Wiki

Inspired by classic RTS titles like Command & Conquer with a nod to famed board game Axis & Allies, Line War combines elements of 4X, wargame, and real-time tactics genres into a unique strategic experience for veterans and newcomers.

Line War's versatile control system allows players to quickly and intuitively issue commands by drawing lines across the battlefield to move units, form defensive lines, engage enemies and conquer territories. Configure your command lines to filter out certain units to flank your enemies, dig-in or feed distant frontlines.

💡 Quick Tip: How to Ping

  • ALT + G → Ping to your enemy (1v1)
  • ALT + G → Ping to allies (Teams)
  • CTRL + ALT + G → Ping to everyone
Line War Amphibious Assault

Game Start Sequence

Learn more about the process to analyze and Select World the initial step that starts off every match.

Visual commands

This game has a never-before-seen approach that lets you focus on drawing commands and executing a strategy rather than managing individual units. Chain commands and execute orchestrated operations for coordinated attacks against your opponent. This command system sets Line War apart from other strategy games.

💡 Quick Tip: Keyboard Shortcuts

Build Producers

  • Barracks F2 + Q
  • Factory F2 + W
  • Airport F2 + E
  • Airstrip F2 + R
  • Shipyard F2 + T
  • Subpen F2 + Y
  • Launchpad F2 + U

With the exception of the offline sandbox mode where you can play around as much as you want, Line War is currently a PvP multiplayer-only RTS game. This wiki will grow over time and act as the official manual for the game.

Units

This section describes the units found in Line War, where they are produced, and their properties such as health, speed, cost, energy consumption, weapons damage, and conquering efficiency. their stealth.

The Stealth column indicates whether a unit has a stealthy profile, i.e. even where the fog-of-war has cleared the unit may remain undetected by the enemy unless they have accumulated enough sight through multiple units or through recon units.

The Recon column indicates whether a unit has increased sight which may clear the fog-of-war and if the unit contributes to the sight so that stealthy units are more easily discovered.

A unit (u) is a measurement of distance in the game. For reference, the world map is approximately 200 units wide and 140 units tall.

Land Units - Stats

Unit Produced By Health Speed
(u/sec)
Fatigue time
(sec)
Production Upkeep
(HP) (HP/cap) normal hasted time to 50% HP
Infantry Barracks 90 5.00 0.41 0.53 123 Cost: 18.0 cap
Time: 36.0 s
Cost: 1.3 cap/min
Energy: 0.0 /min
Commando Barracks 80 2.86 0.46 0.60 109 Cost: 28.0 cap
Time: 56.0 s
Cost: 2.0 cap/min
Energy: 0.0 /min
Artillery Factory 80 2.22 0.33 0.43 109 Cost: 36.0 cap
Time: 51.4 s
Cost: 2.5 cap/min
Energy: 0.0 /min
Tank Factory 210 4.04 0.60 0.78 N/A Cost: 52.0 cap
Time: 74.3 s
Cost: 3.6 cap/min
Energy: 4.0 /min
(hasted: 8.0 /min)
Eff.: 9.0 (5.9) u/E
SAM Factory 100 2.08 0.33 0.43 136 Cost: 48.0 cap
Time: 68.6 s
Cost: 3.4 cap/min
Energy: 0.0 /min

Land Units - Damage Stats

Unit Damage Damage Efficiency
Land Sea Air Land Sea Air
Infantry Rifle: 3.8 HP/s
Range: 1.5 u
Rifle: 2.9 HP/s
Range: 1.5 u
Rifle1: 3.0 HP/s
Range: 1.8 u
21.1% 16.1% 16.7%1
Commando Rifle: 6.0 HP/s
Range: 1.5 u
Rifle: 4.8 HP/s
Range: 1.5 u
Rifle1: 3.0 HP/s
Range: 1.7 u
21.4% 17.1% 10.7%1
Artillery Grenade: 3.4 HP/s
Range: 5.0 u
Grenade: 3.0 HP/s
Range: 5.0 u
Grenade1: 3.0 HP/s
Range: 1.7 u
9.4% 8.3% 8.3%1
Tank Projectile: 7.8 HP/s
Range: 1.5 u
Projectile: 7.0 HP/s
Range: 1.5 u
Projectile1: 3.0 HP/s
Range: 1.7 u
15.0% 13.5% 5.8%1
SAM Cannon: 3.0 HP/s
Range: 2.0 u
Cannon: 3.0 HP/s
Range: 2.0 u
Missile: 20.0 HP/hit
Range: 9.0 u
Rate: 1 round/4s

