Welcome to the archipelago
Operation Brightwater
Two commanders, one chain of islands, one prize. Azure and Coral battle for supply depots, keep their Berliet truck convoys alive, and crack the enemy headquarters. Learn the loop here, and the rest of the guide will make sense.
At a glance
- How you win
- Blow up the enemy HQ (1,800 HP), force a surrender, or win on timeout
- The heartbeat
- The battle ticks 20 times a second — everyone plays by the same clock
- What you spend
- Supply — and only supply. You earn it from depots and from truck deliveries
- Who you command
- Maus tanks, Berliet trucks, I-400 subs, Sea Shadows, three infantry platoons and Aquila drones — plus three reserve chassis waiting in the wings
- Build limits
- Three support buildings at most, one of each kind, 620 HP each
- Battlefields
- Six sizes, Micro to Colossal, all built from the same island layout
Introduction
Think of Brightwater as a very pretty lagoon where everyone brought a Maus to the beach party and forgot the sunscreen — your job is to keep the trucks alive long enough to argue about depots, then crack the other beach's big concrete headache. The name Brightwater is exactly what it says on the atoll's tin — bright, shallow water — while Azure and Coral are just map-pen colors so you always know who to blame.
The loop in 30 seconds
Both HQs pump out Maus tanks — a quick 12-second queued tank if you're paying attention, and a slower 20-second reserve tank even if you aren't. Push that armor toward a land depot, keep the trucks safe on the drive home, and turn the extra supply into upgrades or support buildings. A Workshop, Radar, Logistics Hub, Sub Pen, Barracks, Boatyard or Drone Pad each unlocks a new trick, but you only have three slots, and you can't double up.
- You start with 4 Maus, 2 Berliets and 1 I-400 per side. Depots start empty on capture and pay out over time.
- Land depots pay heavy every few seconds; sonar buoys pay a trickle. Trucks carry the big money.
- Upgrades and buildings cost supply up front and take time to finish — you feel the pinch before you feel the power.
What kind of RTS is this?
Brightwater is a classic supply-and-position game. There's no fancy resource mix — control ground, protect your trucks, and spend better than your opponent. The map is part land, part water, so you need both domains to win.
Six islands, one blueprint
Micro is a knife fight in a puddle. Colossal is a theater. In between, the same rocks, forests, towns, ruins, roads and water are stretched to fit. Pick Micro to learn, Colossal to stretch your multitasking.
| Size | Feel / Team population cap |
|---|---|
| Micro | 30×23 — cap 28, tight and brutal |
| Small | 38×29 — cap 32, a little breathing room |
| Medium | 46×35 — cap 36, longer supply lines |
| Large | 56×42 — cap 42, room for combined arms |
| Huge | 68×51 — cap 48, a deep front |
| Colossal | 82×61 — cap 56, maximum chaos |
Quick start if you're new
Take one depot near your HQ, keep one Maus on the truck road, and get either a Hub or a Workshop first. Everything else is a variation. The island rewards patience — a depot held for a minute pays for the next tank, and a truck that makes it home pays for an upgrade.