⌁ VERSIONED FIELD GUIDE

Spawn Points: 30-Second Brief

OP and Garrison

Compare OPs and Garrisons, who can place them, and when your squad should change spawn; tunnels have their own guide.

HLLVDB editorsPublished 2026-08-14Modified 2026-08-14Facts verified 2026-08-14Build 24623236

FIELD BRIEF

What to remember in a match

10 notes
01OPs and Garrisons are spawn points deployed in combat by non-vehicle unit leaders, and placement must satisfy conditions involving nearby spawns, supplies, or similar constraints.
02An OP is deployed by a Squad Leader, Recon Observer, or Mortar Observer and can be used only by that unit.
03A Garrison is deployed by the Commander or a Squad Leader and can be used by the whole team.
04After deployment, an OP is visible to enemies and emits sound; once found, it can be destroyed and stops that unit from spawning there.
05After deployment, a Garrison is visible to enemies and emits sound; once found, it can be destroyed and stops the whole team from spawning there.
06The Build 24623236 static Field Manual states a limit of 1 OP per unit and a 120-second cooldown.
07Build 24623236 static text states a team-wide limit of 8 Garrisons and uses 200 x 200-metre map grids to indicate a 200-metre placement gap.
08Static placement blockers for OPs and Garrisons include enemy proximity, cooldown or territory conditions, supplies, and distance from friendly Garrisons.
09An NVA Garrison can serve as an entrance to the tunnel network, while connection and travel rules belong to the separate tunnel topic.
10Spawn waves, enemy suppression or lock ranges, mode differences, supply-cost consistency, and mobile-spawn rules still require verification in the current version.Check again after a game update