The Saltreach War · 1997

STRIKEPAD

Command the front line from the driver’s seat. Fly, drive, build and hold the oil coast.

Coming soon on theApp StoreLater onGoogle Play
Watch trailer
Deploy
The game

Small war. Big stakes.

Neither side can afford a real war, so each sends a few bases and a few machines. You command one of those bases, and you lead it from the cockpit.

Lead from the cockpit

One thumb. Every machine.

Touch anywhere and drag to steer. Your guns fire on their own, so your job is where you go. Land on the Strike Pad to repair, rearm and switch to another vehicle.

  • A gunship, a tank and a jeep, one at a time, on either side: the Concord’s Shrike, Warden and Lynx, or the Union’s Hammer, Ram and Mule
  • Missiles and powers on a tap; the guns do the rest
  • A red arrow to the enemy’s headquarters, a blue one home
Oil pays for the war

Whoever holds the wells pays for the war.

Tap Build, choose a building, and the Mason drives out and puts it up. Every derrick earns credits, and credits buy the guns that keep it yours.

  • Derricks, a refinery, guns, anti-air and point defence
  • A strike uplink: jets on any target, called from any vehicle
  • A Battle Lab for upgrades, a Drone Factory for escorts
Never alone

Buy the escorts. Call the jets.

Buy drones and UGVs at the Drone Factory and they fly and drive beside you. When a column is too big to fight, mark it, and the strike wing comes in along it.

  • Helicopter drones and UGVs that follow your vehicle
  • Airstrikes aimed with the stick, on a tap
  • Your base keeps building while you fight
Two campaigns, one war

Same war. Opposite ends.

Fight Operation Clear Water for the Concord, then The Long Winter for the Union. Voiced briefings, radio chatter, and a story that turns on who fired the first shot.

  • Every mission adds one new idea, so the campaign teaches as it goes
  • Three stars a mission: win, lose nothing, beat the par time
  • Checkpoints, so one bad minute doesn’t cost the whole mission
Quick Battle

One battle. Your rules.

No story, no briefing: just you against the computer. Pick a side, a map and how hard the enemy fights, and the battle starts.

  • Eight maps so far, and more on the way: islands, salt flats, a fjord, a town and the highlands
  • An enemy that digs in, one that raids, or one that does both
  • Recruit, Regular or Veteran; day or night; clear skies or a storm
  • You win by destroying the enemy’s headquarters
The enemy

KestrelAI. It plays fair.

The enemy commander is KestrelAI, made in the spirit of the classic real-time strategy opponents: it thinks in layers, from its plan for the war down to each squad, and it comes at you in waves. It plays by your rules, and it plays to give you a good fight.

  • No cheating

    It sees only what its side sees, and remembers it as it was. It earns only what its derricks pump: never extra money, at any difficulty.

  • Pressure in waves

    Attacks come in waves, with breathing room between them, building to a climax.

  • Eight personalities

    Balanced, Turtle, Raider, Rusher, Boomer, Hunter, Guerrilla and Steamroller: each with a plan of its own, a tell, and a weak spot a scouting player can find.

  • You hear it coming

    Radio crackles from the direction of an attack, dust where its squads gather, a flare as it calls a power.

  • It learns your habits

    Lean on the gunship, the cloak or one lane and it answers, partly and late, then forgets again.

  • Difficulty is how it plays

    A recruit reacts slowly and attacks one at a time; a veteran strikes on two fronts and remembers you longer. Neither is given more.

Choose a side

Campaign · Operation Clear Water

The Concord

“Precision over numbers”

An alliance of rich democracies with the best technology money can buy, and a public that will not accept casualties. Few machines, all of them precious. You win by not losing things.

Signature
Stealth. The Warden cloaks, unseen until it is close.
Second skill
Precision. Guided missiles and strikes on a point.
Economy
Fewer, richer wells, boosted by a refinery.
Weakness
Numbers. Every machine lost is hard to replace.
  • Shrike
  • Warden
  • Lynx
  • Mason
  • Specter
Campaign · The Long Winter

The Union

“Many hands, one fist”

The iron and coal republics of the cold north, whose foundries have gone two winters short of fuel. Old machines, and more of them than anyone can count. You win by not caring.

Signature
The pack. Escorts follow you into every fight.
Second skill
The ram. Its tank charges through what stands in the way.
Economy
Many cheap wells. Scrapyards turn wrecks into credits.
Weakness
Precision. Packs bunch up and lose a fair fight.
  • Hammer
  • Ram
  • Mule
  • Thresher
  • Sapper

The company that holds the drilling concession sells fuel, spares and intelligence to both sides. A long war keeps the price of oil high.

Neutral · officially
Commanders

The voices on your radio

Col. Edmund Vance, portrait
Concord
Briefing officer · Operation Clear Water

Col. Edmund Vance

A veteran of too many wars. He hates waste, and he has little patience for young pilots who have never lost anyone.

“There. Oil, and money. That is the whole war, pilot, whatever the speeches say.”

The story

They called it a police action. It was a war, and it was ours.
The narrator · a Saltmouth fisherman, old now
  1. 1971

    The Treaty of Harrow

    After the last war, the Saltreach becomes a demilitarised buffer that belongs to nobody. Nobody guards it. Nobody needs to.

  2. 1996

    Deepwell

    A survey ship finds the largest oil field ever charted under the Saltreach. Within a year, its Assembly splits in two.

  3. 1997

    Two protectors

    One half signs with the Concord, the other calls on the Union. Both send “a limited police action”: a few bases, a few machines.

  4. 14 June

    First Light

    Unmarked jets bomb a Union column from the sea. Nobody claims them. By noon, the war has started.

Map of the Saltreach: the Union of Free Republics to the north, the Pinewall forest, the Salt Flats, Port Harrow and Saltmouth on the coast, Kell Fjord, the Crossings, Gull Island and the Deepwell field in the Harrow Sea
The SaltreachTheatre map · 1997
Theatres

Ground that picks a side

Every map changes how the battle plays: by day or night, in clear weather or a storm.

Favours ConcordGull Island · the Crossings

Coast

The sea splits the map into lanes and bridges. Only the gunship crosses water.

Favours ConcordThe Salt Flats

Desert

Long sightlines and nowhere to hide on the salt, but for the wadis.

Favours UnionSilverfall

Highlands

Rivers, cliffs and forest no tank can drive through. The fight comes to the roads and the bridges.

Favours UnionSaltmouth

Town

Fixed streets, a harbour, and houses that come down when the fighting reaches them.

Videos

Watch the war begin

Announce trailerOne gunship, one tank, one jeep, against everything the Union has.
The ReachThe opening film: a fisherman remembers Deepwell, the split, and the morning it started.
Strike Pad app icon

STRIKEPAD

Built for phones. Coming to iPhone first, with Android to follow.

Coming soon on theApp StoreLater onGoogle Play
iPhone · coming soonAndroid · later