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A year of war

After your first games, the campaign awaits: one war from day 1 to day 365, in six chapters, each on a front and in a season of its own. Every operation has its own map and an opponent who puts you to the test, and the third star asks for skill. Your progress is kept in your browser. The whole campaign is free for now, until the Steam release.

It began with a quarrel over water. The border river gives both countries their drinking water and power, and under the plateau in the south lies oil that both call their own. For months the diplomats talked, while across the border troops gathered for what were called “exercises”. On day 1, at four in the morning, the first missiles fall on our airfields and power stations.

Chapter 1 · Days 1–9 · Summer, the border river · Hard

The River

On day 1, at four in the morning, the enemy crosses the border river. They want the power station in one piece, and the bridges. We are the only brigade nearby. Hold them up until the country has mobilised.

The nuclear power station of operation High Voltage in Iron War: a concrete reactor dome, a turbine hall, three cooling towers and a switchyard behind a wall

Chapter 1 · Day 1 · River Bend · Hard

High Voltage

The nuclear power station on the river powers the whole region. The enemy wants it, and in one piece. Hold it, and drive the enemy back across the river: destroy their headquarters.

How it goes

Scouts over the bridge, engineers out to take the station over, a spy passing for one of your own civilians, artillery on the far bank and a last big assault: you keep having to choose what comes first. If the reactor building drops below 35%, its cooling fails and you have a minute to repair it.

Stars

  • Win the operation
  • Never a cooling alarm
  • Win within 25 minutes

▶ Start the operation

The steel railway bridge of operation The Bridges in Iron War: charges go off under the truss bridge over the tributary while enemy jeeps come up the railway on the far bank; behind it a village with a stone bridge

Chapter 1 · Day 2 · Upper River · Hard

The Bridges

Upstream the enemy did get across the border river, and now they are driving for the tributary. Three bridges cross it: the railway bridge, the old stone bridge in the village and the road bridge. Blow them before their tanks roll over them. But over each bridge a column of ours is still coming back: wait for them, if you can.

How it goes

You have no base, only a handful of engineers and a small squad. Each bridge has a pier on our side: two charges bring it down, and the second one picks the moment, because then the fuse burns for twenty seconds. Too early and our column is cut off on the wrong side (at least half have to come home); too late and the tanks roll over it. Enemy engineers clear your charges away, and a fast unit crosses the ford to hunt your engineers.

Stars

  • Win the operation
  • Bring at least 80% of our columns home
  • Lose no engineer

▶ Start the operation

Operation Delaying Action in Iron War: bombers sweep low over an abandoned ridge with a farm while the bombs strike among the rocks

Chapter 1 · Day 4 · The Town · Hard

Delaying Action

The enemy has laid pontoons elsewhere and is now advancing on the river town. Four thousand people still live there. We need two days to get them out. Hold him up, line by line. But don't stay too long: whoever gets surrounded won't come back.

How it goes

Three lines: a ridge with a farm, a brook with the railway embankment, and the edge of town behind the canal. Each line has a clock. When it runs out you fall back to the next, and a minute later his aircraft bomb the line you left. If the enemy stands alone on a line for half a minute, it falls too early. Halfway, helicopters set troops down at the station, behind you. Oil comes from the staff, not from derricks.

Stars

  • Win the operation
  • Leave at most 2 units behind in a bombardment
  • Lose no line too early

▶ Start the operation

Operation Evacuation in Iron War: white buses drive down the road out of the town, past wrecked houses and abandoned cars, towards the level crossing and a stone bridge

Chapter 1 · Day 6 · The Town · Hard

Evacuation

The last buses are waiting on the market. The road to the south-west is the only way out: past the crossroads, over the level crossing and over the canal bridge. The enemy knows that too. Keep the road open until the last bus is out of the town.

How it goes

Twelve buses leave in three groups and drive by themselves: you can't order them, only protect them. A bus stops while an enemy is close by, and a bus that is badly hit turns back. The enemy has mined the road, which your engineers have to find and clear, and attacks the road from the north and across the canal. At eight minutes saboteurs blow the canal bridge: your engineers repair it while the buses wait behind it. At least nine have to get out.

Stars

  • Win the operation
  • Get all 12 buses out of the town
  • No bus stands still longer than 1:00

▶ Start the operation

Operation The Line in Iron War: enemy shells strike around a bunker and a row of tank traps at the ford of an old river arm while soldiers man the position

Chapter 1 · Day 9 · The Old River Arm · Hard

The Line

Nine days we have held him up. Now we dig in behind the old river arm: he comes no further. The country has mobilised and the first reinforcements are on their way. Hold the line, and once they are here, we strike back: over the bridge, into his bridgehead.

