How to play
Each morning you earn funds for every city, factory, airport, port and HQ you own. Tap your empty factory, airport or port to build.
Tap a unit to see where it can go (blue), then tap a tile. Each unit acts once per turn.
Choose Fire to attack. You see the expected damage before you commit. Defenders hit back if they survive and can reach.
Infantry and bazookas capture buildings: a building has 20 points, and each capture takes off the unit's health.
Capture the enemy HQ, or destroy every enemy unit. Ranged units (artillery, rockets) cannot move and fire in the same turn.
Fighting fills your commander's meter. When it is full, unleash a Power or a Super Power for a big swing.
Commanders

No day-to-day abilities.
Hyper Repair — All units gain +2 HP.
Hyper Upgrade — All units gain +5 HP, +10% attack and +1 movement.

Units cost 10% less.
Barter — Units cost 50% less.
Merchant Union — Units cost 50% less, and ground units can be built at cities.

Units (even air units) gain +10% attack on plains.
Beat Down — Land indirects gain +1 range, and the plains bonus rises to +20%.
Block Rock — Land indirects gain +1 range, the plains bonus rises to +40%, and vehicles gain +2 movement.

Direct units (except foot soldiers) gain +20% attack. Indirect units lose 10% attack and 1 range.
Max Force — Direct units (except foot soldiers) gain +1 movement and their attack rises to +30%.
Max Blast — Direct units (except foot soldiers) gain +2 movement and their attack rises to +50%.

Luck on attacks is +0% to +19%.
Lucky Star — Luck rises to +0% to +59%.
Lady Luck — Luck rises to +0% to +99%.

Units repair 1 extra HP on buildings (paid as usual).
Lucky Lass — Luck rises to +0% to +39%.
Covering Fire — Three missiles each deal 3 HP to enemies within 2 tiles, aimed at the most foot soldiers, then the most value.

Foot soldiers gain +30% attack and capture 50% faster. Other direct units lose 10% attack. Transports gain +1 movement.
Double Time — Foot soldiers gain +1 movement and their attack rises to +50%.
Victory March — Foot soldiers gain +2 movement, their attack rises to +70%, and they capture buildings in one go.

Units cost 20% less but lose 10% attack.
Gold Rush — Funds are multiplied by 1.5.
Power of Money — Attack rises by 3% for every 1,000 funds held.

Indirect units gain +1 range and +20% attack. Direct units (except foot soldiers) lose 20% attack.
Snipe Attack — Indirect units gain another +1 range and their attack rises to +40%.
Super Snipe — Indirect units gain another +2 range and their attack rises to +40%.

Snow does not slow his units, but rain slows them like snow.
Blizzard — The weather turns to snow for one day.
Winter Fury — Enemy units lose 2 HP, and the weather turns to snow for one day.

Earns +100 funds per income building.
Market Crash — Enemy power meters lose 10% of a full bar for every 5,000 funds she holds.
War Bonds — Earns funds worth 50% of the damage her units deal.

Naval units gain +1 movement and +10% defence. Air units lose 30% attack. Rain does not slow his units.
Tsunami — All enemy units lose 1 HP and half their fuel.
Typhoon — All enemy units lose 2 HP and half their fuel, and it rains for one day.

Air units gain +15% attack and +10% defence and burn 2 less fuel a day. Naval units lose 30% attack.
Lightning Drive — Air units' attack and defence rise to +20%.
Lightning Strike — Air units' attack and defence rise to +20%. Every unit except foot soldiers may move and fire again (use it after moving).

Units gain +20% defence against indirect attacks. Each comm tower also gives +10% defence.
Tower Shield — Defence against indirect attacks rises to +40%, and comm tower bonuses are doubled.
Tower of Power — Defence against indirect attacks rises to +80%, and comm tower bonuses are tripled.

Vehicles gain +10% attack; all other units lose 10% attack.
Turbo Charge — Vehicles gain +1 movement and their attack rises to +20%. All units refill fuel and ammo.
Overdrive — Vehicles gain +2 movement and their attack rises to +40%. All units refill fuel and ammo.

Units gain +30% attack but lose 20% defence.
Knuckleduster — Attack rises to +50%.
Haymaker — Attack rises to +80%.

Units cost 20% more but gain +30% attack and defence.
Morale Boost — Attack rises to +40%.
Samurai Spirit — Attack rises to +40% and defence to +50%. Counter-attacks deal 1.5× damage.

