Commanders! Frontline's massive battles return for the Winter Launch. Winter may be wearing thin, but the battles are hotter than ever!
Frontline offers a constantly evolving battlefield, featuring three distinct battle scenarios that keep every fight fresh, unpredictable, and challenging.
Combat Reserves function according to the regular Frontline rules, with no special modifications.
Combat Reserves cooldown time is reduced by 50% at the start of battle or when unlocking a new Reserve, and by 30% upon respawning.
Upon reaching certain ranks, choose between two randomly selected Reserves. Pre-equipped Reserves have a higher chance of appearing.

The map has five pillboxes. As soon as the attackers capture at least one sector within the second defensive front, they can embark on their primary mission to destroy the pillboxes—long-range guns each with their own HP pool. Pillboxes are protected by armored hoods and are virtually impenetrable when faced head-on. Aim at their rears, which have significantly thinner armor. The attacking team wins as soon as it destroys three pillboxes.
Active
Destroyed
Active
Destroyed
The active combat area is scattered with special spots where you can restore HP, repair modules, and replenish ammo and consumables.
Resupply Circles have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Resupply Circle, you must wait an additional five minutes to stock up on rounds and finish repairing the vehicle.
An area of the map where the attacking team can gain control over a particular front. Standard base capture mechanics apply: Once the attacking vehicles enter the circle, the front starts being captured. When the attackers capture a base, they take control of the entire zone, and the next zone (vertically) becomes available for capture.
Captured zone
Uncaptured zone
An area of the map where the attacking team can gain control over a particular front. Standard base capture mechanics apply: Once the attacking vehicles enter the circle, the front starts being captured. When the attackers capture a base, they take control of the entire zone, and the next zone (vertically) becomes available for capture.
Captured zone
Uncaptured zone
The map has five pillboxes. As soon as the attackers capture at least one sector within the second defensive front, they can embark on their primary mission to destroy the pillboxes—long-range guns each with their own HP pool. Pillboxes are protected by armored hoods and are virtually impenetrable when faced head-on. Aim at their rears, which have significantly thinner armor. The attacking team wins as soon as it destroys three pillboxes.
Active
Destroyed
Active
Destroyed
The map has five pillboxes. As soon as the attackers capture at least one sector within the second defensive front, they can embark on their primary mission to destroy the pillboxes—long-range guns each with their own HP pool. Pillboxes are protected by armored hoods and are virtually impenetrable when faced head-on. Aim at their rears, which have significantly thinner armor. The attacking team wins as soon as it destroys three pillboxes.
Active
Destroyed
Active
Destroyed
The map has five pillboxes. As soon as the attackers capture at least one sector within the second defensive front, they can embark on their primary mission to destroy the pillboxes—long-range guns each with their own HP pool. Pillboxes are protected by armored hoods and are virtually impenetrable when faced head-on. Aim at their rears, which have significantly thinner armor. The attacking team wins as soon as it destroys three pillboxes.
Active
Destroyed
Active
Destroyed
The map has five pillboxes. As soon as the attackers capture at least one sector within the second defensive front, they can embark on their primary mission to destroy the pillboxes—long-range guns each with their own HP pool. Pillboxes are protected by armored hoods and are virtually impenetrable when faced head-on. Aim at their rears, which have significantly thinner armor. The attacking team wins as soon as it destroys three pillboxes.
Active
Destroyed
Active
Destroyed
The active combat area is scattered with special spots where you can restore HP, repair modules, and replenish ammo and consumables.
Resupply Circles have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Resupply Circle, you must wait an additional five minutes to stock up on rounds and finish repairing the vehicle.
The active combat area is scattered with special spots where you can restore HP, repair modules, and replenish ammo and consumables.
Resupply Circles have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Resupply Circle, you must wait an additional five minutes to stock up on rounds and finish repairing the vehicle.
The active combat area is scattered with special spots where you can restore HP, repair modules, and replenish ammo and consumables.
Resupply Circles have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Resupply Circle, you must wait an additional five minutes to stock up on rounds and finish repairing the vehicle.
