How To Play

Air power field guide

Win the sky before the strike.

Fighters make space for bombers and troop transports. Scout the route, protect your airfields and keep an eye on enemy patrols.

Air power field guide — in-game artwork
Stealth fighter — in-game artwork
Stealth fighter
350 gold · 30 s · 5 hp · range 160

Patrols a 25-tile circle, intercepting bombers, troop transports and spy planes. Ignores SAMs; fights other fighters. Returns to refuel after 10 minutes.

How to useBuy at an airfield and place a patrol over assets or the route your bombers will use. Overlap friendly patrols where combat is likely; recall damaged fighters through the Air panel to repair.

Stealth bomber — in-game artwork
Stealth bomber
450 gold · 40 s · range 260

Drops 8 bombs along a strip, cratering and suppressing enemy ground. Ignores SAMs and guns, but fighters and shield domes stop it.

How to useScout the target and clear enemy fighter patrols before ordering a run. Bomb defenses just ahead of a land attack so your troops can exploit the suppression.

Stealth troop transport — in-game artwork
Stealth troop transport
500 gold · 40 s · Airfield II · range 200

Carries up to 1,500 troops for an inland paradrop. Enemy fighters can shoot it down, losing everyone aboard.

How to useBuy at a level II airfield and choose a reachable landing area away from hostile fighters. Use it to open a second front or reinforce an isolated area, then support the small force you drop.

Spy plane — in-game artwork
Spy plane
40 gold · 90 s cooldown · Fog of war

Reveals a 35-tile area for 45 seconds. Enemy fighters can kill it; SAM sites get limited shots after its initial grace period.

How to useLaunch from an airfield before a landing or bombing run. Reveal the defenses, issue your orders while the area is visible, and avoid known enemy patrol circles.

Keep this handy

Open a topic for controls, timings and the detailed rules.

Airfield

600 gold, 90 s. 4 hangar slots (6 at level II). Buy aircraft from its right-click menu; aircraft have a combat radius from their home field (fighters 160, bombers 260, transports 200). Losing the field loses its aircraft. Upgrade to level II (600 gold, 90 s) adds a light shield dome (6 hp, 8 tiles) and the troop transport.

Flight operations

400 gold, 60 s. Buys aircraft with a 300-gold reserve, keeps patrols over SAM belts, airfields, silos and guns, recalls fighters at 2 hp or when outnumbered, and strikes enemy targets not under fighters or a dome. Toggle in the Air panel.

Dogfights

Overlapping enemy patrols exchange air-to-air missiles every 3 s — 85% to hit if you're outnumbered in the overlap, 60% otherwise. A recalled fighter takes parting shots while it escapes; at 0 hp it's gone.

Recall

Air panel in the sidebar (per aircraft, Recall damaged, Recall all) or right-click near a patrol.