JSLC AND CONQUER › BATTLEFIELD
Drawers
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Battlefield
Make the terrain your weapon.
Skirmish or campaign. Mouse, keys, or thumbs.
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Play the match
Desk or phone. Same war.
- Modes
- Campaign · Skirmish · Tower defense · Multiplayer
- Devices
- Desktop or phone
- Distance
- One click
Open the match
Ninety seconds of briefing first
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Match preferences
- Panel
- Choose your battle. Nothing starts until you press Start.
- Saved
- In this browser, for next time
| Setting | Options |
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| Play | Campaign · Single player · Skirmish · Tower defense · Multiplayer 1v1 · Private invite 1v1 · Lockstep FFA and teams |
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| Level | Pick a scenario or campaign mission |
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| Computer difficulty | Recruit · Regular · Veteran · Brutal |
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| Aircraft fuel | Normal · 2× · 5× · 100× · Infinite |
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| Factions | Yours and the computer’s (Skirmish) |
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| Battle seed | Replay the same battle |
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| Multiplayer | Format (FFA or Teams) · 2–8 players · team size 1v1–4v4 · room id · invite link |
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| View | Enlarge small units when zoomed out |
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| Select | Patrol radius |
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Set up a match
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Give orders
| Key | Order |
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| M | Move |
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| A | Attack |
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| S | Stop |
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- Formations
- Hold their shape
- Units
- Never overlap
- Collisions
- Fast into slow marks both
- Drawers
- Radar · Powers · Build · Intel · Match
- Thumb bar
- Select, Move, Attack, Pan, Stop, Base
The full key list
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On your screen
| Element | Shows |
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| Legitimacy bar | Your standing and what it does to prices |
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| Laser control | 15-second countdown to the orbital shot |
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| METOC chip | Wind, sea state, whether small boats stay home |
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| News cards | Right edge, clock running. Answer or pay. |
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Every symbol on the glass is plain text art. Sharp on any screen.
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HQ training ground: Greenland HQ
- Map
- 200 × 200 cells · 4 × 4 km
- Conditions
- Ideal. Heated covered runway, full power.
- Launch site
- None
| Practice island | On it | Your job |
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| Island 1 | Enemy buildings | Live-fire strike practice |
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| Island 2 | Civilians, penguins, wandering AoI | Rescue the penguins. Spare the civilians. |
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| Drill | Uses |
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| Sea gate | Sail out through the VAULT DOOR in the basin’s south wall |
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| Air | Any aircraft on the roster, from its hangar |
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| Lift | Transport hangars facing the barracks and motor pools |
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The full HQ base map
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Skirmish maps
Kharg Island: derricks, tanks, and a terminal worth fighting for.
- 8skirmish maps
- 2to 4 players
- 5theatres
- Tested
- Every map played start to finish by the AI, three matchups each
- Then
- Pick one, pick a side, go
Persian Gulf, Kharg. 2 players. Two shores, one causeway, a lagoon between them. The default fight.
Red Sea SAR. 2 players. A long channel and a string of islands. Boats, rescues, flotillas.
Camp Century. 2 players. Greenland ice. Two bases, one road, no cover.
Diego Garcia. 2 players. A lagoon base, a ridge, and an ocean that wants it back.
Skirmish 1v1. 2 players. Open desert and a river bend. A clean duel.
Skirmish 4 player. 4 players. Four corners and one river. No friends.
Kharg Island. 2 players. An island in the Gulf, with the oil terminal as the prize.
Kharg to Shiraz. 2 players. From the coast to the mountains. Passes turn armor columns into queues.
| In design | The ground | Status |
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| Compact Hormuz | The strait, cut down to a tight skirmish | In design |
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| Gaza–Sinai | Gaza in the top left. Sinai runs to the bottom right. | In design |
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How to start a skirmish
Open the match
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Battlefields and theatres
- 23battlefields
- 2layers, surface and below
- 5naval domains
- 18campaign briefings
| Theatre | Ground | The challenge |
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| Kharg to Shiraz | Coast, Zagros passes, the city. Plus Kharg Island and the Gulf. | Passes turn armor columns into queues |
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| Northern Red Sea | Gaza coast, Negev, Eilat, Aqaba. Undersea layer beneath. | A beach with nowhere to hide a mistake |
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| Diego Garcia | Lagoon base above, abyssal basin below, 500 m elevator between | One elevator, two wars |
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| Greenland | Camp Century, the naval bunker under the ice, the carrier tunnel | The front door is under a glacier |
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| The classics | Alpine Assault · Barstow Badlands · Blue Zone Dam · Tournament Desert · Twilight Flame | Duels and four-player brawls |
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- Weather
- Wind, mud and sea state decide what moves, floats or launches today
- Scale
- Real scale, real elevation data where the theatre is real
- Two layers
- Surface and below run as one fight, with sight and memory per layer
Where the story starts
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Multiplayer
| Promise | How |
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| Same battle everywhere | Orders go in together, land together two beats later |
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| No host advantage | Every machine computes the same result |
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| No silent desyncs | If copies drift, the match pauses and says where |
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| Matches finish | A dropped seat hands its army to the AI |
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| Light relay | It carries orders only. The battle lives on your machines. |
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Getting a match going
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Fair fights, by design
- Simulation step
- Then the picture
- Same orders
- Same result, every time
- That gives you
- Replays · multiplayer · honest bragging
- Numbers
- Prices, speeds, blast radii, the price of a headline: open data, tunable without touching the engine
The mechanics, all twenty-four
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Resources
Play now
Next: Overview
- Archive
- Every card, chapter and picture. Downloads included.
- Also there
- Tech tree · Diego Garcia yard · Showcase codex · Bibles · Eretz vessel pages · Release guide
Open the archive
Field manual