◇120crates+30 / min
⚑4/ 12
◆012:000◆
Hold Breakwater Bay

Garrison and supply the three positions.
The highest score after 12 minutes wins.

Drag to select · Shift to queue · WASD to pan · Scroll to zoom

Field manual

The longest reach belongs to the force that can sustain it.

Take ground

Move a ground group within the marked circle of a site. Ten uncontested seconds secures it. Keep a ground group there and deliver crates to score. Scouts cannot capture.

Keep it supplied

Your two trucks automatically supply the nearest outpost and Ridge Station once captured. Each carries four crates. A full site cache buys sixty seconds. Open Logistics to create routes, set target stocks, and protect reserves.

Find the opening

Scouts see farther. Active sweeps reveal a larger area but warn the opponent. Enemy contacts freeze where you last saw them; their age matters. A missile searches only near the chosen coordinates.

Make a commitment

Batteries need three seconds to set up and eight to change modes. Four charges buy a salvo or an interception window. Air wings make a strike or reconnaissance pass, return automatically, and spend local crates to rearm.

Change the route

A destroyed bridge forces trucks inland. Use a ground group at an approach to request repairs. Depots need sixteen physically delivered crates. To use the sea, supply your port, capture the receiving port, and assign a tender ferry.

Controls

Select / moveLeft / right clickQueue / control groupShift / Ctrl + 4–9Terrain / supply / information1 / 2 / 3Pan / zoomWASD / scrollHold / retreat / sweepX / R / QPause / cancelSpace / Esc

Single-player first playable. Local heuristics run the opponent; optional Clef decisions select its strategy. Every accepted command is recorded for replay. Multiplayer transport is planned.

Operation paused

The bay can wait a moment.

Operation complete

Supply orders

Assign a route once. Your trucks handle the rest.