How it goes

The river arm lies as a moat before your base, with two dikes and a ford. Your trenches there stop his vehicles, but not his soldiers. His artillery across the river shells the line, and columns come over the bridge. After fourteen minutes your reinforcements arrive: then you cross and roll up his bridgehead. Once it falls apart, his engineers want to blow the bridge. Clear the charges, and the bridge is yours intact.

Stars

  • Win the operation
  • Let none of his vehicles across the river arm
  • The bridge intact in our hands

▶ Start the operation

Hold Out: River Bend in Iron War, on the map of the nuclear power station at the river bend

Chapter 1 · Hold Out · Riverbend

Hold Out: River Bend

The chapter is over, but the enemy is not. On this map he comes in waves, one after another, heavier each time. Waves across the river at your base by the power station.

How it goes

You start with a base, oil and a small army. A wave comes every 75 seconds, each heavier than the last. When the next comes while your headquarters still stands, you have outlasted the one before. Ten waves is a win; it goes on until your headquarters falls. Your longest time is kept.

Stars

  • Outlast 10 waves
  • Outlast 15 waves
  • Outlast 20 waves

▶ Start

Chapter 2 · Days 18–40 · Late summer, the naval harbor and the strait · Hard

The Coast

Eighteen days after the invasion, the enemy opens a second front, by sea. In one night their marines storm the naval harbor, where the Leviathan lies in for maintenance. If the coast falls, they can attack us from two sides.

The aircraft carrier of operation Leviathan in Iron War: a huge grey carrier with jets on her deck, at the quay of a naval harbor with cranes

Chapter 2 · Day 18 · Naval Harbor · Hard

Leviathan

The enemy has overrun the naval harbor and taken our flagship: the Leviathan, the largest aircraft carrier in the fleet. At high tide the lift bridge over the channel goes up and they tow her out to sea. Keep her in the harbor: take her back if you can, sink her if you must.

How it plays

Whoever holds the bridge post decides whether the lift bridge goes up: take it with engineers and the Leviathan can't get through. To take her back, board her: soldiers who are the only ones at her gangway for 45 seconds take the ship; right along her hull her deck guns can't hit you. Or sink her with artillery, launchers and bombs. Until then gunships take off from her deck, and the frigate beside her shells the quay across the basin. High tide is at 16:00, the tide turns at 24:00. Once she is yours again, the enemy would rather see her sunk.

Stars

  • Win the operation
  • The Leviathan is ours again at the end
  • The lift bridge never goes up

▶ Start the operation

Operation Lighthouse in Iron War: a lighthouse at night on a rocky island, its beam over the water, coastal batteries in the dark

Chapter 2 · Day 21 · The Island · Hard

Lighthouse

From the lighthouse on the island the enemy directs his coastal batteries; while they fire, no ship of ours gets past. A small party lands tonight in the cove in the south-west. Take the lighthouse, and from there point out the batteries for our frigate's gun.

How it goes

It is night: everyone sees less far. The lighthouse's beam turns over the island; whoever it catches in the open gives the party away, and patrols and the camp come for them. Rocks and woods hide you. Engineers take the lighthouse while no armed enemy stands by it. Then its lamp lights up the ground round it for you, and a minute later the frigate comes with a few marines: its gun shells what you can see, the enemy at the lighthouse first, then the batteries. Knock out all three batteries before dawn.

Stars

  • Win the operation
  • Take the lighthouse without its beam seeing you
  • Win within 10 minutes

▶ Start the operation

Operation Beachhead in Iron War: landing craft run up the beach in front of a line of dunes with concrete bunkers

Chapter 2 · Day 27 · The Beach · Hard

Beachhead

We are landing on the largest island. Behind the beach lies a line of dunes, and in the gaps between them stand four old bunkers with a machine gun. The navy shells the dunes first; then the landing craft bring us ashore in waves. Take the dunes.

How it goes

Six waves come in, the last after nine minutes, and each brings oil: build a headquarters on the beach, out of the bunkers' reach. They are concrete and can't be repaired; artillery reaches further than their machine guns. From the seventh minute the enemy attacks the beach. A creek runs in on both sides: at low tide the sandbar over it runs dry, a way round behind the dunes, but whoever is still on it at high tide drowns. Knock out all four bunkers within twenty-five minutes.

