Tactical guide
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Read before acting

Open this guide when you want to understand fast, not read for long.

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.

When to open it

Before your first live pass, when your team loses a corridor, or when you return after a few days away from the front.

Tactical guide

Get back to score, map, and teamwork quickly without leaving the play loop. Read short, then return to action.

30-day season3 teams3 actions / day1 free ping / day
V1 Actions

The costs stay simple. Read them quickly, then answer the important question: where should you spend to move the front.

30 Clouds

Attack

Strike a neutral or enemy target adjacent to a connected allied territory.

20 Clouds

Fortify

Adds one permanent fortification level to an allied territory.

20 Clouds

Repair

Restores control on a weakened allied territory.

60 Clouds

Build a Hub

Upgrades a connected allied territory into an economic and defensive node.

Free

Ping

A team ping signals intent. Three compatible pings unlock an operation.

Essential calculations

After action costs, keep these four rules in mind. They explain how many hits really matter, what raises defense, and what resets on capture.

Capture

How much does a capture cost?

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

  • 1 / 2 / 3+ connected allied borders = 50 / 55 / 60 power.
  • Attack operation: +10 power.
  • Example: a standard neutral tile (40 control, 0 defense) falls in 1 attack.
  • An enemy tile at 100 control without special defense needs at least 2 attacks.
Defend

What increases defense?

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

  • Fortify costs 20 Clouds and adds +10 defense per level, up to 3.
  • A hub adds +10 defense on top of its economic role.
  • Fortification 3 + hub = 40 defense before Defense operation even triggers.
  • Defense operation: +10 defense. Outside HQ, the temporary cap rises to 50.
After capture

What happens on capture?

Taking a territory does not stabilize it. It returns fragile and loses its heavy support immediately.

Capture reset: control 50 / fortification 0 / hub destroyed

  • Applied damage = max(15, power - defense).
  • If control drops to 0 or below, the territory changes team.
  • HQ territories cannot be captured in V1.
Support

What hub and repair change

Hub and repair help hold a line, revive a broken territory, and keep production alive.

Hub = 60 Clouds or 45 with Hub operation

  • Hub: +10 defense and +1 Cloud / hour, even if the territory becomes isolated.
  • Repair costs 20 Clouds: +35 connected control, +25 isolated control.
  • Repair operation: +10 additional control.
  • Hub operation: reduced cost at 45 Clouds.
Season goal

Winning means producing more Clouds than the other teams.

You are not here to collect clicks. You are here to keep a network alive that produces more than the others.

  • The season is won by the total Cloud output generated by your team.
  • Spending team bank Clouds does not erase points already earned on the score.
  • Captures matter most when they keep the network alive and production steady.
Read the map

Understand the corridor before chasing the duel.

The map already tells you what the front looks like. Read the HQ connection first, then control and defense.

  • A connected territory keeps a continuous path back to your team HQ.
  • An isolated territory stops producing, stops regenerating, and can no longer launch attacks or receive a Hub.
  • Control, defense, Hub, and active operations are the first things to read before spending anything.
Act today

Spend little, but spend well.

Your resources are scarce. A small move in the right place beats a flashy spend in the wrong one.

  • Each player gets 3 actions per day, reset at midnight Paris time.
  • Your personal budget is capped so one player cannot drain the team bank alone.
  • The free ping helps coordination. It does not replace a proper read of the territory.
Coordinate

Coordinate your team before forcing the front.

Clouds-War is rarely won alone. Signals, team timing, and corridors held together make the difference.

  • Team chat is for coordination, global chat for reading the public war, the feed for following events.
  • Three compatible pings, sent by three players from the same team on the same territory within 12 hours, unlock an operation.
  • Operations grant a temporary bonus. They turn social coordination into mechanical impact.
Start fast

The first useful move often starts with a clean read.

The best first move is not always an attack. Reading, pinging, and protecting one useful axis is often enough.

  • In preseason, spot your team, the map, the HQ, and the areas that already matter.
  • On your first live entry, read a territory before opening the action menu.
  • If your team is struggling, go for break points first, then cut corridors and active operations.
Return after a break

Read the map before you read the conversation.

When you come back, look for the useful front before the mood. The game should get you back to a simple decision quickly.

  • The return brief gives back your actions, your ping, hot fronts, and a clear recommendation.
  • Start from an important territory, not a scroll of messages.
  • If nothing stands out, go back to the map and re-read your network before spending.
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