Press Play.
Join with a friend’s room code, or choose Host game. Share your code or press Start game to find an opponent.
Press Play, then host a game or join with a room code. Short tips guide your first battle.
Join with a friend’s room code, or choose Host game. Share your code or press Start game to find an opponent.
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.
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.
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.
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.
| Action | Mouse & keyboard | Touch |
|---|---|---|
| Select troops | Click a unit or Army card; drag a box; Shift-click to add/remove | Hold a troop, then tap more to select several. Army cards also support long-press. |
| Advance & engage | Click ground, a flag or an enemy | Tap the destination after selecting troops |
| Keep moving | Right-click; Shift queues waypoints | Tap another friendly unit to move to its current position |
| Pan / zoom | WASD or arrows; Alt-drag or middle-drag; scroll to zoom | Drag to pan in Basic mode; pinch to zoom |
| Map tools | Enable Select / Grab in Settings; V selects, H grabs | Select draws a box; Grab pans; two fingers pan/zoom |
| Common orders | X stop · R retreat · T dig · G rally ping | Selection panel and Rally ping button |
| Manage the battle | Space centers army · Esc deselects · Alt+1–8 selects a group | Camera, 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.”
Open a troop card for its role, statistics and field notes. Values are the unranked base statistics used by this version of the game.
Capture flags and hold cover. Protect teams with specialized weapons from threats they cannot handle.
Four soldiers. Best at taking objectives and fighting from trees or buildings.
Six assault troops. Shreds infantry at close range; captures twice as fast as vehicles.
Three missile specialists. Punches through heavy armor; weak against massed infantry.
Two concealed marksmen. Extended sight and precise anti-infantry fire. Hard to spot in forests.
Five combat engineers. Enter houses, lay mines, booby-trap garrisons, sweep nearby explosives and dig trenches. Repairs ground units within 7 meters after combat.
Four troops with a mounted heavy machine gun. Stops to fire. Excellent defensive fire against infantry.
Three combat medics. Heals nearby infantry after five seconds without damage. Can capture and dig trenches.
Portable guided air defense. Cannot shoot ground targets; reliable against evasive FPVs. Intercepts strike missions when armed and ready.
Fast, lightly armed observers with extended sight and forest concealment. Capture flank objectives and spot for artillery; avoid direct armor fights.
Four troops with grenade launchers. Small explosive bursts counter entrenched infantry. Fragile against armor; keep friendly squads clear of the blast.
Break through exposed positions. Scout ahead and support vehicles against anti-tank teams and aircraft.
Heavy armor, a rotating turret, and a powerful cannon. Support it with infantry and air defense.
Fast armored scout. Reveals enemies for your artillery and survives more punishment than snipers.
Fast, affordable armor. Exploit gaps and chase reconnaissance; cannot duel a heavy tank head-on.
Huge durability and a heavy cannon. Slow and expensive; protect it from missiles and aircraft.
High-velocity cannon with exceptional penetration. Fires from a halt. Keep it behind your frontline.
Quad autocannons engage infantry and aircraft. Mobile protection against gunships; can intercept strike missions.
Armored autocannon carrier. Sustained fire against infantry; less effective against heavy armor.
Short-barreled demolition gun. Explosive shells counter trenches and infantry. Keep friendlies clear of its splash.
Modern heavy armor with spaced protection. A durable breakthrough tank; expensive to replace.
Reactive armor and a protective roof cage. Strong frontline armor with a compact silhouette.
Tracked infantry support with a missile pod and an autocannon. Escort infantry and counter light vehicles.
Fast mine-resistant patrol vehicle. Its protected hull reduces mine damage by half.
Twin autocannons and radar. More reliable against fast drones than rifles; also engages ground troops.
Wheeled twin-launcher tank hunter. Stops to fire a powerful guided missile, then relocates quickly. Light armor and slow reload demand cover.
Spot for indirect fire, keep weapons behind your front line, and protect repair and electronic-warfare vehicles.
Shells spotted enemies from far behind your line. Stops to fire. Weak at close range.
One fire mission is shared among selected batteries: three shells, or six rounds with a rocket battery. Shells can hurt friendlies.
Intercepts gunships and air strikes. Keep it near your tanks. Cannot shoot ground units.
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.
Realistic field stock: 240 rounds. Resupply ground troops within 14 m; refill at HQ.
Four infantry with a mortar. Arcing shells clear cover; needs a spotter and cannot fire within 12 meters.
One fire mission is shared among selected batteries: three shells, or six rounds with a rocket battery. Shells can hurt friendlies.
