BORDER WORLDS

Frontier command · Strategy prototype
Operation 01 / A claim to the frontier
Take Meridian. Keep the supply line open.

Hold the sector capital through 3 end turns while connected to Haven. Deadline: turn 24.

THE ORION REACH

12 WORLDS · 3 FACTIONS
Frontier Union · YouVesper CombineIron DirectorateIndependent

Command dispatches

    Rivals act, income arrives, armies mobilize.

    WELCOME, COMMANDER

    A small sector. A consequential war.

    You lead the mint-colored Frontier Union. Build your army, seize the central capital, and keep your route home intact.

    Your first moves

    1. Select Haven, then Plot deployment to reinforce Copperfall.
    2. Commission Strikers at Haven or Copperfall. They become ready next turn.
    3. From Copperfall, capture Waystation. It links your territory to Meridian.
    4. Gather a strong force, take Meridian, and hold it through three end turns.

    Supply is your lifeline

    A world is supplied when a chain of worlds you own connects it to Haven. Cut-off worlds produce no income, cannot build, and their mechs fight at 70% strength. Meridian must be supplied to count toward victory.

    Combat you can read

    Scout: 2 power. Striker: 5. Siege: 8 and removes 2 points of fort defense per unit. Defenders add 2 base defense plus 3 per fort level. Ties favor defense. Previews show the exact result; there are no hidden dice rolls. Victors lose cheaper mechs first, but retain at least one.

    Plan a turn ahead

    Only ready units can deploy; units move once per turn. New units wait until next turn. Strikers and Siege mechs require a supplied Foundry or Headquarters. Industry adds +3 credits and +1 alloy per level, per turn. A ceasefire costs 30 credits and blocks attacks both ways for three end turns.

    The rivals each make up to one deployment per end turn. Losing Haven ends the campaign. Your browser saves locally when storage is available.

    Start a new campaign?

    This replaces your locally saved Border Worlds campaign.