7 Game Modes Available Pre-Alpha v0.0.5 Combined Arms Warfare Air · Armour · Infantry 7 Game Modes Available Pre-Alpha v0.0.5 Combined Arms Warfare Air · Armour · Infantry
Combat Doctrine

GAME
MODES

Seven distinct warfare scenarios — each demanding a different strategy. Choose your battlefield, build your squad, and execute.

01
💀
Free For All
Solo Elimination · Every Operator for Themselves

No teams. No alliances. In Free For All, every operator on the map is a target — including the one behind you. FFA strips away coordination and tests your individual combat skill across land, air and sea.

Score kills to build your count. The first operator to hit the kill limit wins the round. Dying costs you a point — every decision on when to engage matters.

How It Works

  • All vehicles available — no team restrictions
  • Kill limit determines match winner
  • Each death deducts 1 point from your score
  • Radar active — no hiding
  • All 7 map zones open simultaneously
Solo All Vehicles Kill Race
Objective
Reach Kill Limit
Teams
None — Solo
Vehicles
All Classes
Status
Active
02
⚔️
Team Deathmatch
Faction vs Faction · Combined Arms

The core MBO experience. Two factions — all vehicles at their disposal — fight for kill dominance across the full battlefield. Coordination separates winners from cannon fodder.

Air cover protects armour. Armour clears infantry. Infantry secures terrain. Break the doctrine and your team will pay in spawn points.

How It Works

  • Two teams compete for total kill count
  • All vehicle classes unlocked for both sides
  • Respawns active until team's ticket count hits zero
  • Coordinated pushes can trigger ticket surges
  • Orbital Cannon and Howitzer available as team assets
Teams Combined Arms Respawns
Objective
Deplete Enemy Tickets
Teams
2 Factions
Vehicles
All Classes
Status
Active
03
🪖
Infantry TDM
Ground Combat Only · No Vehicles

Vehicles go dark. Infantry TDM is raw ground combat — loadout choices, map awareness and trigger discipline are the only factors. No air support. No armour. Just operators.

Tight corridors and urban terrain mean every angle matters. Suppressive fire, grenade control and flanking define the difference between teams.

How It Works

  • Ground infantry only — all vehicles locked
  • Full loadout selection available (mbo-loadout)
  • Two teams, ticket-based elimination
  • Urban and interior map segments active
  • Mortar script available as fire-support call-in
Infantry No Vehicles CQB
Objective
Deplete Enemy Tickets
Teams
2 Factions
Vehicles
Locked
Status
Active
04
✈️
Dogfight Arena
Air-Only · ACM · Apollo Flight Program

The sky is the battlefield. Dogfight Arena is MBO's dedicated air combat mode — powered by the Apollo Flight Program. BVR missile engagements open every sortie. Merge to WVR and the real test begins.

AFP-radar tracks all hostiles. AFP-flares let you counter inbound missiles. Master the scissors, the barrel roll and the extension — or burn.

How It Works

  • Jet and attack helicopter classes only
  • AFP-Radar active — full air picture
  • AFP-Flares countermeasure system enabled
  • Team or FFA format available
  • Kill score determines round winner
Air Combat Apollo FP BVR + WVR
Objective
Air Supremacy
Teams
2 or FFA
Vehicles
Air Only
Status
Active
05
🏴
Domination
Objective Control · Zone Capture

Control points scatter the map. Capture them. Hold them. Domination rewards sustained territorial control — the longer you hold a zone, the faster your team builds score. Lose all points and the enemy bleeds you dry.

Combined arms pressure is most effective here. Tanks anchor capture zones while jets deny enemy resupply and infantry clear contested buildings.

How It Works

  • Multiple capture zones across the map
  • Holding zones scores points per tick
  • First team to reach score cap wins
  • All vehicle classes available
  • Zones can be attacked and recaptured at any time
Capture Zone Control All Arms
Objective
Control All Zones
Teams
2 Factions
Vehicles
All Classes
Status
Active
06
☠️
Elimination
No Respawns · One Life · High Stakes

You get one life. The moment your vehicle or operator is destroyed, you watch from the sidelines until the round ends. Elimination is the highest-stakes mode in MBO — every decision echoes.

Careful positioning, pre-engagement intelligence and decisive action replace the aggressive rushes of respawn modes. The last team standing takes the round.

How It Works

  • No respawns — one life per round
  • Last surviving team wins the round
  • Best-of series format (multiple rounds)
  • Vehicle selection locked at round start
  • Full map visibility for eliminated observers
No Respawn One Life Tactical
Objective
Last Team Standing
Teams
2 Factions
Respawns
None
Status
Active
07
🗺️
Military Conquest
Full Combined Arms · Flagship Mode

The MBO flagship experience. Military Conquest fuses zone capture, ticket bleed, air superiority control and armour breakthroughs into a single evolving campaign. This is combined arms warfare in its fullest form.

Supply lines matter. Air corridors must be contested. Capture the enemy's rear base and they lose their ability to call in heavy assets. Every unit class has a defined role — neglect one and your front collapses.

How It Works

  • Multi-stage capture objectives — front, flank, rear
  • Ticket bleed tied to zone control and kills
  • Air superiority score affects available respawn rates
  • Orbital Cannon and Howitzer available as team call-ins
  • Longest mode — designed for 20+ player sessions
  • Full combined arms: jets, helis, tanks, IFVs, infantry
Flagship Combined Arms Multi-Stage Large Scale
Objective
Total Conquest
Teams
2 Factions
Vehicles
All Classes
Status
Active