The active combat area is scattered with special spots where you can restore HP, repair modules, and replenish ammo and consumables.
Resupply Circles have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Resupply Circle, you must wait an additional five minutes to stock up on rounds and finish repairing the vehicle.
The active combat area is scattered with special spots where you can restore HP, repair modules, and replenish ammo and consumables.
Resupply Circles have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Resupply Circle, you must wait an additional five minutes to stock up on rounds and finish repairing the vehicle.
The active combat area is scattered with special spots where you can restore HP, repair modules, and replenish ammo and consumables.
Resupply Circles have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Resupply Circle, you must wait an additional five minutes to stock up on rounds and finish repairing the vehicle.
An area of the map where the attacking team can gain control over a particular front. Standard base capture mechanics apply: Once the attacking vehicles enter the circle, the front starts being captured. When the attackers capture a base, they take control of the entire zone, and the next zone (vertically) becomes available for capture.
Captured zone
Uncaptured zone
The active combat area is scattered with special spots where you can restore HP, repair modules, and replenish ammo and consumables.
Resupply Circles have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Resupply Circle, you must wait an additional five minutes to stock up on rounds and finish repairing the vehicle.
The active combat area is scattered with special spots where you can restore HP, repair modules, and replenish ammo and consumables.
Resupply Circles have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Resupply Circle, you must wait an additional five minutes to stock up on rounds and finish repairing the vehicle.
The active combat area is scattered with special spots where you can restore HP, repair modules, and replenish ammo and consumables.
Resupply Circles have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Resupply Circle, you must wait an additional five minutes to stock up on rounds and finish repairing the vehicle.
An area of the map where the attacking team can gain control over a particular front. Standard base capture mechanics apply: Once the attacking vehicles enter the circle, the front starts being captured. When the attackers capture a base, they take control of the entire zone, and the next zone (vertically) becomes available for capture.
Captured zone
Uncaptured zone
The active combat area is scattered with special spots where you can restore HP, repair modules, and replenish ammo and consumables.
Resupply Circles have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Resupply Circle, you must wait an additional five minutes to stock up on rounds and finish repairing the vehicle.
An area of the map where the attacking team can gain control over a particular front. Standard base capture mechanics apply: Once the attacking vehicles enter the circle, the front starts being captured. When the attackers capture a base, they take control of the entire zone, and the next zone (vertically) becomes available for capture.
Captured zone
Uncaptured zone
An area of the map where the attacking team can gain control over a particular front. Standard base capture mechanics apply: Once the attacking vehicles enter the circle, the front starts being captured. When the attackers capture a base, they take control of the entire zone, and the next zone (vertically) becomes available for capture.
Captured zone
Uncaptured zone
The map has five pillboxes. As soon as the attackers capture at least one sector within the second defensive front, they can embark on their primary mission to destroy the pillboxes—long-range guns each with their own HP pool. Pillboxes are protected by armored hoods and are virtually impenetrable when faced head-on. Aim at their rears, which have significantly thinner armor. The attacking team wins as soon as it destroys three pillboxes.
Active
Destroyed
Active
Destroyed
An area of the map where the attacking team can gain control over a particular front. Standard base capture mechanics apply: Once the attacking vehicles enter the circle, the front starts being captured. When the attackers capture a base, they take control of the entire zone, and the next zone (vertically) becomes available for capture.
Captured zone
Uncaptured zone
The active combat area is scattered with special spots where you can restore HP, repair modules, and replenish ammo and consumables.
Resupply Circles have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Resupply Circle, you must wait an additional five minutes to stock up on rounds and finish repairing the vehicle.
An area of the map where the attacking team can gain control over a particular front. Standard base capture mechanics apply: Once the attacking vehicles enter the circle, the front starts being captured. When the attackers capture a base, they take control of the entire zone, and the next zone (vertically) becomes available for capture.
Captured zone
Uncaptured zone
The active combat area is scattered with special spots where you can restore HP, repair modules, and replenish ammo and consumables.
Resupply Circles have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Resupply Circle, you must wait an additional five minutes to stock up on rounds and finish repairing the vehicle.
