Warfare Mode Mechanics and Vehicles#
Warfare is Delta Force’s large-scale multiplayer battlefield mode, offering Attack & Defend, King of the Hill, Blitz, Siege and other submodes. Its biggest difference from Operations: dying costs you no deployed gear, so you can freely practice aim, vehicles, and coordination. This page breaks down the submode structure, the support system, the vehicle roster, and its dedicated Mandel Brick output line.
Submode Overview#
| Submode | Positioning |
|---|---|
| Attack & Defend | Objective contention between attackers and defenders; the core building-fight experience |
| King of the Hill | Zone-capture score contest |
| Blitz | Fast-paced short rounds — an efficient way to farm Mandel Bricks |
| Siege | A grand front line of encirclement and counter-encirclement |
| Last One Standing | A large-scale showdown closer with S11-refined extraction mechanics |
On player counts: Chinese-language media generally write 32v32, with an alternative claim of 24v24 (possibly the mobile-port figure); officials have not unified the number — defer to the current mode in game.
Score and Battlefield Support#
The growth resource in Warfare is personal score, and it drives the entire battlefield support system:
- Combat actions (kills, captures, rescues) accumulate personal score.
- Score can be spent to call in vehicle and fire support.
- Settlement pays rewards by personal score ranking — including Mandel Bricks (top 20% weekly get 1, weekly cap of 2).
This system defines the correct way to play Warfare: score before kills — the score from reviving teammates, capturing objectives, and calling support often beats mindless dueling.
S11 Implements Drag Rescue#
S11 “Stars” implemented the drag rescue mechanic in Warfare: reviving no longer means kneeling in place — you can drag a downed teammate into cover before reviving. Support operators’ “revive allies faster” perks (see Operator Unlocks and Team Comps) gain far more tactical depth under the new mechanic: pulling a teammate out of the line of fire under suppression is now possible.
Score Output Priority by Action#
Personal score drives the support system, and different actions differ sharply in score efficiency:
| Action | Score positioning |
|---|---|
| Kills | Base output |
| Capturing / holding objectives | Sustained output; the core score source on attack-defense maps |
| Rescues (including S11 drag rescue) | High value for the risk — safer than dueling |
| Calling support | Spends score — note this is consumption, not output |
The Vehicle Roster: 11 Vehicles#
At console launch the game had 11 vehicles in total, covering:
| Vehicle | Positioning |
|---|---|
| MBT | Land-war core; fixed map spawns |
| IFV | Infantry-coordination vehicle |
| AA vehicle | Anti-air mainstay; counters helicopters |
| AAV amphibious assault vehicle | Amphibious assault |
| Assault boat | Water-area vehicle |
| ATV | High-mobility light vehicle |
| Helicopter | Air mobility and firepower |
Vehicle Spawn Mechanics (Ascension Example)#
| Phase | Spawn location |
|---|---|
| Phase B · Defenders | Elevator garage (cave-zone vehicles can ride the elevator in) |
| Phase B · Attackers | Respawn-area highway |
Fixed vehicle spawn points mean two things: first, the contest over vehicles is the core per-phase bargaining point (winning the tank = winning zone control); second, knowing the enemy’s spawn location tells you where to ambush with an AA vehicle or anti-vehicle weapons.
Anti-Vehicle Tools (Operator Synergies)#
- Vyron’s magnetic bombs and D-Wolf’s triple hand cannon (grenades stick to vehicles) — operator-level anti-vehicle.
- AA vehicles and anti-air firepower — systematic counters to air threats.
- For fuller operator anti-vehicle ideas, see Assault Operators.
The Mandel Brick Output Line#
Warfare has a Mandel Brick acquisition line independent of Operations:
| Rule | Detail |
|---|---|
| Weekly settlement | Top 20% get 1 brick |
| Weekly cap | 2 bricks |
| Most efficient route | Blitz rounds are short; farming efficiency is highest |
| Distribution basis | Large-battlefield bricks are paid out by personal score ranking |
Note the difference from the Operations brick mechanic: in Warfare, bricks come from weekly settlement rankings rather than in-raid pickup and escort. Running in parallel means any account that mainly plays Warfare also has a steady brick income (for monetization paths, see Economy and Trading).
S11 New Map: Moge Old Town#
S11 added the new map Moge Old Town to Warfare, with two exclusive mechanics:
- Convoy Breakout mechanic: a battlefield structure built around convoy mobility as the main line.
- Black Hawk helicopter formation support in the final phase: endgame helicopter formation support that closes out the round’s tempo.
Together with the newly implemented drag rescue, Moge Old Town is the flagship Warfare experience of the current version. For map details, see Warfare Maps Guide.
Play Advice#
- Role mix: for large battles, bring at least one Support (Butterfly’s auto-revive pays off enormously in tug-of-war fights) and one Engineer (Uluru’s quick-set barricade for siege pushes).
- Vehicle discipline: a tank is not personal transport — the infantry-tank coordination around it is the gameplay; driving solo into open ground = donating score to the enemy’s AA vehicle.
- Score strategy: rescues and captures outvalue kill-chasing — especially after S11’s drag rescue, saving lives is itself a high-score action.
- Weekly-settlement awareness: for players pushing the Mandel Brick weekly leaderboard, using up the 2-brick weekly quota matters more than a single breakout round.
— Wubian, NTGame Editorial