How to holdOne battle a day · the same for everyone
Place your 60 men on your side of the map. Men in a trench cannot be killed, and rifle sections snap into it. Out in the open they see more, but they can die.
Dig once. Press on your trench and drag to dig it out up to 30 m in one direction, for safe ground with a better view. Attackers who reach the new stretch count as breaking in.
Machine guns win battles. Drag the brass knob to aim. They kill twice as fast when they fire across the attackers' path, and men bunched up at the wire fall in groups.
Ground matters. High ground sees farther. The shading shows what the selected unit cannot see. Attackers choose routes your guns cannot see.
Wire slows and bunches them. Blow the mine when they are on top of it. Barrages land 3 seconds after you call them, so aim ahead, and keep them off your own men.
Tanks shrug off rifles and machine guns and flatten your wire. Stop them with the mine, a barrage right on top, or your own tank: tap Tank in battle to drive it where it is needed. Some break down on their own. A tank in your trench counts as three attackers.
The enemy fights back. A barrage opens every attack, counted down shell by shell; it only hurts men in the open. Gas drifts with the wind, snipers pick off machine-gun crews, and stormtroopers go for your weakest stretch of trench.
Every day is different. Monday is a quiet sector; by Sunday it is the Big Push. Each day offers three pieces of special kit and you take two.
If 20 attackers reach your trench, it falls. Hold it and you score out of 1000: men kept, attackers stopped, tanks stopped, how far out you held them and barrages you never needed. Stars come at 540, 680, 800 and 900.