• Simutronics Corp.

Season 4 Starts Now!

Updated: Apr 4, 2019

Welcome to Season 4! As with all season resets, the current leaderboard has been frozen and a new seasonal leaderboard begins.

All ops will be locked again, and all unused op points will be discarded. You will, however, get some season starting Op Points based on the Prestige Tier you achieved during the last season.

Certain Ops will cycle in and out, with new Ops replacing some old Ops (which may return in the future) while other unlock requires and upgrade awards may change as well.

Preview cards in the Prestige Tiers drop down one Tier and a brand new card is added to the Legend Tier. Each of the cards currently available in Prestige Tiers will drop down one Tier: Legend into Conqueror, Conqueror into Guardian, and Guardian into its designated unlock point in the lower Tiers.

All players in Prestige Tiers (Guardian III Tier and above) will be awarded a Prestige Box based on the highest Prestige Tier achieved during the season and their Victory Points will be reset to predefined amounts (as designated on the Tier screen).

Then the competition begins anew! Drive to the top of the leaderboards and unlock unreleased cards in the Prestige Tiers!


New Cards Added:

Added to Prestige Tiers:

Flame Tank

  • Troop Card

  • Added to Legend Tier

  • Will unlock at Tier 5

  • Uncommon rarity

  • Cost 4

  • A specialized tank with a napalm main weapon which is devastating against infantry and buildings.


New Ops:

Bomber Fleet

  • Dive Bombers strike random points on the battlefield over a long period of time, making an excellent counter to vehicle rushes. Upgrades increase the Dive Bomb tactic level and the duration.


Ops Cycled:

Rank 1 OPS:




  • Rank Full Upgrade Reward: 1 Giant Chest!





  • Rank Full Upgrade Reward: 300 Gems!





  • Rank Full Upgrade Reward: 400 Universal Common Cards!





  • Rank Full Upgrade Reward: 5 Carpet Bomb cards!




We’ve tweaked Ops so that they are now far more powerful when upgraded than before. While unlocking an op (level 1) is essentially the same as before, upgrading them now improves both a primary and secondary stat, exponentially boosting their effectiveness greatly as their level increases. This makes high level Ops potentially devastating on the battlefield.

Because of this new power curve we have increased the required Ops points to upgrade Op levels 2 through 5 commensurately.

Airborne Division

  • Rifleman quantity and level now scale with Op level

Armor Plating

  • Bonus armor and damage reduction now scale with Op level

Barbed Field

  • Barbed Wire quantity and level now scale with Op level


  • Duration and movement speed bonus now scale with Op level

Bolster Defenses

  • Amount healed and duration now scale with Op level

Call to Arms

  • Outpost starting health and level now scale with Op level


  • Duration and damage dealt reduction now scale with Op level


  • Bonus damage and movement speed now scale with Op level


  • Duration and Level now scale with Op level

Inspired Tactics

  • Duration and bonus supply now scale with Op level

Rally Troops

  • Duration and bonus supply now scale with Op level


  • Damage Reduction % and Duration now scale with Op level

Russian Winter

  • Vehicle damage and duration now scale with Op level





  • Enabled Capture Point Entry (and thus the range bonus and damage protection)

  • Now falls back when enemies get too close (when not occupying a capture point)

  • Gains 40% bonus damage reduction minimum from Capture Points (so for heavily damaged buildings, they still get pretty good protection)

  • Snipers now properly prioritize infantry over vehicles

  • Decreased base Damage from 3000 to 2000

  • Decreased base Vehicle Damage from 300 to 200

  • The Sniper has been reworked to support a variety of strategies by digging into Capture Points and firing from extremely long range.


  • Increased C4 Vehicle Damage from 1000 to 2000

  • Commandos have been rebalanced to serve as a better vehicle counter since their offensive capabilities did not justify their cost.

Rocket Launcher

  • Decreased Movement Speed from 3 to 2.7

  • Decreased base Building Damage from 1000 to 750

  • Decreased base Vehicle Damage from 1000 to 750

  • Increased Health from 1000 to 1500

  • Previously, rocket launcher troops would deal massive damage in combat and then die very quickly. They have been rebalanced to deal less damage but survive longer.


  • Increased base Damage from 150 to 600

  • Shotgunners have been rebalanced to better reflect their role as an anti-infantry unit, able to quickly defeat entire groups of them while pushing the front line into Capture Points.

Light Tank

  • Slowed Attack Speed Interval from 1.75 to 2

  • To offset the high mobility of the Light Tank, we’ve reduced its attack speed slightly.


  • Increased base Health of all Tanks by 10%

  • Improved some of the issues that were causing tanks to get stuck

  • Tanks now prioritize vehicles over buildings and buildings over infantry

  • Previously, Tanks would often get stuck in certain situations, unable to participate in combat. We’ve reworked their movement to support the detection of obstacles and make course adjustments. We’ve increased their survivability to account for all the anti-tank capabilities that have been recently added to the game.



  • Increased fear duration from 6 to 8 seconds

  • To justify its high cost, the fear effect of Rocket Strike has been increased to give the attacker more time to advance.


  • Decreased Duration card level scaling by 33%

  • Due to the binary nature of Last Stand, it became far too effective at higher card levels so we have reduced its duration slightly.


  • Decreased base Damage from 320 to 60 (Per Gun)

  • Decreased base Building Damage from 160 to 30 (Per Gun)

  • Decreased base Vehicle Damage from 160 to 30 (Per Gun)

  • Pillbox has had its attack damage dramatically reduced while still allowing it to mow down infantry and serve as a durable obstacle against most enemy advances.


  • Decreased base Damage from 320 to 160

  • Decreased base Building Damage from 160 to 80

  • Decreased base Vehicle Damage from 160 to 80

  • As with the Pillbox, the Machine Gun nest was just too powerful for an instantly placed offensive and defensive card. It still maintains the ability to mow down infantry and disrupt assaults.


  • Changed spawning position to be the front-most Capture Point or Base

  • Reduced Supply cost from 6 to 5

  • Attaches to main base if no other Capture Points are occupied

  • We found Radio Tower to be nearly impossible to counter in many situations when played on the rear Capture Point, giving players free, no-risk Supply and making it a must-have in many decks. We’ve changed it so that it now spawns on your front-most Capture Point, but have reduced its cost to offset the new risks.


  • Increased base Health from 1000 to 4000

  • Previously, Ammo Boxes would be destroyed too quickly.


  • Increased base Health from 1000 to 4000

  • Previously, Anti-Armor Rounds would be destroyed too quickly.


  • Decreased Supply Cost from 2 to 1

  • Given its limited placement options, we felt Barbed Wire was too expensive to play and have reduced its cost. It will now serve as a great card to have for cyclical decks, and prove to be an effective counter to the new and improved Shotgunners.


  • Added a 50% building heal

  • We’ve added a 50% building heal to Fortify, aiding in the damage reduction of troops occupying the targeted Capture Point.


Marching Front Feature

We’ve changed the way area targeting works after taking a new outpost on the battlefield. Previously, if you acquired or lost a capture point, it would instantly change the targetable areas for many Tactics, having the unintended consequence that some units would snap to a different location than where you intended. In this update, the targetable areas will advance or retreat visually after acquiring or losing a capture point.

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