Frontline Command
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OPERATIONS CONSOLE

Frontline Command

Help & diagnosticsReset saved battles
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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.

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    THEATER OPERATIONS

    Awaiting deployment

    Mission setup

    OPERATION TURN00 / 12
    FIRING READY0 / 6
    ENEMY CONTACTS0
    CIVILIAN DEATHS0
    CIVILIAN STATUSView impact →
    Civilian population
    Starting population
    Manage↗
    BATTLEFIELD ACTIONS
    Strike selected, not fired

    Review your unfinished strike, or discard this draft to resolve the turn. Discarding does not fire the weapon or cancel a previously queued order.

    Review draftDiscard draft & resolve turn
    Move & inspectQueue strikeAim & fire

    MANUAL STRIKE CONTROL

    You choose when to fire.

    Live strikes land immediately. Ground combat waits for Resolve turn.

    Aim & fireNuclear strike

    ↗Deploy forces▶Resolve turn
    Command from the map

    COASTAL THEATER · 12 × 8 SECTORS

    −100%+Fit
    TerrainTactical
    Effects

    ABCDEFGHIJKL
    N ↑Drag to pan · arrow keys to inspect
    Selected formationReachable sectorTarget lock
    PLAN ONLY · NOT FIRED

    Review strike
    Forces & conditions
    YOUR FORCE
    62strength
    VS
    RIVAL
    58strength
    Compare enemy contacts

    Tap a sector to inspect its terrain, formations, and civilians.

    SECTOR INTELLIGENCE

    Terrain / cover
    Formation
    Civilians at risk
    Enemy firing reach

    Center sectorAim at contact

    Select an enemy contact to compare attack options. Preparing a strike does not fire it.

    SELECT CONTACT · COMPARE FIREPOWER

    Attack options

    Enemy contactFiring mode

    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
    Full log

    Live results from your simulated battle. Strikes still require authorization.

    Map layers & advanced controls
    Terrain viewGridUnit labels
    Tactical overlayReference formation

    Tap the overview to navigate. Roads, forests, towns and cover affect the fight.

    ResetCombat rulesCivilian impact
    Formation details & field guide
    Coastal operations
    Pick a formation

    Tap a blue formation or fleet to move it, or a red marker to aim a support strike.

    Aim air strikeAim artilleryAim naval strike

    Cancel support
    Available moveCapture pointSea lanes · fleets onlySwipe sideways to explore the map
    How movement & capture work

    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 work

    Fleets 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.

    terrain
    Ground forcesTanksAir wingsArtillery batteriesWarships

    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.

    ↑ Force inventory & ammunition

    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.

    35 PACKAGES · 3 NUCLEAR

    InfantryArmorAviationArtilleryFleet

    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

    0 events
    —

    Your battle log will appear here after deployment.

    FRONTLINE COMMANDA lightweight, abstract battlefield simulator. No real-world forces or events.

    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.

    Keep my battleClear all & restart

    FINAL LAUNCH REVIEW

    Aim / footprint
    Ammunition cost
    Weapon
    Target
    Enemy strength / assets
    Friendly strength / assets
    Civilian casualties

    I authorize this irreversible nuclear launch and understand the risk of catastrophic civilian deaths, city destruction, friendly losses and a prolonged humanitarian crisis.

    Game estimates only, not real-world blast or casualty modeling. Civilians are never a scoring target.

    Cancel launch

    MOVEMENT AUTHORIZATION

    Confirm your move

    Keep positionConfirm movement