The active combat area is scattered with special spots where you can restore HP, repair modules, and replenish ammo and consumables.
Resupply Circles have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Resupply Circle, you must wait an additional five minutes to stock up on rounds and finish repairing the vehicle.
The active combat area is scattered with special spots where you can restore HP, repair modules, and replenish ammo and consumables.
Resupply Circles have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Resupply Circle, you must wait an additional five minutes to stock up on rounds and finish repairing the vehicle.
The active combat area is scattered with special spots where you can restore HP, repair modules, and replenish ammo and consumables.
Resupply Circles have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Resupply Circle, you must wait an additional five minutes to stock up on rounds and finish repairing the vehicle.
The map has five pillboxes. As soon as the attackers capture at least one sector within the second defensive front, they can embark on their primary mission to destroy the pillboxes—long-range guns each with their own HP pool. Pillboxes are protected by armored hoods and are virtually impenetrable when faced head-on. Aim at their rears, which have significantly thinner armor. The attacking team wins as soon as it destroys three pillboxes.
Active
Destroyed
Active
Destroyed
The map has five pillboxes. As soon as the attackers capture at least one sector within the second defensive front, they can embark on their primary mission to destroy the pillboxes—long-range guns each with their own HP pool. Pillboxes are protected by armored hoods and are virtually impenetrable when faced head-on. Aim at their rears, which have significantly thinner armor. The attacking team wins as soon as it destroys three pillboxes.
Active
Destroyed
Active
Destroyed
The map has five pillboxes. As soon as the attackers capture at least one sector within the second defensive front, they can embark on their primary mission to destroy the pillboxes—long-range guns each with their own HP pool. Pillboxes are protected by armored hoods and are virtually impenetrable when faced head-on. Aim at their rears, which have significantly thinner armor. The attacking team wins as soon as it destroys three pillboxes.
Active
Destroyed
Active
Destroyed
The map has five pillboxes. As soon as the attackers capture at least one sector within the second defensive front, they can embark on their primary mission to destroy the pillboxes—long-range guns each with their own HP pool. Pillboxes are protected by armored hoods and are virtually impenetrable when faced head-on. Aim at their rears, which have significantly thinner armor. The attacking team wins as soon as it destroys three pillboxes.
Active
Destroyed
Active
Destroyed
The active combat area is scattered with special spots where you can restore HP, repair modules, and replenish ammo and consumables.
Resupply Circles have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Resupply Circle, you must wait an additional five minutes to stock up on rounds and finish repairing the vehicle.
The active combat area is scattered with special spots where you can restore HP, repair modules, and replenish ammo and consumables.
Resupply Circles have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Resupply Circle, you must wait an additional five minutes to stock up on rounds and finish repairing the vehicle.
The active combat area is scattered with special spots where you can restore HP, repair modules, and replenish ammo and consumables.
Resupply Circles have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Resupply Circle, you must wait an additional five minutes to stock up on rounds and finish repairing the vehicle.
An area of the map where the attacking team can gain control over a particular front. Standard base capture mechanics apply: Once the attacking vehicles enter the circle, the front starts being captured. When the attackers capture a base, they take control of the entire zone, and the next zone (vertically) becomes available for capture.
Captured zone
Uncaptured zone
An area of the map where the attacking team can gain control over a particular front. Standard base capture mechanics apply: Once the attacking vehicles enter the circle, the front starts being captured. When the attackers capture a base, they take control of the entire zone, and the next zone (vertically) becomes available for capture.
Captured zone
Uncaptured zone
The active combat area is scattered with special spots where you can restore HP, repair modules, and replenish ammo and consumables.
Resupply Circles have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Resupply Circle, you must wait an additional five minutes to stock up on rounds and finish repairing the vehicle.
The active combat area is scattered with special spots where you can restore HP, repair modules, and replenish ammo and consumables.
Resupply Circles have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Resupply Circle, you must wait an additional five minutes to stock up on rounds and finish repairing the vehicle.
