BW
OperationBrightwater
Command networkField Guide
Field guide Primer Operation Brightwater

Welcome to the archipelago

Operation Brightwater

One chain of islands, one prize, twelve commanders to pick from. Run Zhukov's armor or Giap's jungle brigades — either way you battle for supply depots, keep your Berliet truck convoys alive, and crack the enemy headquarters. Learn the loop here, and the rest of the guide will make sense no matter who you command.

At a glance

How you win
Blow up the enemy HQ (1,800 HP), force a surrender, or win on timeout
Simulation rate
20 updates per second — same for both commanders
What you spend
Three resources: Supplies (convoys & captures), Tech (salvage yard caches), and Tankaloons (outpost presence)
Who you command
Maus tanks, Berliet trucks, I-400 subs, Sea Shadows & Cutters, six shared infantry platoons, Aquila drones, reserve chassis, and 12 brigade unique units
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

The short version

Both commanders fight for depots, convoys, and the enemy headquarters — same rules for all twelve brigades. Capture ground, keep Berliet trucks alive, and spend supply on upgrades and three support buildings.

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.

  • Each commander brings a distinct opening force — Zhukov opens with massed armor, Patton brings fast scout jeeps, MacArthur brings naval screens, and Giap fields early infantry. Each captured land depot holds one crate for a truck.
  • Land depots restock one crate 20 seconds after pickup; 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 physical resource and position game. A clean three-resource economy — Supplies from depot convoys to train units and build structures, Tech from forward salvage yards to fund upgrades, and Tankaloons from held outposts to unleash tactical call-ins — rewards territory control and lane defense without artificial timers.

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.

SizeFeel / Team population cap
Micro30×23 — cap 28, tight and brutal
Small38×29 — cap 32, a little breathing room
Medium46×35 — cap 36, longer supply lines
Large56×42 — cap 42, room for combined arms
Huge68×51 — cap 48, a deep front
Colossal82×61 — 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.