Transmission open Wire Report // RTS // In development

A real-time tactical strategy game

WireReport

Run a contemporary outpost on real flashpoint geography. Every Fireteam you muster into the field is one less crew keeping your outpost running.

Status: greybox prototype in progress
Working amber strip lit · crew insideMustered crew out at a Relay

01The core tension

Every crew you send out is one less keeping the outpost running

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.

// HOLD

Build inside the Home Wire

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.

// MUSTER

Take the Relays

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.

// READ

Know the ground

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 same four roles in every Dispatch

The core unit set never changes, so a skill you learn in one theater carries to the next.

Readiness Shelter

Rifle Team

Balanced infantry. Takes Relays fast and sabotages unguarded enemy Shelters.

Recon & EW Shelter

Recon Team

Fast and hard to spot, carrying Thermal Smoke that refills when the team goes back to Working.

Heavy Weapons Shelter

Machine Gun Team

Sustained fire that pins enemy squads into Suppressed posture across wide lanes.

Overwatch Tower

Marksman Team

Long-range precision fire down narrow sightlines, with no penalty for distance.

03Dispatches

Scenarios set on real flashpoint geography

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.