Dev Scenarios
Available local scenario launches. Pick one to open the live no-fog watcher.
Dynamic Construction Path Block
dynamic_construction_path_block
Two workers receive simultaneous orders: one moves 20 tiles while the other starts a Barracks across its already-planned route. Select a head-on, slight-angle, or major-angle approach.
Scout Car Snaking Corridor
scout_car_snaking_corridor
Movement/pathing debug run through a narrow authored corridor.
| Unit | x1 | x4 |
|---|---|---|
| worker | Open | Open |
| rifleman | Open | Open |
| machine gunner | Open | Open |
| anti-tank gun | Open | Open |
| scout car | Open | Open |
| tank | Open | Open |
Direct Reverse Order
direct_reverse_order
Single vehicle faces east, then receives a move order 15 tiles directly behind it.
| Unit | x1 |
|---|---|
| anti-tank gun | Open |
| scout car | Open |
| tank | Open |
Scout Car Open-Ground L Path
scout_car_open_ground_l_path
After five seconds, one east-facing Scout Car receives a far southwest move across empty grass. The current bug makes it reverse west along the grid route before turning southwest instead of beginning one continuous forward turn toward the goal.
| Unit | x1 |
|---|---|
| scout car | Open |
Scout Car Lake Reverse L Path
scout_car_lake_reverse_l_path
After five seconds, one east-facing Scout Car starts 20 tiles northeast of a centered 15-by-15 lake and receives a move order 20 tiles southwest of it. This guards the established route around the lake against unsafe waypoint collapse and permanent corner stalls.
| Unit | x1 |
|---|---|
| scout car | Open |
Replay 112 Vehicle Lock
replay_142_vehicle_lock
Soupman's two touching Scout/Command Cars, three formation companions, and second-base landmark from match 142. After one second the translated tick-14,176 group order recreates their slow overlapping translation.
| Unit | x2 |
|---|---|
| scout car | Open |
Vehicle Wall Chokepoint
scout_car_wall_chokepoint
Vehicles start beside each other below a stone wall gap and move north through the choke.
| Unit | x3 | x5 | x6 | x10 | x15 |
|---|---|---|---|---|---|
| anti-tank gun | Open | Open | Open | Open | Open |
| scout car | Open | Open | Open | Open | Open |
| tank | Open | Open | Open | Open | Open |
Vehicle Corner Wall
vehicle_corner_wall
One, three, or five vehicles start in a flipped-L shape half a tile west of a three-tile-wide stone wall spur, then move to the east side to test cornering.
| Unit | x1 | x3 | x5 |
|---|---|---|---|
| anti-tank gun | Open | Open | Open |
| scout car | Open | Open | Open |
| tank | Open | Open | Open |
Vehicle Small-Unit Block Baseline
vehicle_small_block_baseline
Vehicles start almost bumper-to-bumper with optional small-unit blockers one tile north of each vehicle, then all vehicles move 20 tiles north.
| Unit | x1 | x3 | x5 |
|---|---|---|---|
| scout car / blocker: none | Open | Open | Open |
| scout car / blocker: worker | Open | Open | Open |
| scout car / blocker: rifleman | Open | Open | Open |
| scout car / blocker: machine gunner | Open | Open | Open |
| scout car / blocker: anti-tank gun | Open | Open | Open |
| tank / blocker: none | Open | Open | Open |
| tank / blocker: worker | Open | Open | Open |
| tank / blocker: rifleman | Open | Open | Open |
| tank / blocker: machine gunner | Open | Open | Open |
| tank / blocker: anti-tank gun | Open | Open | Open |
Factory Zero-Gap Perpendicular
factory_zero_gap_perpendicular
One vehicle starts flush against the east side of a factory, waits half a second, then moves ten tiles directly east.
| Unit | x1 |
|---|---|
| anti-tank gun | Open |
| scout car | Open |
| tank | Open |
Command Car Building Corner
command_car_building_corner
One Command Car starts inside the reduced Vehicle Works, Training Centre, and Barracks corner from the Soupman match, waits one second, then moves northwest.
| Unit | x1 |
|---|---|
| command car | Open |
Command Car Building Corner — West-Southwest
command_car_building_corner_west_southwest
The same trapped Command Car and three-building layout, but the order target is ten tiles west and four tiles south of its starting position.
| Unit | x1 |
|---|---|
| command car | Open |
Factory Wall Rally Spawn
factory_wall_rally_spawn
A completed vehicle exits a factory below a two-tile terrain wall and rallies almost due west, reproducing replay 104 tick 7923 geometry.
| Unit | x1 |
|---|---|
| scout car | Open |
| tank | Open |
| command car | Open |
Tank Trap Horizontal Line
tank_trap_line_horizontal
Training Centre, engineers, one rifleman, and one vehicle start ready for a horizontal Tank Trap line build; after 30 seconds the test units try to cross.
| Unit | x1 |
|---|---|
| scout car | Open |
| tank | Open |
Tank Trap Vertical Line
tank_trap_line_vertical
Training Centre, engineers, one rifleman, and one vehicle start ready for a vertical Tank Trap line build; after 30 seconds the test units try to cross.
| Unit | x1 |
|---|---|
| scout car | Open |
| tank | Open |
Tank Trap Diagonal Line
tank_trap_line_diagonal
Training Centre, engineers, one rifleman, and one vehicle start ready for a diagonal Tank Trap line build; after 30 seconds the test units try to cross.
| Unit | x1 |
|---|---|
| scout car | Open |
| tank | Open |
Tank Trap Pathing Matrix
tank_trap_pathing_matrix
Prebuilt Tank Trap walls with selectable owner/pathing and attack cases.
Entrenchment Inspection
entrenchment_inspection
Seeded neutral trenches, eligible infantry, and researched dig-in units for checking trench rendering, reuse, and crowded slotting.
| Unit | x1 |
|---|---|
| rifleman | Open |
Tank Coax Inspection
tank_coax_inspection
One held Tank faces infantry-priority targets, support weapons, Ekat/Golem units, armored fallback targets, blockers, resources, smoke, and buildings around the coax arc so the secondary machine gun can be inspected without immediate cannon fire.
| Unit | x1 |
|---|---|
| tank | Open |
Attack-Move Reload Acquisition
attack_move_reload_acquisition
After a ten-second inspection pause, a reloading Tank receives an attack-move through an invulnerable enemy Tank already inside its moving weapon range. The current bug lets it close to near-contact before acquiring the target; a corrected build should stop at the initial range boundary and wait for reload.
| Unit | x1 |
|---|---|
| tank | Open |
Tank Under-Fire Retreat
tank_under_fire_retreat
One reinforced Tank faces a deployed Anti-Tank Gun, takes frontal AP fire, then after 10 seconds receives a long move order directly behind it so the under-fire reverse preference can be inspected.
| Unit | x1 |
|---|---|
| tank | Open |
Tank Reverse Traffic
tank_reverse_traffic
Three reinforced Tanks form a shallow fan with adjacent headings 10 degrees apart, take frontal fire from three deployed Anti-Tank Guns, then after 10 seconds receive one grouped move order behind them. The normal formation planner assigns their destinations while an enemy Scout Car spotter keeps the retreat visible under sustained fire.
| Unit | x3 |
|---|---|
| tank | Open |