Field manual
Guide
Every unit, its stats at each tier, and the research behind it
How to play
A side-view battlefield, your base on the left, theirs on the right. You fly the only helicopter; everything else marches.
The objective
One unarmed explosives van wins the war. Drive yours into the enemy base, and keep theirs away from yours.
- Both sides earn money over time and spend it on ground units that march toward the other base
- Everything you buy exists to clear a lane for the van, or to stop theirs
- Long stalemates escalate: a few minutes in, income jumps until somebody breaks through
Fly
Left thumb flies. Right thumb fights.
- A floating joystick on the left of the screen moves the helicopter; the nose follows your heading
- GUN (hold), MSL and BMB on the right. Buttons dim when that ammo is spent
- Reversing is a maneuver: the nose rears up through the turn, so you can snap-shoot upward mid-flip
- Land on your own pad to refuel, rearm and repair. Land gently: hard touchdowns and an empty tank both end the aircraft
- Two helicopters that meet in the air destroy each other
Buy
The bar along the bottom is your war chest for this battle.
- INF, SPC, TNK, RKT, VAN and HELI, each with its price. Grayed when you can't afford it
- Bought units roll out of your base and march right on their own. Ground units that pass the enemy base are gone; only the van matters at the door
- Infantry and specialists come in pairs; rockets fire once and are spent; a spare helicopter is the most expensive thing on the bar, so don't lose the first one cheaply
Take ground
The map fights back. Learn what each structure does before you fly past it.
- Balloon houses hold a garrison of up to five. They man a gun, fly a barrage balloon whose cable kills helicopters, and pay income to whoever holds them. Empty one out, then walk a soldier in
- AA batteries shoot only at aircraft: an eight-round flak burst, then a reload. The reload is your window. Destroy one and two specialist crews can rebuild the ruin for your side
- Tanks, soldiers and specialists shoot back at anything flying below their own height. Hug the ground only where there are no enemy troops
Airlift
Your helicopter is also the only transport.
- Park near friendly infantry and they climb in on their own. Higher helicopter tiers carry more
- DROP releases one at a time. From altitude they parachute, and they need air under them for the canopy to open
- Landing on infantry squishes them, yours included. Land beside them, not on them. Your own pad is always safe
- Missiles lock half a second after launch onto where you were. Break hard and they sail past
Between battles
Winning pays. Spend it in the Lab and the Hangar, then go back and win faster.
- Wins pay BattleCoins and Blueprints, drop prize boxes, and post your clear time to the leaderboards
- The Research Lab upgrades one stat of one tier at a time; the Hangar buys the next tier outright
- Every mission has a ladder of difficulty levels. Clear the required level and the next mission opens
- Leave mid-battle and RESUME picks up exactly where you were
Economy
Three currencies. Two you earn by playing; one you can buy.
BattleCoins
The everyday currency — what the front pays you for fighting.
How to get it
- Winning a battle (more for beating the mission's par time)
- Supply-drop crates caught mid-battle
- Prize boxes
What it's for
- Starting a research project
- Boosting a running project's clock (2× / 4× / 8×) to finish sooner
- Buying a unit tier in the Hangar (alongside Blueprints)
Blueprints
The advancement currency — earned by progress, not grinding.
How to get it
- First-ever clear of a mission (+3)
- Setting a new personal-best time on a replay (+1)
- Some mission rewards, supply drops, and prize boxes
What it's for
- Completing a research project instantly instead of waiting
- Hiring extra researchers (2nd–5th: 5, 15, 45, 135)
- Buying a unit tier in the Hangar (alongside BattleCoins)
War Bonds
PremiumThe premium currency. Mostly purchased, spent in the War Chest.
How to get it
- Bond packs from the War Chest (10 / 25 / 50 / 100 / 250 / 600)
- Occasional battle rewards, supply drops, and prize boxes
What it's for
- Exchanging in the War Chest for BattleCoins or Blueprints
- Hiring researchers the fast way (2, 5, 13, 39 bonds)
Commissions
One-time purchases from the War Chest — bought with real money, not War Bonds, and restored automatically on a new device.
Quartermaster's Commission
PremiumOne-time purchase. Supply crates open the moment you catch them — no waiting, no ads, permanently.