Stars

  • Win the operation
  • Let nobody drown on the sandbars
  • Win within 12 minutes

▶ Start the operation

Operation Convoy in Iron War: a supply ship sails through the strait while shells from a coastal battery strike around it

Chapter 2 · Day 33 · The Strait · Hard

Convoy

Three supply ships with fuel and ammunition are sailing through the strait, past enemy coastal batteries on both shores. Without that cargo we won't hold the coast for a week. Silence the batteries before the ships come past.

How it goes

The ships come at five and a half, nine and twelve and a half minutes, and sail from west to east by themselves. Every battery fires at a ship in its reach, and a ship that takes too much goes down. The batteries are concrete: artillery reaches just further than they do, and gets across the water to the far shore too. Meanwhile the enemy attacks your base. At least two ships have to get through.

Stars

  • Win the operation
  • Bring all three ships through
  • Silence all six batteries

▶ Start the operation

The citadel of operation Thunderclap in Iron War: an old star fort with two gun turrets on an island in a strait

Chapter 2 · Day 40 · Coastal Fort · Hard

Thunderclap

The first troops of our ally come ashore: two against two. Two enemy armies hold the north shore. In the middle of the strait stands the old citadel: whoever holds it commands the coast with its guns. Take it together with your ally and beat both enemies.

How it goes

Whoever alone stands round its walls for a minute takes the citadel; its two turrets shell every enemy round the strait, but for those right under its walls. Sandbars run out to the island and across the water on both flanks. At 4:00 both enemies attack your ally together: help them, or take the citadel while they are busy. Whoever holds it ten minutes gets a bombardment from the other side. Your ally listens to your signals.

Stars

  • Win the operation
  • Your ally is still standing at the end
  • Your side holds the citadel at the end

▶ Start the operation

Hold Out: Naval Harbor in Iron War, on the map of the naval harbor

Chapter 2 · Hold Out · Naval Harbor

Hold Out: Naval Harbor

The chapter is over, but the enemy is not. On this map he comes in waves, one after another, heavier each time. Waves of marines at your base by the harbor.

How it goes

You start with a base, oil and a small army. A wave comes every 75 seconds, each heavier than the last. When the next comes while your headquarters still stands, you have outlasted the one before. Ten waves is a win; it goes on until your headquarters falls. Your longest time is kept.

Stars

  • Outlast 10 waves
  • Outlast 15 waves
  • Outlast 20 waves

▶ Start

Chapter 3 · Days 45–70 · Autumn, the plateau in the south · Harder

The Air War

On the first day, enemy paratroopers took our airbase on the plateau. From there their bombers fly to our cities and refineries. As long as they own the sky, we cannot attack in strength anywhere.

The airbase of operation Runway in Iron War: three jets taxiing to the runway, with the control tower between two hangars and bunkers behind

Chapter 3 · Day 45 · Plateau · Harder

Runway

On the plateau lies an enemy airbase. Every few minutes bombers take off from it to pound your base, and from minute 12 with heavier bombs. Put a stop to it, then destroy their headquarters.

How it goes

You see the jets taxi out of their hangars and take off, and half a minute later a carpet of bombs falls on what you have most of. Two ways to stop it: take the control tower with engineers (the airbase is yours then, with airstrikes from the tower, and the enemy wants it back), or blow up the fuel depot, where one tank takes the rest with it.

Stars

  • Win the operation
  • Take the airbase whole: the tower yours, every tank of the depot standing
  • Lose at most 2 buildings to bombs

▶ Start the operation

Operation Downed in Iron War: the smoking wreck of a jet in the desert

Chapter 3 · Day 49 · The Wadi · Hard

Downed

One of our jets has been shot down over the desert. The crew got out and are hiding by one of the buttes round the wreck. His search parties are already on their way. Find them first, and bring them to the pick-up.

How it goes

A rescue party with jeeps, riflemen, a sniper, anti-aircraft and a medic. After forty seconds the crew's beacon gives an area to search; exactly where they are differs from game to game. His search parties look at one place after another: whoever reaches the crew first has them. Once found they walk with you, and his helicopters and all his men come after them. Our helicopter is at the pick-up two and a half minutes after they are found: keep the crew alive there until it has them.

