BATTLE FORCES Arena

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© 2015-present Human Cube Inc.

BATTLE FORCES Arena

Forum

© 2015-present Human Cube Inc.

BATTLE FORCES Arena

Forum

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© 2015-present Human Cube Inc.

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BATTLE FORCES Arena

Available Features
Basic
Premium
Extreme
  Maximum Simultaineous Games  31030
  Play Solo Games  YESYESYES
  Join Multiplayer Games  YESYESYES
  Create Multiplayer Games  noYESYES
  Create Maps and Scenarios  noYESYES
  Play Premium Only Games  noYESYES
  Play Extreme Only Games  nonoYES
  Rank Progression     Enlisted Man     Enlisted Man     Commissioned Officer  
  Membership Fee (in US dollars)  

Supported Payment Options:    Visa MasterCard American Express Discover PayPal

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!

© 2015-present Human Cube Inc.

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Scenario

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BATTLE FORCES Arena

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BATTLE FORCES Arena

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BATTLE FORCES Arena

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BATTLE FORCES Arena

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BATTLE FORCES Arena

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BATTLE FORCES Arena

Choose options for the new game:


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New Hex Map Parameters

Select the parameters for your new hex map.

Wrapping:

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Make Scenario


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Players in your block list will be prevented from joining games you are registered in.
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Keep track of your buddies and rivals.
From a player's profile page, you may add/remove them to this list.
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Turn on email notifications to receive an email when it is your turn.

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Video Tutorials

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Land War Game Rules

Object of the Game

The object of BATTLE FORCES is to conquer the world through the use of strategy and negotiation.


Game Flow

BATTLE FORCES progresses through three different types of turns as follows:

Land Zone Picking (optional)
      |
Capital Selection
      |
Year Turn

After Capital Selection, play repeats through increasing years until the game is complete.


Land Zone Picking Turns

If the game is configured for Auto-Picking, land zones are automatically distributed to all the players and play begins immediately with the Capital Selection Turn. Otherwise, each player takes turns picking the land zones they wish to make up their empire with.

Land Zone Picking Turns happen sequentially. Picking will cycle through all players in a pattern like: 1 2 3 3 2 1 3 2 1 3 2 1... This diminishes any advantage the players who picked first may have.

Each player selects a land zone during their picking turn until all of the land zones have been picked.

Once a player picks a land zone, all of its forces become that player's.

Once all land zones are picked, the game progresses to the Capital Selection Turn.


Capital Selection Turn

After all the land zones are picked, each player must then select one of their land zones to be their capital. Capital selection is very important; care should be taken to select a capital that can be satisfactorily defended. If a player loses their capital, they do not collect any income until it is recaptured. In certain game configurations, the loss of your capital will result in your instant elimination from the game.

All Capital Selection Turns are done simultaneously. Once everyone has submitted their selection, the results will be displayed to all players and the game will progress to the first year turn, 'Year 2000'.


Year Turns

The actions that you perform during your turn will not be revealed to other players until the turn is complete. The results of the turn will only be calculated once all players have submitted their turns to the server.


Purchasing and Placing New Forces

There are ten different force types available for purchase and use in BATTLE FORCES, however Land War games only use three of these.

Force TypeCost in Credits
  Troop10
  Tank15
  Factory45

Using available credits, new forces may be purchased. Newly purchased forces are placed at the end of the turn. New forces can only be placed at locations where the player has a Factory that they own. Forces cannot be placed at Factories that have just been captured or built.

A maximum number (not value) of forces equal to the resource value of the land zone containing the factory can be produced at it. For example, a factory on a land zone with an income of 3 can only have a maximum of 3 units placed at it per turn. The total value of these units does not matter, so 3 tanks or 2 tanks and 1 troop can be placed at the factory. A factory located on ones own capital has unlimited production and does not have this restriction.

Care must be taken that the land zone selected to produce the new Force is not in the process of falling into enemy hands. If a hostile location is selected, the Force will not be produced.

New Factories can only be placed on land zones that you already owned at the beginning of the year. Only one factory is permitted per land zone. Factories cannot be placed on water zones.

New forces cannot move until the next turn.


Forces Movement

Movement types for different forces:

Force TypeMovement Points
  Troop1
  Tank2
  Factory0

If a force is in or enters a land zone with a force of another player that can block it, it will be unable to move further regardless of any additional movement points remaining for that turn.