Cannon1: 8.0 HP/s
Range: 4.0 u
6.25% 6.25% 10.4%



16.7%1

Land Units - Special Abilities

Unit Stealth Recon Conquer Efficiency
Infantry
Rifle: 2.5 HP/s
Efficiency: 13.9%
Commando
Rifle: 4.0 HP/s
Efficiency: 14.3%
Artillery
Grenade: 3.0 HP/s
Efficiency: 8.3%
Tank
Projectile: 6.2 HP/s
Efficiency: 11.9%
SAM
Cannon: 3.0 HP/s
Efficiency: 6.25%

1) Except Bombers

Landunits receive a defensive bonus while entrenched in a defensive line:
This defensive bonus amounts to 30 % (so 1.43 times eff. HP) and is multiplicative to other defensive bonuses.
There is an additional defensive bonus of 40 % against grenade type damage (which is coming from ships and artillery), which amounts to a total of 58 % reduction (2.38 times eff. HP).
Furthermore, rough terrain can give additional defensive bonuses: 10 % defensive bonus in mountain terrain leading (for entrenched units in mountain terrain) to an overall 37 % damage reduction (1.59 times eff. HP) vs. non-grenade type damage and to 62.2 % reduction (2.65 times eff. HP) vs. grenade-type damage.
Riflemen (infantry and commandos) in forests get a bonus of 20 % to both their defense and firepower.
Consequently, entrenched riflemen (infantry and commandos) in forests have an overall damage reduction of 44 % (1.79 times eff. HP) vs. non-grenade dmg and on top of that 40 % more reduction against grenade-type damage, thus having an overall reduction of 66.4 % (2.98 times eff. HP).

Space Control with entrenched units:
In addition to the defensive bonuses, land units receive a range bonus of 1.0 units. Thus entrenched infantry (surface range 2.5 units) can outrange attacking SAMs (2.0 units range) and can counterattack helicopters attacking with their cannon (both now have equal range of 2.7 units). Also with 2.5 range the second row of infantry in a defensive line can directly support the front row.

Landunits receive a speed penalty in rough terrain:
This speed penalty is relatively larger for tanks than for other land units. If the territory is captured all speed penalties are reduced to one third of the original value.

Terrain variety

Terrain Unit Types When territory is: Further Modifiers:
not controlled controlled combat bonuses added
stealth
added building
construction time
Relative
Speed
Penalty
normal hasted Relative
Speed
Penalty
normal hasted
Absolute
Speed
Travel
Efficiency
Absolute
Speed
Travel
Efficiency
Absolute
Speed
Travel
Efficiency
Absolute
Speed
Travel
Efficiency
Plain Non-Tank
Units
Infantry N/A 0.41 u/s N/A 0.53 u/s 1.5 u/HP N/A 0.41 u/s N/A 0.53 u/s 1.5 u/HP N/A N/A N/A
Commando 0.46 u/s 0.60 u/s 1.6 u/HP 0.46 u/s 0.60 u/s 1.6 u/HP
Artillery 0.33 u/s 0.43 u/s 1.2 u/HP 0.33 u/s 0.43 u/s 1.2 u/HP
SAM
Tank 0.60 u/s 9 u/E 0.78 u/s 5.9 u/E 0.60 u/s 9 u/E 0.78 u/s 5.9 u/E
Forest Non-Tank
Units
Infantry 30% less 0.29 u/s N/A 0.37 u/s 1.0 u/HP 10% less 0.37 u/s N/A 0.48 u/s 1.3 u/HP For riflemen (Inf and Coms) only:
+20% defense and +20% attack
very good
concealment
50% more time
Commando 0.32 u/s 0.42 u/s 1.1 u/HP 0.41 u/s 0.54 u/s 1.5 u/HP
Artillery 0.23 u/s 0.30 u/s 0.8 u/HP 0.30 u/s 0.39 u/s 1.1 u/HP N/A
SAM
Tank 40% less 0.36 u/s 5.4 u/E 0.47 u/s 3.5 u/E 13% less 0.52 u/s 7.8 u/E 0.68 u/s 5.1 u/E
Mountains Non-Tank
Units
Infantry 50% less 0.21 u/s N/A 0.27 u/s 0.7 u/HP 17% less 0.34 u/s N/A 0.44 u/s 1.2 u/HP for all land units:
+10% defense
good
concealment
50% more time
Commando 0.23 u/s 0.30 u/s 0.8 u/HP 0.38 u/s 0.50 u/s 1.4 u/HP
Artillery 0.17 u/s 0.21 u/s 0.6 u/HP 0.28 u/s 0.36 u/s 1.0 u/HP
SAM
Tank 60% less 0.24 u/s 3.6 u/E 0.31 u/s 2.3 u/E 20% less 0.48 u/s 7.2 u/E 0.62 u/s 4.7 u/E