Stars

  • Win the operation
  • Bring both home
  • Win within 7 minutes

▶ Start the operation

Operation Air Defence in Iron War: bombers over a base on the plateau

Chapter 3 · Day 55 · Plateau · Hard

Air Defence

From the airbase he took on the first day, his bombers fly for our refineries on the plateau, wave after wave. Without oil the whole front comes to a standstill. Our anti-aircraft can now bring them down.

How it goes

From a minute and a half on, a flight of bombers comes for a refinery every fifty seconds, a few more each time. Every anti-aircraft gun with a bomber in its reach hits it; brought down before it is over its target, it drops nothing. The factory makes anti-aircraft, engineers repair what is hit, and meanwhile his ground troops come. Keep at least one refinery standing for twenty minutes.

Stars

  • Win the operation
  • Keep both refineries standing
  • Bring down at least 15 bombers

▶ Start the operation

Operation Hardened Shelters in Iron War: an airstrike coming down on a concrete shelter on a desert airfield

Chapter 3 · Day 62 · The Dispersal Field · Hard

Hardened Shelters

His last jets stand on a dispersal field, each in a concrete shelter. While they are there, he can strike back at any moment. Crack the shelters, with the jets inside.

How it goes

Only bombs crack the shelters: here your commander calls in an airstrike every seventy-five seconds, for little oil. Two engineers' charges bring one down too. But whoever comes too close is seen: the jet starts up and takes off a little later, unless the shelter is down by then. An escaped jet comes back to bomb your base, and three escaped is a loss. Meanwhile his ground troops come for your base.

Stars

  • Win the operation
  • Let no jet escape
  • Win within 15 minutes

▶ Start the operation

Operation The Oil Fields in Iron War: burning oil wells on the plateau, with tanks and soldiers beside them

Chapter 3 · Day 70 · The Oil Fields · Hard

The Oil Fields

His air force is gone. Now we take back the oil fields of the plateau, the reason he ever came here. He holds three fields, each with two wells, under an umbrella of anti-aircraft. What he has to give up, he sets on fire.

How it goes

Where his anti-aircraft stands, no pilot of ours flies a strike: knock it out first. A field falls once your troops stand alone at it for a while, and then he sets its wells alight. Engineers take a burning well over while no armed enemy stands by it; after a minute and a half it has burnt out. A field he holds alone for half a minute, he sets alight again. Once every field is yours his counterattack comes, four minutes long: keep at least three wells.

Stars

  • Win the operation
  • Keep at least 5 wells
  • Win within 10 minutes

▶ Start the operation

Hold Out: Plateau in Iron War, on the map of the airbase on the plateau

Chapter 3 · Hold Out · High Plateau

Hold Out: Plateau

The chapter is over, but the enemy is not. On this map he comes in waves, one after another, heavier each time. Waves over the plateau, and bombers after them.

How it goes

You start with a base, oil and a small army. A wave comes every 75 seconds, each heavier than the last. When the next comes while your headquarters still stands, you have outlasted the one before. Ten waves is a win; it goes on until your headquarters falls. Your longest time is kept.

Stars

  • Outlast 10 waves
  • Outlast 15 waves
  • Outlast 20 waves

▶ Start

Chapter 4 · Days 80–120 · Autumn, the reservoir and the valley · Harder

The Valley

The autumn rains have pinned the front down in the valley. The enemy has dug in behind bunker lines and trenches, and every metre costs us people. Above the valley stands the dam.

The dam of operation Floodgate in Iron War: a concrete dam with sluices between the rocks, the reservoir behind it and a river below

Chapter 4 · Day 80 · Reservoir · Harder

Floodgate

The enemy is dug in in the valley, behind bunker lines we cannot break. But above the valley stands the dam. Get our engineers there, lay the charges, and let the lake do the work.

How it goes

Engineers lay three charges on the dam while the enemy sends everything to clear them. Then the fuse burns for twenty seconds, and whoever is still in the valley is swept away by the flood. After that the lake drains, and its old bed lies open, straight to the enemy headquarters.

Stars

  • Win the operation
  • Let the flood sweep away at least 5,000 oil of enemies
  • Win within 25 minutes

▶ Start the operation

Operation Trench Raid in Iron War: a flare hangs at night over no man's land between two trench lines

Chapter 4 · Day 86 · No Man’s Land · Hard

Trench Raid

The autumn rains have frozen the front in the valley. His artillery knows exactly where to fire; we don't. Tonight a raiding party creeps across no man's land to his trench, takes the command post and comes back with his fire plans.