How you get it
- Bought once in the War Chest (real money, not bonds)
- Restores automatically on a new device
What it does
- Every crate, every battle, opens at once from then on
Research Aid Commission
PremiumOne-time purchase. Hires a lab aide who keeps the research bench moving while you fight.
How you get it
- Bought once in the War Chest (real money, not bonds)
- Restores automatically on a new device
What it does
- Finished research is collected automatically on your next visit
- The next level of the same project starts immediately when your BattleCoins cover it
Commission Bundle
PremiumBoth commissions above in a single purchase. Only offered while you hold neither.
How you get it
- Bought once in the War Chest (real money, not bonds)
- Restores automatically on a new device
What it does
- Grants the Quartermaster's and Research Aid Commissions together
Field Commission
PremiumThe one-time starter. Twelve War Bonds and a second researcher, then it leaves the shelf for good.
How you get it
- Bought once in the War Chest (real money, not bonds)
- Sometimes promoted as a limited offer
What it does
- 12 War Bonds credited at once
- One extra researcher for the lab
Units
Helicopter
Your one aircraft, and the only line-breaker in the game. Rearms and refuels only on its own pad; carries a gun, missiles and bombs, and can airlift soldiers to paradrop behind enemy lines. Lose all your lives with no buyback and the battle is lost.
| Tier | Cost | HP | Fuel | Gun | Missiles | Bombs | Troop seats | Hangar |
|---|---|---|---|---|---|---|---|---|
| T1 Bell 47 | $500 | 30 | 100 | 75 | 1/2 | 1/2 | 2 | Prize box |
| T2 Sikorsky H-5 | $550 | 34 | 110 | 85 | 1/3 | 2/2 | 4 | 1500⚙ 15▤ |
| T3 Sikorsky H-19 Chickasaw | $575 | 40 | 130 | 70 | 0/2 | 1/1 | 6 | 2000⚙ 25▤ |
| T4 Bell Sioux Scout | $575 | 40 | 100 | 90 | 2/4 | 0/2 | 1 | 2500⚙ 35▤ |
| T5 Bell UH-1 Iroquois | $600 | 46 | 130 | 60 | 1/3 | 1/2 | 6 | 3250⚙ 45▤ |
Tank
The battering ram of the ground push — heavy hit points, straight down the field, trading fire with anything in range.
| Tier | Cost | Per buy | HP | Damage | Range | Speed | Fire int | Hits air | Doctrine | Hangar |
|---|---|---|---|---|---|---|---|---|---|---|
| T1 Old Tank | $40 | 1 | 10 | 3 | 120 | 16 | 1.3s | — | — | Prize box |
| T2 Liberty Heavy | $45 | 1 | 12 | 4 | 120 | 16 | 1.25s | — | — | 1500⚙ 15▤ |
| T3 M46 Patton | $52 | 1 | 14 | 5 | 120 | 16 | 1.2s | — | — | 1800⚙ 20▤ |
| T4 M48 Patton | $60 | 1 | 16 | 6 | 120 | 16 | 1.15s | — | — | 2000⚙ 25▤ |
| T5 M60 | $70 | 1 | 20 | 7 | 120 | 14 | 1.1s | — | Bazooka Crew — anti-air rocket every 30s | 2400⚙ 30▤ |
Soldier
Cheap infantry, bought two at a time. Takes balloon houses one-for-one against the garrison inside, so numbers win ground.
| Tier | Cost | Per buy | HP | Damage | Range | Speed | Fire int | Hits air | Doctrine | Hangar |
|---|---|---|---|---|---|---|---|---|---|---|
| T1 Private | $25 | 2 | 1 | 1 | 120 | 16 | 0.7s | — | — | Prize box |
| T2 Private 1st Class | $28 | 2 | 2 | 1 | 120 | 16 | 0.65s | — | — | 1500⚙ 15▤ |
| T3 Corporal | $32 | 2 | 3 | 1 | 120 | 16 | 0.6s | — | — | 1800⚙ 15▤ |
| T4 Fireteam Leader | $36 | 2 | 4 | 1 | 120 | 16 | 0.55s | — | — | 2000⚙ 25▤ |
| T5 Sergeant | $40 | 2 | 5 | 2 | 120 | 18 | 0.5s | — | — | 2400⚙ 30▤ |
Specialist team
Armed engineers, bought two at a time. They rebuild a ruined gun emplacement and hold their own with a carbine — the only unit that repairs a strongpoint.
