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| Available Features | |||
|---|---|---|---|
| Maximum Simultaineous Games | 3 | 10 | 30 |
| Play Solo Games | YES | YES | YES |
| Join Multiplayer Games | YES | YES | YES |
| Create Multiplayer Games | no | YES | YES |
| Create Maps and Scenarios | no | YES | YES |
| Play Premium Only Games | no | YES | YES |
| Play Extreme Only Games | no | no | YES |
| Rank Progression | Enlisted Man | Enlisted Man | Commissioned Officer |
| Membership Fee (in US dollars) |
Supported Payment Options:
LIMITED TIME SPECIAL
To reward early adopters and to compensate for any hickups during the beta period,
all 1 year membership purchases will automatically include a bonus year.
That is 2 years for the price of 1. Fantastic!!! Grab it while you can!
| Force Type | Cost in Credits |
|---|---|
Troop | 10 |
Tank | 15 |
Factory | 45 |
| Force Type | Movement Points |
|---|---|
Troop | 1 |
Tank | 2 |
Factory | 0 |
| Force Type | Attack Odds | Defense Odds |
|---|---|---|
Troop | 15 % | 30 % |
Tank | 50 % | 30 % |
Factory | 0 % *** | 0 % *** |
| Force Type | Cost in Credits |
|---|---|
Troop | 10 |
Tank | 15 |
SAM Launcher | 15 |
Fighter | 30 |
Bomber | 35 |
Submarine | 20 |
Transport Ship | 20 |
Aircraft Carrier | 35 |
Destroyer | 25 |
Factory | 45 |
| Force Type | Movement Points | Blocked By | Blocks | Must Land Safely |
|---|---|---|---|---|
Troop | 1 | Any | Surface | No |
Tank | 2 | Any | Surface | No |
SAM Launcher | 1 | Any | Surface and Air | No |
Fighter | 4 | Air | Surface and Air | Yes |
Bomber | 6 | Air | Surface and Air | Yes |
Submarine | 2 | None | Surface | No |
Transport Ship | 2 | Any | Surface | No |
Aircraft Carrier | 2 | Any | Surface | No |
Destroyer | 2 | Any | Surface | No |
Factory | 0 | None | None | No |
| Force Type | Attack Odds | Defense Odds |
|---|---|---|
Troop | 15 % | 30 % |
Tank | 50 % | 30 % |
SAM Launcher | 0 % | 20 % * |
Fighter | 50 % | 65 % |
Bomber | 65 % | 15 % |
Submarine | 30 % | ** |
Transport Ship | 10 % | ** |
Aircraft Carrier | 35 % | ** |
Destroyer | 50 % | ** |
Factory | 0 % *** | 0 % *** |
| Force Type | Details |
|---|---|
TroopCost: 10 Range: 1 Attack %: 15% Defend %: 30% |
The basic millitary unit. Cheap, and like a marine they get the job done.
Troops perform better in a defensive rather than offensive role. Troops can only move on land. To move across water, they must be loaded onto a Transport Ship. Up to two Troops can be loaded onto a Transport Ship at one time. Troops on a Transport Ship do not contribute to combat. If a Transport Ship is destroyed, any Troops it is carrying are also destroyed. |
TankCost: 15 Range: 2 Attack %: 50% Defend %: 30% |
The dominant land assault force, Tanks bring range and fire power to the battlefield. Tanks can only move on land. Transport Ships are required to move a Tank across water. Transport Ships can carry up to two Tanks at a time. While loaded on a Transport Ship, a Tank will be unable to contribute to combat. If a Transport Ship is destroyed while carrying a Tank, the Tank will also be destroyed. |
SAM LauncherCost: 15 Range: 1 Attack %: 0% Defend %: 20%* |
Feared by all pilots, Surface To Air Missile (SAM) Launchers defend home airspace from invading aircraft. SAM Launchers are a unique air defence only force. SAM Launchers can only fire when they are in their own land zones. SAM Launchers cannot fire on enemy soil, nor can they defend against land forces such as Troops or Tanks. * SAM Launchers get a shot at each attacking Fighter or Bomber. The more enemy forces, the more they are able to fire. This makes them particularly useful for defending valuable locations such as capitals and production locations. SAM Launchers can only move over land with a range of 1. To move across water, they must be loaded on to a Transport Ship. A Transport Ship may carry up to two SAM Launchers at a time. SAM Launchers on Transport Ships cannot participate in combat. If a Transport Ship is destroyed while transporting a SAM Launcher, the SAM Launcher will also be destoryed. SAM Launchers block both land and air forces movement and are blocked by both land and air forces. |
FighterCost: 30 Range: 4 Attack %: 50% Defend %: 65% |
Excellent multi-purpose forces. Fighters block land and surface water forces but are not by blocked them, with the exception of the SAM Launcher which blocks all aircraft. Enemy aircraft will also block Fighters. Fighters must land at the end of every turn. They must land on an Aircraft Carrier or on a land territory that was owned at the beginning of the turn. Up to four Fighters may land on a single Aircraft Carrier. Fighters that do not land at a safe location at the end of a turn are destroyed. Fighters have a maximum range of 4. Care must be taken to ensure they have enough range to reach a safe landing spot. |
BomberCost: 35 Range: 6 Attack %: 65% Defend %: 15% |
Bombers are much stronger at attacking than defending. Bombers block land and surface water forces but are not by blocked them, with the exception of the SAM Launcher which blocks all aircraft. Enemy aircraft will also block Bombers. Bombers must land at the end of every turn. They must land on a land territory that was owned at the beginning of the turn. Bombers that do not safely land at the end of a turn are destroyed. Bombers have a maximum range of 6. Care must be taken to ensure they have enough range to reach a safe landing spot. |
SubmarineCost: 20 Range: 2 Attack %: 30% |
Useful for disrupting shipping supply lines, Submarines are the silent hunters of the deep. Submarines are never blocked, but they block other ships, and can disrupt shipping movement by blocking them. Submarines can only attack forces that are in or on the water. This makes them vulnerable and unable to retaliate against aircraft. |
TransportCost: 20 Range: 2 Attack %: 10% |
With an attack percentage of only 10%, Transport Ships are weak in combat.