How it goes

It is night: everyone sees less far. Every few seconds he fires a flare over no man's land; whoever stands in its light is seen, by his bunkers too, and his men come for them. His sentries walk their rounds. Engineers take the command post while no armed enemy stands by it; then the whole trench is awake and the flares follow you. Win by getting an engineer back into our trench, before daybreak.

Stars

  • Win the operation
  • Take the command post without a flare catching you
  • Win within 4 minutes

▶ Start the operation

Operation Counter-Battery in Iron War: the radar has found an enemy battery among the autumn woods, its guns still smoking

Chapter 4 · Day 93 · The Hills · Harder

Counter-Battery

With his fire plans in our hands we finally know where his guns ought to be, but they never stay put for long. His artillery shells our valley from the wooded hills. We have one trump card: a counter-battery radar that traces every salvo back to where it came from.

How it goes

Every 15 seconds one of his four batteries fires a salvo at your base. While your radar truck stands and the battery is within its reach, you see for a few seconds where the salvo came from; then the battery drives on to its next position. Strike fast with your own artillery, a raiding party or an airstrike, and keep the radar out of the fire. Engineers repair what is hit. Win by knocking out all eight guns before the 25th minute.

Stars

  • Win the operation
  • Keep the radar truck whole
  • Win within 8 minutes

▶ Start the operation

Operation The Crossing in Iron War: a pontoon bridge half laid across the wide river, smoke over the far bank, the engineers on the bank

Chapter 4 · Day 104 · The Floodplain · Harder

The Crossing

After the flood the river is wide and every bridge is gone. The engineers lay a pontoon bridge, right under his guns. If we get across, the valley lies open before us.

How it goes

Engineers at the pontoon park lay the bridge, a section at a time (faster with more, up to three). His guns shell the bank while they can see it; every 45 seconds our mortars lay 15 seconds of smoke over the river, and his bunkers and spotters see nothing. Once the bridge is across, take the bridgehead on the far bank and hold it for three minutes against his counterattack, before the 30th minute.

Stars

  • Win the operation
  • Keep all 5 engineers of the sappers alive
  • Win within 12 minutes

▶ Start the operation

Operation Breakthrough in Iron War: tanks and infantry crossing the causeway at the canal, between ruined houses, under fire from two bunkers

Chapter 4 · Day 120 · Winter Quarters · Harder

Breakthrough

The last fortified town in the valley. He means to see the winter out there, behind three lines: the ridge, the brook with the railway embankment, and the canal at the edge of the town. Break through before winter sets in.

How it goes

You come from the east with a base; the staff sends oil. Each line has bunkers and a garrison, and falls with its last bunker. While a line holds, he sends his reserve to it every three minutes. Win by destroying his headquarters on the market, before the 35th minute.

Stars

  • Win the operation
  • Lose less than 8,000 oil of units and buildings
  • Win within 22 minutes

▶ Start the operation

Hold Out: Reservoir in Iron War, on the map of the valley below the dam

Chapter 4 · Hold Out · Reservoir

Hold Out: Reservoir

The chapter is over, but the enemy is not. On this map he comes in waves, one after another, heavier each time. Waves out of the valley, heavier and heavier.

How it goes

You start with a base, oil and a small army. A wave comes every 75 seconds, each heavier than the last. When the next comes while your headquarters still stands, you have outlasted the one before. Ten waves is a win; it goes on until your headquarters falls. Your longest time is kept.

Stars

  • Outlast 10 waves
  • Outlast 15 waves
  • Outlast 20 waves

▶ Start

Chapter 5 · Days 150–190 · Winter, the mountains in the north · Hardest

Winter

The enemy is losing ground and changes course: from the mountains in the north they fire missiles at our cities and power stations, in the middle of winter. At home, people sit in the dark and the cold. Get those missiles out of the mountains.

A launch site of operation Countdown in Iron War: a truck with a raised missile on the snowy plateau

Chapter 5 · Day 150 · Mountain Pass · Hardest

Countdown

High in the mountains stands a launch site, and every four minutes a missile comes down on us. In 24 minutes they launch everything they have. There are three, but only one is real. Find it and destroy it.

How it goes

Which one is real shows as the first missile goes up; to know sooner, send a spy into the command centre, have an aerial photo taken or take the weather station. Three ways up: the pass with its mountain gate and bunkers, the open road along the frozen lake, and a narrow goat path, on foot only. A red circle warns where a missile will come down. From minute 16 the enemy comes down the mountain itself.

