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Forts Wiki

**Welcome to the...**
**FORTS WIKI [OUTDATED]**
**50 articles • 50 files • 595 edits**

This Wiki has become obsolete:

Go to https://forts-rts.fandom.com/wiki/Forts\_RTS\_Wiki for the updated Wiki page.

**ABOUT THE GAME AND THE WIKI**

Welcome to the forts wiki! Forts is a strategic and team co-op game. Discord server ->https://discord.com/channels/304892363359256576/453002757331353601. Build your fort, destroy your enemy forts, and emerge victorious!

**NOTES**

* Pages missing (Not accurate. Edit to make this stay updated).
* Oil Barrel / portal / Deckgun/ harpoon/ ammo/ ships/ hardpoint/ planes and runways/ high seas dlc and lore/ ships/ And orbital strikes!
* Pages needing fixing: A lot
* Pages needing to be deleted due to more than 1 pages about it: some
* Update; 20 mm copy needs fix!

**HELPFUL LINKS**

* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles
Blindflug Studios

**Blindflug Studios AG** (shortened as *Blindflug Studios* or *Blindflug*) is an indie game studio situated in Zürich, Switzerland and Poznań, Poland, founded by Jeremy Spillmann and Moritz Zumbühl. They are responsible for the development of **First Strike**, which has been their first title since inception in 2014.

## Trivia

* "Blindflug" is German for "blind flight".

## References

1. ↑ **Blindflug Studios** Homepage
2. ↑ Tweet by Blindflug Studios
Iran (Classic)

## Iran

* Icon
* Globe View

*This page is about the Superpower from First Strike: Classic.*
*For the Superpower from First Strike, see Iran.*
## Overview

Iran is located in Asia, and is especially close to Israel, India, and Kazakhstan. It starts off with a single Cruise Missile. Its superweapon is the Cobalt Bomb.

## Trivia

* Prior to update 4.1, Iran was unlocked by winning 2 times as India & Pakistan.
* Iran, while close to acquiring nuclear weapons, has never been confirmed to have any.
* Iran maintains uranium mines and nuclear power plants so it has the potential to theoretically build weapons.
United States

## USAUnited States

* Icon
* Globe View

*This page is about the Superpower from the main game.*
*For the Superpower from First Strike: Classic, see United States (Classic).*
## Overview

The **United States** is one of the superpowers in First Strike. Its starting area encompasses all of Chicago, New York City, Los Angeles and Miami as major cities, as well as everything in between.

It is by far one of the easiest superpowers to win with, as it starts off with various research, missiles, controls many nations and is relatively secluded.

## The American Game

*Main article: United States Strategies*
Being the most powerful nation in the game, starting off with many nuclear missiles and significant research, the United States is designed to be easy when there are few enemies. However, when many enemies are in play, the US can become a challenge for even veteran players.

The United States' isolation is a major benefit as it gives the player enough time to expand their land and arsenal. While Russia is the strongest close enemy, USA will usually first fight with Brazil for dominance over the Americas while Russia is busy maintaining itself in Asia.

## Trivia

* Prior to version 4.1, the United States was free and available from game start.
* The United States was the first country to acquire an Atomic Bomb through the secretive Manhattan Project. The first test was on July 16th 1945. The United States would eventually use the bomb to end World War II in the Pacific.
* The United States has around 5,600 nuclear weapons, the second most in the world.
* The state of Alaska is not controlled by the United States in the game. This is likely to allow for more dynamic conflicts and power struggles between powers in North America and Asia.
Energy shield

The energy shield is a material that can deflect small arms fire and lasers but it does not block cannons, missles, mortars and rockets. It can also be used as a shield for your turbines as it lets air move through it. Energy shields take up a lot of energy when active so you better have turbines. They can be manually deactivated but they will automatically turn off if they aren't supplied with energy

Energy shield blocks and deflects the following

* Machine gun/Minigun
* Sniper
* Flak/Shotgun
* 20mm Cannon
* Firebeam

* Plasma Laser

Armor piercing weapons bypass shields.

I have not tested the DLC weapons.
Capital Busters

**Capital Busters** is a Single Player Modifier.

## Daily Conflict

The daily conflict for Capital Busters involves the following Superpowers:

## Trivia

* The missile units of the dome protecting the Capital are weaker than those of the standard Air Defense Dome, intercepting at a rate of 2 missiles/second instead of 4.
* The dome is not truly permanent, and lasts for 99999 seconds in total. However, since most games do not last more than an hour, it is effectively permanent.

## Gallery

* 1x1 Poster
* 16x9 Poster
* Poster Image
1/3

* Single Player
* Multiplayer
Magna Beam

The Magna beam is a weapon unlocked by the Factory in the Moonshot Update. This is also one of the two support weapons, the other being the Smoke Bomb. The Magna beam itself doesn't deal damage. However, the beam creates a magnetic field that attracts anything to the point of impact in the vicinity. Anything that is not anchored to the ground is attracted to the field.

