
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


A turn, in five steps
Upkeep and the end of the turn take care of themselves. The three in the middle are yours.
- Upkeep
Your units can move again. Collect the income of every territory you hold and the VP of every objective.
- Buy
Spend gold on units at your capital and factories. New units move next turn.
- Move
Each unit moves once. Tanks drive through empty land, planes fly over anything, ships carry armies across water.
- Battle
Every contested territory is fought out with dice. Both sides pick their losses each round; the attacker may press on or retreat.
- 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
Infantry3A 1D 2M 1
Artillery4A 2D 2M 1
Attacking, raises one unit of attack 1 to attack 2.
Tank6A 3D 3M 2
Drives through empty enemy land in one move.
Factory Crates15A 0D 1M 2
Unpacks into a factory on your land.
Air
Fighter10A 3D 4M 4
Flies to a battle, then lands in reach.
Bomber12A 4D 1M 6
Flies to a battle, then lands in reach.
Sea
Transport6A 0D 0M 2
Carries 2 land units across the sea.
Submarine6A 2D 1M 2
Fires first and slips past ships, unless a Destroyer is there.
Destroyer8A 2D 2M 2
Stops submarines striking first or slipping past.
Cruiser12A 3D 3M 2
Carrier14A 1D 2M 2
2 aircraft can land on it and ride along.
Battleship20A 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.
The Shattered Isles
Five islands around Crownrock (3 VP a turn).
The Silverrun
A river, its fords, and an island fortress.
The Sundered March
Two fronts split by a lake; islands go around.
The Narrow Sea
Ships carry armies across open water.
The Twin Gulfs
One isthmus between two gulfs; capes in each.
The Three Banners
Three sides around Crownmeet (3 VP a turn).
The Four Winds
Four sides, or two facing across empty land.
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.
- First MusterObjectives and VP, on The Crossing
- Pick Your BattlesReading the odds, on The Sundered March
- The Long RoadFactory Crates, on The Silverrun
- 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.
- 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.
- 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.