Stars

  • Win the operation
  • Attack no decoy: know which one is real
  • Win within 14 minutes

▶ Start the operation

Operation Mountain Post in Iron War: a small party closes in by night on the observation post with its radio mast on a snowy peak

Chapter 5 · Day 157 · The Peak · Hardest

Mountain Post

On a peak far behind his lines sits the observation post that aims his rockets and his guns. A small party climbs to it tonight by the goat path, takes it, and holds it until it gets light.

How it goes

It is night: everyone sees less far. His road up the east side is guarded; the goat path in the west is not, but for two sentries. If he sees you on the way, his men come for you. Engineers take the post; then his men come up the road from his camp, with engineers to take it back. If the post is ours when it gets light at 15:00, we have done it.

Stars

  • Win the operation
  • Take the post without being seen
  • Keep at least 8 of the party alive

▶ Start the operation

Operation The Hunt in Iron War: a rocket launcher with its rockets raised before a tunnel mouth in a snowy mountain wall

Chapter 5 · Day 166 · The Gorge · Hardest

The Hunt

His rocket launchers live in the mountain now. One drives out of a tunnel, fires on our power stations in the valley and vanishes again, to turn up somewhere else. Hunt them down, and shut the tunnels.

How it goes

Every half minute a launcher comes out of a tunnel mouth none of ours is near, drives to its spot and fires on a power station; then it drives back into the mountain. Catch it outside, with drones, helicopters or a quick party. Engineers blow a tunnel mouth with charges; with every mouth shut, the launchers still inside are trapped. The staff sends oil. Knock out all three launchers before the 25th minute.

Stars

  • Win the operation
  • Lose no power station
  • Win within 10 minutes

▶ Start the operation

Hold Out: Mountain Pass in Iron War, on the map of the mountain pass

Chapter 5 · Hold Out · Mountain Pass

Hold Out: Mountain Pass

The chapter is over, but the enemy is not. On this map he comes in waves, one after another, heavier each time. Waves through the pass, and rockets on top.

How it goes

You start with a base, oil and a small army. A wave comes every 75 seconds, each heavier than the last. When the next comes while your headquarters still stands, you have outlasted the one before. Ten waves is a win; it goes on until your headquarters falls. Your longest time is kept.

Stars

  • Outlast 10 waves
  • Outlast 15 waves
  • Outlast 20 waves

▶ Start

Still to come in this chapter

Chapter 6 · Days 240–300 · Spring, the delta · Hardest

The Counteroffensive

It is spring. In the delta the enemy still holds a large part of our country, with our biggest city in it. The counteroffensive is ready, but as long as they have the ground station, they see every tank we move.

The satellite ground station of operation Sky Eye in Iron War: three big dishes and a control building with a radar dome, on a mound inside a moat in the polder

Chapter 6 · Day 240 · Meadowland · Hardest

Sky Eye

On the polder stands a satellite ground station. With it the enemy sees everything we do: every move, every ambush. Take it over and turn the tables, then destroy their headquarters.

How it goes

Every 45 seconds a satellite pass sweeps the map and the enemy sees all your units. The more of its three dishes work, the further the pass reaches. Shoot them down or have a spy sabotage them, or take the control building with engineers: then the passes are yours. The enemy then sends jammers, and from minute 15 a big counterattack.

Stars

  • Win the operation
  • Take the station with all three dishes whole
  • Hold the station from the taking to the end

▶ Start the operation

Hold Out: Meadowland in Iron War, on the map of the meadow plain

Chapter 6 · Hold Out · Meadow Plain

Hold Out: Meadowland

The chapter is over, but the enemy is not. On this map he comes in waves, one after another, heavier each time. Waves over the meadow plain, the biggest of all.

How it goes

You start with a base, oil and a small army. A wave comes every 75 seconds, each heavier than the last. When the next comes while your headquarters still stands, you have outlasted the one before. Ten waves is a win; it goes on until your headquarters falls. Your longest time is kept.

Stars

  • Outlast 10 waves
  • Outlast 15 waves
  • Outlast 20 waves

▶ Start

Still to come in this chapter

Final operation · Day 365 · Summer, back at the border river

Ceasefire

A year after the first night, the diplomats have an agreement: at six in the morning the guns fall silent, and the line stays where it is then. You have the night. After all six chapters.

Coming soon

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