Missions
Every mission is played on a fixed map, so it plays the same for everyone, and every one has a global Steam leaderboard ranked by stars, then by the fastest time. Completing a mission earns a star, and each bonus objective adds another. The texts below are the game's own briefings.
Basic Training
Offered when you first launch the game. A coach walks you through the camera, selection, orders, building a base and your first fight, step by step, and finishes with a skirmish against an Easy AI. Its last screen leads into the sensor lessons.
Sensor lessons
Three short lessons on the part of the game that is most different from other RTS games: who can see what, and who can shoot at it.
S1. Radar and the Shared Picture
Switch a radar on and let the SAMs fire on its tracks.
An enemy only exists for you while one of your detectors holds it. A search radar sees aircraft out to 3 km, and every track it holds is shared with your whole side. Your SAM site has no radar of its own: it can only fire at what the radar shows it. A small raid is on its way. Wake the radar up, read its coverage, and let the battery do the rest.
Your forces: your base, a Ground Radar Station (switched off) and a SAM Battery.
Objectives
- Switch the radar on: select the Ground Radar Station and press R
- Show its coverage: press O and tick Ground radar. Hills cast shadows it can't see into
- An air raid is inbound. Wait for the radar to pick it up (about 3 km out)
- Shoot the raid down: the SAM site fires on the radar's tracks by itself
- BONUS Keep the radar and the SAM site alive
S2. Eyes Forward, Fire Behind
Spot for mortars that can't see their target.
An enemy supply dump sits beyond the ridge, within reach of your two mortars but far out of their crews' sight. Mortars fire at anything your side holds a track on, seen by them or not. Send the Forward Observer ahead to find the dump: the moment it sees the target, the whole team knows where it is.
Your forces: your base, two Mortar Carriers and a Forward Observer.
Objectives
- Drive the Forward Observer to the marked overlook (select it, right-click the marker)
- Get eyes on the supply dump. If a hill blocks the view, drive a little closer
- Destroy the dump: the mortars fire on your observer's track by themselves
- BONUS Lase a target: select the observer, press L and click a target (a laser track reaches 1.4 km)
S3. Hunting the Silent Hull
Find a deep submarine with buoys and sonar, then sink it.
A submarine is lurking deep off your coast. Radar and eyes can't see under water: only sonar and magnetic sensors can. Magnetic sensor buoys find any hull within about 650 m, and your patrol aircraft carries buoys, a magnetometer of its own (fly low) and torpedoes. Search the marked area, get a track, and sink it before it slips away.
Your forces: your base, a Patrol Boat (4 sensor buoys, short sonar) and a Maritime Patrol Aircraft (4 buoys, magnetometer, torpedoes).
Objectives
- Drop a sensor buoy in the search area: select the patrol boat or aircraft, press N and click the water
- Get a sonar or magnetic track on the submarine: spread buoys or fly the aircraft low over the area
- Sink the submarine: select the patrol aircraft and left-click it (torpedoes need that underwater track)
- BONUS Sink it within 7 minutes
Missions
Listed in the game's order, from easy to hard.
1. Beachhead
Break an entrenched outpost inland.
We hold the coast, but an enemy outpost dug in about a kilometre inland watches every road out of the base. Walls, armour and a ground radar that will see you coming. Take your spearhead in, build up behind it if you need more, and wipe the outpost out.
Your forces: your base (HQ, engineers, scout car), three Main Battle Tanks.
Objectives
- Destroy the enemy outpost
- BONUS Do it within 10 minutes
- BONUS Keep at least 2 of your 3 starting tanks alive
2. Night Raid
Strike a supply depot from the dark.
An enemy supply depot sits a kilometre and a bit inland: a forward base, four supply trucks, two tanks and two mortars. Its guards see about 450 metres - your tank guns reach 1.3 kilometres and your scout car sees 650. Find them first, shoot from beyond their sight, and be done before dawn. Tip: the night and thermal views (F2, F3) show far more than the naked eye.
Your forces: your base, four Main Battle Tanks and a scout car.
Objectives
- Destroy the depot (forward base and four trucks)
- BONUS Finish before dawn (05:00)
- BONUS Stay unseen until the first target is destroyed
3. Hold the Crossing
Take the crossroads and hold it until nightfall.
Halfway between us and the enemy lies the road crossing everyone needs. A light picket holds it now; heavier columns are on their way. Seize the point, dig in with mortars, mines and wire, and hold it for 8 minutes while the waves come - each one bigger, with gunships from the fourth.
Your forces: your base, four Main Battle Tanks, two mortars, an AA vehicle and an engineer.
Objectives
- Capture the crossing
- Hold the crossing for 8 minutes
- BONUS Never lose control of it once taken
- BONUS Keep at least 3 of your 4 tanks alive
4. Minefield
Open a lane through mines and wire.
The only road to the enemy's radar hill runs through a dense minefield, with blockades and barbed wire across it. The mine-clearing vehicle sees mines 60 metres out, flails through them and fires a line charge that clears a 120-metre lane. Open the way, then take the hill.
Your forces: your base, a mine-clearing vehicle, three Main Battle Tanks and an extra engineer.
Objectives
- Clear at least 10 mines
- Destroy the radar on the hill
- BONUS Lose no vehicle
- BONUS Take the hill within 12 minutes
5. Fog of War
Find a hidden platoon in thick fog.