An area of the map where the attacking team can gain control over a particular front. Standard base capture mechanics apply: Once the attacking vehicles enter the circle, the front starts being captured. When the attackers capture a base, they take control of the entire zone, and the next zone (vertically) becomes available for capture.
Captured zone
Uncaptured zone
An area of the map where the attacking team can gain control over a particular front. Standard base capture mechanics apply: Once the attacking vehicles enter the circle, the front starts being captured. When the attackers capture a base, they take control of the entire zone, and the next zone (vertically) becomes available for capture.
Captured zone
Uncaptured zone
The active combat area is scattered with special spots where you can restore HP, repair modules, and replenish ammo and consumables.
Resupply Circles have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Resupply Circle, you must wait an additional five minutes to stock up on rounds and finish repairing the vehicle.
The active combat area is scattered with special spots where you can restore HP, repair modules, and replenish ammo and consumables.
Resupply Circles have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Resupply Circle, you must wait an additional five minutes to stock up on rounds and finish repairing the vehicle.
The active combat area is scattered with special spots where you can restore HP, repair modules, and replenish ammo and consumables.
Resupply Circles have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Resupply Circle, you must wait an additional five minutes to stock up on rounds and finish repairing the vehicle.
The active combat area is scattered with special spots where you can restore HP, repair modules, and replenish ammo and consumables.
Resupply Circles have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Resupply Circle, you must wait an additional five minutes to stock up on rounds and finish repairing the vehicle.
The active combat area is scattered with special spots where you can restore HP, repair modules, and replenish ammo and consumables.
Resupply Circles have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Resupply Circle, you must wait an additional five minutes to stock up on rounds and finish repairing the vehicle.
The active combat area is scattered with special spots where you can restore HP, repair modules, and replenish ammo and consumables.
Resupply Circles have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Resupply Circle, you must wait an additional five minutes to stock up on rounds and finish repairing the vehicle.
The map has five pillboxes. As soon as the attackers capture at least one sector within the second defensive front, they can embark on their primary mission to destroy the pillboxes—long-range guns each with their own HP pool. Pillboxes are protected by armored hoods and are virtually impenetrable when faced head-on. Aim at their rears, which have significantly thinner armor. The attacking team wins as soon as it destroys three pillboxes.
Active
Destroyed
Active
Destroyed
The active combat area is scattered with special spots where you can restore HP, repair modules, and replenish ammo and consumables.
Resupply Circles have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Resupply Circle, you must wait an additional five minutes to stock up on rounds and finish repairing the vehicle.
An area of the map where the attacking team can gain control over a particular front. Standard base capture mechanics apply: Once the attacking vehicles enter the circle, the front starts being captured. When the attackers capture a base, they take control of the entire zone, and the next zone (vertically) becomes available for capture.
Captured zone
Uncaptured zone
An area of the map where the attacking team can gain control over a particular front. Standard base capture mechanics apply: Once the attacking vehicles enter the circle, the front starts being captured. When the attackers capture a base, they take control of the entire zone, and the next zone (vertically) becomes available for capture.
Captured zone
Uncaptured zone
The map has five pillboxes. As soon as the attackers capture at least one sector within the second defensive front, they can embark on their primary mission to destroy the pillboxes—long-range guns each with their own HP pool. Pillboxes are protected by armored hoods and are virtually impenetrable when faced head-on. Aim at their rears, which have significantly thinner armor. The attacking team wins as soon as it destroys three pillboxes.
Active
Destroyed
Active
Destroyed
The map has five pillboxes. As soon as the attackers capture at least one sector within the second defensive front, they can embark on their primary mission to destroy the pillboxes—long-range guns each with their own HP pool. Pillboxes are protected by armored hoods and are virtually impenetrable when faced head-on. Aim at their rears, which have significantly thinner armor. The attacking team wins as soon as it destroys three pillboxes.
Active
Destroyed
Active
Destroyed
The map has five pillboxes. As soon as the attackers capture at least one sector within the second defensive front, they can embark on their primary mission to destroy the pillboxes—long-range guns each with their own HP pool. Pillboxes are protected by armored hoods and are virtually impenetrable when faced head-on. Aim at their rears, which have significantly thinner armor. The attacking team wins as soon as it destroys three pillboxes.
