IV IRON VEIL FIELD MANUALPlay the game ↗
COMMAND SCHOOL / v10.5.0

Know your troops.
Control the front.

Press Play, then host a game or join with a room code. Short tips guide your first battle.

01 / GET YOUR BEARINGS

Your first battle

01

Press Play.

Join with a friend’s room code, or choose Host game. Share your code or press Start game to find an opponent.

02

Select. Advance. Support.

Drag a box around your troops. Click ground to advance and engage; right-click to keep moving under fire. Send infantry into capture rings and place armor and support behind them.

03

Hold the majority.

Scoring begins at 03:00. Hold at least four of seven uncontested flags to score one point per second. Capture all seven uncontested flags to win immediately. You can also win independently by occupying the enemy HQ ring with ground troops for 30 uncontested seconds. No flags are required for HQ capture.

Oil and iron sites increase your reinforcement income, not your victory score. Credits keep accumulating beyond 3,000; there is no reinforcement-bank cap. Buy country flags with earned account credits from Flags in the menu. Your equipped flag appears on your army and captured points from the next battle.

Advanced: Standard & Realistic rulesNEW / BATTLE RULES

Standard or Realistic.

Standard is ready to play. Hosts can choose Realistic in room settings. Standard keeps ground ammunition unlimited. Realistic adds finite ground ammunition and supply-carrier stock. Aircraft retain fuel and ammunition in both modes.

In Realistic, select Resupply / rearm to reach a nearby stationary carrier or your base. Ground troops refill while stopped, after three seconds without shooting or taking damage. Repair trucks carry 240 rounds; Mule UGVs carry 120. Empty carriers refill at your deployment edge.

Each reinforcement builds on its own timer: infantry takes 8 seconds, drones 12, vehicles 14–20 and manned aircraft 24. An 8-second squad and a 12-second drone arrive after 8 and 12 seconds. Deploy shows each timer. Queued units reserve army and drone slots. Cancel a job for a full refund. A purchased group joins the field as its troops finish production.

Retire troops from Commands to send them home. They free their slots on arrival, after five seconds without damage, and return up to 25% of their cost according to surviving health. Aircraft retire after landing at HQ.

02 / ORDERS

One selection. One command panel.

Select several units to see all available group commands together. On mobile, tap Commands to open the panel, or use Deselect in the compact selection bar to clear it. Specialized orders apply to eligible units: artillery fires, infantry digs, and aircraft rearm. A group lets you recall the same group quickly.

ActionMouse & keyboardTouch
Select troopsClick a unit or Army card; drag a box; Shift-click to add/removeHold a troop, then tap more to select several. Army cards also support long-press.
Advance & engageClick ground, a flag or an enemyTap the destination after selecting troops
Keep movingRight-click; Shift queues waypointsTap another friendly unit to move to its current position
Pan / zoomWASD or arrows; Alt-drag or middle-drag; scroll to zoomDrag to pan in Basic mode; pinch to zoom
Map toolsEnable Select / Grab in Settings; V selects, H grabsSelect draws a box; Grab pans; two fingers pan/zoom
Common ordersX stop · R retreat · T dig · G rally pingSelection panel and Rally ping button
Manage the battleSpace centers army · Esc deselects · Alt+1–8 selects a groupCamera, Army and Settings controls

By default, clicking another friendly with units already selected moves your selection to that unit. Use Army cards, Deselect, or Shift-click to change selection. Settings can restore “Switch selection.”

03 / TROOP REFERENCE

Build for the job.

Open a troop card for its role, statistics and field notes. Values are the unranked base statistics used by this version of the game.

Infantry

Capture flags and hold cover. Protect teams with specialized weapons from threats they cannot handle.

Rifle squadCapture & defend70 pts

Four soldiers. Best at taking objectives and fighting from trees or buildings.

Cost
70 pts
Health
150
Armor
1
Range
16 m
Vision
26 m
Speed
4.0 m/s
Production
8 s
Realistic ammo
90
Marine assault squadClose assault110 pts

Six assault troops. Shreds infantry at close range; captures twice as fast as vehicles.

