How to play
  • It's a turn-based war game. You and your opponent take whole turns: move every unit, build new ones, then end your turn. Take the enemy HQ — or wipe out their army — to win.
  • Property is the economy. Every city, base, airport and port you hold pays you 1,000 funds a day. Move an Infantry or Mech onto one and choose CAPTURE — it takes two turns at full health, longer if the unit is hurt. Bases build your army, so take them first.
  • Repairs aren't free. Start a turn on your own property and a matching unit heals 2 HP and resupplies — but each HP of repair costs 1/10 of the unit's build price, taken straight out of your funds. Damaged tanks parked on cities can quietly eat a whole day's income.
  • Terrain is armour. A unit on a mountain takes far less damage than one on a road. Check the terrain panel — those stars are real damage reduction.
  • Damage scales with health. A unit at 5 HP hits at half strength, so finish what you start. Attack first and you only take a weakened counterattack — that's why moving first matters.
  • Indirect units (Artillery, Rocket, Battleship) fire over distance and take no counterattack — but they can't fire on the turn they move, and can't hit anything adjacent. Screen them with infantry.
  • Rock, paper, scissors: Anti-Air shreds aircraft and infantry. Mechs kill tanks. Recons hunt infantry but die to anything armoured. Fighters own the sky. Nothing beats everything.
  • Fuel and ammo matter. Aircraft and ships burn fuel every turn just existing — at zero they crash or sink. Land on your own property (or bring an APC) to resupply.
  • Transports: Infantry can't cross water. Load them into a Lander at a port, sail across, and unload onto a shoal or coast. APCs and T-Copters carry troops overland.
  • CO Powers. Your commanding officer has a passive that's always on, plus two powers. The meter fills as you deal AND take damage — so losing ground charges your comeback. Spend it.
  • Fog of war (some missions): you only see as far as your units can. Units in woods are invisible unless you're next to them. Recons see furthest; infantry on mountains see a long way.
  • Missile silos: walk an infantry onto one and LAUNCH — 3 HP off everything within 2 tiles. It never kills, but it softens a stack beautifully.
  • Controls — touch: tap a unit, tap where to go, pick an action. Tap an enemy to see its danger zone — every tile it could hit next turn. Drag the map to pan, pinch to zoom. Keyboard: arrows move the cursor, Enter selects/confirms, Esc cancels, E ends your turn, Tab jumps to your next idle unit.
  • Play a friend online: one of you hosts — picking the map, both COs, fog of war and weather — then reads out the code, and the other joins into that match. Your two devices link directly to each other.

Take the ground. Fund the war. Break the line.

A turn-based tactics war under a falling comet — capture cities to fund your army, field the right units, and take your rival's HQ.