Your first campaign
- Create your commander. Register once and watch your email for new-campaign invitations.
- Join before deployment. Scheduled operations appear in your Command Center.
- Secure your starting sector. You deploy with $100,000 and a 1,000-soldier garrison.
- Queue deliberate orders. Move, attack, build, and produce before the hourly lock.
- Review the next-hour report. Resolve losses, income, repairs, and new opportunities.
Read the battlefield
Build and expand
Standard maneuver terrain with farms, industry, and access to most structures.
Control the water
Ships cross sea sectors and support naval resources such as oil rigs and fisheries.
Secure mineral ground
Mountain sectors reshape expansion routes and can carry valuable mining resources.
Scout before committing
Your cyan star marks the selected command position. Enemy information is limited until explored.
Build the right force
Infantry
Affordable core force for capturing and holding territory.
Paratroopers
Air-deployable infantry required to capture a distant sector after a successful strike.
Tanks
Heavy ground force with twenty times the base power of infantry.
Jets
Long-range strike aircraft. Each jet can carry up to 100 paratroopers.
Ships
Sea-control units built for naval maneuver and ship-rocket operations.
Fortify key sectors
Airfield
Produces jets and paratroopers and launches air operations up to 10 sectors away.
Air Defense
Automatically damages incoming aircraft and strengthens the sector's defense.
Bunker
Adds a major defensive bonus to the troops holding that position.
Artillery Battery
Produces shells and attacks targets up to five sectors away.
Rocket Launcher
Produces $250,000 long-range rockets and fires one missile at a single target sector up to 30 sectors away.
Shipping Yard
Supports naval production from owned land positioned beside the sea.
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.
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.
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.
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.
