
GAME PROFILE
PATROLPATROL
Patrol is a real-time tactics game about modern counterinsurgency. Every theater is generated fresh: dense towns and walled compounds, river valleys lined with irrigated fields, desert roads where the next pothole might be a bomb. Somewhere in it are the men running the insurgency. Your job is to find them, take them,…
Patrol is a real-time tactics game about modern counterinsurgency. Every theater is generated fresh: dense towns and walled compounds, river valleys lined with irrigated fields, desert roads where the next pothole might be a bomb. Somewhere in it are the men running the insurgency. Your job is to find them, take them, and bring everyone home.
Every move costs heat
The longer you stay in their country, the more they notice. Every raid, every firefight, every civilian caught in the crossfire turns the heat up, and it never comes down. Heat brings heavier weapons, missile sites and bolder counterattacks, but it also brings the reinforcement convoys your raids live off. Sitting still is safe and poor. Push too hard and the theater closes on you. The question behind every order is the same: is this worth it?
Choose your force before you deploy
Build your deck before the operation: rifle squads, snipers, a CIA team, Humvees, Strykers, Bradleys, an Abrams, Black Hawks, Little Birds, Apaches, and a phone book of call-ins, from a circling gunship and a jet strike along a line you draw to cruise missiles, artillery and loitering munitions. When a card is spent, it is gone. Keep a unit alive long enough to reach Elite and it becomes something new: the Humvee takes a Javelin, the Stryker a 30mm cannon, the Black Hawk turns gunship.
Hunt high-value targets
Choose your next target from the intelligence board. Some are dug in behind walls and guards. Some bolt the moment they hear you coming. Some move in armed convoys, and some want out. Send the CIA team in undercover to build the picture, then decide how to go in: quietly, at night, or loud and fast before the reaction force arrives.
Every raid has an answer
Loud work raises the alarm. A siren goes up, a countdown starts, and reinforcements roll in from across the region. Each raid raises your heat, and the enemy's strength drops as you take their people and their towns. Wear them down, then finish it: walk a bomb squad through a hostile town to a dirty bomb with the clock running, or corner the ring leader in the largest town on the map.
Fight with cover, suppression and support
Squads take cover behind walls, rocks and canal banks, and men under heavy fire stop shooting back. Armored cars, troop carriers and main battle tanks push through the streets. Transport helicopters fast-rope teams onto rooftops. When it goes wrong, call in attack helicopters, laser-guided bombs, a circling gunship, artillery or drones.
The enemy fights back
Insurgents bury roadside bombs, send car bombs down the road, launch FPV drones and guard the sky with missile sites and shoulder-fired launchers. Deal with their air defenses before you commit your helicopters.
Bring them home
A soldier who goes down is still alive, and bleeding out. Get to him, carry him to a vehicle or a helicopter, and get him back to the aid station before his time runs out. Leave him behind, and he may be taken prisoner. Then you go back for him.
Play it together
Run the campaign with a friend in two-player co-op, each with your own force, your own deck and your own call-ins, against an enemy scaled for two.
Features
- Procedurally generated theaters: towns, walled compounds, river valleys, green zones and high desert, different every campaign
- Heat, one meter that drives the whole campaign: it arms the enemy and pays for your raids
- Deck building before you deploy: choose your units and call-ins, and spend them for good
- A hunt for an insurgent network: runners, convoys, defectors and bomb makers, ending in a race to defuse a dirty bomb or a fight to take the ring leader
- Capture or kill: tie up your target and walk him home
- Stealth and night operations: undercover CIA work, night vision, and synchronized sniper shots
- Real-time tactics with active pause: directional cover, suppression, and veterans who earn Elite upgrades
- Infantry, armor and helicopters, plus a gunship, airstrikes, artillery and drones on call
- An adaptive insurgency: IEDs, car bombs, FPV drones and air defenses that answer what you field
- Wounded and captured soldiers you have to bring home
- Two-player online co-op
- Destructible buildings, physical wrecks, a day and night cycle, and dust storms
- Record any game and watch it back in replay
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