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