INTERDITION
MODERN WAR · REAL BATTLES · YOUR STRATEGY

Cut their lines. Starve their war.

An operational wargame of drone-age interdiction

You don't win by trading blows. You win by reading the ground, severing the enemy's supply, and letting a starving army wither. Combat is the means — logistics is the kill.

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The one idea
A supplied, dug-in enemy is nearly unkillable head-on. So cut him off — then take the ground.

Every map is one terrain doing two jobs: the hills and forests that channel supply onto roads and bridges are the same ones that block your line of sight. Master both fields and the battle is decided before the shooting starts.

01 · FIND

See the supply

Fly drones to trace the roads their trucks must run. Seize the high ground for the sightlines. You can hit almost anything you can see — the hard part is seeing it.

02 · CUT

Sever the line

Crater a bridge, hunt the convoys, or hold a chokepoint outright. A single severed road can strand an entire enemy thrust in the cold.

03 · STARVE

Let them wither

Cut off, a unit fatigues, then starves, then deserts. Its combat power collapses. Now walk your infantry in — or simply wait, and watch it disband.

A procedurally generated topographic staff map with contours, forests, rivers and Cyrillic place names
80×60 km of readable ground. Contours, woodland, flow-traced rivers, least-cost roads with bridges — every sheet generated from a seed, lettered in Cyrillic.
Genshtab-style topography
The ground is the game

Beautifully real terrain, procedurally drawn

Fractal elevation, hydrology-traced rivers and lakes, forests, marsh and high ground — rendered as a proper topographic staff sheet you can actually read. No two battles share a map, and the terrain is fully known from turn one. The fog is only over the enemy.

Flip to the 3D relief view to plan line of sight and dead ground — see exactly which ridge hides a unit and which valley a convoy has to thread. Then flip back and give your orders.

Four operators, two fields

A small force. Every unit a decision.

No sprawling tech trees — just four units, each an operator on the coupled fields of supply and sight. Winning is knowing when to spend each one.

Drone counter
The eyes + the knife

Drone

Flies above the horizon for your longest sightlines. Recon deep, then strike precisely — the decisive weapon of the modern battlefield.

Artillery counter
The cutter

Artillery

Craters roads and bridges to sever supply, grinds dug-in infantry, kills convoys. The instrument of interdiction.

Infantry counter
Takes & holds ground

Infantry

The only thing that captures. Crosses any terrain, endures when cut off, digs in to become a wall — or overruns a starving line.

Engineer counter
The counter-cut

Engineer

Mends the roads the enemy craters. Interdiction is a tug-of-war — the engineer is how you win it, or how they claw supply back.

Rise through the ranks

An enemy commander who plans the supply war

Beat the Sergeant, then face the Colonel. Learn against a green recruit; graduate to a senior officer who reads your logistics, cuts your bridges, and starves your pockets before he ever assaults. And the ground is fair — the AI sees exactly what you see. No cheating, just better planning.

Sergeant Сержант

A green NCO handed a command. Forgiving mistakes, no supply war yet — your training ground.

Lieutenant Лейтенант

A junior officer. Fights properly, holds its line, makes you earn the ground.

Major Майор

A field officer running the full doctrine: value targeting, disciplined assaults, road cratering and repair.

Colonel Полковник

A senior commander who plans the whole campaign — appraises your supply, cuts your lines, flies recon, finishes the pockets. The toughest fight on the sheet.

The field manual

How the war actually works

Everything below is the real rulebook — the exact numbers the game runs on, not marketing. Read the ground, know what each unit costs, and understand the energy clock that turns a cut road into a dead army. It reads in ten minutes; it pays off for the rest of the campaign.

These are the rules of the full 24×18 campaign. The quick 16×12 skirmish leaves a few switches off — zones of control, attritional combat, command-point limits and reinforcements — for a faster, more forgiving game. Where a rule is campaign-only, it's marked Campaign.

01

The ground reads twice

Every tile is one of six terrains. The same terrain does two jobs at once: it sets how fast you cross it and how well it hides and shields whoever holds it. Roads and bridges override the terrain underneath — they're the fast lane, and the only way across water.