Air Units

Unit Produced by Health Speed Range Production Upkeep Damage Energy Eff. Stealth Recon
total Eff. normal hasted Surface (Land and Sea) Air normal hasted
(HP) (HP/cap) (u/sec) (u) Weapons Dmg./trip Eff. Weapons Dmg./trip Eff. u/E
Helicopter Airport 135 2.25 1.30 1.69 45 u Cost: 60 cap
Time: 85.7 s
Cost: 4.2 cap/min
Energy: 5.4 /min
(hasted: 10.8 /min)
Missile: 10.0 HP/hit
Range: 4.5 u
4 rounds/trip

Cannon: 8.0 HP/hit
Range: 2.7 u
8 rounds/trip
104 1.73 Missile: 12.0 HP/hit
Range: 8.0 u
2 rounds/trip
24 0.4 14.4 9.4 No No
Interceptor Airport 150 2.5 2.50 3.25 60 u Cost: 60 cap
Time: 85.7 s
Cost: 4.2 cap/min
Energy: 5.4 /min
(hasted: 10.8 /min)
Cannon: 10.0 HP/hit
Range: 3.5 u
6 rounds/trip u
60 1.00 Missile: 18.0 HP/hit
Range: 8.0 u
6 rounds/trip

Cannon: 10.0 HP/hit
Range: 3.5 u
6 rounds/trip
168 2.80 27.8 18.1 No Yes
Striker Airport 140 2.33 2.30 2.99 60 u Cost: 60 cap
Time: 85.7 s
Cost: 4.2 cap/min
Energy: 5.4 /min
(hasted: 10.8 /min)
Missile: 20.0 HP/hit
Range: 7.5 u
4 rounds/trip

Cannon: 10.0 HP/hit
Range: 3.5 u
6 rounds/trip
140 2.33 Cannon: 10.0 HP/hit
Range: 3.0
6 rounds/trip u
60 1.0 25.6 16.6 No No
Bomber Airport 145 1.93 cruise: 2.35
bomb: 1.65
3.06
2.14
75 u Cost: 75 cap
Time: 107.1 s
Cost: 5.3 cap/min
Energy: 6.8 /min
(hasted: 13.6 /min)
Bomb: 19.0 HP/hit
Range: 4.0 u
12 rounds/trip
228 3.04 N/A 20.7 13.5 No No
Transport Jet Airport 135 2.25 1.70 2.21 75 u Cost: 60 cap
Time: 85.7 s
Cost: 4.2 cap/min
Energy: 5.4 /min
(hasted: 10.8 /min)
N/A 18.9 12.3 No No
Rocket Launch Pad 230 0.46 4.00 N/A Min: 20 u
Max: 60 u
Cost: 500 cap
Time: 137 s
Cost: 35 cap/min
Energy: 50.0 /launch
600 HP epicenter3
Blast Radius: 15 u
0.4-1.2 N/A No4 No

2) Against riflemen (infantry and commandos) strikers and helicopters USED TO deal 15% less damage with their missiles only. This was removed in the recent version 37.0 (AI release).
3) The epicenter delivers maximum damage. The gradient of the target projection area indicates damage fall off. The rocket is the only unit that delivers splash damage. Entrenched units facing the blast (that is, the blast is not int their 120° rear sector) take less damage.
4) Airborne rockets are easier to spot than normal units/structures

