Tags: conquest, territory control, game modes, passive play, beyond all reason
BAR supports custom game modes that reward map control instead of pure annihilation. Here is how territory-based modes change the way you should play.
In conquest-style modes, the map gets split into discrete squares. Each team earns points by controlling more squares than the opponent. The team with the most controlled territory at the end wins.
This changes everything about positioning. Holding a corner and booming becomes a losing strategy because you are not contesting enough of the map. Active expansion is required.
Standard deathmatch matches reward turtling: sit back, build economy, push late. Territory modes flip that logic. If you sit in your corner, your opponent gains free points from the rest of the board. You can build the biggest economy in the game and still lose because your map control is zero.
The optimal approach blends economy with forward presence. Build enough forward defenses to maintain a presence on contested squares while your backend economy scales up.
Territory and conquest modes show up in custom lobbies. Check the lobby browser for game types beyond standard annihilation. Community hosts occasionally run these variants for variety nights.
Check our YouTube channel for custom game mode coverage to see how experienced players approach non-standard matches.
Switching between game modes requires flexible players. Creed of Champions focuses on adaptable teamwork whether the match is ranked annihilation or a casual territory scramble.
[Crd] Creed of Champions is a great place to learn and play BAR in a friendly atmosphere. Training sessions, team gameplay, even some non-BAR stuff. Large cross section of abilities, time zones, and game mode interests.