Hard working and under respected, their main usefulness is in transporting land forces over water. Transport Ships can carry up to two units of cargo. Troops, Tanks and SAM Launchers each take up one unit of cargo space. In other words, a Transport Ship may, at most, carry any two land units at a time. These do not have to be of the same type. Transport Ships can load so long as they have enough Load Points and the force that is being loaded onto the transport is not blocked and has not yet moved. Transport ships cannot move or load after unloading. If a Transport Ship has been blocked, it will be prevented from unloading. Unloading a Transport Ship does not require Load Points. Cargo that is unloaded may not move any further that turn. Cargo cannot be directly transfered between Transport Ships. Any Transport Ships destroyed while carrying cargo, will result in the cargo also being destroyed. Any forces that are carried as cargo cannot assist in combat until they are unloaded onto land. |
Aircraft CarrierCost: 35 Range: 2 Attack %: 35% |
A lifeline for Fighter aircraft, Aircraft Carriers can transport deadly force into enemy waters. Aircraft Carriers can carry up to four Fighters each. Bombers cannot land on Aircraft Carriers. |
DestroyerCost: 25 Range: 2 Attack %: 50% |
King of the seas, destroyers are the dominant force on the water. Primarily used to escort aircraft carriers and transport ships, destroyers can attack anything in the air or water, but cannot attack land. |
FactoryCost: 45 |
New forces are created here. Factories cannot move or be destroyed. New factories that are purchased, may only be placed on land zones that a player had already owned at the beginning of the turn. New forces cannot be placed a new factory on the same turn. |
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The focus of this document is on using the game client along with a few strategy tips
near the bottom. For details on the game rules see the Standard Game Rules. The game will begin (optionally) with a number of land zone picking turns followed by a capital selection turn. To select your capital simply use the mouse to select a land zone that you own to be your capital. It is important to select a capital you can easily defend, losing your capital will prevent you from building new forces. To complete your turn press the "Submit Turn" button. Player Information![]() Located in the top right corner of the game area, you will find the player information tray. This tray will roll out to reveal a wealth of information about the players participating in this game. To unroll the tray, simply move your mouse over top of it. If you have locked the tray in a closed position click the green arrow to unroll it. To lock the tray, so it will only roll in/out when you click the green arrow; click the lock. Click to toggle the lock back to unlocked, free-rolling mode, if you wish. The default is in unlocked mode. Later you will see that the chat tray defaults to locked mode. Your empire's color, flag and other details, will always be on the first line in this tray. Any land zone or force you own will be tinted with your empire's color. You can also mouse over forces and zones to determine who owns them. Keep a close eye on the statistics found in this tray. If an opponent is getting too powerful, they may be close to winning the game. Map Controls![]()
Mouse Wheel: Zoom the map. The focus point of the zoom will be
located at the mouse cursor's position. You will find zooming
extremely useful for navigating and making sense of a busy
theatre-of-war. If you don't have a mouse-wheel; don't fret, there
are other ways to zoom the map. If you have no mouse or trackpad,
you may take this opportunity to fret. Here's an example of an
unzoomed scene vs. a zoomed one.This next list of actions will be performed when you click directly on the map surface. If you click on a tank or other element that is on top of the map, something else will probably happen. Try zooming in if you can't find a bare spot on the map to click. Mouse Button (click): Select your capital. Select land zones during zone picking. Mouse Button (click and drag): Move the map. Mouse Button (double-click): Zoom and position the map so the view is focused on the zone you double-clicked. This action will also be performed by double clicking on the income value tag. You will find a group of buttons located at the bottom right corner of the game area. A few of them are for the map. ![]() Zoom In: Increase the magnification of the map ![]() Zoom Out: Decrease the magnification of the map ![]() Centre Map: Restore the map to it's initial position and magnification. Land Zone Income Icon![]() On the map you will find, located roughly in the centre of each land zone, an income value tag. This the amount of income per year the owner of this land zone will receive. You may mouse over this tag to see more information about that land zone, including it's name. Controlling Your Forces
Moving your forces around the map is done with a simple drag-and-drop
interface. Grab the force you want to move, drag it where you want
it to go and then release the mouse to complete the movement. You
can only drag a force from one zone to an immediately neighbouring
zone. To move to a zone that is two borders away, move to the
zone that is closer first, then move to the final destination.
