Map and Basic Terms
Two teams of 40 start from their respective forts. Various workshops provide vehicles, bombs and and airship from which "paratroops" can jump.

- Starting Points: inside the respective forts.
- Faction GYs: only used if no other gys are available.
- Refinery/Quarry: 15% increase in seige production, adds reinforcements, increase in honor gains.
- Fort: gates can be broken by tanks, airship cannons or bombs. Defenders can use transporters to move in and out. The boss npc is located at top of tower inside each fort; kill the boss to end the game. When the fort's gate opens, the stairway up to the boss becomes accessible. At that point, the fort's graveyard can be capped.
- Workshop: produces demolishers and seige engines. Demolishers have a driver who controls a ranged weapon and a ram. Both do damage to gates. Seige engines have a driver who controls the ram, one gunner with a cannon, and two gunners with flame throwers. Demolishers appear as existing ones die, seiges spawn at regular intervals. Capping a workshop also caps its graveyard which is on a small hill in the big puddle to the west.
- Docks: produces glaive throwers and catapults. Glaives are long range seige weapons that are especially effective against gates. Catapults throw people over a fort's walls. Capping the docks also caps the graveyard which is in one of the ships in the harbor.
- Hangar: board the airship. On the airship you can use cannons on fort walls, or parachute into the enemy's fort. Capping the Hangar also caps its graveyard which is in front of the large building to the east.
- Bombs: Carry to a gate and drop, explosions from enough bombs will eventually break the gate.
Scoring. Each team starts with an equal number of points (called "reinforcements"). Each player death reduces the points by 1. The refinery and quarry periodically add a small number of points. The first team to get to zero points loses the game. Killing the enemy's boss sets their points to zero and ends the game.