JSLC AND CONQUER › BATTLEFIELD

Battlefield

Make the terrain your weapon.

A JSLC base in the field, ready for orders
Skirmish or campaign. Mouse, keys, or thumbs.

Match preferences

Panel
Choose your battle. Nothing starts until you press Start.
Saved
In this browser, for next time
SettingOptions
PlayCampaign · Single player · Skirmish · Tower defense · Multiplayer 1v1 · Private invite 1v1 · Lockstep FFA and teams
LevelPick a scenario or campaign mission
Computer difficultyRecruit · Regular · Veteran · Brutal
Aircraft fuelNormal · 2× · 5× · 100× · Infinite
FactionsYours and the computer’s (Skirmish)
Battle seedReplay the same battle
MultiplayerFormat (FFA or Teams) · 2–8 players · team size 1v1–4v4 · room id · invite link
ViewEnlarge small units when zoomed out
SelectPatrol radius

Set up a match

Give orders

KeyOrder
MMove
AAttack
SStop
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

On your screen

ElementShows
Legitimacy barYour standing and what it does to prices
Laser control15-second countdown to the orbital shot
METOC chipWind, sea state, whether small boats stay home
News cardsRight edge, clock running. Answer or pay.

Every symbol on the glass is plain text art. Sharp on any screen.

HQ training ground: Greenland HQ

Map
200 × 200 cells · 4 × 4 km
Conditions
Ideal. Heated covered runway, full power.
Launch site
None
Practice islandOn itYour job
Island 1Enemy buildingsLive-fire strike practice
Island 2Civilians, penguins, wandering AoIRescue the penguins. Spare the civilians.
DrillUses
Sea gateSail out through the VAULT DOOR in the basin’s south wall
AirAny aircraft on the roster, from its hangar
LiftTransport hangars facing the barracks and motor pools

The full HQ base map

Skirmish maps

Oil derricks and storage tanks on green ground, Kharg Island skirmish map
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
  • Plan view of the Persian Gulf, Kharg map: two shores joined by a causeway
    Persian Gulf, Kharg. 2 players. Two shores, one causeway, a lagoon between them. The default fight.
  • Plan view of the Red Sea SAR map: a long channel with islands
    Red Sea SAR. 2 players. A long channel and a string of islands. Boats, rescues, flotillas.
  • Plan view of the Camp Century map: pale ice with two bases
    Camp Century. 2 players. Greenland ice. Two bases, one road, no cover.
  • Plan view of the Diego Garcia map: a lagoon between two camps
    Diego Garcia. 2 players. A lagoon base, a ridge, and an ocean that wants it back.
  • Plan view of the 1v1 skirmish map: open desert and a river bend
    Skirmish 1v1. 2 players. Open desert and a river bend. A clean duel.
  • Plan view of the four-player skirmish map: desert with four starts
    Skirmish 4 player. 4 players. Four corners and one river. No friends.
  • Plan view of Kharg Island: an island base ringed by the Gulf
    Kharg Island. 2 players. An island in the Gulf, with the oil terminal as the prize.
  • Plan view of the Kharg to Shiraz map: coast, passes, and mountains
    Kharg to Shiraz. 2 players. From the coast to the mountains. Passes turn armor columns into queues.
In designThe groundStatus
Compact HormuzThe strait, cut down to a tight skirmishIn design
Gaza–SinaiGaza in the top left. Sinai runs to the bottom right.In design

How to start a skirmish

Open the match

Battlefields and theatres

  • 23battlefields
  • 2layers, surface and below
  • 5naval domains
  • 18campaign briefings
TheatreGroundThe challenge
Kharg to ShirazCoast, Zagros passes, the city. Plus Kharg Island and the Gulf.Passes turn armor columns into queues
Northern Red SeaGaza coast, Negev, Eilat, Aqaba. Undersea layer beneath.A beach with nowhere to hide a mistake
Diego GarciaLagoon base above, abyssal basin below, 500 m elevator betweenOne elevator, two wars
GreenlandCamp Century, the naval bunker under the ice, the carrier tunnelThe front door is under a glacier
The classicsAlpine Assault · Barstow Badlands · Blue Zone Dam · Tournament Desert · Twilight FlameDuels and four-player brawls
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

Multiplayer

PromiseHow
Same battle everywhereOrders go in together, land together two beats later
No host advantageEvery machine computes the same result
No silent desyncsIf copies drift, the match pauses and says where
Matches finishA dropped seat hands its army to the AI
Light relayIt carries orders only. The battle lives on your machines.

Getting a match going

Fair fights, by design

  1. Simulation step
  2. 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