presents
MECH SLAP // BATTLEGROUND
Back to lobby

How to Play

Mech Slap - Battleground is a turn-based card battle between Last United Front and Forge Legion.

The goal

  • Two Apex Units face off on a 9x11 battlefield. Destroy the enemy Apex Unit (40 HP) to win.
  • The Apex Unit can be attacked at any time, so protect it. Its laser only does 2 damage, but its Anti-matter Shot (range 1, adjacent only) destroys any unit in one shot and hits an enemy Apex Unit for 15. The Anti-matter Shot recharges over 4 turns, and your first shot is ready on your 4th turn.
  • Surrendering or staying disconnected for 30 seconds loses the match. If both players drop, the match is abandoned with no result.

Turns and the clock

  • The host goes first. Each turn lasts 60 seconds; when the timer runs out your turn ends automatically.
  • At the start of your turn you draw 1 card and gain resources: 4 Metal + 4 Energy base, plus your economy buildings (resources cap at 30).
  • You start with 7 cards, 15 Metal and 15 Energy. An empty deck causes growing fatigue damage to your Apex Unit.

Playing cards

  • Click a card in your hand, then a glowing tile. Units deploy in your back 2 rows.
  • Constructors can build structures from your hand anywhere within their build range (1 tile, 2 for advanced cons). Each constructor builds once per turn.
  • New units can't act on the turn they arrive, except Haste units (fast scouts like Dash, Scout Buggy, Ferret, Tick), which can move straight away.
  • Self-destruct: select one of your units or buildings and press Self-destruct to remove it (for example to swap a Metal Drill for a Deep Drill). Self-destructed units leave no wreck. The Apex Unit can't self-destruct.

Moving and fighting

  • Select one of your units, then a green tile to move or a red-pulsing enemy to attack. Walkers move 2 (light infantry 3), light tanks 3, heavy tanks, hovers and ships 2, lumbering units 1, aircraft 5 (Dash 4).
  • Units have movement points (walkers 2, light infantry and light tanks 3, heavy tanks, hovers and ships 2, lumbering units 1, aircraft 5, Dash 4). You can move a unit several times until its points run out, e.g. scout forward and come back. Attacking costs 1 movement point and ends that unit's movement for the turn, so a 3-move unit can move 2 and then attack. Each unit attacks once per turn.
  • Each unit can attack once per turn. Amber-dashed targets are in reach after moving: clicking them moves and fires in one go.
  • Targets only return fire if you are inside their range, and return fire deals half normal damage (rounded down, minimum 1). Long-range artillery (Long Tom and Earthshaker range 5, Inferno Array and Sawblade range 8) loses 10% accuracy per tile past 2. Splash weapons also hit enemies next to the target for a third of the damage.
  • Anti-air hits aircraft hard and has a 50% chance to shoot at any aircraft flying within 1 tile (2 for flak). Submarines can't attack or return fire at aircraft.

Fog of war

  • Your home rows are always visible. Everywhere else is covered in fog unless one of your units can see it.
  • Line of sight: most units 2 tiles, aircraft 3, structures 1. Scouts add +1. Radar towers reveal 3 tiles (upkeep 1 Energy per turn), advanced radar 5 tiles (upkeep 2 Energy per turn).
  • You can only attack what you can see. Radar jammers also hide nearby units until a scout gets within 3 tiles.

Terrain

  • Hills block ground units. Rough ground costs 2 movement, but any unit with movement left can always step onto it (using up the rest). All-terrain walkers pay 1. Metal patches give extractors +1 Metal. Tidal Generators must be built on water.
  • All-terrain walkers (Crawler, Tick, Hound, Hammer, Brute, Mortarman) climb hills and cross rough ground and water with no penalty.
  • Water: ships +1 ATK. Walkers and tanks pay 2 movement and lose 1 ATK. Hover and amphibious units (Wader, Swamp Strider, Mudskipper, Gator) move freely and get +1 ATK on water.

Wrecks

  • Destroyed units and buildings leave a wreck worth 80% of their cost. Units can stand on wrecks.
  • Constructors, Field Medic and Reanimator can reclaim a wreck in reach for Metal and Energy (once per turn).
  • Reanimator can resurrect a wreck next to it onto your side at full health.

Legendary cards (gold)

  • Playable by both factions. Only 1 legendary card per deck.
  • Rift Gate: once per turn, swap a hand card for a card of your choice from your deck.
  • Prime Apex: a second, powerful Apex Unit. Losing it doesn't lose the game.
  • Field Medic: heals all your units within 1 tile (3x3 area) by 3 HP every turn. Reanimator: resurrects wrecks, then needs 2 turns to recharge.
  • Lag Spike (legendary order): extreme lag, you take another turn straight after this one.
  • Warhead Silo: can only be built from your turn 5, then builds a missile every 5 turns. Launch it at any tile to destroy everything in a 3x3 area (Apex Units take 15). An enemy anti-nuke with a loaded interceptor (reloads every 2 turns) shoots it down.

Support cards (blue)

  • One-shot orders, max 5 per deck. Veteran: +50% stats to one unit. Armoured: +1 armour to your units in a 3x3 area. Need for Speed: +1 movement in a 3x3 area.
  • Spy Drone: see your opponent's hand for 2 turns.
  • Phase Barrier: your Apex Unit takes no damage from the next 3 attacks (Anti-matter Shot and nukes included) that hit it.
  • Rage Protocol: every unit on the board, yours AND the enemy's, gets +25% ATK and HP.
  • Skylift (Last United Front) / Hauler (Forge Legion): air transport. Pick up one of your movable units and drop it on any empty tile.

Apex Unit upgrades and mulligan

  • In the battle room, pick one Apex Unit upgrade: Field Engineer (+1 Metal per turn), Reinforced Hull (+10 Apex Unit HP), Eagle Eye (+1 sight for all your units), Overcharge (Anti-matter Shot recharges in 3 turns) or Power Grid (+1 Energy per turn). If you don't pick, you get a random one.
  • When the battle starts you can mulligan: click any opening cards to send them back and draw new ones. You can do this once, before you play a card or end your turn.
  • Select a unit to see an attack preview on every target: damage dealt, hit chance, and the return fire you'll take.

2v2 team battles

  • Host a room and pick 2 vs 2. The map is 18x11 and each of the 4 Apex Units starts in their own corner, with teammates side by side on the same edge.
  • Turns alternate between teams. You see whatever your teammate's units can see, but you can't see their hand.
  • A player whose Apex Unit is destroyed is out, along with their units. A team loses when both of its Apex Units are destroyed.

Decks and rooms

  • Build up to 5 saved decks: 30 cards, max 2 copies each, at least 4 economy buildings.
  • Host a room or join one from the room list. In the battle room both players pick a side (mirror matches allowed) and a deck, then press Ready.
  • After a battle, both players can press Rematch to play again on a fresh map. In-progress battles can be watched from the room list.