ENTRENCHED Frontline Mode — Attack & Defense
Master ENTRENCHED's signature turn-based trench rounds before you branch into Conquest or Domination.
Frontline is the signature ENTRENCHED WW1 mode most players queue first — and for good reason. Matches alternate attack and defense rounds in a turn-based structure: one side pushes objectives under a timer while the other digs in, stalls, and counter-attacks when the whistle blows. Understanding Frontline teaches timing, trench geometry, and class synergy that every other mode builds on.
If you are new to ENTRENCHED entirely, read Getting Started and Controls before diving into round strategy here.
How Frontline rounds work
Frontline is not a perpetual tug-of-war like Conquest. Teams swap roles between rounds:
- Attackers must capture designated objectives — often trench lines, bunkers, or map-specific flags — before the round timer expires.
- Defenders win the round by denying those captures until time runs out or by wiping the attack force so thoroughly that progress stops.
- After the round resolves, teams typically switch sides so both factions experience attack and defense on the same map.
Read the lobby UI before spawn. Know whether you are attacking or defending this round, which objective is active, and how much time remains. Players who spawn Rifleman without checking the scoreboard lose rounds before firing a shot.
Attacking in Frontline
Attack rounds reward coordination, not lone wolf heroics. A structured push looks like this:
- Engineers first or parallel — Wire and sandbag lanes shape safe paths. See Build Fortifications for placement during pushes, not only on defense.
- Support behind the push — Attackers burn ammo clearing trenches; Support resupply prevents your line going dry mid-objective.
- Medics mid-stack — Downed players on attack lose ticket pressure; Heal and Revive keeps bodies on the field for the final capture attempt.
- Officer timing at rank 5 — Artillery softens trenches before the whistle; premature strikes waste charges and team trust. Read Call Artillery.
- Assault and Flamer on breach — Once Recon or Rifleman suppress a sector, Assault and Flamer clear dugouts and final corners.
Skirmishers flank weak defender angles while the main stack holds attention. Recon picks officers, Medics, and Support to collapse defensive depth.
When to push versus when to reset
Not every tick of the timer demands a full send. Good attack teams:
- Regroup after artillery or flamethrower wipes instead of trickling one-by-one into the same choke.
- Smoke and suppress one trench section while Engineers open a secondary lane.
- Save grenades for the final objective room, not the first sandbag on the map.
Trickling feeds defender kill stats and wastes Medics’ syringes. Reset behind the nearest crater and push again as a unit.
Defending in Frontline
Defense rounds are about time denial and counter-punching when attackers overextend.
- Hold angles, not open fields — Rifleman and Recon should pre-aim lanes attackers must cross. Standing on ridges invites artillery from enemy Officers.
- Engineers fortify early — First minute of defense should produce wire, sandbags, and repaired choke points. Late building under fire rarely saves objectives.
- Medics anchor behind the line — Revive downed defenders in covered trenches, not on the wire where attackers pre-fire.
- Support feeds the gun line — A defended trench without ammo breaks faster than one without Medics.
- Counter-attack on weak pushes — When attackers burn grenades and lives on your first line, a coordinated Skirmisher or Assault flank can destroy their timer.
Defenders win by making each meter expensive. Even if you lose the outer trench, trading time for attacker tickets matters when the clock is low.
Class picks by Frontline role
All nine classes appear in Frontline, but round role should drive picks:
| Situation | Strong picks |
|---|---|
| Attack push | Engineer, Support, Medic, Assault, Officer (rank 5+) |
| Defense hold | Rifleman, Recon, Engineer, Medic, Support |
| Stalemate break | Flamer, Skirmisher, Officer artillery |
Community rankings shift with patches — cross-check Tier List and Players for updated meta notes.
Frontline versus Conquest and Domination
Players often confuse the three modes. Keep distinctions clear:
- Frontline — Turn-based attack/defense rounds with side swaps; focused objective per round phase.
- Conquest — Perpetual attack versus defense; attackers must hold all objectives simultaneously to win.
- Domination — King-of-the-hill on a central zone; map-wide flanks matter less than hill presence.
Skills transfer, but queue with the correct mental model. Frontline players who wander the map like Domination lose rounds on timer.
Communication and information
Frontline rounds compress decisions into minutes. Use team chat or voice when available:
- Call artillery inbound and friendly trench markers for Officers.
- Mark weak defender angles before flanking.
- Request Medic or Support before pushes, not after you are down.
Recon spotting and Officer calls multiply team damage without extra spawn tickets. Silent teams lose to coordinated pub stacks.
After the round: side swap and adaptation
When sides swap, map knowledge inverts. Trenches you attacked become positions you defend. Walk the spawn route once as defense before the whistle — know where Engineers must build and where Recon should watch.
Track patch changes on Updates; objective timings, map art, and weapon tweaks shift Frontline tempo. Ignore fake Codes promises — ENTRENCHED has no official promo code system; improvement comes from round review, not redemption menus.
Where to go next
- Build Fortifications — Engineer setups for both attack lanes and defense chokes.
- Heal and Revive — Medic economy during high-pressure timers.
- Call Artillery — Officer strikes that open trenches for the final push.
- Wiki — Official place page and community resources for scrim teams.
Frontline is ENTRENCHED’s classroom. Learn attack pacing, defense patience, and class roles here, and Conquest plus Domination become readable instead of chaotic.
Frequently Asked Questions
Quick answers for trench warfare and class play.
How do you win a Frontline round as attackers in ENTRENCHED?
Capture the active objectives before the round timer expires. Coordinate Engineers, Support, and Medics with the main push instead of feeding solo into wire.
How do defenders win Frontline in ENTRENCHED WW1?
Deny captures until time runs out by holding trenches, reviving efficiently, and punishing overextended attackers with counter-flanks.
Does Frontline swap teams between rounds?
Yes. Frontline uses turn-based attack and defense structure where teams typically alternate roles so both sides attack and defend the same map.
Is Frontline the same as Conquest mode?
No. Frontline uses timed attack/defense rounds with side swaps. Conquest is perpetual attack versus defense where attackers must capture every objective on the map.
When should an Officer call artillery in Frontline?
Call before a coordinated push on a known defender trench or when attackers are stacked on a choke — not randomly into active friendly melee. Details are in the Call Artillery guide.