Combat

If at then end of movement, there are forces of more than one player in any land zone, combat ensues.

A random dice roll is generated for each force. For each successful roll, a casualty is scored upon an opponent. Only one round of combat will happen during each turn. If all of the opposing forces in a land zone are not destroyed, combat continues again during the next turn, allowing the opportunity for reinforcements to be brought in.

Force TypeAttack OddsDefense Odds
  Troop15 %30 %
  Tank50 %30 %
  Factory0 % ***0 % ***
*** Factories can neither attack nor defend and cannot be destroyed.


Land Zone Takeovers

Land Zone Takeovers are calculated at the end of the turn. A land zone may only be taken over if all forces of the owner have been destroyed and that there is at least one land based attacking force such as a Troop or Tank.

If there are no defending forces but two or more attacking player forces, then the land zone is set to neutral and will remain such until only single player remain on it.

Factories do not assist in defense and are not counted as a defending force. If a land zone is captured with a Factory on it, the victor will control the Factory the following turn.


Income Collection

Income is collected at the end of each turn. For each land zone a player owns, they will receive credits equal to the income value of that land zone. However, if a player does not own their capital, they will not earn income from any of their land zones until they recapture it.


Victory Conditions

The standard victory condition for all games is conquering the world by destroying all other players. Some games have additional early victory conditions that can change and sometimes speed up the game dynamics. Four possible early victory conditions (in order of priority if more than one configured) are:


A game may have one or more of the victory conditions selected. For example, a given game may have an early victory condition of 'must control 3 capitals' or 'have a total income of 200' to win. The first player to meet one of these conditions would be declared the winner.

To view the victory conditions for the current game, just click on the Victory button located at the top of the screen. Clicking on this button will display all early conditions for victory in the current game, if any.


Looking For More?

After mastering Land War games, you can move on to other games that have additional forces like Fighters, Bombers, Submarines and more.

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Standard Game Rules

Object of the Game

The object of BATTLE FORCES is to conquer the world through the use of strategy and negotiation.


Game Flow

BATTLE FORCES progresses through three different types of turns as follows:

Land Zone Picking (optional)
      |
Capital Selection
      |
Year Turn

After Capital Selection, play repeats through increasing years until the game is complete.


Land Zone Picking Turns

If the game is configured for Auto-Picking, land zones are automatically distributed to all the players and play begins immediately with the Capital Selection Turn. Otherwise, each player takes turns picking the land zones they wish to make up their empire. Water zones are not picked.

Land Zone Picking Turns happen sequentially. Picking will cycle through all players in a patter like this: 1 2 3 3 2 1 3 2 1 3 2 1... This diminishes any advantage the players who picked first may have.

Each player selects a land zone during their picking turn until all of the land zones have been picked. Water zones cannot be owned and are not picked.

Once a player picks a land zone, all of its forces become that player's. Some land zones also have naval forces in a neighboring water zone; these will also become that player's forces if they are associated with the picked land zone.

Once all land zones are picked, the game progresses to the Capital Selection Turn.


Capital Selection Turn

After all the land zones are picked, each player must then select one of their land zones to be their capital. Capital selection is very important; care should be taken to select a capital that can be satisfactorily defended. If a player loses their capital, they do not collect any income until it is recaptured. In certain game configurations, the loss of your capital will result in your instant elimination from the game.

All Capital Selection Turns choices are revealed simultaneously. Once everyone has submitted their selection, the results will be displayed to all players and the game will progress to the first year turn, 'Year 2000'.


Year Turns

The actions that you perform during your turn will not be revealed to other players until everyone finishes their turn. The results of the turn will only be calculated once all players have submitted their turns to the server.

New forces can be bought each turn, but are only available for use on the next turn. Please see the Purchasing New forces section for more information.

After a player has completed their purchases and movement, they will submit their turn. Once all players have submitted their turns, all purchases and movements will be processed and any combat will be calculated. See the Combat section for more information. This happens simultaneously.


Purchasing New Forces

There are ten different force types available for purchase and use in BATTLE FORCES. The Force Types section describes each force type in more detail.

Force TypeCost in Credits
  Troop10
  Tank15
  SAM Launcher15
  Fighter30
  Bomber35
  Submarine20
  Transport Ship20
  Aircraft Carrier35
  Destroyer25
  Factory45

Using available credits, new forces may be purchased. The new forces purchased will be built and available for placement at the end of the turn. See New Forces Placement.


