The land war: a third theater
The air game got a sea. Now the sea game gets a shore. The land theater is Warbirds' third game mode — armored combat on a rolling steppe, played the way Gunner, HEAT, PC! plays: every round strikes a specific plate at a specific angle, and either bites, bounces, or goes through and through.
A map built for tank country
Like the ocean, the steppe is its own deterministic heightfield, built bit-identically on the server and in your browser from just the seed. The design brief was simple: drivable almost everywhere, readable cover everywhere else. A gently rolling grassland gives the long sightlines gun duels need, with just enough micro-terrain to hide a hull behind a fold. Steep-flanked hill masses wall off parts of the map and squeeze movement into passes. Valley floors pool into lakes. Forest blocks are impenetrable — to hulls and to sightlines — so a treeline is both a wall and a curtain. And five towns sit on flattened plateaus, their deterministic street grids shared with the server's collision, so the wall you're hiding behind is exactly the wall the shell hits. Three of the towns carry the domination zones: hold them and the score ticks, so every round funnels into street fights.
Four vehicles, four jobs
- The Paladin is the main battle tank: a stabilized 120 mm gun that shoots straight on the move, and a front plate almost nothing in the theater defeats. Its weakness is everything that isn't its front plate.
- The Warden is the IFV: a 25 mm autocannon that shreds soft-skins and light armor, plus wire-guided anti-tank missiles (B) that fly where your sight points, all the way in — SACLOS, so you steer the round by holding the crosshair on the target, and lose it if you look away.
- The Whirlwind is the quad-20 AAA half-track. AI strike planes prowl overhead hunting spotted vehicles all round long; the Whirlwind is the answer, and its four barrels also make a mess of anything soft on the ground.
- The Jackal is a fast, paper-thin gun truck with a 106 mm recoilless rifle. Its HEAT round can't beat a Paladin's front — so it lives on the flanks and in the treelines, where the side armor is. The mount is unstabilized: the sight bounces with the hull, and it shoots from a standstill or not at all.
Armor that argues back
The damage model is the whole point of the theater. A land round resolves against the facet it actually strikes — front, side, rear, turret, or roof for plunging fire — thickened by obliquity into the line-of-sight thickness the round must defeat. From there:
- Ricochet: a kinetic round arriving past ~72° off the plate normal skips away, unless it overmatches the plate several times over. Angling your hull is a real skill.
- Shatter: a round that can't beat the effective plate breaks up for a bruise. The Jackal learns which plates not to argue with.
- Penetration: full damage, plus a behind-armor roll — spall finds the tracks, the engine, the gun, the crew, or the ammo rack. Tracks immobilize you, an engine hit leaves you crawling, a gun hit holds your fire, and the ammo rack can detonate the hull outright. Turret hits find gun and crew; rear hits find the engine bay.
- Through and through: a dart that vastly overmatches thin armor punches clean through and keeps flying out the far side with reduced energy — it can strike a second vehicle parked behind. Sabot penetration also decays with flight distance; a shaped charge's doesn't care about range.
Autocannon and aircraft-gun fire resolves through the same model with per-caliber penetration — which is why strafing shreds a Jackal and sparks off a Paladin's roof, and why the Warden's 25 mm worries everything but a tank's face.
The crew's kit
The consumable loop mirrors the naval theater's — same keys, land meanings. R starts a field repair that puts the modules back together and the fire out. C pops smoke launchers. G redlines the engine. And T calls an artillery fire mission on the point under your gunsight: a few seconds later an off-map battery walks a dozen rounds around it — the great equalizer against a hull-down tank you can't pen, and the reason nobody parks.
Concealment works like the sea's: you're hidden until an enemy inside your spotting range has a clear sightline, and terrain, canopy, town walls and smoke all break one. Firing blooms you. The gunsights are per-vehicle (Z): the Paladin's fine day sight, the Warden's amber missile optic, the Whirlwind's flak reflector, the Jackal's plain iron ring — every one auto-ranged like the naval director, with the server adding superelevation so the round lands under your crosshair.
Behind the seam
Like naval, the land war is its own server instance behind the
theater seam: -land swaps the served config to the steppe
map and the armored roster, all the mode's logic lives in its own
file, and the air and naval games are byte-for-byte untouched — the
golden tests prove it. The AI fights by your rules: platoons form on
the heaviest hull, halt to shoot, only fire on spotted targets, call
their own artillery, and run for cover when they're burning.