A common use for this attracting point is a guide for projectiles or curving them to hit somewhere else other than the front. A deadly combo involves the 20 Mill cannons and this particular weapon with Buster commander. Every shell lands in a single point setting fires and damage everywhere.

here is a list of the weapons who are atracted by the magna beam

* cannon
* 20 ml cannons
* buzz saws
* deck gun
* orbital laser (projectile)
* howitzers
* incendiary mortar
* heavy mortar
* flak
* shot gun
* missels and EMPs
* plane projectiles
* harpoons projetiles
* sniper bulets
* swarm missels
* warheads
* machine guns
* mini guns
Nuclear Club

The **Nuclear Club** is a premium monthly subscription service added in The Nuclear Club Update. A 3-day free trial is available to players.

Subscribing to the Nuclear Club:

* Provides all Superpowers and Superweapons for free for the period of the subscription.
* Unlocks all Modifiers.
* Provides unlimited multiplayer Tickets.
* Removes all ads from the game.
* Provides an exclusive role and access to an exclusive channel in the Discord server, with a first look into new developments.
* Displays a badge in the Discord server and multiplayer matches (may be toggled in settings).
* Provides access to the Final Atomic Union and Doomsday Smashers Superpowers.
* Advances the Defcon level by 150 points during the period of The Armament Update.

When subscribing, the player is asked to select either the Final Atomic Union or Smashers of the Doomsday Machine faction.
South Africa (Classic)

## South Africa

* Icon
* Globe View

*This page is about the Superpower from First Strike: Classic.*
*For the Superpower from First Strike, see South Africa.*
## Overview

**South Africa** is a superpower that starts out in the southern part of Africa. It is the only superpower on the continent, and one of the most developed among African countries. It is unlocked by occupying Africa as Western Europe, a reference to South Africa's colonial past. Unlocking South Africa also unlocks the Solar Laser. South Africa has multiple administrative cities, with Johannesburg as its in-game capital.

## The South African Game

*Main article: South Africa Strategies*
South Africa starts off cornered in a weak position and with no technologies. But it will have a small period to strengthen and prepare itself in relative isolation. But will it survive with many strong powers at the doorstep of the continent looking to push out anyone who gets in their way?

## Trivia

* South Africa does not have any nuclear weapons anymore. In 1982 South Africa built their first nuclear weapon. Over the course of their weapons program, they would go on to build 6 total bombs as well as partially complete one more. In 1989 the program was canceled, and all the bombs were dismantled.
* South Africa is the only nation to possess nuclear weapons and then willfully dismantle them.
* South Africa is the only country in the African continent to develop nuclear power as energy source. The Koeberg Nuclear Power Station is the only nuclear power plant in Africa.
* South Africa is rumored to be the nation responsible for the Vela incident, along with Israel.
The Remaster Update

With the completion of a new Blindflug Studios game titled "Stellar Commanders", the Studio turned back to First Strike on their 7th anniversary.

After years of First Strike development, the most prevalent requested feature was Multiplayer. However, the game in its current state back then was hard to maintain and scrappy. To prepare the game for future improvements, potentially multiplayer and to clean up First Strike, Blindflug Studios decided to remake the entire game using nothing but the assets and textures of First Strike: Final Hour (which was renamed to First Strike: Classic).

Now with more experienced developers and a far less stringent time constraint, the Remaster is essentially the same game, with cleaner code under the hood, replete with interfaces needed to support expansions, modifications, and multiplayer.

As part of Blindflug's marketing strategy, this update also introduced 2 factions in its newsletter: the Final Atomic Union and the Smashers of the Doomsday Machine. Selecting a faction determines the nature of the newsletter emails received.
Frozen Battlefields

**Frozen Battlefields** is a Single Player Modifier.

## Daily Conflict

The daily conflict for Frozen Battlefields involves the following Superpowers:

## Trivia

* Due to a bug, the third effect of the modifier is not displayed in the description, but it is applied in the round.

## Gallery

* 1x1 Poster
* 16x9 Poster
* Poster Image
1/3

* Single Player
* Multiplayer
Ukraine Strategies

Since Ukraine is located in the Eastern European region of the two superpowers of the European Union and Russia, its expansion route at the beginning is extremely narrow. If possible (there is a probability of being killed by Russia or France at the beginning), attack Romania first to obtain the possibility of going to Turkey and the Middle East , At the same time, form a cooperative relationship with Russia to squeeze the EU's expansion area (Russia will turn to the EU if it refuses to cooperate, but it should still try to win blocks such as Belarus, Poland, or Finland to survive in the cracks).In the mid-term, when the Middle East and Western Europe are being gang-fighted, take the opportunity to snatch their nuclear wasteland. The research and development direction should give priority to excellent diplomacy and secondary bomb production. When obtaining as much territory as possible, Russia's European territory should be snatched in time to prevent the Russian capital from being accidentally injured when a comprehensive nuclear attack occurs. When capturing all the blocks in Europe, the expansion direction will be arranged in the Middle East and North Africa, and the automatic interception system and medium-range ballistic missiles will be developed at the same time.After the sphere of influence is consolidated in the later stage, intercontinental ballistic missiles and super weapons will be developed to solve the late surviving countries such as Brazil, Australia or the United States.
Australia

## AUSAustralia

* Icon
* Globe View

*This page is about the Superpower from the main game.*
*For the Superpower from First Strike: Classic, see Australia (Classic).*
## Overview

**Australia** is the biggest landmass in Oceania, and one of the superpowers in the game.

## Trivia

* While Australia never had a nuclear weapons program of their own, they did allow their ally, the United Kingdom, to test their devices in the large rural region known as 'the outback' throughout the 50's and 60's.
First Strike: Classic

**First Strike: Final Hour** (also known as *FSFH* or *First Strike HD*) was an update that was released on May 31st, 2017. This update brought many new features including diplomacy, more Superweapons, and brought First Strike from mobile to the PC.