Forces Movement

Movement types for different forces:

Force TypeMovement PointsBlocked ByBlocksMust Land Safely
  Troop1AnySurfaceNo
  Tank2AnySurfaceNo
  SAM Launcher1AnySurface and AirNo
  Fighter4AirSurface and AirYes
  Bomber6AirSurface and AirYes
  Submarine2NoneSurfaceNo
  Transport Ship2AnySurfaceNo
  Aircraft Carrier2AnySurfaceNo
  Destroyer2AnySurfaceNo
  Factory0NoneNoneNo

If a force is in or enters a land or water zone with a force of another player that can block it, it will be unable to move further regardless of any additional movement points that turn.

It is useful to note that aircraft block surface forces, but surface forces (except the SAM Launcher) do not block aircraft. This gives aircraft the ability to disrupt surface movement patterns while still being able to continue moving to their final given destination.

Submarines are never blocked but they block other ships and can disrupt shipping movement by blocking them.

Transport ships can carry up to two units of cargo. Troops, Tanks and SAM Launchers each require one unit of cargo space. Forces are only allowed to load onto a Transport Ship if they have not yet moved in the current turn, regardless of whether they become blocked. However, if the force is blocked from combat in the previous turn, they will be unable to load.

If a Transport Ship has been blocked, it will be prevented from unloading. Transport ships cannot move or load after unloading. 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.


Combat

If at then end of any turn movement, there are forces of more than one player in any land or water zone, combat ensues.

A random dice roll is generated for each force. For each successful roll, a casualty is scored upon an opponent. Only one round of combat will happen during each turn. If all of the opposing forces in a land or water zone are not destroyed, combat continues again during the next turn, allowing the opportunity for reinforcements to be brought in.

Force TypeAttack OddsDefense Odds
  Troop15 %30 %
  Tank50 %30 %
  SAM Launcher0 %20 % *
  Fighter50 %65 %
  Bomber65 %15 %
  Submarine30 %**
  Transport Ship10 %**
  Aircraft Carrier35 %**
  Destroyer50 %**
  Factory0 % ***0 % ***
* SAM Launchers can only defend, and get a 20% chance to hit each attacking enemy aircraft. They are unable to attack or defend against non-aircraft.
** Since water zones cannot be owned, all naval combat is as if both sides are attacking. This also applies to aircraft when in a water zone.
*** Factories can neither attack nor defend and cannot be destroyed.

Sometimes, there can be forces from three or more players in the same land zone. When this happens, the owner of the land zone is the defender, and all other players are the attackers. If there are no forces of the owner present in the land zone, the player with the most number of forces in the land zone is made the defender.

If there are three or more players in the same water zone, the player with the most number of forces goes against all the other players. As always for water zones, everyone uses attack odds.


Aircraft Landing

Only Fighters and Bombers may move after combat and they must have remaining range left to do so. No blocking, takes place during the aircraft landing phase.

All aircraft must land by the end of the turn. Aircraft are only considered safely landed if they are on a land zone that was owned by their owner in the beginning of the current turn and also at the end of the current turn.

Fighters also have the option of staying in a water zone if there is an Aircraft Carrier in that zone. Up to four Fighters may stay in a water zone at the end of a turn per Aircraft Carrier. Bombers cannot use Aircraft Carriers.

Care must be taken to ensure that the proposed landing destination is not in the process of being taken over by enemy forces. Any aircraft that do not safely land at the end of the turn will be destroyed.


Land Zone Takeovers

Land Zone Takeovers are calculated after all the turns have been processed. A land zone may only be taken over if all forces of the owner have been destroyed and that there is at least one land based attacking Force such as a Troop, Tank or SAM Launcher. Aircraft cannot claim new territory as they are unable to land in territories that have not been previously owned.

If there are no defending forces but two or more attacking player forces, then the land zone is set to neutral and will remain such until only single player remain on it.

Factories do not assist in defense and are not counted as a defending force. If a land zone is captured with a Factory on it, the victor will control the Factory the following turn.


Place New Forces

Newly purchased forces are placed at the end of the turn. New forces can only be placed at locations where the player has a Factory that they own. For naval forces, they maybe placed at an adjacent water zone to a Factory so long as there are no enemy forces in the water zone or there is at least one force of the same owner as the new placement. Forces cannot be placed at Factories that have just been captured or built.

