Broken FrontFIELD MANUAL

Stacks

One object, many units — the thing you actually command.

EVERYTHING IS A STACK

A stack is a group of units that moves, fights, and takes orders as one object — even a lone unit is technically a stack of one. Selecting a group of tanks or a fleet of ships means you're commanding the stack, not the units inside it individually.

STACK TYPECAP
GROUND15 units
AIRCRAFT15 units
HELICOPTERS15 units
SHIPS10 units
CARRIER-BASED AIRCRAFT15 units

ONE KIND PER STACK

A unit only ever belongs to a stack of its own kind — no mixing a tank and a fighter jet into one stack. Speed is set by the slowest active unit in the stack; total HP is the sum of everyone inside. The map icon always shows the single most "important" unit — a carrier over its escorts, a bomber over a fighter — even though every unit underneath is still tracked individually.

SPLITTING & MERGING

Splitting peels off any subset into a new stack at the same spot — you can never split everyone off; at least one unit must stay behind. Stacks are combined by rallying (below): same-kind, same-owner stacks merge into the anchor as long as the cap isn't broken, and the absorbed stack simply ceases to exist. Newly built units never join an existing stack on their own.

RALLYING A FORMATION

Diagram: splitting & merging, rally order anchor & convergence, and stack-first order resolution

One stack is designated an anchor and locked in place; other stacks are ordered to converge on it, auto-merging on arrival. If the anchor is destroyed first, the whole rally is cancelled. If a converging stack is destroyed en route instead, it's just dropped from the order — the rest continue.

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