BW
OperationBrightwater
Command networkField Guide
Field guide Battlefield Depots, buoys & capture

Control pays — and refills slowly

Depots, buoys & capture

Three supply depots, two salvage yards, two Tankaloon outposts, and two sonar buoys. Stand near them with the right units, flip them, then escort each ready depot crate home.

At a glance

Capture points
3 supply depots + 2 yards + 2 outposts + 2 sonar buoys at fixed points
How you flip
Stand near with the right units, win the numbers game, and the bar slides to you
On flip
Big score bump (+120), a +60 supply bounty (+120 in Sudden Death), a map flash, and node access unlocks
Buoys are special
Only submarines can capture buoys — boats can't flip them at all
Yards and outposts
Salvage yards restock caches for tech research — route a truck onto the yard to work salvage; Tankaloon outposts hold presence

Capture points

Three supply depots provide one truck crate at a time — look for the amber crate. Two salvage yards (cyan pylon) restock salvage caches: route a truck onto the yard to assign it to salvage, or onto a supply depot to reset. Two Tankaloon outposts (green banner) flip the same way and pay the same capture score, accruing Tankaloons upon uncontested hold. Sonar buoys pay a small supply trickle. Stand friendly units in the capture circle and win the 100-point tug to flip control.

How capture works

Every depot watches a short radius. For land depots, Maus, Berliets, infantry, drones and boats all count. For sonar buoys offshore, only I-400 submarines count — park a Sea Shadow on a buoy and it just bobs there, it doesn't help. If your side has more of the right units nearby, the bar slides toward you. A garrisoned infantry nearby makes it slide twice as fast, but only for land depots. A tie drifts back to neutral. First to 100 wins the depot.

StatValue
Capture radiusShort — about 1.8 tiles
Capture speedAbout one point per tick, +1 with a nearby garrisoned squad; commanders can nudge it further
Flip point100 points — about 5 seconds uncontested, faster with garrison
Garrison help radiusAbout 2.2 tiles from the depot, land only

What they pay

Flipping any node pays +120 score plus a +60 supply bounty straight into your stockpile — doubled to +120 supply during Sudden Death at 20:00+. An owned supply depot holds one crate (140 supply base) for a truck, with a 20-second restock once gathered. A salvage yard holds one tech cache (12 tech base) for a truck, restocking 30 seconds after pickup — but only once you reach Staff HQ (Echelon II); below that, yards accrue nothing. Tankaloon outposts generate +1 Tankaloon every 3 seconds while held uncontested, but only at Command HQ (Echelon III). Sonar buoys pay ~5 supply every 5 seconds (doubled in Sudden Death) plus score. Yards and towns also deny the enemy ground.

Why it matters

A supply depot is your truck route and score. Hold one near your HQ and fight for a second. Leave a tank on a fresh flip until the enemy's counter-push bounces. Buoys add income and water control, but truck crates make supply depots your main supply route. Salvage yards are essential to unlock army upgrades with tech, and outposts provide Tankaloon powers like Smoke Barrage.

Garrison and capture

A garrisoned rifle or MG tucked into a town ruin near a land depot does double duty: it takes less shell damage and it doubles your capture speed. That's how a single infantry platoon can cement a flip while your Maus screen holds the road.