IVIRON VEILOPERATION RIVERFALL
COALITION · YOU0
MAJORITY CONTROL · 900 TO WIN
PACT0
00:00
v6.8
CAPTURE THE FLAGSHold 4 of 7 flags. Combat starts now; scoring starts at 03:00.
READY WHEN YOU ARESelect your troops.

Click a model or a unit in your battlegroup.
Then click a flag to send them into combat.

TACTICAL MAP
Blue Coalition Red Pact Flag
Left-click to select · Click ground to advance · Right-click to moveWASD pan · Scroll zoom · Q / E rotate
YOUR FIRST 30 SECONDS

Take that crossing.

  1. 1Open Army on a phone, or use the list on the left. Select your Vanguard tank.
  2. 2Tap B at the top to advance to the central crossing.
  3. 3Your tank drives there and fights automatically.

Secure nearby depots, then the river crossings. Form divisions to manage your front. Use the minimap or Overview to explore. Scoring begins after three minutes.

FIELD INTELLIGENCE

Game balance values; equipment is represented with stylized models.

NO MANUAL REQUIRED

Three things. Then you’re ready.

01

Select your army.

Click a soldier or vehicle. Drag a box to select a group. Shift-click adds units. The list on the left works too.

02

Tell them where to go.

Click the ground or a flag. They advance, stop for enemies, and fight automatically. Right-click to keep moving under fire. Click an enemy to focus fire.

03

Hold more ground.

Ground troops capture the seven flags by standing inside their rings. Combat is live immediately; scoring begins at 03:00. Hold at least four uncontested flags to gain one point per second. Extra flags give you a buffer without speeding up scoring. Reach the target to win. At the time limit, score wins, then surviving army health breaks a tie.

A little combined-arms wisdom

Use the Infantry, Armor, Support, and Aircraft tabs to build your army. Snipers scout; anti-tank teams ambush armor; marines storm objectives. Heavy tanks absorb damage while tank destroyers fire from behind. Mortars and rocket artillery require spotting. SAMs counter aircraft, while autocannons fight infantry too. Engineers and repair trucks heal nearby units after five seconds out of combat. Each commander can field 48 units. Form up to eight divisions, with twelve units each, from existing troops or a custom deployment.

Co-op: Choose Co-op vs AI in the menu. Both human players command the blue army with shared money, units, divisions and vision. The red army is AI-controlled. Each team can field 60 units. Both players must ready up; either human disconnecting pauses the battle.

Artillery: Select mortars, howitzers, or rocket artillery, then Fire at position. Click ground within the displayed firing rings. Each battery fires three shells (six for rocket batteries), with real travel time and scatter. Blind fire is less accurate, and shells hurt friendly troops too. Stop cancels remaining rounds; shells already airborne still land.

Battle damage: Bombardment leaves persistent craters and cleared woodland. Repeated hits collapse houses, injure and eject occupants, and open movement paths through rubble. Destroyed vehicles leave persistent wrecks. Field repairs cannot rebuild houses.

Panels: Close the Army and Map panels with their edge buttons. Reopen them from the side tabs. Detailed unit descriptions are in Unit intel, away from the command panel.

Divisions: Create division on the left lets you assign existing troops for free, or buy a custom formation. Select its card, then click a destination. Alt+1–8 selects divisions. Edit a division to assign replacements.

Trenches: Select infantry and press T, or Dig trenches. Digging takes 12 seconds (7 for engineers) on open land. Stationary infantry gains 65% protection from direct fire; mortars, artillery, assault guns, and bombers reduce that advantage. Trenches remain when you move away and either side can use them.

Drones: Six per team. Standard FPVs move at 11 m/s (14 piloted); rifles hit only 12% of shots, while machine guns hit 40%. Dedicated anti-air weapons remain reliable. Recon drones are slow, fragile scouts; attack drones carry only four missiles. Wasp FPVs wait for an attack order or direct control. Machine guns and anti-air units can shoot them down; EW trucks jam their controls and vision within 38 meters.

Resources: Capture oilfields (+1.5 points/second) and iron mines (+1 point/second) with ground troops. These boost your reinforcement budget, not victory score. Contested sites stop paying.

Houses: Select infantry, then click or tap a building. Up to two squads walk through its entrance and fire from cover. Houses reduce direct damage by 60%; artillery and bombs are more effective against them. Use Exit house or give a movement order to leave. Fuel tanks cannot be occupied.

Mines & traps: Select engineers on open ground and choose Mines (45 points, 8 seconds). Inside a house, choose Trap house (35 points). Traps arm two seconds after construction and stay hidden until nearby enemy engineers spot them. Clear mines takes six seconds and sweeps a 12-meter radius. Mines trigger on enemy ground troops; booby traps trigger when the enemy enters that house.