Cost
110 pts
Health
210
Armor
3
Range
14 m
Vision
27 m
Speed
4.8 m/s
Production
8 s
Realistic ammo
90
Javelin anti-tank teamArmor ambush135 pts

Three missile specialists. Punches through heavy armor; weak against massed infantry.

Cost
135 pts
Health
115
Armor
1
Range
37 m
Vision
30 m
Speed
3.8 m/s
Production
8 s
Realistic ammo
10
Ghost sniper teamLong-range reconnaissance125 pts

Two concealed marksmen. Extended sight and precise anti-infantry fire. Hard to spot in forests.

Cost
125 pts
Health
90
Armor
0
Range
48 m
Vision
57 m
Speed
4.4 m/s
Production
8 s
Realistic ammo
90
Combat engineer squadFortify, clear & repair115 pts

Five combat engineers. Enter houses, lay mines, booby-trap garrisons, sweep nearby explosives and dig trenches. Repairs ground units within 7 meters after combat.

Cost
115 pts
Health
170
Armor
2
Range
15 m
Vision
26 m
Speed
4.2 m/s
Production
8 s
Realistic ammo
90
Bulldog machine-gun teamInfantry suppression120 pts

Four troops with a mounted heavy machine gun. Stops to fire. Excellent defensive fire against infantry.

Cost
120 pts
Health
175
Armor
2
Range
30 m
Vision
28 m
Speed
3.2 m/s
Production
8 s
Realistic ammo
180
Field medic sectionInfantry recovery85 pts

Three combat medics. Heals nearby infantry after five seconds without damage. Can capture and dig trenches.

Cost
85 pts
Health
130
Armor
1
Range
12 m
Vision
26 m
Speed
4.4 m/s
Production
8 s
Realistic ammo
90
Stinger MANPADS teamPortable air defense145 pts

Portable guided air defense. Cannot shoot ground targets; reliable against evasive FPVs. Intercepts strike missions when armed and ready.

Cost
145 pts
Health
125
Armor
1
Range
38 m
Vision
30 m
Speed
3.8 m/s
Production
8 s
Realistic ammo
10
Pathfinder reconnaissance squadForward observers145 pts

Fast, lightly armed observers with extended sight and forest concealment. Capture flank objectives and spot for artillery; avoid direct armor fights.

Cost
145 pts
Health
135
Armor
1
Range
24 m
Vision
52 m
Speed
5.3 m/s
Production
8 s
Realistic ammo
90
Hammer grenadier squadClear defensive positions155 pts

Four troops with grenade launchers. Small explosive bursts counter entrenched infantry. Fragile against armor; keep friendly squads clear of the blast.

Cost
155 pts
Health
175
Armor
3
Range
23 m
Vision
27 m
Speed
3.8 m/s
Production
8 s
Realistic ammo
90

Armor

Break through exposed positions. Scout ahead and support vehicles against anti-tank teams and aircraft.

Vanguard MBTHeavy breakthrough180 pts

Heavy armor, a rotating turret, and a powerful cannon. Support it with infantry and air defense.

Cost
180 pts
Health
330
Armor
17
Range
28 m
Vision
31 m
Speed
5.2 m/s
Production
14 s
Realistic ammo
40
Lynx scout IFVSpot & flank95 pts

Fast armored scout. Reveals enemies for your artillery and survives more punishment than snipers.

Cost
95 pts
Health
170
Armor
6
Range
22 m
Vision
43 m
Speed
7.0 m/s
Production
14 s
Realistic ammo
40
Kestrel light tankRapid flanking145 pts

Fast, affordable armor. Exploit gaps and chase reconnaissance; cannot duel a heavy tank head-on.

Cost
145 pts
Health
240
Armor
8
Range
29 m
Vision
35 m
Speed
8 m/s
Production
14 s
Realistic ammo
40
Bastion heavy tankArmored spearhead310 pts

Huge durability and a heavy cannon. Slow and expensive; protect it from missiles and aircraft.

Cost
310 pts
Health
580
Armor
28
Range
35 m
Vision
31 m
Speed
3.7 m/s
Production
20 s
Realistic ammo
40
Lancer tank destroyerLong-range anti-armor240 pts

High-velocity cannon with exceptional penetration. Fires from a halt. Keep it behind your frontline.

