Attack
Strike a neutral or enemy target adjacent to a connected allied territory.
This help page does not replace reading the front. It simply puts back into view what really matters: score, connectivity, action scarcity, pings, and operations.
Before your first live pass, when your team loses a corridor, or when you return after a few days away from the front.
Get back to score, map, and teamwork quickly without leaving the play loop. Read short, then return to action.
The costs stay simple. Read them quickly, then answer the important question: where should you spend to move the front.
Strike a neutral or enemy target adjacent to a connected allied territory.
Adds one permanent fortification level to an allied territory.
Restores control on a weakened allied territory.
Upgrades a connected allied territory into an economic and defensive node.
A team ping signals intent. Three compatible pings unlock an operation.
After action costs, keep these four rules in mind. They explain how many hits really matter, what raises defense, and what resets on capture.
An attack always costs 30 Clouds and 1 action. The number of hits depends on remaining control and defense.
1 attack = 30 Clouds + 1 action
Fortification, hub, and Defense operation stack. The higher the total, the more hits you need.
Defense = 10 × fortification + 10 if hub + 10 if Defense operation
Taking a territory does not stabilize it. It returns fragile and loses its heavy support immediately.
Capture reset: control 50 / fortification 0 / hub destroyed
Hub and repair help hold a line, revive a broken territory, and keep production alive.
Hub = 60 Clouds or 45 with Hub operation
You are not here to collect clicks. You are here to keep a network alive that produces more than the others.
The map already tells you what the front looks like. Read the HQ connection first, then control and defense.
Your resources are scarce. A small move in the right place beats a flashy spend in the wrong one.
Clouds-War is rarely won alone. Signals, team timing, and corridors held together make the difference.
The best first move is not always an attack. Reading, pinging, and protecting one useful axis is often enough.
When you come back, look for the useful front before the mood. The game should get you back to a simple decision quickly.