Aircraft: Fuel and ammunition are finite. Planes and helicopters return to their runway automatically, land, then refuel and rearm (20 seconds; bombers 25). Drones recharge there too. Their last patrol resumes after servicing. Refuel & rearm sends selected aircraft home early.

Fly an FPV: Select a Wasp FPV drone, then Pilot FPV. W/S pitch forward/back, A/D roll, Q/E yaw, Space climbs, Ctrl descends. F arms its warhead; Esc returns to command. On a phone, use the left stick for height/yaw and right stick for pitch/roll. Flight has momentum, a 40-meter ceiling, and collisions with buildings, terrain, and units. Release controls to stabilize; armed impacts damage nearby friendly troops too. Losing the control link returns the drone to a hover.

Phone controls: Use the Battle, Army, Deploy, and Map tabs. Drag the battlefield to pan; pinch to zoom. Select a troop from Army, then tap its destination. Multi-select keeps the Army panel open while you add troops. Divisions provide quick group control.

Smoke hides troops for 16 seconds. Air strikes arrive after 3.5 seconds and can hurt your own troops. Enemy SAMs can intercept them.

W A S D PanScroll ZoomQ E RotateSpace Your armyX StopR Retreat & repairP Solo pauseT Dig trenchesAlt 1–8 Select division1 – 9 Buy from current tabEsc Deselect
COMMAND PREFERENCES

Settings

Basic: drag to select, Alt-drag or middle-drag to pan. Touch: drag to pan, tap to select.

Performance mode reduces resolution and disables shadows to help slower Macs, online or offline. Reduced effects turns off camera shake and decorative movement. Keep the host Mac awake with its lid open.

LOCAL MULTIPLAYER / NO INTERNET NEEDED

Connect two Macs.

One Mac hosts the battle. Both play in their browsers over a Mac Wi-Fi hotspot, a shared router, or a cable. The game needs no internet connection.

Mac Wi-Fi hotspot · no router

On the host, open System Settings → General → Sharing → Internet Sharing, then its Configure or info button. Choose an available Ethernet adapter or Thunderbolt Bridge as the source and Wi-Fi under To devices using. In Wi-Fi Options, choose a network name and password, then enable sharing.

The unused-source method depends on macOS allowing the hotspot to start. Check that the second Mac can actually see and join the network; an enabled sharing switch alone does not prove it is broadcasting. The game itself requires no upstream internet.

On the other Mac, join that Wi-Fi network and leave its IPv4 setting on Using DHCP. Keep Wi-Fi on while playing. Do not use the earlier manual Thunderbolt addresses for this connection.

Refresh below and select Mac Wi-Fi hotspot if detected. Use its actual invite address; hotspot addresses vary. If it is shown as Local network, compare the host address with the Router address in the joined Mac’s Wi-Fi → Details → TCP/IP. Run the game server on the host only.

  1. Start the host. On one Mac, open Start Iron Veil.command from the game folder. Keep that window running and the Mac’s lid open.
  2. Connect the Macs. Use the Mac Wi-Fi hotspot above or join the same Wi-Fi router, even if its internet is unplugged. Ethernet and Thunderbolt Bridge remain available for cable play.
  3. Open one shared battle. On the host, choose 1v1 duel or Co-op vs AI and create a room. Refresh below, select the shared connection, then open the invite link on the other Mac. Both players mark ready; the host starts.

Connect both Macs locally; no internet connection is needed.

Host addresses

Cable connected but no usable address?

In System Settings → Network, open the cable’s Ethernet or Thunderbolt Bridge service → Details → TCP/IP. If automatic addressing does not work, set Configure IPv4 to Manually on that cable service:

Use an unused subnet if your existing network already uses 192.168.77.x. Refresh this panel and choose the cable address. Return that service to DHCP after your session if needed.

Allow incoming connections for Python / the game server in the host Mac’s firewall. On Wi-Fi, avoid a guest network that isolates devices. A room code cannot join a different server. Keep the host’s current browser page open so its saved seat remains available.

Keep the battle smooth.

The simulation and graphics work the same offline. A cable can avoid Wi-Fi interference; frame rate still depends on each Mac. Try if rendering is slow.

No link measurement yet.

Open this panel on the other Mac to check its connection. A check on the host’s localhost page does not measure the cable or Wi-Fi link. Keep both game tabs active while playing.

DIVISION COMMAND / UP TO 12 UNITS

Build your division.

STARTER FORMATIONS

Stand down?

Your opponent wins this battle. You can start a rematch afterward.

OPERATION CONCLUDED

VICTORY