STATE OF THE ARCHOLD THE LINE · EARTH
SOL HEIRS / EARTH OUTPOST

Hold the Line

Base 10 / 10 HP
g = 9.8 m/s²t = 0.00 s
1.0×Drag to pan · pinch to zoom
PLANNING · TIME PAUSED

Choose your orders. Both cannons fire together.

Loading robot artwork…

Use plus and minus to zoom, arrow keys to pan, and Home to fit the battlefield. Use the target list to select a robot.

x → right · y ↑ up · Ground y = 0 m · No air resistance

G.U.E.S.S. workspace

Paper work is welcome. Save a prediction or leave it blank to observe first. Answers never steer the cannon.

Givens

Unknowns

Equation

Substitute

Solve

Shot review

QuantityThis predictionObserved

A successful blast and an accurate prediction are different results. Keep your first answer when making a correction.

Defend the outpost

Keep the base above 0 HP through eleven waves. It begins at 10 HP. Cannons stay in place and can fire once per turn. There are no reload or ammunition limits.

Select a robot, choose each cannon’s speed and Launch Angle, then Resolve orders. Waves 1–3 focus on position and range. In Waves 2–3, predict the announced displacement, press Advance robots once, and plan after they stop. Robots stay still during the shot. Wave 4 introduces flight time with stationary targets. From Wave 5, robots keep moving while shells fly; actions last 16 simulated seconds, with airborne rounds continuing next turn. Earlier practice actions end shortly after all shells land; Hold advances the practice turn after one simulated second.

Damage is checked only when a shell lands. Landing inside a robot’s ground bracket deals 2 HP; within 18 m outside it deals 1 HP. Wave 1 uses damaged, stationary 1-HP robots with no base threat. Patrol robots have 2 HP, travel at 2 m/s and deal 2 base damage on breach. Runner hounds have 1 HP, travel at 4 m/s and deal 1 base damage. Pillbug crawlers have 4 HP, travel at 1 m/s and deal 3 base damage. Armor means more HP; the same direct/blast damage applies to every robot. Walkers, runners and crawlers breach once at x = 40 m. Cannon sentries have 3 HP and advance at 2 m/s, then stop at x = 160 m. They charge for 20 s within 125 m of the base front (x = 35 m), launch from ground level at 35 m/s and 45° toward the base for 1 base damage, then recharge for 12 s before charging again. Enemy shells only damage the base. Destroy a sentry before launch to cancel its shot; a fired shell continues.

Planning, guidance, number entry and interruptions pause time. Resume is always explicit. Expand field hides the orders during a closer look. Use + and − to zoom, Fit to see the whole approach, and Target to inspect the selected robot. Drag to pan or pinch the battlefield to zoom. With the battlefield focused, use +/−, arrow keys and Home. Native text entry also pauses time; close the keyboard to return to the same view. Closing a menu leaves active action paused.

Retry wave restores its starting base health and enemies, while preserving first predictions. Base health otherwise carries between waves, with no automatic repairs. Coaching is optional. Waves 1–5 show full coaching; Waves 6–9 use shorter prompts; Waves 10–11 put you in command. Show full coaching restores the detailed help at any stage. Planning has no time limit.

This prototype uses the approved Cyclops walkers, Spine runners, Pillbug crawlers and Cannon sentries on a flat approach. Focus target shows a closer view and its ground bracket; resolving orders returns to the full battlefield. This tutorial keeps all terrain flat and indestructible, with ground-to-ground launches throughout. Player shells damage robots only.

Open matching printable field notes ↗

Teacher tools & answer companions ↗

Defense options

A physical keyboard works independently of the touch pad. This horde save is separate from two-player matches and Academy records.

Academy lessons ↗

Start a new defense?

This replaces this horde run and its local learning record. Export the record first if you want to keep it.