Terrain — movement, cover & control
TerrainMove costFootVehicle off-road DefenceProjects control
Water · lake · river BlockedBlocked ×1.0No
Marsh 4CrossesBlocked ×1.1No
Grass · field 2CrossesCrosses ×1.0Yes
Forest 3CrossesBlocked ×1.4No
Rock · high ground 6CrossesBlocked ×1.3No
Snow · peak 8CrossesBlocked ×1.3No
Road · bridge 1CrossesCrosses noneYes
Cratered road 2CrossesCrosses as fieldYes

Defence multiplies a defender's fighting strength — forest is the best cover on the map (×1.4), high ground and snow strong (×1.3). Projecting control matters in the campaign: only open ground, roads and bridges throw a zone of control (see Moving). Forest and hills shield you but don't let you seal a road — that takes a unit sitting on the tarmac.

Sightlines. Terrain height also blocks line of sight, and forest canopy adds a little more cover to anything seen through it. You see farther from high ground, and a drone sees over woodland but not over a mountain — so the ridge that's slow to climb is also the one worth owning.

02

Four units, every stat that matters

No tech tree — just four operators. Integrity is a unit's staying power (for infantry, its men); ammo is its magazine; reach is how far it strikes; energy is the fuel-and-food clock every unit burns each turn. Learn this table and you know the whole order of battle.

Unit reference — the exact stats
UnitIntegrityAmmoMove ReachEnergy / turnRole
Infantry counterInfantry 10061 10Takes & holds ground; the only unit that captures
Artillery counterArtillery 60575 18Cuts roads & convoys, grinds dug-in infantry
Drone counterDrone 30254 18Recon deep, then strike; flies over the ground net
Engineer counterEngineer 5026 14Repairs cratered roads; never fires

Infantry is your only ammunition-free unit — it fights hand-to-hand with its men, so its integrity is its punch, and it crosses any land. Artillery and the engineer are road-bound off the tarmac: off a road they can only cross open grass. Drones fly — they ignore the road net and zones of control entirely, and an empty-tile sortie costs no ammo, so scouting is free.

03

Moving — a budget across weighted ground

Each turn a unit spends its move points crossing tiles, paying the terrain cost of each. Infantry has 6, so it can walk three grass tiles (2 each), or one snow tile (8) under the minimum-move rule. Roads cost 1 — a unit on a road covers real distance; the same unit wading marsh barely moves.

Budget

You path along the cheapest route to a destination, spending move points as you go. Woodland, hills and snow eat your budget; roads and bridges are cost 1 and stretch your reach.

Minimum move

A unit that hasn't moved may always take one step into an adjacent open tile even if the terrain costs more than its whole budget — so snow (cost 8) is slow, never a wall. One step only.

Stacking

Two units never share a tile. You can path past a friendly that's staying put, but not stop on it. Only infantry may step onto an enemy tile — that step is an assault.

Zones of control · Campaign. An enemy unit throws a zone of control onto the vehicle-passable tiles around it — roads, bridges and open ground. Enter an enemy's zone and your move ends there; you can't slip through it or chain from one zone to the next. This is how a single unit sitting on a road seals it. Drones ignore zones of control — they fly over.

04

Firing & combat — no dice, ever

Combat is fully deterministic: the same orders always resolve the same way. Each turn resolves in a fixed order — ranged fire first, then infantry assaults, then plain moves. Because fire happens before movement, a spotted target can't dodge the shell already inbound. You can hit almost anything you can see; the hard part is seeing it.

DroneDrone strike

Flies a path to the target sweeping a recon footprint with line of sight, then strikes: shaves infantry, or strips a vehicle's whole magazine. Only spent when it actually hits — an empty sortie is free reconnaissance. Reach 4.

ArtilleryArtillery

Halves infantry it hits; destroys any vehicle outright; kills convoys; and craters an empty road to slow it. One shell per shot, five shells in the tube, reach 5. The instrument of interdiction.

InfantryAssault

Infantry steps onto an adjacent enemy (reach 1) and fights close. Strength is men × energy × the defender's cover & entrenchment — a dug-in defender in forest is brutally hard; a starving one folds.