Copters gain +50% attack and foot soldiers +40%; other non-air units lose 10%. Transports gain +1 movement.
Copter Command — Copters' attack rises to +65%. 9 HP infantry appear, ready to move, on every owned empty city.
Airborne Assault — Copters' attack rises to +65%. 9 HP bazookas appear, ready to move, on every owned empty city.

Units gain +1 vision, enemies cannot see their HP, and counter-attacks deal 1.5× damage. Luck is −9% to +9%.
Enhanced Vision — Units gain another +1 vision and can see into forests and reefs.
Counter Break — Units gain another +1 vision and see into forests and reefs. A unit being attacked strikes first.

No day-to-day abilities.
Sideslip — All units gain +1 movement.
Sidewinder — All units gain +2 movement.

Luck on attacks is −9% to +24%.
Brute Force — Luck becomes −19% to +49%.
Barbaric Blow — Luck becomes −39% to +89%.

Units gain +10% attack.
Black Wave — All units gain +1 HP and all enemy units lose 1 HP.
Black Storm — All units gain +2 HP and all enemy units lose 2 HP.

Luck on attacks is −14% to +29%.
Overclock — Luck becomes −24% to +54%.
System Crash — Luck becomes −44% to +94%.

Units (even air units) gain +40% attack on buildings.
Urban Blight — Enemy units on buildings lose 3 HP. The building bonus rises to +80%.
High Society — The building bonus rises to +130%, and all units gain +3% attack per building she owns.

Units (even air units) gain +10% attack on roads.
Forced March — All units gain +1 movement, and the road bonus rises to +20%.
Trail of Woe — All units gain +2 movement, and the road bonus rises to +30%.

Units gain +10% attack for every terrain star (not air units).
Terrain Tactics — Every terrain costs 1 movement to cross, except in snow.
Prime Tactics — Terrain stars count double, for attack and defence. Every terrain costs 1 movement, except in snow.

Every terrain costs 1 movement to cross, except in snow. Units lose 20% attack and gain +20% defence.
Meteor Strike — A meteor deals 4 HP to enemies within 2 tiles of where the most value stands.
Meteor Strike II — A meteor deals 8 HP to enemies within 2 tiles of where the most value stands.

Units gain +10% attack and +10% defence.
Ex Machina — A missile deals 3 HP to enemies within 2 tiles of where the most value stands; they cannot act next turn.
Units
| Unit | Cost | Move | Vision | Range | Built at |
|---|---|---|---|---|---|
| Infantry | G 1,000 | 3 | 2 | 1 | Factory |
| Bazooka | G 3,000 | 2 | 2 | 1 | Factory |
| Scout Car | G 4,000 | 8 | 5 | 1 | Factory |
| Supply Truck | G 5,000 | 6 | 1 | 1 | Factory |
| Light Tank | G 7,000 | 6 | 3 | 1 | Factory |
| Battle Tank | G 16,000 | 5 | 1 | 1 | Factory |
| Siege Tank | G 22,000 | 6 | 1 | 1 | Factory |
| Artillery | G 6,000 | 5 | 1 | 2–3 | Factory |
| Rocket Truck | G 15,000 | 5 | 1 | 3–5 | Factory |
| Flak Tank | G 8,000 | 6 | 2 | 1 | Factory |
| SAM Truck | G 12,000 | 4 | 5 | 3–5 | Factory |
| Lift Copter | G 5,000 | 6 | 2 | 1 | Airport |
| Gunship | G 9,000 | 6 | 3 | 1 | Airport |
| Interceptor | G 20,000 | 9 | 2 | 1 | Airport |
| Bomber | G 22,000 | 7 | 2 | 1 | Airport |
| Shadow Jet | G 24,000 | 6 | 4 | 1 | Airport |
| Landing Craft | G 12,000 | 6 | 1 | 1 | Port |
| Gunboat | G 6,000 | 7 | 2 | 1 | Port |
| Cruiser | G 18,000 | 6 | 3 | 1 | Port |
| Submarine | G 20,000 | 5 | 5 | 1 | Port |
| Battleship | G 28,000 | 5 | 2 | 2–6 | Port |
| Carrier | G 30,000 | 5 | 4 | 3–8 | Port |
| Mega Tank | G 28,000 | 4 | 1 | 1 | Factory |
| Piperunner | G 20,000 | 9 | 4 | 2–5 | Factory |
| Black Boat | G 7,500 | 7 | 1 | 1 | Port |
| Black Bomb | G 25,000 | 9 | 1 | 1 | Airport |