An artillery duel on a hill cut in half
Turn-based artillery duel · in the browser

A turn costs more than a shot

Three action points a turn. Eight items out of twenty-four. Ground you can dig through, collapse, flood and freeze.

Free and with nothing to install. An opponent is found in fifteen seconds — and if no human is around, you play a bot.

01 40machines28 in the tree, 12 premium
02 24items in the arsenaleight slots per battle
03 8kinds of groundeach with its own crater and ricochet
04 6battle formatseach changes a decision
05 6weather rulesand four arena rules on top of them
06 4arenasfrom green hills to a flooded valley
07 40campaign missionsfive tiers, played solo
08 3action points a turnwhatever you do not spend carries over
The aiming mechanism of an artillery machine, close up
01 · Battle

A turn is a plan,
not a press of the space bar

You have 3 action points a turn, and everything costs points: firing, driving, digging in, building, tunnelling, blowing a support, focusing and turning around. In one turn you cannot drive, dig in and fire a heavy shell.

Unspent points carry over, up to 5. Banking is worth exactly one turn, and only for a specific plan.

Shot ◆1 → ◆4Drive ◆1Foxhole ◆1Tunnel ◆2Support ◆2

How a battle goes

A rock ledge collapsing after its support is blown
02 · Battlefield

The ground comes apart

Eight kinds of ground, each with its own crater, ricochet and cost to drive across. Stone cannot be dug, marsh damps a blast by half, ice gives a crater twice as wide and carries the machine down the slope.

You can tunnel a hill through, drop a ledge on someone's head, build a bridge or breach a dam and flood the valley. A crater stays until the end of the battle, and the enemy sees it.

Earth ×1Sand ×1.6Rock ×0.4Ice ×2.2Marsh ×1.2

All about the battlefield

Arsenal

Eight slots out of twenty-four

Damage is only one of five roles. Terrain, control, intel and defence take the same slots and cost the same points, which is why building a loadout decides the outcome as much as aiming does.

Interface

What it looks like in practice

Three screens an evening passes between: the hangar, the battle and the review after it.

Hangar
The hangar is the menu. The machine on the left, its card in the middle, every section along one rail at the bottom.
Battle
Thirty seconds a turn. Above each health bar it says who is in the machine; below is the loadout and the cost of every action in points.
Battle summary
What you were paid for and what was deducted — line by line, together with a link to the recording.

Your first battle, right now

An opponent is found in fifteen seconds, and one battle takes five to twelve minutes.