The melee maths is worth knowing: effective strength = base × energy factor × (defender's cover × entrenchment). Energy factor runs from 0.5 (empty) to 1.0 (full), so a starving unit fights at half. Hold a tile and you dig in — up to +50% defence after four turns. Attack a fresh, dug-in, well-supplied line head-on and you will lose. Cut it off first.

Attrition & reveal · Campaign. In the campaign, melee grinds instead of instantly killing: both sides take losses in proportion, and a defender beaten badly enough retreats toward its depot — an encircled unit with nowhere to run takes even heavier losses. And a gun that fires is lit up to the enemy until it next moves, so shoot-and-scoot survives while a static battery gets hunted.

05

Energy & supply — the real battlefield

This is the heart of the game. Every unit carries an energy clock from 0 to 100 — food, fuel and morale in one number. It drains every turn and refills only if a supply route still runs home to your depot. Cut that route and the number falls; when it hits the floor, the unit starves.

0
starving
40
fatigue line
100
full supply
Below 40 — can still move, but cannot fire or assault. At 0 — loses 15 integrity every turn until resupplied, then disbands.

At the end of each turn a unit burns its energy (infantry 10, engineer 14, drones and guns 18 — vehicles run hot) and then takes back up to +35 if a route home is open. The farther the route, the less it recovers; beyond supply range, nothing comes. A depot that's been overrun or is off the map supplies nobody — take the enemy's depot and their whole army starts to wither at once.

The supply war — how a road becomes a kill
MethodWhat it doesWho does it
Hunt the trucks Each side runs supply trucks; killing one drops that side's supply bandwidth by one. Artillery · Drone
Crater the road Shelling an empty road cuts its cost from 1 to 2 — the route home gets longer and weaker. Artillery
Hold the chokepoint A living unit blocks all supply routing through its tile. Sit on the one road out of a pocket and everything inside it starves. Any unit
Mend the cut An engineer parked on a crater with materials rebuilds the road in two turns — this is how you claw a severed line back, or how they do. Engineer

Trucks resupply automatically: a unit low on ammo or below 70 energy requisitions one, which takes the cheapest route home, routing around enemies — but a single enemy sitting on the road blocks it outright. A delivered load tops the unit back up and refuels it to full. So the whole game bends toward one move: don't trade blows with a supplied enemy — sever his line, then walk in.

06

The turn & command points

You issue orders, then press End Turn and both sides resolve at once. The end-turn button doubles as your command-point counter — a running tally of how many units you may still order.

Command points · Campaign. You can only order max(4, half your units) units per turn — a real staff can't micromanage everything at once. Re-ordering or clearing a unit you've already given orders to is free; it's the number of distinct units that's capped. The 16×12 skirmish removes the cap: order everyone, every turn.

After you commit, the turn resolves in a fixed pipeline: orders (fire → assault → move), then supply trucks run, then reinforcements, then engineers repair, then every unit burns and resupplies energy, then spotting updates, then victory is checked. Units that held their ground dig in; units that moved lose their entrenchment.

Reinforcements · Campaign. Every fifth turn each side gets one fresh unit at its depot — the kind it's most short of — up to a force cap. But a reinforcement is skipped, not banked, if your depot is cut off or occupied. Interdiction throttles the enemy's replacements too.

07

Winning

There are two paths to victory, and the whole rulebook points at the second one.

Eliminate the enemy

A side with no living units left loses immediately — and that can come from combat or from starvation. You don't always have to kill an army; sometimes you just have to cut it off and wait.

Take the depot

Hold the enemy's depot to win. In the campaign you must hold it for three straight turns; in the skirmish, capturing it is instant. Standing on it also severs all their supply at a stroke.

If both win conditions land on the same turn — mutual elimination, or both depots held — it's a draw. The end screen also rates the campaign by how much of your force survived, from a Pyrrhic one-star win to a five-star decisive one. Winning cheaply is its own scoreboard.

Coming soon

Player versus player

The deterministic core that makes the AI un-cheatable is the same one that will run authoritative, fog-fair online matches. Two commanders, one contested supply network. Cut each other off.

Two ways to play

Take command

Play instantly in the browser, or download for the full experience on your phone — the same deterministic engine, offline.

Free to play. The Colonel and player-vs-player are premium — everything else is on the house.