Cost
240 pts
Health
255
Armor
10
Range
47 m
Vision
34 m
Speed
5.2 m/s
Production
20 s
Realistic ammo
10
Shilka autocannon carrierDual-purpose air defense175 pts

Quad autocannons engage infantry and aircraft. Mobile protection against gunships; can intercept strike missions.

Cost
175 pts
Health
225
Armor
7
Range
31 m
Vision
33 m
Speed
5.5 m/s
Production
14 s
Realistic ammo
180
Badger assault IFVMechanized infantry support200 pts

Armored autocannon carrier. Sustained fire against infantry; less effective against heavy armor.

Cost
200 pts
Health
270
Armor
10
Range
24 m
Vision
33 m
Speed
6 m/s
Production
14 s
Realistic ammo
40
Brutus assault gunBreak entrenched infantry220 pts

Short-barreled demolition gun. Explosive shells counter trenches and infantry. Keep friendlies clear of its splash.

Cost
220 pts
Health
320
Armor
14
Range
26 m
Vision
30 m
Speed
4.5 m/s
Production
14 s
Realistic ammo
40
Leopard 2 heavy tankArmored spearhead330 pts

Modern heavy armor with spaced protection. A durable breakthrough tank; expensive to replace.

Cost
330 pts
Health
620
Armor
30
Range
38 m
Vision
31 m
Speed
4.8 m/s
Production
20 s
Realistic ammo
40
T-90M assault tankHeavy breakthrough285 pts

Reactive armor and a protective roof cage. Strong frontline armor with a compact silhouette.

Cost
285 pts
Health
485
Armor
26
Range
34 m
Vision
31 m
Speed
5.5 m/s
Production
20 s
Realistic ammo
40
M2 Bradley IFVMechanized infantry support250 pts

Tracked infantry support with a missile pod and an autocannon. Escort infantry and counter light vehicles.

Cost
250 pts
Health
320
Armor
10
Range
32 m
Vision
33 m
Speed
6 m/s
Production
20 s
Realistic ammo
40
Mastiff protected patrolSpot & flank105 pts

Fast mine-resistant patrol vehicle. Its protected hull reduces mine damage by half.

Cost
105 pts
Health
190
Armor
6
Range
18 m
Vision
34 m
Speed
9.5 m/s
Production
14 s
Realistic ammo
40
Gepard air-defense tankDual-purpose air defense210 pts

Twin autocannons and radar. More reliable against fast drones than rifles; also engages ground troops.

Cost
210 pts
Health
270
Armor
7
Range
37 m
Vision
33 m
Speed
5.5 m/s
Production
14 s
Realistic ammo
180
Jackal missile carrierMobile anti-tank ambush225 pts

Wheeled twin-launcher tank hunter. Stops to fire a powerful guided missile, then relocates quickly. Light armor and slow reload demand cover.

Cost
225 pts
Health
180
Armor
5
Range
44 m
Vision
35 m
Speed
7.2 m/s
Production
14 s
Realistic ammo
10

Support

Spot for indirect fire, keep weapons behind your front line, and protect repair and electronic-warfare vehicles.

Howitzer batteryLong-range support150 pts

Shells spotted enemies from far behind your line. Stops to fire. Weak at close range.

Cost
150 pts
Health
140
Armor
3
Range
52 m
Vision
23 m
Speed
3.8 m/s
Production
14 s
Realistic ammo
24

One fire mission is shared among selected batteries: three shells, or six rounds with a rocket battery. Shells can hurt friendlies.

Sentinel SAMProtect the skies140 pts

Intercepts gunships and air strikes. Keep it near your tanks. Cannot shoot ground units.

Cost
140 pts
Health
190
Armor
5
Range
34 m
Vision
32 m
Speed
4.8 m/s
Production
14 s
Realistic ammo
40
Field repair truckRepair & field logistics100 pts

Repairs nearby troops. In Realistic, carries finite ammunition for ground units; return to HQ to refill. Drones can recharge here when the carrier is stationary.

Cost
100 pts
Health
130
Armor
1
Range
0 m
Vision
22 m
Speed
5.0 m/s
Production
14 s

Realistic field stock: 240 rounds. Resupply ground troops within 14 m; refill at HQ.

