A Granite Command forward base at sunset: Construction Yard, power plants, a refinery beside a crystal field, and a column of tanks.

PrimeWarfare

Situation: Desert Crossing. Red Talon landed 311 units away. Hold the crystal.

HQ Granite Command / Theatre: Desert Crossing

To
Incoming commander
From
Col. R. Haldane, Theatre Command
Subject
Operation PrimeWarfare
File
IV-07 / copy 1 of 1

Commander,

You land at Desert Crossing with a Base Crawler, three Cruiser Tanks, a Hover Tank, a rifle section and 5,000 crystals. That is the whole army. Deploy the Base Crawler and build the rest.

The Red Talon has landed in the far corner, 311 units from you. They harvest the same crystal you do, and they rebuild whatever you knock down. There are 25 crystal fields on this map. The richest sits dead centre. Whoever holds it pays for the war.

Order of work: power first, then a Refinery, then a War Factory. Put up a Radar Dome before you go looking for trouble. Without it you fight blind.

Do not lose the Harvesters.

R. Haldane Col., Theatre Command

Plate 1

Theatre of operations

5 maps from the skirmish menu / as the radar shows them

Desert Crossing Four corners, one rich heart. Up to 4 players. 320 x 240 / 4 start spots / 25 crystal fields
Map of Desert Crossing Four corners, one rich heart. Up to 4 players. 320 x 240 / 4 start spots / 25 crystal fields. In a duel the Granite Command starts at spot 4 and the Red Talon at spot 2, 311 units apart. 1 2 3 4 40 units N
Twin Mesas A duel through the pass between two mesas. 2 players. 240 x 180 / 2 start spots / 13 crystal fields
Map of Twin Mesas A duel through the pass between two mesas. 2 players. 240 x 180 / 2 start spots / 13 crystal fields. In a duel the Granite Command starts at spot 1 and the Red Talon at spot 2, 212 units apart. 1 2 40 units N
Mirage Lake A desert lake with a bay at every base. Ships and fords. Up to 4 players. 300 x 225 / 4 start spots / 18 crystal fields
Map of Mirage Lake A desert lake with a bay at every base. Ships and fords. Up to 4 players. 300 x 225 / 4 start spots / 18 crystal fields. In a duel the Granite Command starts at spot 4 and the Red Talon at spot 2, 295 units apart. 1 2 3 4 40 units N
Archipelago Four islands joined by bridges, a rich island in the middle only ships and aircraft reach. Up to 4 players. 360 x 240 / 4 start spots / 18 crystal fields
Map of Archipelago Four islands joined by bridges, a rich island in the middle only ships and aircraft reach. Up to 4 players. 360 x 240 / 4 start spots / 18 crystal fields. In a duel the Granite Command starts at spot 1 and the Red Talon at spot 3, 320 units apart. 1 2 3 4 40 units N
Frozen River A winter river with six bridges as the only crossings and a rich island in the middle. Up to 4 players. 320 x 240 / 4 start spots / 17 crystal fields
Map of Frozen River A winter river with six bridges as the only crossings and a rich island in the middle. Up to 4 players. 320 x 240 / 4 start spots / 17 crystal fields. In a duel the Granite Command starts at spot 1 and the Red Talon at spot 3, 295 units apart. 1 2 3 4 40 units N
Start spot, Granite Command in a duel. Every commander lands with a Base Crawler and an escort
Start spot, Red Talon in a duel
Open start spot, for 3 or 4 players
Crystal field. Depletes, then regrows
Rich field: denser, pays more
Mesa or ridge. Impassable rock
Ruined wall. Blocks movement
Ruins, tank traps and wrecks
Water: lakes, bays and inlets. Ships only
Ford: shallows where tanks wade across

Plate 2

Field captures, recon flight 3

What you can field, and what it costs

A Mammoth Tank with twin cannons and rocket pods.
Mammoth. 1,700 cr, needs a Tech Center. Slowest vehicle we own. Nothing stops it.
A V3 Rocket Launcher truck carrying one large missile.
V3. Range 38, out-reaches every turret. Escort it, it pops.
A Hovercraft gunship with two tilting rotor pods.
Hovercraft. 6 missiles, then back to the pad.
A yellow Harvester working a crystal field next to the Refinery.
Harvester. This is the war.

Requisition / Order of battle

Granite Command units with cost, range and armour
UnitCrRngArm
Rifleman1001150
Rocket Soldier3001545
Sniper6002040
Light Tank45013260
Cruiser Tank60016340
Hover Tank80018230
Artillery90030160
V3 Launcher1,10038180
Hovercraft1,20012260
Mammoth Tank1,70016900

Pay as you build. Run dry and the line stops.

Intercept 0417

Freq
41.625 MHz
Source
Red Talon fwd command
Conf.
High

> Refinery at rebuilt. Harvesters resume at first light.

> Behemoth squadron holds the field. Do not engage the yard until the Hellfire battery is in range.

> Raiders: probe the western refinery. If the Granite Command commander has no turrets, .

> Mortar carriers fall back behind the wall at grid 20,8.

> Transmission ends

The Red Talon War Factory in red livery, with tanks and a mortar carrier.
Recon / eastern plateaured paint, same tricks
Identified hostiles
TypeRngArm
Raider14170
Mortar Carrier28150
Hellfire Launcher36170
Behemoth15950

Plate 3

Campaign route

The game is in active development. Your commander carries over.

  1. Op. 1 / Secured

    Skirmish

    One map, one AI enemy that builds, harvests and rebuilds.

  2. Op. 2 / Secured

    Commanders

    Accounts, ranks and a service record.

  3. Op. 3 / Advancing

    Lobby

    See who is online, invite them, get matched by rank.

    you are here
  4. Op. 4 / Planned

    Live front

    Commander against commander. Lockstep, so only orders cross the wire.

  5. Op. 5 / Planned

    Steam

    The same war on the desktop, same account.

Form IV-1

Request for commission

I, , request a commission in the Granite Command and accept command of Forward Base Alpha.