BW
OperationBrightwater
Command networkField Guide
Field guide Air & Power Strike aircraft, AA & overtime

A runway, a bomb, and anti-air

Strike aircraft, AA & overtime

Each HQ has a strike jet that rolls, climbs, turns, bombs and lands. Anti-air is the hard counter. After twenty minutes, Sudden Death doubles depot pay and decays both HQs.

At a glance

Jet cycle
Recharge → ready on the runway → outbound → bomb about three-quarters in → return → long rebuild if shot down
Anti-air
Quick reload, very long range vs jets, revealed subs, boats and drones — needs a living HQ to fire
Sudden Death (20:00+)
Both HQs decay 5 HP every 6 seconds; depot capture bounties (+120), buoy income, and deliveries DOUBLE
Judges' decision (20:00)
Highest score at the bell wins outright; a level score plays on until the next point
Scramble Strike
Spend 25 Tankaloons (TK) to trim 15 seconds (300 ticks) off the jet cooldown

Strike jet and overtime

Your strike jet runs a short takeoff, sharp turn, and long-range anti-air pass. After 20 minutes both HQs lose 5 HP every 6 seconds but never finish each other alone, while economic incomes double.

The flight — runway to bomb to hangar

Each HQ's jet starts recharging after the opener, sits ready on the runway when done, then rolls the long runway, lifts from low to cruising height, banks a full turn, drops its bomb about three-quarters out, and comes home in reverse to land. Launch is an order; staying near your runway is playing it safe after a loss because rebuild is long.

Anti-air — the counter that matters

Anti-air is quick cycling and very long reaching, and it hits jets, revealed subs, boats and drones. It can shoot a jet down outright and logs it. Don't let a surfaced sub sit within long range of an enemy HQ — anti-air will answer it too.

GunReach & prey
HQ land cannonFar — matches a Maus; mortars, AT guns and sentries still outrange it
HQ anti-airVery long — jets, revealed subs, boats and drones

Sudden Death — when the island strains

At twenty minutes (tick 24000), Sudden Death activates: both HQs lose 5 HP every 6 seconds, never below 1 on their own. An untouched HQ never dies by itself — you still have to finish it. Meanwhile, depot capture bounties double from +60 to +120 supply, buoy income doubles, and truck delivery payouts double. If neither HQ has fallen, the judges award the match to the higher score at the bell; a level score plays on until the next point.

Using the jet & Scramble Strike

The jet is not a win button — it's a timed spike. Launch it when you can force a reaction: while the enemy is stretched between a depot and your subs, or when their anti-air is busy. If it's shot down, you pay a long rebuild. If you control Tankaloon outposts, you can trigger Scramble Strike for 25 Tankaloons (TK) to trim 15 seconds (300 ticks) off the refueling and repair cooldown.