81 mm mortar sectionMobile indirect support130 pts

Four infantry with a mortar. Arcing shells clear cover; needs a spotter and cannot fire within 12 meters.

Cost
130 pts
Health
120
Armor
0
Range
66 m
Vision
26 m
Speed
3.7 m/s
Production
8 s
Realistic ammo
24

One fire mission is shared among selected batteries: three shells, or six rounds with a rocket battery. Shells can hurt friendlies.

Tempest rocket artilleryArea bombardment340 pts

Six-rocket salvos, then 14 seconds to reload. Huge range and blast area; requires spotting. Splash hurts friendlies.

Cost
340 pts
Health
180
Armor
3
Range
110 m
Vision
25 m
Speed
4.3 m/s
Production
20 s
Realistic ammo
18

One fire mission is shared among selected batteries: three shells, or six rounds with a rocket battery. Shells can hurt friendlies.

Blackout EW carrierElectronic warfare150 pts

Jams hostile drones within 38 meters: disables their weapons and cuts their sight to 30%. No effect on manned aircraft.

Cost
150 pts
Health
150
Armor
2
Range
0 m
Vision
28 m
Speed
6 m/s
Production
14 s
CAESAR mobile howitzerLong-range support245 pts

Long-range wheeled artillery. Select Fire at position for a three-shell mission, then relocate.

Cost
245 pts
Health
175
Armor
3
Range
100 m
Vision
23 m
Speed
6 m/s
Production
20 s
Realistic ammo
24

One fire mission is shared among selected batteries: three shells, or six rounds with a rocket battery. Shells can hurt friendlies.

HIMARS rocket batteryArea bombardment390 pts

Six-rocket missions with a large blast radius. Long-range area fire can also hit friendlies.

Cost
390 pts
Health
190
Armor
3
Range
150 m
Vision
25 m
Speed
6.2 m/s
Production
20 s
Realistic ammo
18

One fire mission is shared among selected batteries: three shells, or six rounds with a rocket battery. Shells can hurt friendlies.

Counter-battery radarLocate firing artillery180 pts

Reveals hostile artillery firing within 100 meters for seven seconds. Protect it behind your lines.

Cost
180 pts
Health
130
Armor
1
Range
0 m
Vision
22 m
Speed
5.0 m/s
Production
14 s
Nomad electronic-warfare buggyElectronic warfare125 pts

Fast, fragile drone jammer. Closes gaps in your electronic-warfare coverage.

Cost
125 pts
Health
90
Armor
2
Range
0 m
Vision
28 m
Speed
9 m/s
Production
14 s
Mule unmanned logistics carrierRepair & field logistics75 pts

Repairs nearby troops. In Realistic, carries finite ammunition for ground units; return to HQ to refill. Drones can recharge here when the carrier is stationary.

Cost
75 pts
Health
100
Armor
1
Range
0 m
Vision
22 m
Speed
4 m/s
Production
14 s

Realistic field stock: 120 rounds. Resupply ground troops within 14 m; refill at HQ.

Bison mortar carrierProtected close support205 pts

Tracked mortar with quick follow-up shots and modest armor. Three-shell fire missions support advancing infantry. Needs spotting; cannot engage close targets.

Cost
205 pts
Health
235
Armor
8
Range
75 m
Vision
27 m
Speed
5.8 m/s
Production
14 s
Realistic ammo
24

One fire mission is shared among selected batteries: three shells, or six rounds with a rocket battery. Shells can hurt friendlies.

Bulwark missile air defenseLong-range air denial285 pts

Four-canister long-range SAM system. Covers a broad area and intercepts strike missions when ready. Slow reload and no ground weapon leave gaps for attackers.

Cost
285 pts
Health
210
Armor
5
Range
51 m
Vision
40 m
Speed
4.2 m/s
Production
20 s
Realistic ammo
10
Atlas armored recovery vehicleArmored frontline logistics195 pts

Unarmed tracked recovery vehicle. Repairs nearby units and services drones. In Realistic, carries 360 rounds of shared supply; refill at HQ. Cannot capture.

Cost
195 pts
Health
320
Armor
16
Range
0 m
Vision
22 m
Speed
3.8 m/s
Production
14 s

Realistic field stock: 360 rounds. Resupply ground troops within 14 m; refill at HQ.