Active
Destroyed
Active
Destroyed
The map has five pillboxes. As soon as the attackers capture at least one sector within the second defensive front, they can embark on their primary mission to destroy the pillboxes—long-range guns each with their own HP pool. Pillboxes are protected by armored hoods and are virtually impenetrable when faced head-on. Aim at their rears, which have significantly thinner armor. The attacking team wins as soon as it destroys three pillboxes.
Active
Destroyed
Active
Destroyed
The active combat area is scattered with special spots where you can restore HP, repair modules, and replenish ammo and consumables.
Resupply Circles have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Resupply Circle, you must wait an additional five minutes to stock up on rounds and finish repairing the vehicle.
The active combat area is scattered with special spots where you can restore HP, repair modules, and replenish ammo and consumables.
Resupply Circles have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Resupply Circle, you must wait an additional five minutes to stock up on rounds and finish repairing the vehicle.
The active combat area is scattered with special spots where you can restore HP, repair modules, and replenish ammo and consumables.
Resupply Circles have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Resupply Circle, you must wait an additional five minutes to stock up on rounds and finish repairing the vehicle.
The active combat area is scattered with special spots where you can restore HP, repair modules, and replenish ammo and consumables.
Resupply Circles have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Resupply Circle, you must wait an additional five minutes to stock up on rounds and finish repairing the vehicle.
The active combat area is scattered with special spots where you can restore HP, repair modules, and replenish ammo and consumables.
Resupply Circles have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Resupply Circle, you must wait an additional five minutes to stock up on rounds and finish repairing the vehicle.
The active combat area is scattered with special spots where you can restore HP, repair modules, and replenish ammo and consumables.
Resupply Circles have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Resupply Circle, you must wait an additional five minutes to stock up on rounds and finish repairing the vehicle.
An area of the map where the attacking team can gain control over a particular front. Standard base capture mechanics apply: Once the attacking vehicles enter the circle, the front starts being captured. When the attackers capture a base, they take control of the entire zone, and the next zone (vertically) becomes available for capture.
Captured zone
Uncaptured zone
The active combat area is scattered with special spots where you can restore HP, repair modules, and replenish ammo and consumables.
Resupply Circles have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Resupply Circle, you must wait an additional five minutes to stock up on rounds and finish repairing the vehicle.
The active combat area is scattered with special spots where you can restore HP, repair modules, and replenish ammo and consumables.
Resupply Circles have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Resupply Circle, you must wait an additional five minutes to stock up on rounds and finish repairing the vehicle.
The active combat area is scattered with special spots where you can restore HP, repair modules, and replenish ammo and consumables.
Resupply Circles have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Resupply Circle, you must wait an additional five minutes to stock up on rounds and finish repairing the vehicle.
An area of the map where the attacking team can gain control over a particular front. Standard base capture mechanics apply: Once the attacking vehicles enter the circle, the front starts being captured. When the attackers capture a base, they take control of the entire zone, and the next zone (vertically) becomes available for capture.
Captured zone
Uncaptured zone
The active combat area is scattered with special spots where you can restore HP, repair modules, and replenish ammo and consumables.
Resupply Circles have a cooldown time. Once you have repaired your vehicle to 100%, you must wait 120 seconds before you can use it again. If you are hit while in a Resupply Circle, you must wait an additional five minutes to stock up on rounds and finish repairing the vehicle.
An area of the map where the attacking team can gain control over a particular front. Standard base capture mechanics apply: Once the attacking vehicles enter the circle, the front starts being captured. When the attackers capture a base, they take control of the entire zone, and the next zone (vertically) becomes available for capture.
Captured zone
Uncaptured zone
An area of the map where the attacking team can gain control over a particular front. Standard base capture mechanics apply: Once the attacking vehicles enter the circle, the front starts being captured. When the attackers capture a base, they take control of the entire zone, and the next zone (vertically) becomes available for capture.
Captured zone
Uncaptured zone

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