Med fokus på realism och andra världskriget släpptes Hell Let Loose på Steam Early Access i sommar och nu, i samband med att den ikoniska kartan Omaha Beach läggs till, kör de en första gratishelg. I och med denna uppdatering får spelet också ett andra spelläge som passar sig väldigt bra till franska stränder.

The Offensive gamemode is the second to be introduced to Hell Let Loose, and with Warfare will make up the two key game modes that will sit within the Campaign metagame (we’ll explain more about this in the months to come). While Warfare is about two teams attempting to push each other back, Offensive pits one team of attackers against one team of defenders.

Med stöd för upp till hundra spelare låter det som något många har längtat efter sedan Medal of Honor återskapade landstigningen i början av 2000-talet. Skaparna av Hell Let Loose beskriver i ett blogginlägg hur de har lagt upp sin tolkning av den 6 juni 1944.

Key features:
Instead of defending a single sector against the enemy team, Defenders will now need to defend two strongpoints per sector line. Should both of the strongpoints in this line be captured, the defenders will need to fall back and defend the new frontline. If they are able to hold the line for 30 minutes, they will win the battle. Once they lose a strongpoint, they won’t be able to retake it. It is important to note that while a player can capture a sector from anywhere inside it in Warfare - in Offensive they must be within the strongpoint.

Win Condition:
Attackers:
Must capture all four sector rows before finally capturing one of the enemy’s two HQ strongpoints in the final fifth sector row in order to win the game.

Defenders:
The defending team must stop the attackers from gaining a sector row within the 30 minutes. If they hold the attacker at a row for more than 30 minutes they will be victorious.

Opening Stages
Attackers:
On beginning the game, Infantry and Recon units are able to decide their sector of attack. Once they’ve chosen it, they’ll spawn into one of several Higgins boats in that sector and begin the journey to shore. As they reach shore, the ramps will go down and they’ll need to clear them immediately and get straight to cover - be it a sunken obstacle or sandbar. From there, they’ll need to push up to take the first strongpoints in order to progress up to the bluffs.

Armored crews will be able to choose a sector to spawn in much like the Infantry, however the Armored crews won’t spawn on landing craft. Instead they’ll spawn beside their Armored landing craft and will need to scramble to quickly mount up in their tanks before the Germans get to their positions on the bluff. From there, the Armored crews will need to begin shelling the bluffs and suppressing the MG positions in order to protect the first landing wave. Note that the attackers begin the game with 1000 resources.

Defenders:
On beginning the game, the Defenders have two primary choices as to where they spawn - at front line Garrisons, or at the rear HQ.

Be aware that the Defenders start with 0 resources, and will therefore need to quickly construct resource nodes in order to begin using Commander abilities, artillery and to spawn in vehicles. The reason for this was to emulate both the surprise of being attacked, as well as to balance the ability for attackers to make headway in the first sector row.

We also felt that being shot by a Luchs while you’re in a Higgins boat on your way to shore would not be an enjoyable experience (and that historically the Germans were caught without their armor to assist them at the beaches).

Layout:
Two randomly chosen sectors per row are active. They can be separated by an inactive sector.