Fronthold

A pocket strategy game about holding ground.

Two armies, a small map and a handful of rounds. Every territory you hold pays you every turn, so the game is a running argument about where the line is, not a race to a knockout. Take the enemy capital to win at once, or lead on victory points when the rounds run out.

  • Solo against the AI, easy to hard
  • Games of 15 to 20 minutes
  • Android, in closed testing

Join the playtest

Fronthold on a desktop: the map on the left, a battle's dice and the losses still to pick in the sidebar on the right.
Fronthold on a phone in portrait: the map with move arrows, the turn panel below.

A turn, in five steps

Upkeep and the end of the turn take care of themselves. The three in the middle are yours.

  1. Upkeep

    Your units can move again. Collect the income of every territory you hold and the VP of every objective.

  2. Buy

    Spend gold on units at your capital and factories. New units move next turn.

  3. Move

    Each unit moves once. Tanks drive through empty land, planes fly over anything, ships carry armies across water.

  4. Battle

    Every contested territory is fought out with dice. Both sides pick their losses each round; the attacker may press on or retreat.

  5. End turn

    Check for a captured capital, then the next side moves. Hold what you took through their reply and it pays you.

12 units, each with a job

Every unit adds a decision, not just a bigger number. The cost tag is gold; A, D and M are attack, defence and move.

Land

  • Infantry3

    A 1D 2M 1

  • Artillery4

    A 2D 2M 1

    Attacking, raises one unit of attack 1 to attack 2.

  • Tank6

    A 3D 3M 2

    Drives through empty enemy land in one move.

  • Factory Crates15

    A 0D 1M 2

    Unpacks into a factory on your land.

Air

  • Fighter10

    A 3D 4M 4

    Flies to a battle, then lands in reach.

  • Bomber12

    A 4D 1M 6

    Flies to a battle, then lands in reach.

Sea

  • Transport6

    A 0D 0M 2

    Carries 2 land units across the sea.

  • Submarine6

    A 2D 1M 2

    Fires first and slips past ships, unless a Destroyer is there.

  • Destroyer8

    A 2D 2M 2

    Stops submarines striking first or slipping past.

  • Cruiser12

    A 3D 3M 2

  • Carrier14

    A 1D 2M 2

    2 aircraft can land on it and ride along.

  • Battleship20

    A 4D 4M 2

    Shrugs off the first hit in each battle.

Five nations

Each side leads a nation with its own units, some new and some replacing the standard ones.

  • Germany

    Strikes fast, before the enemy can mass.

    Fewer, better units and the best timing in the war. Germany wins by breaking through early, before the Soviet numbers arrive.

    • Panzer IV
    • Tiger
    • Stuka
  • Soviet Union

    Trades land for time, then floods back.

    Starts on the back foot with a huge country to give up. Cheap, rugged units that trade space for time and come back in numbers.

    • T-34
    • Katyusha
    • IL-2 Sturmovik
  • Britain

    Holds the sea and the sky.

    Tough at home and at sea. Spitfires guard the sky, Matildas hold the line, and Commandos slip behind it.

    • Spitfire
    • Commandos
    • Matilda II
  • United States

    Strikes from the sea and the air.

    Strong at sea and in the air. The B-17 flies farther and survives better than the ordinary Bomber.

    • B-17
  • Japan

    Hits hard and early across the sea.

    Fast planes and fierce attacks. The Yamato rules the waves.

    • Zero
    • Yamato

8 skirmish maps

Small, hand-shaped maps where every start is the same land turned around. Coloured land marks where each side starts; gold dots are objectives.

  • The Crossing

    Small and quick, with one open middle.

    15 territories, 6 sea zones

  • The Shattered Isles

    Five islands around Crownrock (3 VP a turn).

    17 territories, 14 sea zones

  • The Silverrun

    A river, its fords, and an island fortress.

    19 territories, 6 sea zones

  • The Sundered March

    Two fronts split by a lake; islands go around.

    22 territories, 6 sea zones

  • The Narrow Sea

    Ships carry armies across open water.

    17 territories, 8 sea zones

  • The Twin Gulfs

    One isthmus between two gulfs; capes in each.

    17 territories, 4 sea zones

  • The Three Banners

    Three sides around Crownmeet (3 VP a turn).

    22 territories, 6 sea zones, up to 3 sides

  • The Four Winds

    Four sides, or two facing across empty land.

    29 territories, 8 sea zones, up to 4 sides

3 campaigns, 6 battles

Missions open in order, and each one is built around a single idea, from holding objectives to picking the moment to counter-attack.

The Fronthold War

Germany has crossed into the March. Four battles decide the war, and each one teaches something the next one needs.

  1. First MusterObjectives and VP, on The Crossing
  2. Pick Your BattlesReading the odds, on The Sundered March
  3. The Long RoadFactory Crates, on The Silverrun
  4. FrontholdEverything at once, on The Shattered Isles

The Blitz

Axis victories, 1939 to 1942: the battles Germany and Japan won, played from the side that won them. History sets the pace: match what really happened, or do better.

  1. Kiev 1941Encirclement from two sides, on Barbarossa

The Turning Tide

Allied victories, 1941 to 1945: the battles that turned the war, played from the side that won them. History sets the pace: match what really happened, or do better.

  1. Moscow 1941Defence, then picking the moment to counter-attack, on Barbarossa

Play it before anyone else

Fronthold is in closed testing on Android. Tell us which phone you play on and we'll send an invite.

hello@lastturn.dev