Every metre is a decision.
Send a squad. Hold a farmhouse. Break the line. A Narrow Front battle turns a few minutes and a handful of cards into a fight for the whole road.
Deploy from the card tray
Supply ticks up along the bottom of the screen. Each squad and tank is a card with a supply cost; tap one and it walks out of your headquarters.
What you can afford right now decides the next thirty seconds. Spend early and you hold the road; save up and you can answer their tank.
The next decision starts in your hand.

Captured from a pre-release build. Fight from cover
Squads advance and engage automatically. Use HOLD to dig in on a taken line, then ADVANCE when it is time to push. Hedges, sandbags and walls soak up fire, so the side in cover usually wins the exchange.
Tanks have thick fronts and thin sides. Anti-tank teams do their best work from the flank.
Read the ground before you commit.

Captured from a pre-release build. Take the houses
Farmhouses along the road are capture points. Only infantry can take them, and a held house pushes the line toward the enemy.
Scouts capture fastest; riflemen hold longest.
Infantry take the ground your armour opens.

Captured from a pre-release build. Call in support
Tactics cost supply too. Select one, then tap its target on your own ground: recon to see what is coming, a mortar or artillery barrage, an air strike, or a repair crate.
Each has a cooldown, so the counterattack is the moment to spend them.
Keep enough supply for the moment that matters.

Captured from a pre-release build.
Words from the front.
The terms a Narrow Front battle uses, in one place.
- Supply
- The resource you spend in a Narrow Front battle. It fills along the bottom of the screen as the battle runs, and every squad, vehicle and tactic card has a supply cost.
- Card
- Each squad, vehicle and tactic you can deploy is a card in your tray. Tap a unit card and it walks out of your headquarters; a tactic card is aimed at a spot on your own ground.
- Headquarters
- Each side has one at its end of the map. Destroying the enemy headquarters wins the battle at once.
- Capture point
- The farmhouses along the road. Only infantry can take them. If the clock runs out, the side holding more of them wins.
- Defensive bunker
- A fortified position on some maps. On those maps, a battle that reaches the clock goes to the side that destroyed more enemy bunkers.
- HOLD and ADVANCE
- HOLD keeps your squads dug in on the line they have taken; ADVANCE sends them forward again.
- Tactic
- A support action you target on your own ground: recon, a mortar or artillery barrage, an air strike or a repair crate. Tactics cost supply and have a cooldown.
Your service
record travels.
Connect with Google Play Games on Android, or Game Center on iPhone and iPad. Bring your campaign, army, and achievements to another device on the same platform.
Play offline without an account. Sign in when you want to back up your progress; sync resumes when you reconnect.
Android and iOS saves stay separate.
19 achievements to earn.
First orders, field promotions, a well-earned three stars. Every milestone adds to your record—even when you earn it offline.
Reporting for Duty
Enlist a commander.
First Orders
Complete a campaign mission.
Beyond the Beachhead
Complete three campaign missions.
Campaign Veteran
Complete ten campaign missions.
Field Officer
Reach command level five.
Seasoned Commander
Reach command level ten.
Supply Line
Open a crate.
Quartermaster
Open ten crates.
Battle Ready
Upgrade a card to level two.
Distinguished Service
Earn three stars on a campaign mission.
Clear Skies
Shoot down ten enemy aircraft.
Calliope Concert
Destroy 25 enemy units with rocket artillery.
Keep Their Heads Down
Pin 100 enemy infantry with suppressing fire.
Old Sweats
Promote twenty units to the third veteran rank.
Combined Arms
Win a battle after fielding infantry, a tank, an aircraft and rocket artillery.
Quarantine Broken
Clear every defender and capture your first Stronghold.
Citadel Breaker
Capture Citadel Eisenwerk with all three command stars.
Chain Reaction
Eliminate 15 enemy defenders with volatile munitions explosions in Strongholds.
Broken Leash
Breach 5 infected containment pens while enemy garrison troops are still inside that sector.
Where the next battle takes you.
Build and defend an army camp, then choose the kind of fight you want. Each mode has its own objective and connection requirements.
- Offline
Campaign
Follow ten story missions from the Normandy hedgerows to the Rhine. Real places, fictional soldiers and a different objective in every dispatch.
- Offline
Skirmish
Choose one of eleven maps, set a three-, five- or eight-minute clock, and face a computer commander from Recruit to Ace.
- Offline
Dead of Night
Hold your headquarters until dawn against waves of the dead. Choose boons, face four bosses, fight for supplies and rescue survivors.
- Offline
The Front
Fight a war across a campaign map. Take sectors, launch operations and answer counterattacks and outbreaks.
- Internet required
The World
Take a place on a shared map with room for up to 100 commanders. March to targets, fight for them and bring the loot home.
- Internet required
Seasons
A new season every two weeks, with daily orders, divisions and leagues. Check the current rules and rewards in the game.
- Local Wi-Fi
Play a Friend
Two players, two devices, the same Wi-Fi network. Open a room and fight one, three or five rounds without an internet connection.


















