ENTRENCHED Conquest Mode — Total Map Control
Perpetual attack versus defense where attackers must capture every objective to win.
Conquest in ENTRENCHED WW1 is the mode for players who think in map control, not single-round timers. Unlike Frontline, which alternates turn-based attack and defense phases, Conquest runs a perpetual attack versus defense structure: one team pushes continuously while the other tries to stall and reverse momentum. Attackers win only when they hold every objective on the map — partial captures are not enough. That single rule reshapes class picks, Engineer routes, and Officer artillery plans.
Learn basics in Getting Started and Controls before treating Conquest like Frontline with a longer clock.
Win condition: all objectives, not one flag
The critical Conquest distinction is total capture. Attackers must secure and maintain all marked objectives simultaneously to finish the match. Defenders win by preventing that full sweep — breaking one contested point can reset attacker momentum even if other zones look lost.
This creates a spread-and-hold problem for attackers:
- Taking the front trench means little if rear artillery or bunker objectives stay defender-owned.
- Garrisons must be left at captured points or defenders back-cap while the attack stack moves forward.
- Medics and Support become logistics roles across multiple lines, not just one push corridor.
New players who treat Conquest like a single Frontline whistle push burn out on the third objective. Plan manpower before the first capture.
Attacker strategy in Conquest
Successful attack teams sequence objectives instead of zerging one lane forever.
Phase 1 — Open a main corridor
Stack Engineers, Support, and Rifleman on the most direct route. Build Fortifications during attack — sandbags and wire protect captured trenches from immediate counter-pushes. Recon identifies defender Officer positions and artillery angles before the main body commits.
Phase 2 — Split and secure rear points
Once the front line stabilizes, send Skirmisher or Assault squads to secondary objectives with at least one Medic each. Downed players far from the main stack stay dead without revives — read Heal and Revive for split-squad medic rules.
Phase 3 — Hold everything at once
The win state demands simultaneous ownership. Understaffed points flip back to defenders. Minimum garrison per objective:
- One gunner angle (Rifleman or Recon)
- One Engineer repairing or extending cover
- One Support or Medic depending on contact level
Officers at rank 5 coordinate artillery on defender counter-push routes between objectives, not only on the front aesthetic fight. Misused strikes in Conquest waste the tool that should break back-cap squads — see Call Artillery.
Defender strategy in Conquest
Defenders do not wait for a round timer — they ** dismantle attacker logistics**.
- Delay, don’t hero — Trading tickets and time on outer trenches is fine if rear objectives stay fortified.
- Back-cap squads — Skirmisher flanks to neutralize lightly held attacker captures while the main line pins their stack.
- Engineer depth — Second and third lines of wire matter more in Conquest than in Domination because the map is wide.
- Recon interdiction — Pick Support and Medics on split attacker squads to starve isolated points.
- Flamer choke play — Deny corridor resets when attackers try to rotate between objectives.
Defenders win by making full map control impossible. One broken objective resets attacker win progress mentally and mechanically.
Class and squad composition
Conquest rewards flexible rosters across all nine classes. Reference Players for loadout detail and Tier List for patch-era strength.
| Role | Why it matters in Conquest |
|---|---|
| Engineer | Links captured points with cover; without Engineers, back-caps flip fast. |
| Support | Multiple fronts burn ammo; one Support centrally located can rotate. |
| Medic | Split squads die without syringes on secondary objectives. |
| Officer | Artillery breaks counter-push clusters between flags. |
| Recon | Information on which attacker points are understaffed wins back-caps. |
Rifleman remains the backbone on every line. Assault and Flamer excel at clearing trenches once Recon identifies defender stacks.
Conquest versus Frontline and Domination
Keep three mental models separate:
- Frontline — Turn-based rounds; one side attacks under a timer, then sides swap.
- Conquest — Continuous attack versus defense until attackers hold all objectives.
- Domination — Single hill zone; territorial breadth collapses to one king-of-the-hill fight.
Skills overlap, but Conquest punishes over-concentration most harshly. Domination punishes under-concentration on the hill. Frontline punishes misreading the round timer.
Communication essentials
Conquest matches sprawl. Minimal comms that change outcomes:
- “Need two on rear bunker” — prevents silent back-caps.
- “Artillery on rotate path” — Officers strike defender squads moving between objectives.
- “No Medic on left flank” — prompts class swaps on respawn.
Use Wiki community Discords for organized Conquest stacks if public randoms ignore chat.
Common Conquest mistakes
Avoid habits imported from other modes:
- Winning one trench and chasing kills — Attackers leave captures undefended; defenders back-cap.
- Ignoring Support on split pushes — Secondary squads run dry and die to one Rifleman.
- Artillery only on front kill feed — Strikes should break rotates and garrison clusters.
- Queueing Conquest before learning Engineer basics — Uncovered objectives flip instantly.
- Searching for promo codes mid-match — ENTRENCHED has no official code redemption; see Codes and focus on map play.
Patch awareness and fair play
Balance changes on Updates shift which objectives are hardest to hold. Third-party Scripts that automate captures violate Roblox terms — Conquest is long enough that reports catch obvious automation.
Recommended reading after Conquest
- Frontline — Sharpen timed push discipline if Conquest attacks feel chaotic.
- Domination — Practice concentrated zone control.
- Build Fortifications — Garrison engineering for multi-point holds.
- Call Artillery — Officer strikes on rotate paths and back-cap squads.
Conquest is ENTRENCHED’s strategic layer. Master simultaneous objective ownership and you understand why trench games on Roblox can feel like real operational maps — not just Team Deathmatch with flags.
Frequently Asked Questions
Quick answers for trench warfare and class play.
How do attackers win Conquest in ENTRENCHED WW1?
Attackers must capture and hold every objective on the map at the same time. Partial map control does not finish the match.
Is Conquest turn-based like Frontline?
No. Conquest uses perpetual attack versus defense without Frontline's alternating round structure. Defenders fight continuously until attackers achieve full objective control or momentum collapses.
Why do captured points flip back in Conquest?
Attackers often over-stack the front line and leave rear objectives understaffed. Defenders back-cap with Skirmisher squads or punish weak garrisons without Engineers.
Which classes are most important in Conquest?
Engineer, Medic, Support, and Officer provide the logistics and artillery control multi-point maps need. Exact priority shifts by map — see Players and Tier List for current meta.