A real-time tactical strategy game
Run a contemporary outpost on real flashpoint geography. Every Fireteam you muster into the field is one less crew keeping your outpost running.
01The core tension
Your outpost runs on Shelters, and each one houses a single four-person Fireteam. While the Fireteam is Working inside, the Shelter generates Supply and Victory. Once you Muster the team onto the map, that output stops, but out there the team can take Relays, which earn Victory of their own. Winning means deciding, over and over, which crews go out and which stay in.
Your Tactical Operations Center anchors a defended perimeter. Every Shelter you add goes inside it, and so does the next decision about who stays home.
Three Relays sit in contested ground mid-map. A Fireteam secures one, and you keep Control after it moves on, until the enemy contests it.
The sightlines, height and cover you see in the 3D tabletop are the same ones a deterministic simulation uses to resolve every engagement.
02Four Shelters, four Fireteams
The core unit set never changes, so a skill you learn in one theater carries to the next.
Balanced infantry. Takes Relays fast and sabotages unguarded enemy Shelters.
Fast and hard to spot, carrying Thermal Smoke that refills when the team goes back to Working.
Sustained fire that pins enemy squads into Suppressed posture across wide lanes.
Long-range precision fire down narrow sightlines, with no penalty for distance.
03Dispatches
Each Dispatch is a playable scenario set on the real local geography of a flashpoint. It comes with a short Situation Report explaining why the terrain matters, theater-specific Callsigns, and at most one Operational Condition that captures the pressure of that place without changing the rules.
Keep several Recon & EW Shelters Working and the enemy captures Relays more slowly and loses long-range sightlines.
The outpost's resupply route has been severed. Passive Supply drops, so you start with bigger stockpiles to stretch.
Teams that fire and then stay put outside the wire draw incoming indirect fire, unless a Working Recon & EW Shelter covers them.