Three objectives must be captured and a fourth objective must be destroyed by the attacking team in sequential order. For each objective captured, they gain more reinforcements and time to attack the next. Defenders have a finite amount of reinforcements and must use each wisely.
Push is featured in Insurgency: Sandstorm. In Push, the attackers will start with 5 waves and 5 minutes of allotted time. If an objective is captured, the attackers will gain 5 additional waves and 5 minutes of extra time. Objectives are attacked in a sequential order: Alpha, Bravo, Charlie, Delta (and Echo depending on the map). The first three objectives (or 4 if the map has 5 total objectives) are captured as an area objective, while the last objective is a weapons cache which the attackers will scavenge through to detonate an explosive found inside the cache, winning the round. The explosive used will either be a phone-bomb strapped to 2 mortar shells (if the defenders are insurgents) detonated by a 2nd phone. Or a plastic explosive detonated by a C4 detonator (if the defenders are security).
Both Insurgents and Security can play as the attackers or defenders.
Defenders are alotted 15 reinforcement waves for the entire match.
Despite drivable vehicles originally not being in this mode,  the attacking team will have a technical with a mounted turret that spawns at the start of the game. Once the technical has been destroyed, it will not respawn. The left-front seat is the driver's seat and 3 more players can enter into the passenger seats. A fifth player can use the tripod-mounted LMG. The LMG has an anti-aircraft iron-sight and fires green tracer rounds. It has unlimited ammo and a body shield on either side to protect the user.
"In this classic game mode from the mod, the attackers must capture one point at a time pushing the enemy back as they advance. The attackers start out with much fewer waves and not a whole lot of time, but each time they capture they gain an additional 5 waves and a 5 minute time extension."
— In-game description
In Push, the attackers will start with 5 waves and 5 minutes of allotted time. If objective Alpha or Bravo is captured, the attackers will gain 5 additional waves and 5 minutes of extra time. However, If objective Charlie is captured, the defending team will only be granted 1 respawn. Objectives are attacked in a sequential order: Alpha, Bravo, Charlie, Delta. The first three objective are captured as an area objective, while the last objective must be destroyed via explosives, winning the round.
Defenders are alotted 15 reinforcement waves initially. 1 respawn will be granted if an objective is captured by the attackers to allow for the defenders to set up a defense. However, if objective Charlie is captured, the defenders will lose all of their reinforcement waves and will be granted 1 respawn.
Whether a faction's role is defender or attacker will vary depending on the map being played.
[Edit]Gamemodes of Insurgency
|Sustained Combat||Occupy • Push • Skirmish • Strike|
|Tactical Operations||Ambush • Elimination • Firefight|
|Cooperative||Conquer • Checkpoint • Hunt • Outpost • Survival|
Insurgency: Modern Infantry Combat
Template:Navbox gamemodes IMIC