OPERATIONS CONSOLE
Frontline Command
COMMAND WORKSPACE
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Run a safe check of deployment, map selection, movement, aiming, firing, and turns. Auto-play pauses, your battle is restored afterward, and no test progress is saved.
Check controlsTHEATER OPERATIONS
Awaiting deployment
Review your unfinished strike, or discard this draft to resolve the turn. Discarding does not fire the weapon or cancel a previously queued order.
MANUAL STRIKE CONTROL
You choose when to fire.
Live strikes land immediately. Ground combat waits for Resolve turn.
COASTAL THEATER · 12 × 8 SECTORS
Tap a sector to inspect its terrain, formations, and civilians.
SECTOR INTELLIGENCE
- Terrain / cover
- Formation
- Civilians at risk
- Enemy firing reach
Select an enemy contact to compare attack options. Preparing a strike does not fire it.
SELECT CONTACT · COMPARE FIREPOWER
Attack options
Select a platform to prepare its strike. Nothing fires until the final review is authorized. Nuclear forecasts use the compact package; change the warhead in Fire.
Enemy contacts
No active enemy formations remain.
Latest events from the current battle. The full history is in Command log.
Battle feed
Live results from your simulated battle. Strikes still require authorization.
Tap the overview to navigate. Roads, forests, towns and cover affect the fight.
Tap a blue formation or fleet to move it, or a red marker to aim a support strike.
Move each formation once per turn. Blue highlights show reachable sectors. Air bases and artillery can reposition on land; fleets stay in sea lanes. IFVs can cross inland water. Roads reduce movement cost, and fallout blocks entry.
Infantry or armor within one sector control land objectives; fleets control the Harbor. Nearby rivals contest control. Each held objective earns 3 victory points per turn and adds 5% attack power. Forests, hills and towns provide 12–20% ground cover.
Fire now resolves one strike immediately without moving the turn counter. Nuclear, live, and queued strikes share one launch per turn. Resolve turn advances ground combat and any unfired queued support. Civilian losses do not earn points. Fallout blocks movement and objective capture.
How fleets & naval gunfire workFleets move once per turn within the two sea lanes. Clear weather allows 3 sectors; bad weather allows 2. Only fleets can capture the Harbor.
Opposing fleets within 5 sectors exchange fire automatically. Fleet packages change combat power. Accumulated damage sinks ships. The fleet has its own live-fire slot and ammo; weapon choice and firing mode set the cost.
Air strikes and coastal artillery can target ships. Sinking a ship reduces naval firepower and removes its ammunition capacity, without reducing ground strength. Ground reinforcements do not replace ships.
Inspect a sector, select an enemy contact, and compare attack forecasts. Each platform has its own firing slot. Drag or swipe to explore the display.
COMBINED ARMS
Armor, fleets & support
FIELD ARMORY
Equip your advantage.
Choose a formation class and weapon package for each of your five force slots. Every choice changes the fight.
Strategic weapons
Tactical, compact and wide-area nuclear packages are selected in Aim & fire. Starting inventory is set in Mission; every launch requires authorization.
Weapon power relative to standard fire, before terrain, weather, and enemy defenses.
Deploy this loadout↗COMMAND LOG
What happened
Your battle log will appear here after deployment.
FRESH START
Clear all saved battles?
This deletes saved battle progress, casualties, population changes, loadouts, and view preferences. The app will restart with a new heavy-population battlefield. This cannot be undone.
FINAL LAUNCH REVIEW
- Aim / footprint
- Ammunition cost
- Weapon
- Target
- Enemy strength / assets
- Friendly strength / assets
- Civilian casualties
Game estimates only, not real-world blast or casualty modeling. Civilians are never a scoring target.
MOVEMENT AUTHORIZATION
