hold more zones and you get a larger deployment allowance; fall behind on zones and your allowance shrinks.

This is the tactical heart of Conquest: a zone lead is not just points on the board, it is also more army on the field, which makes it easier to hold even more zones. Snowballs are real — but so are comebacks, because the moment you claw zones back, your wargoal recovers too. Never treat a lost zone as final.

The other changes that ship with Conquest

Resurrection (respawn) timers after a unit dies were increased for all units, so trading units carelessly hurts more — losses stay off the field longer. Supply radius from supply dumps was increased, making it easier to keep forward zones fed. Spawn sides for both teams are now assigned randomly in standard matches, so you can no longer rely on a memorised 'my side' setup.

During PTE, an anti-overkill system and weakened air defense were also trialled alongside Conquest; treat exact AA/overkill numbers as fluid and check the in-game patch notes for the current values.

How to play Conquest well

Open with recon and early zone grabs, not a deathball — establishing vision and claiming uncontested zones first converts directly into both score and wargoal. Then defend what you took: because losses respawn slower and zone lead compounds, a clean hold beats a flashy trade.

Watch the net-zone counter, not the kill feed. If you are ahead on zones, play patient and let the tick and wargoal advantage grind them down; if you are behind, don't chase kills — commit to flipping one or two zones to reverse both the score rate and your deployment cap. Build a deck that can hold ground (infantry, AA, logistics) rather than one built purely to farm kills.