Requiem is a Project Stardust battlefield where route planning matters more than memorizing one coordinate. Community references associate its Attack and Defend version with two objectives approached in sequence. Verify the live mode, marker order, objective health, spawn, and current geometry before using that model.
Plan each position with four checks: cover, enemy sightlines, first contact, and retreat. Then preserve enough ships and weapon systems for the next stage.
Read Requiem at spawn
Identify the active objective and whether another stage is visible. Locate structures or terrain that remove enemy firing lines, the largest exposed crossing, and a path wide enough for capital ships to turn.
Watch team distribution. If most allies choose one route, decide whether your ship reinforces it or safely observes another approach. Do not create a solo attack merely to “balance” the map.
Carriers should estimate wing travel to the active area while keeping the hull behind relevant support.
Attack the first objective
Build a formation before entering defender coverage. Long-range ships should pressure the lane controllers, screens should protect valuable hulls, and close-range ships should wait for a covered approach or occupied target.
Coordinate direct fire, missiles, fighters, and spinal shots so defenders face several problems together. A lone missile wave or fighter group crossing the full defense is easy to lose.
Once access opens, move enough pressure toward the objective without allowing flankers to isolate the support line.
Defend the first objective
Use cover to reduce the number of attackers that can fire simultaneously. Keep an anchor near useful objective influence, screens offset around high-value ships, and a retreat path toward the later position.
Focus attackers that enable the push: exposed screens, close-pressure ships entering early, a vulnerable carrier, or a capital hull committed without an exit. Delay matters, but trapping the whole team at a lost objective does not.
Call the fallback while ships still have defenses and turning space.
Handle the stage transition
If the live round uses sequential objectives, the moment the first stage changes is a new opening. Attackers should not chase defenders far from the next marker. Defenders should not remain scattered around a position that no longer matters.
Fast ships can observe the transition or delay safely. Large ships must start moving early. Carriers should update craft commands and hull position before excessive travel makes wings ineffective.
Re-form point defense and firing lanes rather than entering the second stage as isolated survivors.
Use long-range and spinal ships
Choose a lane that intersects objective access and predictable movement. Begin spinal alignment before the target enters the firing window. Do not rotate after every small ship if a valuable objective lane remains available.
Long-range pressure should create space for the team. If cover blocks every relevant target, reposition rather than protecting a useless distance. Plan the turn out before firing because a large hull exposed during recovery can become the attackers’ or defenders’ next focus.
Use spinal weapons for the full aiming method.
Use brawlers and mobile ships
Brawlers should move through protected stages, not cross the entire open approach at once. Enter after team pressure forces defenders to turn or when an objective-committed target cannot easily leave.
Mobile ships can threaten an angle, finish an isolated target, or rotate early. They should preserve an exit and avoid outrunning every source of support. A fast death during the transition helps no objective.
Review the current cover from the full hull perspective before attempting a tight route.
Use carriers and point defense
Keep carrier craft travel manageable and avoid repeated paths through concentrated defenses. Use current guard, escort, or intercept commands when protecting the push or objective is more useful than a distant attack.
Point-defense escorts should remain close enough to cover likely targets without blocking large-hull movement. During a transition, move with the formation so the second position does not begin without coverage.
Read point defense and carrier together.
Adapt other modes
In Deathmatch, Requiem’s useful routes are those that create focus and safe exits rather than objective damage. In Fleet Battle, exposed high-value crossings deserve special caution. In Domination, the current capture markers redefine which lanes matter.
Do not apply the sequential-objective plan when the lobby presents another mode. The map’s cover and sightlines remain useful, but priorities change.
Use modes to translate geometry into the actual win condition.
Common Requiem mistakes
Attackers often arrive one at a time, spend too many ships on the first stage, or chase during transition. Defenders often remain too long, stack in one angle, or retreat so late that large hulls cannot turn.
Both teams can choose a long-range lane that looks safe but does not influence the marker. Another mistake is sending carrier wings across the entire battlefield after the objective moves.
Learn the map safely
In the first match, identify landmarks and the stage transition. In the second, test one firing lane and retreat. In the third, observe the opposite route or another role.
Record where the plan became irreversible. Adjust one movement in the next round. Requiem knowledge is useful when it lets you form the second position before the enemy rather than simply recognize where the first fight occurred.