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.
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.
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.
The cutter
Artillery
Craters roads and bridges to sever supply, grinds dug-in infantry, kills convoys. The instrument
of interdiction.
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.
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
Terrain
Move cost
Foot
Vehicle off-road
Defence
Projects control
Water · lake · river
—
Blocked
Blocked
×1.0
No
Marsh
4
Crosses
Blocked
×1.1
No
Grass · field
2
Crosses
Crosses
×1.0
Yes
Forest
3
Crosses
Blocked
×1.4
No
Rock · high ground
6
Crosses
Blocked
×1.3
No
Snow · peak
8
Crosses
Blocked
×1.3
No
Road · bridge
1
Crosses
Crosses
none
Yes
Cratered road
2
Crosses
Crosses
as field
Yes
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
Unit
Integrity
Ammo
Move
Reach
Energy / turn
Role
Infantry
100
—
6
1
10
Takes & holds ground; the only unit that captures
Artillery
60
5
7
5
18
Cuts roads & convoys, grinds dug-in infantry
Drone
30
2
5
4
18
Recon deep, then strike; flies over the ground net
Engineer
50
2
6
—
14
Repairs 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.
Drone 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.
Artillery
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.
Assault
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.
Fatigued — can't fight
Combat-ready
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
Method
What it does
Who 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.
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
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