Six-rocket salvos, then 14 seconds to reload. Huge range and blast area; requires spotting. Splash hurts friendlies.
One fire mission is shared among selected batteries: three shells, or six rounds with a rocket battery. Shells can hurt friendlies.
Jams hostile drones within 38 meters: disables their weapons and cuts their sight to 30%. No effect on manned aircraft.
Long-range wheeled artillery. Select Fire at position for a three-shell mission, then relocate.
One fire mission is shared among selected batteries: three shells, or six rounds with a rocket battery. Shells can hurt friendlies.
Six-rocket missions with a large blast radius. Long-range area fire can also hit friendlies.
One fire mission is shared among selected batteries: three shells, or six rounds with a rocket battery. Shells can hurt friendlies.
Reveals hostile artillery firing within 100 meters for seven seconds. Protect it behind your lines.
Fast, fragile drone jammer. Closes gaps in your electronic-warfare coverage.
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.
Realistic field stock: 120 rounds. Resupply ground troops within 14 m; refill at HQ.
Tracked mortar with quick follow-up shots and modest armor. Three-shell fire missions support advancing infantry. Needs spotting; cannot engage close targets.
One fire mission is shared among selected batteries: three shells, or six rounds with a rocket battery. Shells can hurt friendlies.
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.
Unarmed tracked recovery vehicle. Repairs nearby units and services drones. In Realistic, carries 360 rounds of shared supply; refill at HQ. Cannot capture.
Realistic field stock: 360 rounds. Resupply ground troops within 14 m; refill at HQ.
Strike across terrain and counter enemy aircraft. Watch ammunition, fuel and anti-air coverage.
Flies over rivers and buildings. Hunts tanks, but anti-air missiles are deadly. Cannot capture.
Fuel and ammunition are finite in both rulesets. Multirotor drones can use stationary supply carriers; fixed-wing aircraft return to HQ.
Fast fighter with guided weapons. Engages aircraft and armor, but vulnerable to SAMs. Cannot capture ground.
Fuel and ammunition are finite in both rulesets. Multirotor drones can use stationary supply carriers; fixed-wing aircraft return to HQ.
Makes continuous banked attack passes. Area-effect ordnance counters entrenched ground troops. Needs protection from SAMs and fighters.
Fuel and ammunition are finite in both rulesets. Multirotor drones can use stationary supply carriers; fixed-wing aircraft return to HQ.
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.
Fuel and ammunition are finite in both rulesets. Multirotor drones can use stationary supply carriers; fixed-wing aircraft return to HQ.
Scout, strike or pilot an FPV. Electronic warfare, machine guns and dedicated anti-air weapons threaten drones.
Persistent quadcopter scout. Reveals targets for artillery and recharges at stationary logistics carriers or HQ. Vulnerable to air defense and jamming.
Fuel and ammunition are finite in both rulesets. Multirotor drones can use stationary supply carriers; fixed-wing aircraft return to HQ.
Slow missile drone with four shots. Lower damage and shorter range. Returns to rearm; jammers disable its weapon.
Fuel and ammunition are finite in both rulesets. Multirotor drones can use stationary supply carriers; fixed-wing aircraft return to HQ.
Fast FPV. Rifles hit only 12% of shots; dedicated air defense is more reliable. Pilot directly or order an attack.
Fuel and ammunition are finite in both rulesets. Multirotor drones can use stationary supply carriers; fixed-wing aircraft return to HQ.
Heavy multirotor with six bombs. Must approach closely and is vulnerable to air defense.
Fuel and ammunition are finite in both rulesets. Multirotor drones can use stationary supply carriers; fixed-wing aircraft return to HQ.
Unarmed, long-endurance fixed-wing scout. Makes continuous passes to spot artillery and rear positions. Cannot capture; air defenses and jammers counter it.
Fuel and ammunition are finite in both rulesets. Multirotor drones can use stationary supply carriers; fixed-wing aircraft return to HQ.
Air-only interceptor with six shots. Screens scouts and ground troops from hostile drones and aircraft. Uses stationary logistics carriers to rearm.
Fuel and ammunition are finite in both rulesets. Multirotor drones can use stationary supply carriers; fixed-wing aircraft return to HQ.
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.
Fuel and ammunition are finite in both rulesets. Multirotor drones can use stationary supply carriers; fixed-wing aircraft return to HQ.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
The original combined-arms battlefield. Fight through three river crossings, villages and wooded flanks.
Full roster · three bridge chokepoints
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
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
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
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
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.
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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.
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.
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.