Category index · tactical taxonomy
Category: Economy & Logistics
Browse 10 field manual articles classified under Economy & Logistics.
Operation Brightwater
Welcome to the archipelago
One chain of islands, one prize, twelve commanders to pick from. Run Zhukov's armor or Giap's jungle brigades — either w…
First deployment
A reliable first three minutes
Don't rush the enemy HQ. Take a depot, keep the trucks alive, and let your opening combat force secure ground before you…
Depots, buoys & capture
Control pays — and refills slowly
Three supply depots, two salvage yards, two Tankaloon outposts, and two sonar buoys. Stand near them with the right unit…
Supply convoys
The quiet win condition
Berliets are the economy. They haul supply and tech salvage to HQ, and every successful drop is resources in the bank, a…
Depot crates & buoy income
Supply crates, tech salvage, Tankaloon outposts, and buoy income
Supply depots hold 140-supply crates (20s restock). Salvage yards hold 12-tech caches (15s restock). Tankaloon outposts …
Berliet T100
The quiet win condition — unarmed, irreplaceable, slowly rebuilt
No gun, modest HP, good speed, no ammo. Hauls about 140 supply per trip, pays on delivery with a little extra for upgrad…
Upgrades & research
Four tracks, three levels, real commitment — not instant buffs
Composite Plating, Gyro Ballistics, Turbo Drivetrains and Field Logistics. Each level costs more, takes longer, and hits…
Support buildings
Three slots, seven choices — and placement picks your plan
Every support building is 620 HP, takes a slot near your HQ, and until it's blown up it defines your plan. Some heal, so…
Quartermaster airlift
A plane, a crate, a short window to be a hero
A twin-prop Quartermaster circles in every minute or so, telegraphs where it's dropping, and falls a crate with a tempor…
Strategic playbook
Three reliable plans — and how to break them
Every good plan has a supply source, a protected lane, and a way to turn an edge into a headquarters threat. Pick a land…