A maximum number (not value) of forces equal to the resource value of the land zone containing the factory can be produced at it. For example, a factory on a land zone with an income of 3 can only have a maximum of 3 units placed at it per turn. The total value of these units does not matter, so 3 bomber or 2 tanks and 1 troop can be placed at the factory. A factory located on ones own capital has unlimited production and does not have this restriction.

Care must be taken that the land zone or water zone selected to produce the new force is not in the process of falling into enemy hands. If a hostile location is selected, the force will not be produced.

New Factories can only be placed on land zones that you already owned at the beginning of the turn. Only one factory is permitted per land zone. Factories cannot be placed on water zones.

Placed forces cannot move until the next turn.


Income Collection

Income is collected at the end of each turn. For each land zone a player owns, they will receive credits equal to the income value of that land zone. However, if a player does not own their capital, they will not earn income from any of their land zones until they recapture it.


Victory Conditions

The standard victory condition for all games is conquering the world by destroying all other players. Some games have additional early victory conditions that can change and sometimes speed up the game dynamics. Four possible early victory conditions (in order of priority if more than one configured) are:


A game may have one or more of the victory conditions selected. For example, a given game may have an early victory condition of 'must control 3 capitals' or 'have a total income of 200' to win. The first player to meet one of these conditions would be declared the winner.

To view the victory conditions for the current game, just click on the Victory button located at the top of the screen. Clicking on this button will display all early conditions for victory in the current game, if any.

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Force Types

There are 10 different Force Types in BATTLE FORCES.
Some games may only use a subset of these.
Land War Africa, for example, only has three different force types.

Force Type Details


   Troop

Cost: 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.


   Tank

Cost: 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 Launcher

Cost: 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.


   Fighter

Cost: 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.


   Bomber

Cost: 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.


   Submarine

Cost: 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.


   Transport

Cost: 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 Carrier

Cost: 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.


   Destroyer

Cost: 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.
   Factory

Cost: 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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Game Controls


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.

Strategy and Tactics

The rules for BATTLE FORCES are fairly simple, but the subtle complexity of how a game will play out rarely is.  Check the game information button (top right corner) to remind yourself what the conditions for winning the game are.  Some games only require you to capture 2 or 3 opponent's capitals to win the game.  Or if you amass enough cash, that may trigger a winning condition for some game configurations. 

Try to invade and take control of your opponent's capital; while preventing the same from happening to you.  Loss of your capital, in the worst case, depending on game settings, will lose the game instantly for you, and in the best case will only crush your economy and prevent you from building any new forces.  You can see what the capitals for each player are in the Player Information Tray.  On the map, each player's capital zone will have their flag in it.

Keeping a buffer zone of at least one zone with forces in it between your capital and your opponent's forces, is a good defensive strategy.  Build up your forces in that buffer zone to secure a strong defensive position.

When attacking with powerful, but costly forces, you will want to bring along some cheaper forces (like Troops) to soak up any casualties you suffer.  This may slow your advance, since Troops can only move 1 zone per turn.  You must make the choice between the risk of losing your more expensive forces and launching a quick attack to take advantage of any opponents weak defensive position.

Generally, a cautious advance will involve only moving 1 Land or Sea Zone per turn, even though you have forces capable of traveling a greater distance.  This is necessary if you wish to insure your combined forces stay together as one battle group.  For example, consider a battle group consisting of a submarine, an aircraft carrier and a couple of fighter jets escorting a transport ship.   Moving two Sea Zones in one turn can end up with the submarine and fighters ahead of the carrier and transport.  This would occur if enemy naval forces moved into the same Zone during movement phase 1.  Aircraft are not blocked by naval forces and neither are submarines, however; your carrier and transport are blocked and will not move into the second Zone with the fighter and sub.

Know the strengths and weaknesses of each force type and how they move around the map.  Refer to the Force Types page.

There is no one winning strategy.  Stay flexible and prepared to change your strategy depending on the current situation.

Thank you for playing.  Have fun and see you on the battlefield!

© 2015-present Human Cube Inc.

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How To Play

Rules of Conduct

All players are required to follow the following rules of conduct:

Game Controls

How to Play Your Turns Video Tutorials on How To Play

Game Rules

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

© 2015-present Human Cube Inc.