This will be executed as two separate movement steps, as can be seen in
the image to the right. This is assuming your tank has a range of
2 remaining ( it hasn't been moved yet this turn ).![]() However; your force may not actually make it to its desired destination. Your movement may be blocked by an opponent's forces. Each time a force tries to move, the game checks to see if there are any opposing forces in the same zone. If so, your forces will must stop moving in order to engage the enemy. This picture shows an example of the same sequence of moves that the blue tank attempted previously. You will notice it only ends up moving one zone, because it was intercepted by the yellow tank moving into the same zone during movement phase 1. At the start of every turn you are given the opportunity to watch a playback of the previous turn. This will allow you to see any interceptions that may have occurred. ![]() If your force starts out in a Zone (land zone or water zone) where an enemy Force, who is capable of blocking you, also resides; you will not be able to move at all. Unless you have a valid retreat path. You may retreat back to the Zone you originally moved from, if you still own that Zone. You can see the retreat path for any Force that has one by mousing over it and looking for the U-turn symbol on the map. To
aid in organizing and moving large numbers of forces, you may stack your
forces into Regiments. Just drag-and-drop onto a unit of the same
type to expand or create a Regiment. You may drag-and-drop forces
out of a Regiment as well. To move the entire Regiment at once,
drag-and-drop using the Regimental symbol floating above your
forces. Regiments are only composed of forces of a similar
type. To move a mixed-force army, you can shift-click to select
multiple forces. Hold down the shift key and then click on a force
you own. Do this to any number of forces you want to move.
Then drag-and-drop one of the selected forces; the others will
follow. Use the ctrl key to toggle units as selected or
unselected. Clicking anywhere on the map outside of a selected
unit will deselect all units. This is similar behavior to standard
operating system procedures, which you are most likely already familiar
with.There is an undo button located at the bottom right of the game area. This will undo your most recent Force movement. Moving a Regiment is counted as a number of individual moves, just keep clicking undo until until your entire Regiment is together again (if desired). If you really messed up your turn, you can restart at any time using the "Restart Turn" button. Landing Aircraft
All aircraft must end their turns positioned either in a friendly land zone or,
for fighters; in a water zone with a friendly aircraft carrier.
After moving your aircraft to a combat position, you can specify where
it should land by dragging the landing strip icon directly to the
desired landing zone. Mousing over either your aircraft or the
landing strip will let you know if you have enough range to make it
safely. After submitting your turn, the battle calculator will
attempt to auto-land any aircraft that don't have valid landing orders
assigned by you.Purchasing New Forces You
may only build new forces on a land zone you own that has a factory on
it. With the exception of factories, which can be built on any
land zone you own. You will always start the game with at least one
factory (located at your capital land zone). Naval units can be
built in a water zone if it borders a land zone with a factory.Drag new forces from the Purchase window to the zone you desire them built on. Those forces will be available for combat in your next turn. Place naval units in a water zone that is bordered by a factory. To unpurchase forces, drag them out of a valid build zone and release the mouse (an "X" will indicate it is ready for refund); your cash will be refunded. You can use the green area of the purchase window to organize your purchases before placing them on the map.
Replay
When a new turn starts, you will be given the chance to see a detailed
replay of what happened during the previous turn. Instead of
clicking the "Start Turn" button, use the "View Playback" button.
This will be your only opportunity to view the replay. You can
pause, rewind and control the speed of the playback using the replay
console. At this point, the Notice Board will be filled with
events of potential interest to you. Clicking on a notice will
focus the map and time-line on the relevant event. When you are
finished viewing the playback, start your turn with the "Start Turn"
button located in the replay console. |
All players are required to follow the following rules of conduct:
Land War games use the same rules as standard games but only deal with land forces.
These are good games to start with to learn the core rules.
Standard games utilize all the rules and include air and naval forces.
Land War Game Rules Standard Game Rules Force Types