Persistent strategy campaign
Hunter Frontlines
Build a faction, claim territory, and leave the world changed for whoever arrives next.
Create a Faction
Choose a name, password, color, then select a neutral starting tile on the map.
Selected start: None
Play as a Faction
Hunter Frontlines
Campaign Map
How to Play
Goal and victory
Expand your faction, protect its capital, build an industrial base, maintain supply, and conquer rival capitals. A practical campaign victory is achieved when one faction controls every surviving capital.
Orders and territory
Select an owned source tile, then its destination. Moving into neutral land captures it. Enemy land requires an attack. Ground units cannot move or attack while out of supply, but they can still defend.
Ground combat
Every committed unit rolls one d6. Infantry hit on 1 when attacking and 1–2 when defending. Artillery hit on 1–2. Tanks hit on 1–3. Fort levels each add one defensive die that hits on 1–2. Losses remove infantry, then artillery, then tanks. Surviving attackers retreat unless all defenders are eliminated.
Air combat
Planes operate within three squares of their airbase. Attacking planes hit on 1–2 and defending planes hit on 1. Defending aircraft from every friendly airbase within range respond automatically. AA on the target or any adjacent tile, including diagonals, fires at attacking aircraft and hits on 1–2. Aircraft cannot capture land.
Supply
The capital supplies friendly tiles within two squares, including diagonals. A supply hub does the same when connected to the capital or another active hub by a continuous owned railway. Capitals and hubs count as railway nodes themselves.
Industry and construction
Each military factory runs one production line. Repeat orders continue automatically. Civilian factories are assigned to queued projects; every assigned factory adds one construction point per industry cycle. Infrastructure determines how many total factories a tile can contain.
