Corebound

Battle

Battles fight themselves. Your decisions happen before the first shot: positions, pilots, doctrine and two abilities.

Three rows

Your fleet sits on a grid of three rows with 4 slots each. On screen your fleet is on the left, the enemy on the right; the fronts face each other in the middle.

Row What it does
Front is hit first and shields the back row
Flank can strike the enemy back row directly; fighters intercept flankers
Back can only be hit once the enemy front and flank are gone (except by flankers)

When your front breaks, the flank moves up. The Advance doctrine does this earlier – every gap in the front is filled at once – and adds 15 % damage.

Who shoots whom

Every ship fires as soon as its weapon is ready. All ships pick their targets at the same moment, so nobody gets the first shot. Ships also see what their neighbours are already shooting at: a target that is sure to fall this instant is skipped, so no volley is wasted.

Doctrine Picks
Balanced the target it counters best, then the most damaged one
Focus fire the biggest target in reach
Intercept enemy fighters first, then flankers
Advance like Balanced, but the flank moves up early and deals more damage

Fighters always go for enemy flankers first, except under Focus fire.

Winning

A side loses when it has no ships left or retreats. You can set a retreat threshold (25 / 50 / 75 % of your hull lost); survivors of a retreat are saved. If the time limit of 90 seconds runs out, the defender wins. Defenders also get 10 % more shield in their own sector.

Abilities

The attacker picks two. Each works once per battle and is ready after 3 seconds.

While you choose a row or a target, the battle waits for you.

Campaigns

After a victory you fought yourself, your fleet heads home as usual – but while it is still on the way, the banner offers Press on. Pick one of the sectors next to the one you just took, see your chances with the ships as they are now, and send them on.