| Tier | Cost | Per buy | HP | Damage | Range | Speed | Fire int | Hits air | Doctrine | Hangar |
|---|---|---|---|---|---|---|---|---|---|---|
| T1 Tech 3rd Class | $20 | 2 | 2 | 2 | 120 | 16 | 0.7s | — | — | Prize box |
| T2 Tech 2nd Class | $25 | 2 | 3 | 2 | 120 | 16 | 0.65s | — | — | 1500⚙ 15▤ |
| T3 Tech 1st Class | $30 | 2 | 4 | 2 | 120 | 16 | 0.6s | — | — | 1800⚙ 15▤ |
| T4 Master Specialist | $35 | 2 | 5 | 2 | 120 | 16 | 0.55s | — | — | 2000⚙ 25▤ |
| T5 Warrant Officer | $40 | 2 | 6 | 3 | 120 | 18 | 0.5s | — | Field Engineering — garrison 8, balloon ×2 HP | 2400⚙ 30▤ |
Rocket launcher
A single rocket, consumed the moment it fires. Fragile, but it reaches out and deletes a target the rest of the column cannot.
| Tier | Cost | Per buy | HP | Damage | Range | Speed | Fire int | Hits air | Doctrine | Hangar |
|---|---|---|---|---|---|---|---|---|---|---|
| T1 Crusader Mk I | $15 | 1 | 4 | 0 | 250 | 16 | 3s | yes | — | Prize box |
| T2 M19 Carriage | $21 | 1 | 5 | 0 | 265 | 16 | 2.7s | yes | — | 1500⚙ 15▤ |
| T3 M42 Duster | $27 | 1 | 6 | 0 | 280 | 16 | 2.4s | yes | — | 1800⚙ 20▤ |
| T4 M386 Honest John | $33 | 1 | 7 | 0 | 280 | 16 | 2.1s | yes | — | 2000⚙ 25▤ |
| T5 M474 Launcher | $40 | 1 | 8 | 0 | 280 | 18 | 1.8s | yes | Twin Rails — 2 rockets, 0.5s apart | 2400⚙ 30▤ |
Explosives van
Unarmed, and the way you actually win: drive it into the enemy base. Everything else exists to clear a lane for it.
| Tier | Cost | Per buy | HP | Damage | Range | Speed | Fire int | Hits air | Doctrine | Hangar |
|---|---|---|---|---|---|---|---|---|---|---|
| T1 Demo Van | $60 | 1 | 20 | 0 | 0 | 16 | instant | — | — | Prize box |
| T2 Cargo Hauler | $65 | 1 | 25 | 0 | 0 | 16 | instant | — | — | 1500⚙ 15▤ |
| T3 Armored Carrier | $72 | 1 | 30 | 0 | 0 | 16 | instant | — | — | 1800⚙ 20▤ |
| T4 Command Track | $80 | 1 | 36 | 0 | 0 | 16 | instant | — | — | 2000⚙ 25▤ |
| T5 M113 Carrier | $88 | 1 | 42 | 0 | 0 | 18 | instant | — | Decoy Convoy — 2 carriers, one of them real | 2400⚙ 30▤ |
Base
Your home position — sets your income and starting funds, and at higher tiers grants an activatable ability: a radar sweep, a missile battery, or a called-in air strike.
| Tier | Income | Start funds | Ability | Hangar |
|---|---|---|---|---|
| T1 Outpost | ×1 | +0 | — | Prize box |
| T2 RADAR OUTPOST | ×1 | +0 | RADAR SWEEP, 12s active, 60s recharge | 1000⚙ 1▤ |
| T3 MISSILE BASE | ×1 | +0 | MISSILE BATTERY, 10s active, 60s recharge | 2500⚙ 20▤ |
| T4 FORWARD COMMAND | ×1 | +0 | AIR STRIKE, 30s call-in, 6s active, 120s recharge | 3000⚙ 25▤ |
Research
Each line upgrades one stat of one tier. Costs are BattleCoins; times are how long the work takes.
