Your HQ is your factory, your heal bay and your life total — 1,800 HP
Headquarters & force limits
Both HQs make tanks two ways: a quick queued tank you order, and a slower reserve tank that arrives even if you don't. Rally points, population caps and a small anti-hoard tax live here too.
At a glance
- The building
- 1,800 HP, close restock ring, sets the pace for your tanks
- Queued vs reserve
- Queued about 12 seconds (pay now); reserve about 20 seconds (pay on arrival, a bit faster with Hub or under armor doctrine)
- Rally
- Your HQ and each support building can set a rally point for new units
- Don't sit on it
- Sitting on a huge supply pile costs you every ten seconds — spend or deliver
Headquarters
Your HQ has 1,800 HP, trains Maus on a 12-second queue or 20-second auto drip, and sets rally points per building. Lose it and you lose the match.
Making Maus — attention beats waiting
Order a queued tank and you pay now; about 12 seconds later a fresh Maus rolls off near your HQ if you have the population. While it's queued, the automatic reserve drip pauses. Ignore it and a reserve Maus still drips about every 20 seconds and costs on arrival — Hub makes it a touch faster, and an armor-leaning doctrine tightens it a bit more. Paying attention is always faster than waiting. Cancel and you get back what you haven't spent yet.
| How you make tanks | How it feels |
|---|---|
| Queued (you order it) | About 12 seconds / pay now / pauses the reserve |
| Reserve (automatic) | About 20 seconds / pay on arrival / a bit faster with Hub |
Trucks, rally and guns
Your HQ slowly rebuilds Berliets to two; a Hub takes over to three a bit faster. Both need population and supply. Rally points let each HQ and each building send new units marching right away so the apron doesn't jam. Your HQ also shoots: a land cannon that reaches as far as a Maus can shoot, plus long-range anti-air vs jets, revealed subs, boats and drones — two guns, two jobs.
How big your army can be
Tanks and subs are heavy — they count as two toward your cap; everything else counts as one. Team caps grow with the island: tiny Micro is tight, huge Colossal fits a full combined-arms force plus air and sea. If you're capped, new trains and launches just wait.
| Island | Cap & what fits |
|---|---|
| Micro | 28 — a handful of Maus plus screens and your two Berliets is tight |
| Large | 42 — room for armor, infantry and reserve |
| Colossal | 56 — the full roster plus navy and drones at once |
Don't hoard
Sitting on a mountain of supply costs you a little every ten seconds above a comfortable reserve. The bigger the pile, the bigger the bite. Moving supply through trucks or into upgrades beats letting it sit — the game wants you to spend or deliver, not stack.