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Controls

Everything mouse and keyboard can do — from selecting to drawing a route. The cursors come from the game itself, the screenshots from real matches.

Combat

Every unit card shows an armour tier and a weapon profile. What those two numbers do to each other decides every engagement — and higher is not better, only different.

Commanding your army

Your troops follow rules you cannot see: a leash, a corridor, a shared pace. Knowing them explains why your army stops — or runs off.

Titans and superweapons

At the end of every build chain stands one machine nothing else replaces — and one building that does something different for every faction.

Base and power

Where you are allowed to build, what a power deficit actually does, and why a tightly packed base dies in rows.

Account and rank

What happens to your points, who sees you when you are online — and how much a match survives before it is truly lost.

Economy

Three ores, one shared store and deposits that run dry. What you mine decides what you can build ten minutes from now.

Terrain and vision

Height decides who sees whom. The fog never fully forgets, yet it does not show everything — and radar is more than a minimap.

Research

Every faction has its own tree, and almost everything comes out of it: which units you may build at all, how strong your towers get, how good everything already in the field is.

Game modes

Against people for points, against people without points, in an open lobby with eight — or alone against the AI. Same simulation, four ways in.

First steps

The first minutes in the order they happen. The timings are not invented — they come from matches actually played.

The Steel Union STU

Conventional armed forces

The balanced faction. A complete roster from infantry through tanks and mechs to air power, with no special mechanic — what you see here works exactly as expected.

  • A solid answer for every role
  • No build-up special rule, quick to learn
  • No mechanic that can backfire
  • No pronounced strength to decide a match with
  • Wins through execution, not through quirks
60 entries →

The Scrap Legion SCL

Scavengers and raiders

Bolted-together technology and cheap numbers. Lives off loot, drones and throwaway units like the suicide bomber, who detonates on contact.

  • Cheap units, quickly replaced
  • Drone carriers and the scrap cannon deliver numbers without build time
  • Strong infantry line
  • Thinly armored — area weapons clear the swarm
  • Individual units take little punishment
59 entries →

The Aegis Order AEG

Elite with energy shields

Quality over quantity. Every unit carries a regenerating energy shield in front of its hull and fights with laser weapons. One shield point absorbs more than one hull point.

  • Shields recharge on their own between engagements
  • Slightly more hull and damage than the rest
  • A range advantage across the whole roster
  • Shields need a shield emitter (three at most) and power
  • The emitter overheats under sustained fire — then ALL shields fail at once
  • EMP discharges shields in a single blow
63 entries →

The Collective KOL

Machines and salvage

Purely robotic, without a power grid and with ONE currency instead of three ores. Draws much of its income from wrecks; the assimilator reprograms enemy units and fights on with them.

  • Salvage turns every engagement into income
  • Vehicles repair themselves, units are a little tougher
  • The assimilator turns enemy units to your side
  • Higher prices and slower ore mining
  • No real area weapon — no answer to cheap numbers
  • The building limit depends on data centers
56 entries →

The Blight WUC

Organic swarm

Does not build units but hatches them from eggs: brood buildings grow the eggs, the production buildings merely unlock. The biofield spreads across the map and feeds the faction.

  • Very cheap units, several per order
  • Buildings and units regenerate on their own
  • The biofield brings income without harvester routes
  • Thin chitin — the weakest hull in the game
  • Production is capped by regrowing eggs, not by money
  • Higher prices and slower ore mining
52 entries →

The Orbitals ORB

Vertical logistics from orbit

Nichts fährt aus einer Halle: jedes Gebäude fällt als Kapsel in die Bauzone, jede Bodeneinheit wartet nach der Produktion in der Orbitalreserve ihres Landefelds und wird per Klick abgeworfen - mit Forschung überall dort, wo eigene Einheiten gerade hinsehen. Die Wirtschaft fliegt: Frachtfähren tragen halb so viel wie andere Sammler, brauchen aber keinen Weg und laden auf vier Landepads gleichzeitig ab.

  • Ort und Welle: Verstärkung landet dort, wo sie gebraucht wird, nicht wo die Fabrik steht
  • Sammler ignorieren Klippen, Mauern und Staus
  • Sentinelkapseln laufen ohne Strom, der Gravanker bremst Flieger aus
  • Landungsfestung: ein Titan mit vier unabhängigen Türmen, dessen Besatzung beim Verlust aussteigt
  • Kinetikstab: Wolfram aus dem Orbit, danach eine Nachglut-Zone
  • Jede Landung ist angekündigt - eine Flak in der Zone schiesst die Kapsel ab
  • Nur ein Bodentyp mit schwerer Panzerung, keine Bergung, keine Selbstreparatur
  • Ist die Orbitalreserve voll, steht die Produktion
  • Die fliegende Wirtschaft ist die verwundbarste im Spiel - jede Flak trifft Frachtfähren
50 entries →