Aircraft

Strike across terrain and counter enemy aircraft. Watch ammunition, fuel and anti-air coverage.

Viper gunshipAir attack210 pts

Flies over rivers and buildings. Hunts tanks, but anti-air missiles are deadly. Cannot capture.

Cost
210 pts
Health
200
Armor
4
Range
25 m
Vision
44 m
Speed
9.0 m/s
Production
24 s

Fuel and ammunition are finite in both rulesets. Multirotor drones can use stationary supply carriers; fixed-wing aircraft return to HQ.

Falcon multirole fighterAir superiority & strike290 pts

Fast fighter with guided weapons. Engages aircraft and armor, but vulnerable to SAMs. Cannot capture ground.

Cost
290 pts
Health
185
Armor
3
Range
39 m
Vision
53 m
Speed
22 m/s
Production
24 s

Fuel and ammunition are finite in both rulesets. Multirotor drones can use stationary supply carriers; fixed-wing aircraft return to HQ.

Aegis strike bomberHeavy attack passes360 pts

Makes continuous banked attack passes. Area-effect ordnance counters entrenched ground troops. Needs protection from SAMs and fighters.

Cost
360 pts
Health
290
Armor
5
Range
32 m
Vision
48 m
Speed
19 m/s
Production
24 s

Fuel and ammunition are finite in both rulesets. Multirotor drones can use stationary supply carriers; fixed-wing aircraft return to HQ.

Peregrine interceptorDedicated air superiority270 pts

Fast fixed-wing fighter with six air-to-air missiles. Patrols the skies but cannot attack ground forces. Must return to HQ for fuel and weapons.

Cost
270 pts
Health
165
Armor
3
Range
48 m
Vision
58 m
Speed
26 m/s
Production
24 s

Fuel and ammunition are finite in both rulesets. Multirotor drones can use stationary supply carriers; fixed-wing aircraft return to HQ.

Drones

Scout, strike or pilot an FPV. Electronic warfare, machine guns and dedicated anti-air weapons threaten drones.

Spectre recon dronePersistent aerial scouting130 pts

Persistent quadcopter scout. Reveals targets for artillery and recharges at stationary logistics carriers or HQ. Vulnerable to air defense and jamming.

Cost
130 pts
Health
40
Armor
0
Range
0 m
Vision
55 m
Speed
9 m/s
Production
12 s

Fuel and ammunition are finite in both rulesets. Multirotor drones can use stationary supply carriers; fixed-wing aircraft return to HQ.

Reaper attack droneRemote anti-armor support210 pts

Slow missile drone with four shots. Lower damage and shorter range. Returns to rearm; jammers disable its weapon.

Cost
210 pts
Health
65
Armor
0
Range
24 m
Vision
32 m
Speed
8 m/s
Production
12 s

Fuel and ammunition are finite in both rulesets. Multirotor drones can use stationary supply carriers; fixed-wing aircraft return to HQ.

Wasp FPV droneOne-use precision attack110 pts

Fast FPV. Rifles hit only 12% of shots; dedicated air defense is more reliable. Pilot directly or order an attack.

Cost
110 pts
Health
32
Armor
0
Range
3 m
Vision
30 m
Speed
11 m/s
Production
12 s

Fuel and ammunition are finite in both rulesets. Multirotor drones can use stationary supply carriers; fixed-wing aircraft return to HQ.

Vampire heavy bomber droneRemote anti-armor support180 pts

Heavy multirotor with six bombs. Must approach closely and is vulnerable to air defense.

Cost
180 pts
Health
80
Armor
0
Range
9 m
Vision
32 m
Speed
5 m/s
Production
12 s

Fuel and ammunition are finite in both rulesets. Multirotor drones can use stationary supply carriers; fixed-wing aircraft return to HQ.

Horizon fixed-wing UAVDeep aerial reconnaissance190 pts

Unarmed, long-endurance fixed-wing scout. Makes continuous passes to spot artillery and rear positions. Cannot capture; air defenses and jammers counter it.

