Field Manual // Commander Briefing

How to Play WarGrid

Plan a persistent campaign on a 100×100 battlefield. Your orders resolve together every hour, so positioning, timing, and a durable economy matter more than constant screen time.

100Campaign hours
100×100Battlefield grid
1 hrTurn interval
5 minOrder lock
Briefing 01

Your first campaign

  1. Create your commander. Register once and watch your email for new-campaign invitations.
  2. Join before deployment. Scheduled operations appear in your Command Center.
  3. Secure your starting sector. You deploy with $100,000 and a 1,000-soldier garrison.
  4. Queue deliberate orders. Move, attack, build, and produce before the hourly lock.
  5. Review the next-hour report. Resolve losses, income, repairs, and new opportunities.
Core doctrineYou do not need to stay online. WarGrid rewards short, focused planning sessions before each hourly turn.
Briefing 02

Read the battlefield

Terrain // Land

Build and expand

Standard maneuver terrain with farms, industry, and access to most structures.

Terrain // Sea

Control the water

Ships cross sea sectors and support naval resources such as oil rigs and fisheries.

Terrain // Mountain

Secure mineral ground

Mountain sectors reshape expansion routes and can carry valuable mining resources.

Intel // Fog of War

Scout before committing

Your cyan star marks the selected command position. Enemy information is limited until explored.

Briefing 03

Build the right force

Ground

Infantry

Affordable core force for capturing and holding territory.

Power 1Cost $100
Airborne

Paratroopers

Air-deployable infantry required to capture a distant sector after a successful strike.

Power 1Cost $300
Armored

Tanks

Heavy ground force with twenty times the base power of infantry.

Power 20Cost $2,000
Air Wing

Jets

Long-range strike aircraft. Each jet can carry up to 100 paratroopers.

Power 100Cost $10,000
Naval

Ships

Sea-control units built for naval maneuver and ship-rocket operations.

Power 50Cost $25,000
Briefing 04

Fortify key sectors

$500,000

Airfield

Produces jets and paratroopers and launches air operations up to 10 sectors away.

$50,000

Air Defense

Automatically damages incoming aircraft and strengthens the sector's defense.

$20,000

Bunker

Adds a major defensive bonus to the troops holding that position.

$300,000

Artillery Battery

Produces shells and attacks targets up to five sectors away.

$1,000,000

Rocket Launcher

Produces $250,000 long-range rockets and fires one missile at a single target sector up to 30 sectors away.

$250,000

Shipping Yard

Supports naval production from owned land positioned beside the sea.

Construction limitOnly one structure can occupy a sector. Build for the role that position must perform over the whole campaign.
Briefing 05

Project force beyond the front

  • Ground movement: ground forces move one adjacent sector per turn.
  • Air strikes: launch from an airfield against targets up to 10 sectors away. Bombing damages a position but cannot capture it alone.
  • Airborne capture: attach surviving paratroopers to an air strike to take the target sector.
  • Artillery: fire produced shells at targets within five sectors without moving the battery.
  • Long-range rockets: launch one expensive conventional missile up to 30 sectors. It damages only the selected sector, destroys structures, and never captures territory.
  • Naval fire: ships operating at sea can carry and fire ship rockets.
  • Garrisons: use Drop to leave units on an owned sector and protect infrastructure or a valuable resource.
Briefing 06

Fund the campaign

  • Territory income: owned resources pay automatically when the hourly turn resolves.
  • Production: queued units and ammunition become available on the next turn.
  • Selling: unit sales resolve immediately and return 50% of their production cost.
  • Repair costs: surviving combat forces automatically pay 10% of the value lost to damage.
  • Reserved funds: queued construction and production reduce the money available for additional orders.
Briefing 07

Master the hourly turn

  • Plan: inspect the map, finances, available forces, and current orders.
  • Commit: queue movement, combat, production, construction, artillery, or strategic actions.
  • Lock: new orders close during the final five minutes of the hour.
  • Resolve: all commanders' orders execute for the next hour and reports update together.
Strategic weaponsAtom research costs $1,000,000 and completes after two rounds. Building a bomb then costs $1,000,000 for each of three rounds. A detonation permanently destroys the target and every sector within three squares.
Briefing 08

Win the operation

A campaign can end early once only one commander remains after Hour 10, or conclude at Hour 100. Territory controlled is the primary ranking measure, with infantry strength separating equal territory totals.

Use the WarGrid Leaderboard to follow the live front, current control percentages, and the all-time record of completed campaigns.

Briefing complete, Commander.

Enter the Command Center, secure your first sector, and issue orders before the clock locks.

Create Commander