TURN-BASED ARTILLERY

TANKS HIGH GROUND

A little strategy. A lot of craters.
Juniper
100 / 100 HULL◇ 0 SHIELD¤ 0
ROUND 010:0FIRST TO 3
Copper AI
100 / 100 HULL◇ 0 SHIELD¤ 0
☂ Rainfall→ 11 KM/HRain slows shots · add power
HIGHLAND RANGE 01 / RAIN
THE HILLS ARE YOUR BATTLEFIELD

Take the
high ground.

Read the wind. Find your angle. Leave a crater.
An artillery duel where every shot changes the landscape.

DESTRUCTIBLE TERRAIN WEAPON UPGRADES NO DOWNLOAD
YOUR NEXT GREAT RIVALRY STARTS HERE
WIND RIGHT → 11 KM/H
5° RIGHT90° UP175° LEFT
SOFT LANDINGFULL SEND

Reliable blast. Unlimited ammunition.

←→ Aim↑↓ Power1–6 WeaponP Pauseor drag the battlefield to aim
MAKE EVERY SHOT COUNT.
↗ Read the wind. It shifts after every shot.⌄ Change the landscape. Craters cause fall damage.◇ Come back stronger. Rearm between rounds.
FIELD MANUAL

Aim high. Dig deep.

Win rounds by reducing the other tank’s hull to zero. The first to your chosen number of wins takes the match.

  1. Line up your shot. Drag the landscape or use ← / → to aim. Angles run from right (5°) through up (90°) to left (175°).
  2. Find your range. Adjust power with the slider or ↑ / ↓. Hold Shift for bigger keyboard adjustments. The dotted guide shows only the start of your flight.
  3. Choose your weapon. Use the weapon selector or keys 1–6. Press Space or Fire Shot. Standard shells never run out.
  4. Watch the weather. Wind pushes shots and changes between turns. Rain and snow slow shots. Each new round brings a new landscape and, with changing weather enabled, a new forecast.
  5. Spend your winnings. Winners earn 300 credits, others 225, plus a damage bonus up to 150. Buy ammunition, extra hull, shields, or cannon power between rounds. Hull is repaired for free.

Incendiary rounds [5] cost 160 credits for two. After an 18-damage blast, ground fire deals 14 hull damage at the end of this shot and the next two shots (only one more in rain or storms). Fire bypasses shields, overlapping fires do not stack, and taking time to aim causes no extra damage.

Nukes [6] cost 650 credits each. Their 160-damage blast and enormous crater can destroy an unprotected tank. Blast damage falls off with distance; shields absorb it normally. Both weapons can hurt your own tank.

Shields absorb explosions; falling and burning bypass them. After 24 shots, both tanks lose 12 hull each turn to settle long duels. Two-player mode shares this screen and takes turns shopping.

A FRESH START

Leave this match?

Your current score, credits, and upgrades will be reset.

Juniper, take your shot.