match against the enemy and the number of reinforcements each side loses. The side with the most combat power at the end of a match will decide whether to Attack or Defend: if they attack, they have to choose an enemy held sector and map to attack. If they defend, the enemy can choose a sector and map to attack. Combat power also affects the number of bonus reinforcements and which team has the reinforcement advantage in the next match. Once the enemy team holds all enemy sectors or drains the combat power of the enemy team, they win. Territory Control (TE) A 40 minute to 2 hour long timed match between two teams to complete the map objectives. A team has to complete all possible objectives on the map or wipe out the enemy team to win before the time runs out, primarily capturing control points by having more teammates in it than the enemy. Countdown (CD) One team attacks while the other defends, but the attacking team does not respawn until they capture a control point from the enemy, which they must do in less than 3 minutes. Once they do, their dead teammates respawn and they swap places—now attackers must defend the objective, while defenders must attack it. Attackers have a Commander which has 2 Force Respawns to use to give them a fair shot, letting him respawn all the previously dead teammates immediately. Firefight (FF) This game mode is a simple Team Deathmatch: the team to first kill a certain number of the opposing team, or just have killed more of them than they did, wins. The players spawn near where their teammates are on the map, instead of from a fixed spawn, similar to other team deathmatch games. Search and Destroy (SD) Similar to Counter-Strike defuse maps, the attacking team has a bomb and has to plant it at a specific location, while the defending team must kill the bomb carrier before they are able to do that and wipe out the enemy team. The attacking team can also wipe out the defenders to win. Both teams have only one life and no reinforcements. Gameplay Rising Storm/Red Orchestra 2 is a realistic first-person shooter. Guns behave realistically, with bullet drop and spin taken into account. The game also takes away many of the elements of a traditional HUD, like an ammo counter, forcing players to