THEATER COMMAND v2.0
THEATER COMMAND

RULES OF ENGAGEMENT

Every number on this page is the number the engine uses. No hidden rolls, no fudge factors.

// OBJECTIVE

Two nations fight a campaign of 3 rounds across up to three theatres: AIR SEA LAND. Each round you win a theatre by bringing more effective points into it than the enemy. Most theatres won over the campaign takes the war. Ties are broken by attrition: the side in better condition prevails. A side whose forces fall below 35% of their starting value capitulates immediately.

// THE MAP IS REAL

Geography comes from the database, not from a script:

  • — The SEA theatre exists only if both nations have a coastline.
  • — With a shared land border, armies clash at full strength every round.
  • — Without one, the LAND front opens only when the round's SEA winner lands troops — and amphibious invaders fight at ×0.5 while the defender fights at full strength on home soil.
  • — No border and no sea: ground forces can never make contact.

// YOUR FORCES ARE REAL

Pools are built from the live GlobalMilitary.net inventories and valued per unit:

AIRCRAFT (by generation)

5th generation (F-22, F-35, J-20, Su-57…)10 pts
4.5th gen (entered service 2000+)7 pts
4th gen (entered service 1975+)5 pts
3rd gen (entered service 1955+)3 pts
Legacy (pre-1955)2 pts
Bombers5–12 pts by type

Role matters: air-superiority fighters fight at 100% in AIR but 40% on strike duty; strike aircraft and bombers fight at 120% against surface targets but only 20% in the air battle; multirole types give 85% everywhere.

SHIPS (by class)

Carrier60 pts
Cruiser30 pts
Submarine25 pts
Destroyer20 pts
Frigate12 pts
Amphibious10 pts
Corvette6 pts
Coastal3 pts
Patrol2 pts

GROUND FORCES

MBT3 pts
IFV2 pts
SPArtillery2 pts
MLRS2 pts
APC1 pts
TowedArtillery1 pts
Light0.1 pts
Troops1 pt / 200 soldiers

Nations without a published vehicle inventory get an estimated ground strength derived from personnel, flagged estimated in the war room.

// EACH ROUND

  • 1 — Your forces are split into groups (up to 8 per domain). Secretly assign air groups to AIR, SEA or LAND, naval groups to SEA, brigades to LAND. Unassigned groups wait in reserve, safe from attrition.
  • 2 — Allocations are revealed simultaneously. The AI cannot see your orders — only your past rounds.
  • 3 — AIR resolves first. The winner's forces in SEA and LAND count ×1.5 this round.
  • 4 — Each theatre goes to the higher effective total. +1 campaign point per theatre won.

// ATTRITION

Losses are proportional to the smaller of the two engaged forces — you can only be hurt by what actually faces you. An uncontested theatre costs nobody anything.

Losing a contested theatre−20% of committed
Winning a contested theatre−5%
Winning at sea against submarines−10%
Exact stalemate−10% each

Losses are taken by the real units committed — the battle report names every airframe, hull and vehicle destroyed.

// THE OPPONENT

The AI plays a seeded mixed strategy under one of three doctrines you choose at setup:

  • — Balanced — spreads its forces to contest every theatre.
  • — Hammer — concentrates everything on the fronts it can win.
  • — Fortress — commits hard where it is strong, holds back elsewhere.

It adapts between rounds: dominate a theatre too visibly and it will stop contesting it.