Sea Units

Unit Produced By Health Speed Production Upkeep Damage Conquer Efficiency Energy Eff. Stealth Recon
Total Eff. normal hasted Land Sea Air normal hasted
(HP) (HP/cap) (u/sec) Weapons avg.
(HP/s)
Eff. Weapons avg.
(HP/s)
Eff. Weapons avg.
(HP/s)
Eff. (u/E)
Submarine Subpen 135 2.25 0.65 0.85 Cost: 60 cap
Time: 85.7 s
Cost: 4.2 cap/min
Energy: 4.8 /min
(hasted: 9.6 /min)
Torpedo5: 25.0 HP/hit
Range: 5.0 u
Rate: 1 round/6s
4.16 6.9% Torpedo5: 25.0 HP/hit
Range: 5.0 u
Rate: 1 round/6s
4.16 6.9% N/A Torpedo: 6.0 HP/s
Efficiency: 10.0%
8.1 5.3 Yes No
Destroyer Shipyard 150 2.5 0.90 1.17 Cost: 60 cap
Time: 85.7 s
Cost: 4.2 cap/min
Energy: 4.8 /min
(hasted: 9.6 /min)
Grenade: 3.5 HP/s
Range: 4.0 u
3.5 5.8% Depthcharge6: 12.0 HP/hit
Range: 4.0
Rate: 1 round/2s
6.06 10.0%6 Cannon1: 5.0 HP/s
Range: 2.1 u
5.01 8.3%1 Grenade: 6.0 HP/s
Efficiency: 10.0%
11.3 7.3 No Yes
Grenade: 3.5 HP/s
Range: 4.0 u
3.5 5.8%
Missile Ship Shipyard 140 2.33 0.80 1.04 Cost: 60 cap
Time: 85.7 s
Cost: 4.2 cap/min
Energy: 4.8 /min
(hasted: 9.6 /min)
Grenade: 3.0 HP/s
Range: 4.0 u
3.0 5.0% Grenade: 3.0 HP/s
Range: 4.0 u
3.0 5.0% Missile: 20.0 HP/hit
Range: 9.0 u
Rate: 1 round/4s

Cannon1: 8.0 HP/s
Range: 4.0 u
5.0



9.01
8.3%



13.3%1
Grenade: 6.0 HP/s
Efficiency: 10.0%
10.0 6.5 No No
Cruiser Shipyard 270 2.81 0.70 0.91 Cost: 96 cap
Time: 137.1 s
Cost: 6.7 cap/min
Energy: 7.7 /min
(hasted: 15.4 /min)
Grenade: 6.0 HP/s
Range: 5.0 u
6.0 6.25% Grenade: 6.0 HP/s
Range: 5.0 u
6.0 6.25% Cannon1: 8.0 HP/s
Range: 2.1 u
8.01 8.3%1 Grenade: 10.0 HP/s
Efficiency: 10.4%
5.45 3.55 No No
Aircraft Carrier Shipyard 300 3.33 0.60 0.78 Cost: 90 cap
Time: 128.6 s
Cost: 6.7 cap/min
Energy: 7.7 /min
(hasted: 15.4 /min)
N/A N/A Cannon1: 12.0 HP/s
Range: 4.0 u
12.01 13.3%1 Cannon: 3.0 HP/s
Efficiency: 3.3%
4.68 3.04 No No
Landing Craft Shipyard 110 2.29 0.80 1.04 Cost: 48 cap
Time: 68.6 s
Cost: 3.4 cap/min
Energy: 3.8 /min
(hasted: 7.6 /min)
Cannon: 2.0 HP/s
Range: 2.0 u
2.0 4.2% Cannon: 2.0 HP/s
Range: 2.0 u
2.0 4.2% Cannon1: 3.0 HP/s
Range: 2.0 u
3.01 6.25%1 Cannon: 3.0 HP/s
Efficiency: 6.25%
12.6 8.2 No No
Merchant Ship Port 120 2.5 0.60 0.78 Cost: 48 cap
Time: 96.0 s
Cost: 3.4 cap/min
Energy: 0.0 /min
N/A N/A N/A N/A No No

1) Except Bombers
5) Submarines can attack any sea unit, Shipyards, Subpens, Ports and Refineries at sea.
6) Destroyer's depthcharge attack can only target Submarines.

