BW
OperationBrightwater
Command networkField Guide
Field guide Support Headquarters & force limits

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 tanksHow 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.

IslandCap & what fits
Micro28 — a handful of Maus plus screens and your two Berliets is tight
Large42 — room for armor, infantry and reserve
Colossal56 — 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.