Morning fog: eyes see less than half as far, thermal sights about three quarters. An enemy platoon is dug in somewhere in the marked area. Send the scout car and the UAV ahead, keep the tanks back, and strike only once you've found every one of them.
Your forces: your base, three Main Battle Tanks, a scout car and a UAV.
Objectives
- Find all six enemy vehicles
- Destroy the platoon
- BONUS Keep the scout car and the UAV alive
- BONUS Lose no tank
6. Sandstorm
Defend the oil field blind.
A sandstorm cuts everyone's eyes to 40 percent. An enemy column of ten vehicles is forming up across the dunes to hit your extraction sites in a minute. Your ground radar sees through the storm: use it to find them and meet them before they reach the field.
Your forces: your base, two extraction sites, a ground radar and four Main Battle Tanks.
Objectives
- Destroy 8 of the 10 vehicles in the column
- Keep both extraction sites
- BONUS Never let the column within 300 m of the field
- BONUS Lose no tank
7. Blind Their Eyes
Kill the radars, then strike the command post.
An air-defence nest guards the enemy's forward command post: two search radars feed two SAM sites and flak. Go in blind and they'll pick your bombers off. Your strike bombers carry anti-radiation missiles - they home on radars that are transmitting. Knock the radars out first, then bring the bombs. The AEW plane shows you the whole picture from altitude.
Your forces: your base, three Strike Bombers, two Close Air Support jets and an AEW plane.
Objectives
- Destroy both search radars
- Destroy the command post
- BONUS Destroy both SAM sites
- BONUS Lose no aircraft
8. Jammer
Blind their radars, then strike.
An air-defence nest guards the valley: two search radars feed two SAM sites. Your forward jamming post sits 2 km from it. Aim its cone at the radars (Aim jammer) and switch it on: their SAMs go blind and your close-support jets can go in. Jamming is loud - the enemy will know where the post is.
Your forces: your base, a forward jamming post with an AA vehicle and two tanks, three Close Air Support jets.
Objectives
- Jam both radars (aim the cone and switch it on)
- Destroy both SAM sites
- BONUS Keep the jamming post
- BONUS Lose no aircraft
9. Forward Observer
Mark targets for the aircraft, unseen.
No tanks this time. A forward observer team with a laser designator and a strike package overhead. Five targets sit in the marked area, with patrols between them. Get the observer in range without being seen, designate the targets (Designate), and let the aircraft do the rest.
Your forces: your base, a forward observer, two Close Air Support jets and a Strike Bomber.
Objectives
- Destroy the five targets (keep the observer alive)
- BONUS The observer is never seen
- BONUS Within 15 minutes
10. Supply Run
Get the trucks through the ambushes.
Three supply trucks must reach the forward depot on the far side of the island. Scouts report ambush teams along the road and a minefield laid across it. The trucks are yours to drive: send the escort ahead, clear the mines with the mine-clearing vehicle, and bring at least two trucks in. Expect gunships once you're past halfway.
Your forces: your base, three logistics trucks, three Main Battle Tanks, two scout cars, an AA vehicle and a mine-clearing vehicle.
Objectives
- Bring at least 2 trucks to the depot
- BONUS Bring all 3 trucks in
- BONUS Clear the minefield
11. Oil Rush
Win the economy, then the war.
Oil seeps and ore veins lie between you and an enemy commander. Whoever holds the economy wins: every vehicle burns gasoline, and armour needs metal. Build derricks and mines on three sites, keep the fuel flowing, then destroy the enemy headquarters.
Your forces: your base and extra funds; an Easy AI commander opposes you.
Objectives
- Run 3 extraction sites at once
- Destroy the enemy HQ and every factory
- BONUS Never run out of gasoline
- BONUS Win within 20 minutes
12. Air Superiority
Stop two bomber raids on your port.
Two raids of four bombers each, with fighter escort, are heading for your base and port - the first in a minute, the second three minutes later from another bearing. The radome and the AEW plane give you early warning; your four fighters have to do the rest. Go for the bombers.
Your forces: your base, a port, an early-warning radome, four fighters and an AEW plane.
Objectives
- Shoot down 6 of the 8 bombers
- BONUS Lose no structure
- BONUS Lose no fighter
13. Laser Screen
Keep the carrier afloat under missile fire.
Your carrier is anchored offshore, and two enemy coastal batteries on the neighbouring islands have it in range. They open fire in 30 seconds, then missile after missile will come in until the eight minutes are up. The frigate's CIWS and point-defence laser are the carrier's shield: keep it between the batteries and the carrier, and use the islands for cover.
Your forces: your base, an aircraft carrier and a Guided Missile Frigate.
Objectives
- Keep the carrier afloat for 8 minutes
- BONUS The carrier takes no damage
- BONUS Keep the frigate
14. Decisive Battle
A full battle against an AI commander.
Everything so far was the prelude. An enemy commander holds the other side of the island with a full base and an economy of its own. Out-build it, out-think it, and destroy its headquarters and every factory it has.
Your forces: your base, two Main Battle Tanks and extra funds.
Objectives
- Destroy the enemy HQ and every factory
- BONUS Win within 25 minutes
- BONUS Don't lose your HQ
15. Last Commander
Three commanders, one island.
Two enemy commanders hold the island with you, and they hate each other as much as they hate you. Let them bleed each other, pick your moment, and be the last one standing.
Your forces: your base; two Normal AI commanders, each on its own side.
Objectives
- Destroy both enemy commanders' HQs and factories
- BONUS Win within 30 minutes
- BONUS Don't lose your HQ
