

Hunt insurgent leaders across procedurally generated warzones inspired by Mogadishu, Afghanistan and Iraq. Raid compounds quietly or loud, call in gunships and airstrikes, take your target alive, and bring every wounded soldier home. Solo or in two-player co-op.
Overview
Hunt insurgent leaders across procedurally generated warzones inspired by Mogadishu, Afghanistan and Iraq. Raid compounds quietly or loud, call in gunships and airstrikes, take your target alive, and bring every wounded soldier home. Solo or in two-player co-op.
Description
Patrol is a real-time tactics game about modern counterinsurgency. Every theater is generated fresh: dense towns and walled compounds, river valleys lined with irrigated fields, desert roads where the next pothole might be a bomb. Somewhere in it are the men running the insurgency. Your job is to find them, take them, and bring everyone home.
The longer you stay in their country, the more they notice. Every raid, every firefight, every civilian caught in the crossfire turns the heat up, and it never comes down. Heat brings heavier weapons, missile sites and bolder counterattacks, but it also brings the reinforcement convoys your raids live off. Sitting still is safe and poor. Push too hard and the theater closes on you. The question behind every order is the same: is this worth it?
Build your deck before the operation: rifle squads, snipers, a CIA team, Humvees, Strykers, Bradleys, an Abrams, Black Hawks, Little Birds, Apaches, and a phone book of call-ins, from a circling gunship and a jet strike along a line you draw to cruise missiles, artillery and loitering munitions. When a card is spent, it is gone. Keep a unit alive long enough to reach Elite and it becomes something new: the Humvee takes a Javelin, the Stryker a 30mm cannon, the Black Hawk turns gunship.
Choose your next target from the intelligence board. Some are dug in behind walls and guards. Some bolt the moment they hear you coming. Some move in armed convoys, and some want out. Send the CIA team in undercover to build the picture, then decide how to go in: quietly, at night, or loud and fast before the reaction force arrives.

Loud work raises the alarm. A siren goes up, a countdown starts, and reinforcements roll in from across the region. Each raid raises your heat, and the enemy's strength drops as you take their people and their towns. Wear them down, then finish it: walk a bomb squad through a hostile town to a dirty bomb with the clock running, or corner the ring leader in the largest town on the map.
Squads take cover behind walls, rocks and canal banks, and men under heavy fire stop shooting back. Armored cars, troop carriers and main battle tanks push through the streets. Transport helicopters fast-rope teams onto rooftops. When it goes wrong, call in attack helicopters, laser-guided bombs, a circling gunship, artillery or drones.

Insurgents bury roadside bombs, send car bombs down the road, launch FPV drones and guard the sky with missile sites and shoulder-fired launchers. Deal with their air defenses before you commit your helicopters.
A soldier who goes down is still alive, and bleeding out. Get to him, carry him to a vehicle or a helicopter, and get him back to the aid station before his time runs out. Leave him behind, and he may be taken prisoner. Then you go back for him.
Run the campaign with a friend in two-player co-op, each with your own force, your own deck and your own call-ins, against an enemy scaled for two.
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