Structures

Unit Production Structures

Building Cost Health
(HP)
Build time
[if terrain
flat/rough]
(seconds)
Upkeep
(cap/min)
Costs from Production
(cap/min on average)
Overall Expenses
(cap/min on average)
Conquer Efficiency
of Units produced
Energy Usage
of Units produced
(energy/min)
Additional Notes
Barracks 220 250 48 / 72 9 30 39 13.9%-14.3% 0 Production strength is proportional to build cost.
7 barracks cost/produce as much as 5 factories:
building cost: 220 x 7 = 308 x 5 = 1540 (capital)
30 x 7 = 42 x 5 = 210 (cap/min)
Factory 308 350 67 / 100.5 12 42 54 11.9%-8.3%-6.3% 0.0-4.2
(hasted:
~8.4)
1 Refinery (+24 E/min) can supply about:
5 to 6 unhasted Tanks (-21 to -25.2 E/min)
or 2 to 3 hasted ones (-16.8 to -25.2 E/min).
Airport 308 450 67 / 100.5 12 42 54
(75-79 when full)7
(33-37 when full
and not producing)7
N/A 5.4-6.8
(hasted:
~10.8-13.6)
1 Refinery (+24 E/min) can supply about:
4 to 5 unhasted aircraft (-21.6 to 27 E/min)
or 3 to 4 unhasted bombers (-20.4 to -27.2 E/min).
Airstrip 200 320 48 / 72 8 N/A 8
(29-33 when full)7
N/A N/A stealthed
cannot produce units
Shipyard 308 450 67 / 100.5 12 42 54 10.4%-10.0%-6.3% 7.7-4.8-3.8
(hasted:
~15.4-9.6-7.6)
1 Refinery (+24 E/min) can supply about:
3 unhasted cruisers/carriers (-23.1 E/min),
5 unhasted MS/destros. (-24 E/min)
or 2 to 3 hasted ones (-19.2 to -28.8 E/min)
and 6 unhasted transport boats or 3 hasted ones (-22.8 E/min).
Subpen 308 350 67 / 101.5 12 42 54 10.0% 4.8
(hasted:
9.6)
stealthed
1 Refinery (+24 E/min) can supply about:
5 unhasted submarines (-24 E/min)
or 2 to 3 hasted ones (-19.2 to -28.8 E/min)
Launchpad 500 500 120 / 180 20 219 239
(55 when full)8
N/A 40 per launch stealthed

7) a full airport/airstrip of 5 planes will cost additional 21 (25 with bombers) cap/min in Upkeep
8) a finished rocket costs 35 cap/min in Upkeep

Energy Production and Storage Structures

Building Cost Health
(HP)
Build time
[if terrain
flat/rough]
(seconds)
Upkeep
(cap/min)
Energy
Production (E/min)
Energy
Capacity
Additonal Notes
Refinery 264 300 58 / 87 11 25 25 "anti-stealthed" (still stealthed when built in forests or mountains)
can only be build on special locations (energy wells)
Power Plant 264 300 58 / 87 11 10 25 only 40% as efficient as a refinery, while same cost and upkeep
Depot 152 300 48 / 72 6.4 N/A 100 must be connected to energy production buildings via pipelines to store energy
Pipeline 25 N/A instant N/A N/A N/A Range: 45 u (like the range of a helicopter)
Refineries and Powerplants can only have 2 pipelines connected to them.
Depots can have 4 connections.

Economy Structures

Building Cost Health
(HP)
Build time
(seconds)
Capital
Production
Territory
Equivalents
Production
Efficiency
Break-even time
(minutes)
when prebuilt flat terrain rough terrain (cap/min) (1 min of prod./cost) (cost/terr. eq.) when prebuilt flat terrain rough terrain
Industry 150 200 0 60 90 22 2.2 14.67 % 68.2 6.82 7.82 8.32
Town 300 400 0 150 225 45 4.5 15.00% 66.7 6.67 9.17 10.42
Port 250 300 0 120 N/A 38 3.8 15.20% 65.8 6.58 8.58 N/A
Town + Port 550 40010 0 270 345 83 8.3 15.09 % 66.3 6.63 10.04 11.29
City 450
(+60-202.5)9
900 see below 180
(+135)9
270
(+202.5)9
120
(75 more)
12
(7.5 more)
14.7%/
12.8%/
11.5%9
68.0/
78.0/
87.09
8.13/9.20 10.80 13.20
City + Former Town 750
(+0-202.5)9
900 0
(+0)9
330
(+135)9
495
(+202.5)9
120 12 16.0%/
14.4%/
12.6%9
62.5/
73.8/
79.49
6.25 11.75 14.50
City + Former Town + 2 x Industry 1050
(+20-202.5)9
900/200 20/30
(+15/22.5)9
330
(+135)9
495
(+202.5)9
164 16.4 15.3%/
13.8%/
13.1%9
65.2/
72.3/
76.49
6.65/6.77 10.70 12.84
City + Former Town + 3 x Industry 1200
(+60-202.5)9
900/200 80/120
(+60/90)9
330
(+135)9
495
(+202.5)9
186 18.6 14.8%/
13.9%/
13.3%9
67.7/
71.8/
75.49
7.31/7.74 10.35 12.31
City + Former Town + 4 x Industry 1350
(+105-202.5)9
900/200 140/210
(+105/157.5)9
330
(+135)9
495
(+202.5)9
208 20.8 14.3%/
14.0%/
13.4%9
70.0/
71.4/
74.69
7.84/8.51 10.09 11.88
City + Former Town + 5 x Industry 1500
(+135-202.5)9
900/200 N/A 330
(+135)9
495
(+202.5)9
230 23 14.1%/
13.5%9
71.1/
74.09
N/A 9.87 11.54
2 x (Town + Port)
(Trade Route)
1100 40010/300 50 270 345 166 16.6 15.09 % 66.3 6.82 10.04 11.29
192 120 96 per ship per port.
~210 for all 411
~12012 ~1212 ~60%12 ~1612 ~5.5 mins after ports build
(~after 3 ships unloaded)
1292 ~260 ~480 ~555 ~28612 ~28.612 ~22%12 ~4512 ~6.9 ~10.3 ~11.5