Cost
190 pts
Health
85
Armor
0
Range
0 m
Vision
72 m
Speed
18 m/s
Production
12 s

Fuel and ammunition are finite in both rulesets. Multirotor drones can use stationary supply carriers; fixed-wing aircraft return to HQ.

Kite interceptor droneCounter-drone patrol175 pts

Air-only interceptor with six shots. Screens scouts and ground troops from hostile drones and aircraft. Uses stationary logistics carriers to rearm.

Cost
175 pts
Health
65
Armor
0
Range
30 m
Vision
44 m
Speed
13 m/s
Production
12 s

Fuel and ammunition are finite in both rulesets. Multirotor drones can use stationary supply carriers; fixed-wing aircraft return to HQ.

Talon strike UCAVPersistent precision strike295 pts

Fixed-wing unmanned attacker with four anti-armor weapons. Long endurance and continuous attack passes; shares the six-drone cap and is vulnerable to jamming. Services at HQ.

Cost
295 pts
Health
120
Armor
0
Range
36 m
Vision
46 m
Speed
17 m/s
Production
12 s

Fuel and ammunition are finite in both rulesets. Multirotor drones can use stationary supply carriers; fixed-wing aircraft return to HQ.

04 / FIELD STRATEGY

Win the fight before you fire.

OPENING

Take a connected front.

Send capturing ground units toward nearby flags, then contest a fourth. Keep a reserve close enough to reinforce a threatened ring. Buying only expensive vehicles leaves too few units to hold ground.

COMBINED ARMS

Give every weapon cover.

Pair infantry with armor. Use anti-tank teams or tank destroyers against heavy vehicles, and bring dedicated anti-air when aircraft appear. Keep repair vehicles behind the line so damaged units can recover after five seconds without taking damage.

RECONNAISSANCE

Spot before you bombard.

Scouts and recon drones reveal threats for your artillery. Fire within the displayed range rings; blind fire scatters more. Shells have travel time and friendly fire, so stop advancing into a target area until the barrage lands.

DEFENSE

Make the enemy cross open ground.

Dig infantry into trenches or garrison houses. Use Hold fire to prepare an ambush, then Weapons free to engage. Ordinary direct fire struggles against cover; artillery and demolition weapons are the counter. Avoid packing every squad into one blast radius.

MANEUVER

Use smoke to change the fight.

Ground units carry two emergency smoke charges, with a 45-second reload between uses. Smoke buys time to cross exposed ground or retreat, but nearby and airborne observers can still spot you. Preserve experienced units instead of trading them unnecessarily.

ENDGAME

Protect the flags behind you.

All seven uncontested flags immediately win the match. After the two-minute opening protection, send capturing ground troops inside the enemy HQ’s 16-meter ring for 30 seconds; you do not need to own the flags. Enemy ground defenders inside the ring pause capture. If attackers leave, progress drains away. Keep defenders at your own HQ to stop a surprise assault.

Detailed mechanics: groups, drones, engineering, aircraft & FPV

A little combined-arms wisdom

Start with Quick picks. Open All units for the full roster. 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 groups, 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, groups 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. Selected batteries share one coordinated mission: three shells, or six rounds if a rocket battery is included. More guns deliver the mission sooner. Rounds have 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.

Groups: Create group 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 groups. Edit a group 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. Spectre scouts have greater endurance and can recharge at a stationary logistics carrier. Horizon fixed-wing UAVs scout deep positions; Kite interceptors protect your airspace. Attack drones carry 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. Capacity scales with floor area: one squad per 20 square meters, from one to eight squads. Incoming troops reserve spaces. Tap an occupied building to select individual occupants or send them outside. 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). Multirotor drones can also recharge and rearm at a closer stationary repair truck or Mule UGV; in Realistic, rearming consumes its ammunition stock. Fixed-wing UAVs use HQ. 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 Battle, Army, Deploy, and Map to open one panel at a time. Deploy shows every eligible troop in a scrollable grid with visible category buttons. Drag the battlefield to pan; pinch to zoom. Select a troop, then tap its destination. The compact selection bar always offers Commands and Deselect. Hold a friendly troop or Army card to start multi-select. Tap more troops to add or remove them; Deselect ends selection. Help opens this separate guide.