Helicopter
Negotiates the unit price down toward the Mark I cost. Every level is permanent and applies the moment this variant is equipped.
Advances in step with Missile Motors
Negotiates the unit price down toward the Mark I cost. Every level is permanent and applies the moment this variant is equipped.
Negotiates the unit price down toward the Mark I cost. Every level is permanent and applies the moment this variant is equipped.
Negotiates the unit price down toward the Mark I cost. Every level is permanent and applies the moment this variant is equipped.
Tank
Negotiates the unit price down toward the Mark I cost. Every level is permanent and applies the moment this variant is equipped.
Negotiates the unit price down toward the Mark I cost. Every level is permanent and applies the moment this variant is equipped.
Negotiates the unit price down toward the Mark I cost. Every level is permanent and applies the moment this variant is equipped.
A fourth crewman rides the turret with a rocket on his shoulder. Every thirty seconds, one rocket arcs up at whatever is flying. It is not guided, it is not upgradeable, and it does not care how expensive your helicopter was.
Negotiates the unit price down toward the Mark I cost. Every level is permanent and applies the moment this variant is equipped.
Soldier
Negotiates the unit price down toward the Mark I cost. Every level is permanent and applies the moment this variant is equipped.
Negotiates the unit price down toward the Mark I cost. Every level is permanent and applies the moment this variant is equipped.
Negotiates the unit price down toward the Mark I cost. Every level is permanent and applies the moment this variant is equipped.
A Sergeant does not arrive with a buddy; he arrives with a squad. Every infantry purchase fields four soldiers instead of two, at the same price. Arithmetic wins house fights.
Negotiates the unit price down toward the Mark I cost. Every level is permanent and applies the moment this variant is equipped.
Specialist team
Negotiates the unit price down toward the Mark I cost. Every level is permanent and applies the moment this variant is equipped.
Negotiates the unit price down toward the Mark I cost. Every level is permanent and applies the moment this variant is equipped.
Negotiates the unit price down toward the Mark I cost. Every level is permanent and applies the moment this variant is equipped.
A Warrant Officer team can walk into a garrisoned balloon house and stay. The house is rebuilt around them: room for eight rifles instead of five, a hardened winch, and a balloon that sees further and takes twice the punishment. The works are permanent — whoever holds that house holds them.
Negotiates the unit price down toward the Mark I cost. Every level is permanent and applies the moment this variant is equipped.
Rocket launcher
Negotiates the unit price down toward the Mark I cost. Every level is permanent and applies the moment this variant is equipped.
Advances in step with Rocket Motors
Negotiates the unit price down toward the Mark I cost. Every level is permanent and applies the moment this variant is equipped.
Negotiates the unit price down toward the Mark I cost. Every level is permanent and applies the moment this variant is equipped.
The launch truck carries a second rocket, rippled half a second behind the first. A battery that used to announce itself once now says it twice — and there is no answer to the second rocket that was not already too late for the first.
Negotiates the unit price down toward the Mark I cost. Every level is permanent and applies the moment this variant is equipped.
Explosives van
Negotiates the unit price down toward the Mark I cost. Every level is permanent and applies the moment this variant is equipped.
Negotiates the unit price down toward the Mark I cost. Every level is permanent and applies the moment this variant is equipped.
Negotiates the unit price down toward the Mark I cost. Every level is permanent and applies the moment this variant is equipped.
Every payload run fields two identical carriers. One holds the charge; the other holds sandbags. Nobody knows which — not the defender, not the spotter, not even the commander who bought them. The truth comes out at the far end of the field, one way or the other.
Negotiates the unit price down toward the Mark I cost. Every level is permanent and applies the moment this variant is equipped.
Base
Raises the funds your base generates for the rest of the battle. A better base command post supports a longer ladder and a higher ceiling.
Raises the funds your base generates for the rest of the battle. A better base command post supports a longer ladder and a higher ceiling.
Raises the funds your base generates for the rest of the battle. A better base command post supports a longer ladder and a higher ceiling.
Advances in step with Missile Motors
Raises the funds your base generates for the rest of the battle. A better base command post supports a longer ladder and a higher ceiling.
Numbers pulled live from the game. Get Raid & Rescue.