Advance and Secure

**Advance and Secure** (in short, **AAS** - sometimes incorrectly called "Assault and Secure") is the primary game mode in Squad.

The objective of **Advance and Secure** is to capture and hold Control Points (also referred to as **flags**) in a preset order. Capturing enemy flags penalizes the enemy team and rewards you with added Tickets. The team who runs out of tickets first will lose.

There is also a variation of this game mode called Random Advance and Secure (RAAS).

## Description

Two teams will start from opposite ends of the map in their main base, or in certain circumstance a limited forward spawn area. The teams objective is to capture and hold Control Points from the enemy team. Control Points can only be captured in a specific order that will appear on the map. A database of all lanes (how Control Points are connected to each other) can be found on squadlanes.com.

Your team cannot capture a Control Point out of order, your team will need to capture and hold the previous flag. This is indicated by the Attack and Defense markers that appear over Control Points on your map. If both teams neutralize two opposing flags in the CP's line of sequence, it's a stalemate - neither team can take their next attack flag. Only after the defense flag has been re-captured, can the attack flag be captured next.

The process of capping a Control Point is explained in Control Point.

The team who runs out of tickets first loses. Therefore assets and FOB`s play a big role in the ticketcount of a team as well. Knowledge about the value of those assets can help you in correctly analyzing the situation of a team. Securing a flag while losing a lot of assets can actually harm your teams effort in winning a round.

Furthermore, keep in mind that individual scores do not affect the result of the match.

## AAS & RAAS Mechanics

### Ticket Values

Gaining Tickets

[ + 20  ] for capturing neutral Flags that have not been owned previously. (*ie: start of game*)

[ + 60  ] for capturing Flags that belongs to the enemy.

Losing Tickets

[ - 10  ] when the enemy captures Flags that belong to you.

[ - 20  ] when a radio of your team bleeds out.

### Ticket Bleed

* The enemy team will start bleeding tickets if you will successfully capture **at least one objective on the enemy side of the flag lattice.** For each objective on the enemy part of the map, controlled by your team, the enemy will lose **1 ticket per minute.**

* On map layers with an odd number of objectives, central objectives are considered a **middle ground**, and therefore do not trigger ticket bleed, to avoid causing King of the Hill fight for it. On such layers, your team will need to capture at least one more flag past central, for the enemy to start bleeding tickets.

* For map layers with even number of objectives, your team will need to capture **more than half of them** to trigger ticket bleed on the enemy team.

* In the case of **“double-neutral”** stalemate situation, **all** ticket bleed mechanics will be paused until the stalemate is resolved.

* Once your team captures **all** Control Points of the map, the enemy team will begin to **Mercy Bleed**. It's a fixed value of **60 Tickets over 60 seconds** (the tickets tick down continuously **every second**). Mercy Bleed will stop if the enemy team manage to capture back the last Control Points.

* Ticket bleed indication was added into UI.

## Tips

* Don't play as an individual, as your score won't affect the match
* Squad Leaders must coordinate with other SLs to cover the active points
* Communicate with other members to establish good  FOBs

## See also

* Game Modes
* Control Point
* Maps