Smoke hides troops for 16 seconds. Air strikes arrive after 3.5 seconds and can hurt your own troops. SAMs, MANPADS, Gepards and Shilkas can intercept them when armed and in range.

W A S D PanScroll ZoomQ E RotateSpace Your armyX StopR Retreat & repairT Dig trenchesAlt 1–8 Select group1 – 9 Buy from current tabEsc Deselect
SUPPORT / ORBITAL INTELLIGENCE

Kestrel reconnaissance.

Choose Satellite beside smoke and air strikes. It costs 5,000 match points: six seconds to acquire orbit, then three minutes of approximate enemy contact areas. Sweeps update every six seconds; each circle may contain several troops. Infantry concealed in forests, buildings or trenches are harder to detect.

The circles are intelligence estimates. They do not expose exact troops or permit attacks on hidden targets. Send scouts to verify them. Watch the orbital panel as an automatic interceptor approaches and destroys the satellite; all contact areas then disappear. The next launch becomes available after interception, 186 seconds after purchase. Timers pause with the battle. Tap the panel heading to collapse it.

COMMAND NETWORK

Bring your people. Earn your insignia.

Friends and lobby invitations

Open Friends & regiments directly from the home screen or More. Add a commander by exact callsign; they must accept. Host a game, then use Invite friends to send an onscreen invitation. Your friend can join directly from the popup within two minutes, while a seat remains open. Finish an active battle before accepting another lobby invitation. Remove or block contacts from their row’s menu.

Found a regiment

Create one for 2,500 account credits and choose a unique three-letter tag. Account credits are earned between matches and are separate from your battlefield budget. A regiment supports 32 members. Invite accepted friends; the commander can remove members, transfer command or disband. Tags follow members into lobbies and the ranked ladder.

Monthly ranked seasons

Play five placement matches to establish your rank, then climb Bronze, Silver, Gold, Platinum, Diamond and Master. Promotions earn an insignia and a skippable ceremony. The global leaderboard shows the top 100, your position and past monthly champions.

Seasons run from the first day of each month at 00:00 UTC. Everyone begins each season at 1,000 rating with fresh placements; previous standings remain archived. A match counts toward the season in which it started. The October 2026 update resets the previous ladder and preserves it as the preseason archive.

05 / TERRAIN

Adapt to the battlefield.

Riverfall

The original combined-arms battlefield. Fight through three river crossings, villages and wooded flanks.

Full roster · three bridge chokepoints

Deadlock Trenches

Storm pre-dug trench lines across cratered no-man’s-land. Mud slows infantry by 12% and light vehicles by 45%. Mortars, smoke and FPVs break the deadlock.

Infantry + drones + light support · no tanks, gunships, jets or air strikes

Ironworks

Dense factory blocks break sightlines and channel armor into streets. Occupy buildings, fire through intersections, and demolish cover to open new approaches.

Full roster · dense garrisons · destructible factory blocks

Frostline

Deep pine belts conceal infantry around scattered cabins. The frozen river is open to all ground troops, with a 20% movement boost along its exposed surface.

Full roster · forest ambushes · fast frozen corridor

Black Gold

A broad desert oil basin with long firing lanes. Rich wells and ore sites pay twice their usual income; soft-sand basins slow vehicles by 35%.

Full roster · double resource income · soft-sand vehicle traps

06 / DIAGNOSIS

Know what needs attention.

The live status button stays available in the menu and during battle. Open it for response time, frame rate, simulation timing and the last rejected action.

Connection interrupted

The browser could not reach the game server. Keep the host running, check the connection, and let the game retry. A network failure alone cannot tell whether the host stopped or the route to it failed.

Server error

The server returned an error or its simulation stopped. Your session is retained. If the simulation is paused by an error, the host should inspect the server log and restart from the saved match.

Frontend error

A problem occurred in this browser. Reload to recover your saved seat. Low FPS with a healthy server points to rendering performance: try Performance mode and reduced effects.

Action unavailable

The server rejected an order because of a game rule or invalid input, such as insufficient credits or a returning aircraft. Read the popup and adjust the order; this does not mean the connection failed.

Response time includes server work. FPS measures this browser’s drawing speed. Neither is a CPU usage percentage; forcing higher CPU usage does not make a match smoother.