Fodder

☠ 0 0 MISSION 1 · 1/1 Kill all enemy troops

Mission 1 phase 1 of 1

First Footing Jungle Kill all enemy troops

THE DROP TEAM

Phase complete

Boot Hill mission 1 done

The war is over

Fodder /fodder

How to play

The old top-down squad game, with little Georgis. Your squad walks in single file: click the ground and the leader goes there, the rest follow in the leader's footsteps. Hold the right button and every trooper fires at the pointer — privates scatter their shots, generals barely waver. Rifles do nothing to a hut or a gun nest: those take a grenade or a rocket. One unprotected hit kills a trooper; a nearby Waffles can intercept one direct shot per phase, but no medic can stop a blast. Each named recruit has a role and signature skill shown in the briefing and roster. Each phase names its objective; each mission is a run of phases; the war is twenty-four missions across four theatres. After the briefing, an olive transport scouts the battlefield and the Georgi squad parachutes into a clear patch of natural terrain. Movement and combat begin once the last trooper lands.

  • left click — walk there (hold it and the chain follows the pointer)
  • right button — hold to fire at the pointer
  • right held + left click — lob a grenade at the pointer
  • left held + right click — fire a rocket (a grenade if the rack is empty)
  • WASD / arrows — walk the chain without a click · Space fires at the pointer · G grenade · R rocket
  • 1–6 — a trooper joins or leaves the chain (the chips do the same); 0 takes everyone back · P pauses
  • on a phone — tap the map to walk; hold FIRE and touch the map to aim (with no finger down the guns pick the nearest target); GRENADE and ROCKET throw at your finger, or at the nearest hut, nest or trooper in range

The other side

The opening enemy force is alien: crab guards fire narrow blue lasers, pearly squid glide in and spit teal plasma, and the heavier spitters stand off and lob. They emerge around crashed ships and from intact landed dropships. From the sixth mission mechanized guards roll with them: a rifle round sparks off the hull, a grenade takes two of its three points of armour and a rocket takes all three, and while it is awake it stands off and drops shells. Tracks cannot ford the shallows a Georgi wades. They wake when they see you, or hear a shot. Landed ships and brood nests keep sending aliens out while you are near, until the structure is flattened or its garrison is spent. Gun nests rake anything in range and only a blast silences them. Rock and trees stop bullets in both directions; a blast clears trees and leaves a crater. Crates restock grenades and rockets; from the third mission one crate holds a rocket launcher — whoever walks over it shoulders six rockets and fires those instead of rifle rounds while under orders, then goes back to the rifle. The tube stays with that trooper across the mission’s phases, and dies with them. Hostages join the chain when touched and are safe once they return to the parachute drop site.

Epic upgrade

Georgi's squad has eight-direction movement and directional combat, while the new squid fight beside the existing crabs. Two high-detail painted levels and a third authored level play as skirmishes off the war: a fresh squad, nothing saved.

Boot Hill

Fifteen recruits wait on the hill. Each mission takes its squad off the front of the line; survivors come back a rank higher and go out first next time; the fallen get a headstone; three volunteers join the back. Lose the whole squad and the mission starts over with whoever is next. Lose everyone on the hill and the war is lost. The campaign saves itself in this browser.