BATTLE ASTRAFIELD MANUAL
LIVING DOCUMENT

PLAYER OPERATIONS GUIDE (v1.0020)

COMMAND THE FLEET.
CONTROL THE SECTORS.
WIN THE WAR.

Battle Astra is a turn-based strategy war game played at two scales: command fleets across a region of sectors, then direct individual ships across tactical battle maps.

2–6FACTIONS
2PLAY SCALES
4SHIP CLASSES
2VICTORY PATHS

CHOOSE YOUR COMMAND

Two ways to enter the conflict

Learn the tactical game in a single engagement or take command of a complete war.

01

TACTICAL

Quick Battle

Choose the participating factions, fleet size, formation, and astral-object density. Deploy directly into one battle without a campaign map.

Prepare a quick battle →
A four-faction quick battle in progress
02

STRATEGIC

Campaign War

Build a faction roster, command fleets, capture valuable sectors, fight battles, and race toward a score victory or total enemy elimination.

Prepare a campaign →
A six-faction campaign war map

CAMPAIGN COMMAND CYCLE

How a war turn unfolds

Orders are planned first. Their consequences are resolved afterward.

  1. Plan

    Examine campaign map, assemble fleets, and lock their destinations.

  2. Commit

    Let AI factions plan, then move fleets in waves with faction order randomized for each wave.

  3. Resolve

    Fleets travel, contested sectors become battles, and survivors hold the field.

  4. Claim

    Factions claim eligible neutral sectors, create outposts, and receive points.

  5. Advance

    Controlled-sector value is awarded again, scores update, and the campaign autosaves.

!
WHY CAN’T THIS FLEET MOVE?

A destination may exceed the six-ship faction limit, be locked by an upcoming battle, or have an entrance blocked by astral objects. The map identifies the affected sector when an order cannot be accepted.

TACTICAL COMMAND CYCLE

How a battle round unfolds

A round is complete only after every surviving ship has acted or completed its turn.

01

Initiative

Factions act in arrival order. Each receives one eligible ship activation per cycle.

02

Command

A unit repairs and recharges before activation. Choose movement and a target, then divide remaining power.

03

Engage

Movement, facing, distance, defenses, and attack power determine the outcome.

04

Complete

Every surviving ship acts or completes its turn before a new round begins.

05

Conclude

Battle-end checks follow destruction and retreat; the victory screen reports the outcome.

FULL MANUAL

Explore by chapter

This index is the foundation for the complete player guide.