Sit still and you die. That's the new rule. You command five tanks and one artillery gun in your back corner. So does the enemy. A tank shot lands instantly, and a still tank hits almost every time. But the big gun can shell any tank you've seen, anywhere on the map, and a direct hit kills. So stop to shoot, then move before the shell lands. Wipe them out, or hold the ring alone for 40 seconds.
Training in progress.
Select it with 6 or a click, then right-click a red mark: an enemy in sight, or the spot one was seen in the last 15 s. It can't hit anything within 250 px. 14 s reload.
The gun lays for 1.5 s, then the shell flies 2–3 s and lands where the target was when it fired. A direct hit kills anything. Splash hurts out to 70 px — your own tanks too.
You get a 1-second whistle: a red circle where an enemy shell will land, if one of your tanks can see the spot. Move.
It's in the far corner, camouflaged. A tank must get within 240 px to see it. Firing never gives it away. Once spotted it never moves, so one shell from your gun kills it — or four tank shots.
Front plate takes 60% damage, sides 100%, rear 160%. Face the gun that's looking at you.
Moving and turning spread your shot — about half miss. A stopped tank aims tight in a third of a second.
No travel time, no dodging. A gun that just fired is empty for 2.6 s; the ring around a tank shows it. That's your window.
A tank in a bush is invisible past 100 px until it fires. Then it shows for 2.5 s.
Sight is 320 px, the gun reaches 400. If a friend spots, you can hit tanks that can't see you — but firing shows you to anyone with a line to you for 1.5 s.
Alone inside fills your bar. Both sides inside freezes it. Bars never drain.