TURN-BASED TACTICS / IN DEVELOPMENT

THE
LONG FRONT1918

Every order changes the front.

Get your Armoured Car into position. Choose its target. When the needle sweeps into red, tap to fire.

High-ground terrain artwork from the gameTERRAIN STUDY / HIGH GROUND
The Long Front 1918 campaign book from the gameYour next move starts here.
01 / THE COMMAND TABLECOMPUTER · PASS & PLAY · NEARBY · ONLINE COMINGTake the shot ↓

FIRE CONTROL

Would you take
the shot?

Take the Armoured Car’s shot. Tap the brass gauge to start the needle, then tap again as it crosses the red bracket. Listen for the crew’s reaction.

This drill uses the game’s timing. In battle, experience and support can change your firing window.

Regular · Steady red bracket.

Preparing gauge sounds…Original Armoured Car voice & gauge sounds

Tap the gauge to start, then tap again to fire when the needle reaches red.

FIRE CONTROL / 1918TAP THE GAUGE TO START / FIRE

TERRAIN ATLAS

Same map.
Different orders.

Send Infantry through the trees, find a route around the ridge, or follow the water’s edge. Then try the weather map to see how far your Infantry can see and move.

SEASON / SUMMER
SELECT A TILE TO INSPECT IT
PLATE 01

Copse

Infantry can take cover among the trees. A Field Gun has to go around.

TACTICAL WEATHER

Can you still
see them?

Your Infantry holds the centre. An enemy patrol is just within sight. Switch to snow, then clear the skies. Both sections hold their ground.

INFANTRY OBSERVATIONSUMMER
Your InfantryReachable groundOutside sight

Enemy in sight

Contact on the flank.

Your section can see three tiles. The patrol to the east is right at the edge of sight.

Sight
3 tiles
Move
3 points

THE BATTLEFIELD / IN-GAME DEVELOPMENT CAPTURES

A quiet decision.
A different battle.

Advance through trenches and ruins. Find cover. Reconnoitre what you cannot see. Bring the right unit to the right part of the line.

A tank engaging an enemy headquarters
01 / PRESS THE ATTACK

Bring armour to bear on the enemy headquarters. Choose where to commit it.

02 / THE FIELD GUIDE

Know your units.
Give them a purpose.

Ten unit types. Different orders. A force that works together.

SELECT YOUR FORCES
Preparing unit voices…Original game recordings · Select a unit to hear it.
Allied Infantry portrait from the gameFIELD GUIDE
ALLIED FORCES

ASSAULT & CAPTURE

Infantry

The section that takes the ground.

Infantry can move and attack, search with Recon, and occupy objectives. Position them where the next order matters.

  • Move + attack
  • Recon
  • Capture objectives
ORDERS CHANGE WITH THE UNIT. PLAN ACCORDINGLY.

04 / TAKE COMMAND

One front.
Four ways to play.

I

YOU & THE COMPUTER

Computer

Command your force against the computer. Make the decisions. Answer its next move.

ONE PLAYER
II

ONE DEVICE, TWO SIDES

Pass & Play

Share a device and take turns. Across the table, every order becomes personal.

SHARED DEVICE
III

YOUR FRIEND, THEIR FRONT

Nearby

Face a friend nearby, each on your own device. Two commanders. One battlefield.

SEPARATE DEVICES
IV

BEYOND THE SAME ROOM

Online Multiplayer

Take the front online. Face another commander from afar.

COMING · IN DEVELOPMENT

Computer, Pass & Play and Nearby are planned for launch. Online Multiplayer is coming; availability will be announced. Release date and price to be announced.

FROM THE DEVELOPMENT DESK

The front is
taking shape.

Explore the details behind the decisions, or get in touch about the game.

PRESS & CREATORS

Your briefing
is ready.

Gameplay images.
Game facts. Press contact.

Terrain artwork
Summer copse from the game

Original game artwork · Terrain study

Gameplay detail
Gameplay detail

Earlier development capture · Artwork and interface continue to evolve.