A plane, a crate, a short window to be a hero
Quartermaster airlift
A twin-prop Quartermaster circles in every minute or so, telegraphs where it's dropping, and falls a crate with a temporary power-up. Any non-sub unit can grab it — Maus and Berliets are the practical grabbers.
At a glance
- How often
- First crate grabable about 42 seconds in (flight starts at 35), then about every minute with a 9-second flight; the crate telegraphs about ten seconds early
- Where
- Five named zones that rotate predictably — Central sector, Central approach, Central lane, Central crossing, Central ground
- What's inside
- Field Repair (heal), High-Octane Fuel (+speed), Blitz Ammo (+tank punch & reload)
- Who grabs
- Any non-sub unit that touches the landed crate — telegraphed zone is marked before it falls
Quartermaster airlift
A supply plane circles the map and drops a buff crate in a telegraphed zone every minute or so. Any non-sub unit can grab it; Maus and Berliets are usually the ones that win the touch.
Flight and drop
The plane flies a short leg and at about the halfway point the crate falls with a parachute, then sits with a timer. The next zone and crate rotate in order so both teams can read where to be. The first flight starts about 35 seconds in; after release and fall the crate is grabable around 42 seconds.
| Crate | How long it lasts & what it loves |
|---|---|
| Field Repair Kit | About 15 seconds — heal your brawlers and stay in the fight |
| High-Octane Fuel | About 20 seconds — faster land speed, great to collapse on a depot or shift fronts |
| Blitz Ammunition | About 20 seconds — tanks hit harder and cycle faster, perfect right before a siege |
The ten-second warning
About ten seconds before the drop, the command deck ribbon lights up with the inbound flight, what's inside, and which zone is marked. During the flight the zone stays marked so both teams see the same contest. No extra radio needed — the next drop is predictable if you know the order.
Who should grab it
The crate falls on contested ground on purpose — don't send a lone Berliet through a Maus ball for a short buff. Any non-sub unit can claim it; send the nearest safe Maus or Berliet that can win the touch and get out. Landed crates still expire if no one grabs them. And yes, a Berliet chasing a crate can briefly leave your supply line — plan for that.
Power-up tips
Field Repair lets a bruised line stay and brawl; pop it when you're already in contact. Fuel is for collapsing on a depot, retreating a convoy, or shifting fronts — use it to be somewhere first. Blitz is for the committed push: pop it just before you focus a building or HQ, not while you're still marching.