Territorial control
Multiplayer and maps
The confirmed mechanics every map will be played on. Map names and layouts are published once they can be verified in game.
No map data yet
Confirmed
Competitive modes
- Confirmed
Annihilation
Destroy the enemy force and their production. The most direct of the three competitive modes.
- Confirmed
Domination
Hold territory. Map control converts directly into the economy that funds the army.
- Confirmed
Maelstrom
Shifting objectives. Rewards armies that can reposition rather than commit to one line.
Systems
What decides a map
Confirmed mechanics. These are what the planner and counter tools model.
Resource points
Captured, controlled and upgraded. Territory is the economy, so map geometry drives build timings.
Cover and garrisons
Cover is directional. Melee and some weapons negate it, and Necrons do not use it the way the other factions do.
Retreat
Units fall back toward the nearest production structure. There is a cancelable window after the indicator changes.
On-field reinforcement
Squads reinforce in place rather than being rebuilt. It makes a force durable but drains resources quickly.
Commanders
Chosen before the match and usually produced from the headquarters mid-match once unlocked. Match settings can start or disable them.
Stratagems
Each faction has a powerful Stratagem independent of its commander. Ork Stratagems are free.