TASK FORCE

A TacOps-inspired brigade combat simulation · WEGO · 1 turn = 1 minute · map 16 × 11 km · contours 10 m
Murray unit patch
FEED

Unit Battle Management

— click a unit on the map —
Click any unit — blue or spotted red — to select it and see its weapon range rings. Shift-click more blue units to build a group. Click ground to add waypoints (a route). Right-click deselects. Hover with a unit selected to check line of sight (green = clear). See LEGEND (top right) for all symbols.

Fire Support & Strike

Plot: select an asset, click the map. Strike package: click the button then a map point — all ready artillery, both Apache sections, the UAV, and any grouped ground units (shift-click to group) attack that point together.

Maven Smart System Battle Manager

AI decision support: red hollow "?" markers are last-known enemy positions with predicted drift; threat rings show reach of known ADA / ATGM / tanks. EXECUTE applies a recommendation — you keep command.
 


  

TASK FORCE

Choose a difficulty, then a scenario. All scenarios include Apache sections, a Shadow UAV, 155mm / mortar / MLRS fire support, CAS on call, and the MSS battle manager.
DIFFICULTY:
Medium: the baseline fight — even gunnery, two enemy batteries, reserves on schedule, 3 CAS sorties.
HAN KUANG VARIANT — TAIWAN STRAIT · real geography · naval warfare · play either side
UKRAINE VARIANT — real front-line geography · trench warfare · human waves · drone-centric fires
Scenarios 9–10 are inspired by the themes of John Antal's Next War: Reimagining How We Fight. The MSS battle-manager panel is an in-game homage inspired by modern AI battle-management systems such as Palantir's Maven Smart System.
Music: “Rites” by Kevin MacLeod (incompetech.com) — Licensed under Creative Commons: By Attribution 4.0.

MAP & SYMBOL LEGEND

Unit frames

Your unit. Always visible on the map.
Enemy unit. Shown only while spotted — it vanishes when you lose track of it.

Unit types

Armor — a tank platoon.
Mechanized infantry — an IFV or APC platoon with its troops.
Infantry — dismounted troops. US platoons carry Javelin missiles.
Scouts — cavalry recon. Your best eyes; they spot farther than anyone.
Anti-tank missiles — a TOW or AT-5 carrier.
Attack helicopter — AH-64 Apache with Hellfires.
Recon drone — unarmed UAV. Small and very hard to shoot down.
Transport helicopter — UH-60 Blackhawk. A green square means troops aboard; they insert automatically at the end of its route.
Air defense — 2S6 Tunguska. Lethal to helicopters out to 7 km.
Electronic warfare — R-330Zh jammer. Blocks your drone swarms within 2 km; destroy it to restore them.
Amphibious — AAV-7 amtracs (shown with the mech symbol) can swim across water.

Unit status & damage

3/4 Strength count
Shown beside every unit: elements alive out of full strength.
Strength bar
Top bar under the unit. Green above half strength, yellow when hurt, red when critical.
Suppression bar
Bottom bar. Fills orange as the unit is pinned down by fire. Full bar: can't move, barely shoots. It recovers when the shooting stops.
! Shaken
Under half strength. Fights poorly.
Broken
Under a quarter strength. Retreats and won't fight.
Selected
Yellow outline. Shift-click more of your units to give the whole group orders at once.
Range rings
Click any unit — yours or a spotted enemy — to draw its weapon ranges. Blue rings = friendly, red = enemy. Dashed = missile, long-dash = anti-air only.

Map markers

Objective
Dashed circle. Blue: you hold it. Red: the enemy holds it. Yellow: open or contested.
Fire mission
Planned artillery for next turn. The circle is the lethal radius.
Route
A unit's movement path. Turns yellow when the unit is selected.
Line of sight
Hover with a unit selected. Green: clear view to that point. Red: blocked by terrain.
? Ghost track
MSS last-known enemy position, with minutes since contact and a dashed arrow to its predicted location. Toggle with the Ghost Tracks button.
Threat ring
MSS reach estimate for known enemy ADA, ATGMs and tanks. Bold red = the 7 km air-defense bubble.

Terrain

Open
Fast movement. No cover.
Woods
Slow. Blocks sight and gives good cover.
Town
Slow. The best cover on the map.
Rough
Broken ground. Slower movement.
Road
The fastest way to move.
Water
Ground units can't enter. AAVs swim it slowly, bridges carry everyone, aircraft ignore it.
▲ Elevation
Green lowlands shade into brown highlands. Contour lines mark every 10 m of height (bold every 50 m); ▲ marks summits. Higher ground sees — and shoots — over lower ground.
Trench line
Fortifications (Ukraine variant). Units sitting in a trench without moving take less than half the normal fire effect and are twice as hard to spot. Moving or firing gives them away.

Fires & aircraft

Close air support
3 sorties per battle, random airframe each time. F-35: one precise JDAM, immune to air defense. A-10: repeated tank-killing gun runs, but enemy ADA near the target can cut it short or drive it off.
Drone swarms
Plot like artillery. The swarm loiters over the point and hunts spotted units, armor first. Enemy FPV munitions hunt your spotted units the same way — keep moving, stay hidden.
Helicopters
Ignore terrain when moving. Hold Pos masks them low behind cover: hard to spot and hit, but they see less. Moving or firing exposes them. Only air defense and autocannons can shoot at aircraft.
UAV
Unarmed. Fly it deep to find targets for Hellfires, MLRS and swarms — and to locate enemy ADA before committing the Apaches.
MSS battle manager
The panel above the log fuses all contacts and recommends orders: fires-to-target pairings, aviation kill chains, ISR pushes, and force-protection moves. EXECUTE issues the order; you can always override it with your own.
Command post
Each force has one. CHANGED orders take 10–30 s to reach units that are far from the CP, jammed by enemy EW, or part of a big order dump — and if the CP dies, everything slows. Kill the enemy's REGT MAIN to cripple their coordination.
AAR replay
After any battle, VIEW AAR REPLAY plays back the whole fight pulse by pulse with the fog of war lifted — see where the enemy really was and what killed what.

HOW TO PLAY

EQUIPMENT RECOGNITION FILES