9) plus hidden costs dependent on built-time, because the former town is not producing capital. See built time rows for respective amounts of effective lost capital.
10) If the town is destroyed, then the port is destroyed as well.
11) Construction of the second set of merchant ships will be delayed during first unloading (mooring time 40 secs)
12) Estimated average value. It may vary depending on length of the trade route and jams at the ports.

Aditional notes

Industry

After prebuilt capital is spend: eco structure with lowest break even time

Town

"anti-stealthed" (still stealthed when built in forests or mountains)
When build with prebuilt capital: eco structure with 2nd lowest break even time

Port

"anti-stealthed"
Most efficient eco structure (but also most risky one10)

Town + Port

When build with prebuilt capital: eco structure combination with lowest break even time (in 1v1).

City

"anti-stealthed" (still stealthed when built in forests or mountains)
While the city is under construction, the former town is not producing capital.
Most inefficient eco structure, but also quite hard to kill once finished.

City + Former Town

A completely prebuild town plus city has even less break-even time then prebuild town plus port,
but is only possible in team games and only if 0 or 1 industries belong to player with the city
and all other relevant industries are prebuild by his teammate(s).

City + Former Town + 2-5 x Industry

The overall efficiency and break even time is slightly better than for the city in isolation.

If a player wants to prebuild a city (usually very risky), the less industries he has to prebuild the more efficient it is.

If not prebuild, the efficiency slightly increases with the number of industries. Cities on rough terrain (forest or mountains) are less efficient due to the longer buildtime, but benefit from the added stealth.

For simplicity all industry sites and city are considered to be on the same terrain type (flat or rough) for the calculation of the break-even times

2 x (Town + Port) (Trade Route)

Just the structures without the cost of merchant ships and income of the trade route

Merchant Ships

Just the merchant ships (usually 4 needed per trade route, depending on its length)

Overall Trade Route

Overall trade route. Most efficient eco "structure", but also very vulnerable.

Old table for buildings (Break even times for eco structures are incorrect there):

Strategies

Long-term Tips for Studying the Game

Use Sandbox to test every unit under multiple conditions from tiny battles to larger battles. The reason is to find small hidden gems like: 2 infantry actually take out 1 unprotected artillery in the open field without losing a single infantry. The same is the case for infantry vs SAM.

Both situations are very profitable, but completely different stories at a larger scale of course. Another interesting thing is to test all potential starting builds against each other on multiple types of maps.

Tips for the First Minutes of the Game

  1. If one of your opponent's zones are directly linked to 2 or more zones of you, without any backup nearby, make sure to attack with 8 vs 4 infantry (or better 12 vs 4). Kill them with overwhelming force and grab the zone (-12 income for your opponent and +12 income for you as well as an advantage in infantry numbers).
  2. Immediately make your buildings in the first 10 seconds. The quicker you build them the more you will be ahead in production.
  3. If you don't know what to do on a land map, but you expect your opponent to be somewhat close: build 3 factories first (with 1000 instant build budget) and some barracks followed by an oil refinery ASAP.
  4. If you don't know what to do on water maps it is usually a good idea to make an airfield with some strikers and a shipyard with 1 troopship and missileships.
  5. Usually don't start with tanks on water maps, they can not be shipped in troopships, unless you own a zone at the other side of the water.
  6. Always start conquering as soon as possible with your starting infantry.

Economy Denial

If you conquer enemy territories, destroy economic structures such as cities, towns, industries and disrupt trade routes you can begin to starve your enemy of capital needed for the upkeep production of new units and construction of structures

As your enemy's economy struggles it may give you a window to grow stronger and invade