the guideFreight & Fire freightandfire.com

playing

War

The war in one paragraph#

Companies spend their money on armies and fight real-time tactics battles against each other for stakes: money, buildings and a boost to their income. Battles are separate matches, 1v1 or 2v2, on one of the 12 battlefields of a made-up tropical island in the South Pacific. Units lost in battle are gone for good, so every fight costs something.

Your army#

Open Army (A) to buy units with company money. There are 5 kinds:

UnitPriceUpkeepHealthArmourRoad km/hRangeDamagePierceReloadSight
Infantry squad$20,000$150100016250 m1241.5 s400 m
Recon car$45,000$300160686300 m1080.8 s750 m
Armoured carrier$90,000$6003502068400 m22161.2 s450 m
Battle tank$250,000$1,5007006054650 m150805 s500 m
Artillery battery$180,000$1,000200547400–3,500 m1202510 s300 m
  • Each costs its upkeep every game day, at home or away.
  • A unit sells back for 50% of its price.
  • You can bring up to $2M of units to any one battle.

See Army units for their speeds and who beats what.

The lobby#

Open War (W). The lobby lists the battles being set up and fought.

  • Set one up: pick a battlefield, 2 players (1v1) or 4 (2v2) where the field has room, the stake (from nothing up to $10M) and the prize: one kind of business (letting, offices, shops or factories).
  • Join one: choose the force you bring (up to $2M) and, if you like, wager one of your buildings. Joining puts in the stake.
  • The battle starts when every seat is taken. Until then you can leave; after, there is no leaving.

What the winners get:

  • they share the pot (every player's stake);
  • they take the losers' wagered buildings;
  • and for 3 game days they earn ×1.5 on the prize kind of business.

What everyone loses: units destroyed in the battle are gone for good; defence goods placed are used up.

Deployment#

A battle opens with 3 minutes of deployment (less if every side presses Ready sooner). Each side sees only its own ground.

  • Your units start at your base and can be moved anywhere in your unit zone: the first 20% of the way from your base toward the nearest enemy base.
  • Defences go in the defence zone, the band beyond it, up to 42% of the way.
  • The middle belongs to no one.
  • Del takes back a defence of yours while deployment lasts.

Once the fighting starts you can still build, but only within 60 m of one of your own units, and never take one back.

Defences#

Defences are bought before the battle, in the sense that they are made of defence goods you already hold: sandbags, barbed wire, tank traps, dragon's teeth and kits for bunkers, watchtowers and gun pits. You make them in your factories or buy them on the market, and keep them in a Steel yard, a Container yard or a Freight yard. Placing one in a battle uses its goods up, whatever becomes of it. Foxholes are free.

DefenceMade ofHealthCoverVehiclesInfantrySightSize
Sandbag wall1 × Sandbags30050% damage, 6 m———4×1 m
Sandbag ring3 × Sandbags45040% damage, 5 m———4×4 m
Foxholesfree20060% damage, 5 m———7×4 m
Bunker1 × Bunker kit2,50020% damage, 6 mblocked——10×6 m
Tank traps1 × Tank traps800—blocked70% speed—7×5 m
Dragon's teeth1 × Dragon's teeth1,500—blocked80% speed—7×3 m
Barbed wire1 × Barbed wire150—crush it25% speed—5×1 m
Watchtower1 × Watchtower kit40080% damage, 6 m——+350 m5×5 m
Gun pit1 × Gun pit kit60045% damage, 5 m———6×6 m
  • Cover: your infantry near a defence of yours take less damage (the best cover in reach counts, not the sum).
  • Obstacles: tank traps, dragon's teeth and bunkers close their ground to vehicles.
  • Wire slows infantry; a vehicle driving onto it crushes it.
  • Watchtowers let your infantry by them see further.
  • Artillery blasts damage defences; a destroyed one gives its ground back.

See Defences for every defence.

The fight#

  • Orders: select with a click or a drag (Shift adds, a double-click takes every unit of that kind on screen); right-click to move or attack; A then click to attack-move; S stop, H hold; Ctrl+1–9 to set a group and 1–9 to recall it.
  • Objectives: each battlefield has several. Hold one (stand within 70 m) and it scores a point a second for your side. One unit alone takes 20 s to capture it; more take it faster, up to twice as fast.
  • Winning: first to 600 points, or the higher score after 20 minutes.
  • Seeing: there is fog of war. Units see as far as their sight, if the line is clear: buildings block, and a unit in woods is seen only within 100 m. Firing gives a unit away for a few seconds.
  • Ground: roads are fastest, then open ground, rough ground, and woods; water and buildings stop everything.
  • Hitting: a round that does not pierce a target's armour does less damage, down to a tenth. Moving, shooting at something moving, and cover all make a hit less likely.

The island#

The war is fought on a fictional island about 3,000 by 2,100 km in the open tropical South Pacific, at 13°S 112°W, far from any real land. It is built from made-up map data by the same pipeline as the real world: towns and a city, farmland, a river valley, uplands, lakes, a port and a cliff coast.

Battles are fought in two fixed colours, orange and blue, whoever is playing, so two companies never look alike and a 2v2 reads as two sides.

See Battlefields for each field's bases and objectives.

Coming next#

More war is planned: buildings on the battlefield that collapse under tank and artillery fire, and more ways to prepare before a battle.