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.