BW
OperationBrightwater
Command networkField Guide
Field guide Support Upgrades & research

Four tracks, three levels, real commitment — not instant buffs

Upgrades & research

Composite Plating, Gyro Ballistics, Turbo Drivetrains and Field Logistics. Each level costs more, takes longer, and hits the whole army when it lands.

At a glance

The tracks
Armor / Weapons / Mobility / Logistics — up to level 3 each
What they cost
Supply plus 20 / 35 / 50 tech per level (hauled from salvage yards) — and the Command HQ advance costs 60 tech on top
How long they research
About 12 seconds for the first level, then 20, then 28 — you pay now, benefit later
Signature tech
Each of the 12 brigades can research its unique signature technology at HQ

Army upgrades

Four upgrades reach three levels each: Plating, Ballistics, Drivetrains, and Logistics. Each level costs supply plus tech and takes research time before the whole army benefits. Salvage yards pay the tech once you advance to Staff HQ (Echelon II); the Command HQ advance itself costs 60 tech — the second tech sink.

Cost and time at a glance

You pay supply and tech the moment research starts; the level only lands when the timer hits zero. Buying while research is running is blocked, and you can't go past three. When armor finishes, every living friendly unit gets tougher right then.

Going toCost & wait
Level 1Base cost + 20 tech / about 12 seconds
Level 2Base plus a bit + 35 tech / about 20 seconds
Level 3Base plus more + 50 tech / about 28 seconds
Signature TechBrigade-specific cost & time at HQ (e.g. Zhukov 250 supply / 30s)

What each level gives you

Armor is staying power — each level adds +15% max HP and 10% shell resist, and three levels is +45% HP plus 30% resist for a Maus. Weapons add damage (+14% per level) and make reloads quicker (~7% per level). Mobility makes you noticeably faster each level. Logistics makes trucks carry +18% more cargo and makes both Workshop and convoy heals stronger (+10 HP per level), plus your HQ's next tank comes a touch sooner.

UpgradeZero → full (3 levels)
Composite Plating+45% max HP and 30% shell resist for everyone alive
Gyro Ballistics+42% damage and ~21% faster reloads
Turbo DrivetrainsAbout a quarter faster on land
Field Logistics+54% cargo value on supply and tech; Workshop and convoy heals scale up

When to research

Research is scoutable — your opponent can see you're researching and how long is left, and you have already paid. Don't start the big 20-28 second levels while brawling; that's a window where you are poorer but not stronger yet. Without a safe depot and trucks hauling tech from salvage yards, just make tanks or buildings before expensive tech. Once income is solid, stack upgrades before the big HQ push.

Upgrades vs buildings

Upgrades are army-wide; buildings are board presence. One helps everywhere a little, the other helps somewhere a lot. If the front is static, a Workshop can be worth more than Plating 1. If you own two depots and trucks are flowing, Hub plus Logistics 1 pays back versus a baseline truck in about seven deliveries.