Following The Remaster Update, Final Hour was renamed to **First Strike: Classic**.

## Major Changes

* All-new full-HD graphics
* Improved device compatibility
* More bug fixes
* PC support
* 6 new Superweapons
	+ Kali Storm
	+ Dirty Radium Bomb
	+ Damascus Burner
	+ Hypersonic
	+ Global Strike Trident
	+ Semey Launcher
* Both Superweapons can be researched in the same round.
* Added Diplomacy

The addition of Diplomacy was spurred by a prior survey conducted by Blindflug Studios about what players wanted the most.

## Reception

* While the game was in a very playable state, some major bugs plagued the quality of life; e.g. saving then loading a game would not usually work.
* Despite high hopes for the PC port on Steam, it did not perform as well as its mobile counterpart.
* Meanwhile on mobile, a free version of the game from a prior update was added in addition to Final Hour.
	+ While the free version contained ads, they were non-intrusive to gameplay, and were only shown following a game or when voluntarily accepted.
Global Strike Trident

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The ***Global Strike Trident*** is a superweapon inspired by the Trident missile.  It is unlocked with the United States.

In First Strike: Classic, using the Global Strike Trident allows 3 locations to be selected for the real missiles to target.

In The Remaster Update, only 1 location can be selected and each missile targets a random position within the radius.

Upon using the Global Strike Trident, the payload is carried by a rocket to the selected region and deploys itself above, where it launches a total of 6 missiles (1 per second) at the region at the speed of an unupgraded Cruise Missile. 3 of these are real missiles dealing ICBM damage, and the other 3 are decoys that deal no damage.

## Strengths

* Can overwhelm enemy defenses for a follow-up attack.
* Fast payload speed.

## Weaknesses

* Luck-based effectiveness.
* Long build time.
* Ineffective against Kali Storm's dead zones.

## Trivia

* There is currently a bug where decoy missiles will not be targeted by auto-defend. This means that using auto-defend is currently the best way to counter this Superweapon.

## Gallery

Superweapons of **First Strike: Final Hour**
Continents

## Description

Continents are landmasses spread over an vast area, usually surrounded by oceans, seas and other continents. The precise description varies, but, in general, the game divides the planet into six main continents: North America, South America, Europe, Asia, Africa and Oceania.

## Superpowers by Continent

### North America

* Mexico
* United States (Classic)

### Europe

* Western Europe (Classic)
* Russia (Classic)
* United Kingdom

### Asia

* Ukraine
* Russia (Classic)
* Israel (Classic)
* Iran (Classic)
* Kazakhstan (Classic)
* India (Classic)
* Pakistan (Classic)
* China (Classic)
* North Korea (Classic)
Ultimate Darkness

**Ultimate Darkness** is a Single Player Modifier.

## Daily Conflict

The daily conflict for Ultimate Darkness involves the following Superpowers:

## Trivia

* The "Satellite Recon Optics" Research task is replaced with "Enhanced Scouting", which increases the fog of war reveal rate by 50%.

## Gallery

* 1x1 Poster
* 16x9 Poster
* Poster Image
1/3

* Single Player
* Multiplayer
Tips

1. If you are using Tsar bomb (or any nuclear weapon)use icbm's when the tsar is near the target, this will block the cruise missiles and so you will be able to land a hit,(except if the target is smart and uses manual defence) But the disavantages of this tip is you need to have the right timing, to late your tsar is arleady attacked by cruises, to early the icbms hit the target and so after the target reloads the target will defend itself (sometimes they dont have enough cruises to)
2. Use manual defence if the opponent is using the tactic of tip 1. It helps so you can defend yourself from the nuclear weapons only. Like: Hypersonic, Tsar bomb, Damascus burner. Which are the deadliest nuclear weapons.
3. After starting first expand. It helps you survive better, do researches faster and help you make more missiles.
4. while using hypersonic, first shoot a icbm then before icbm hits the target you fire hypersonic, disvantages of this tip is the same as the tip 1 disavantages.
5. Do a first strike while your dirty radium bomb is mid-flight, or use icbm's as cruise bait. Because the dirty radium bomb can radiate already destroyed nations, first strikeing before it hits makes sure that it will land on target without anyone being able to stop it.
6. Research stealth bomber as fast as possible before enemys research missile triangulation. They will not see the red line and you can take full advantage of the bomber's stealth
South Africa Strategies

South Africa is probably one of the first superpowers the player will struggle to win as, specially if there is many nations present. Since it starts with only one territory, the first action of the player is always risky, as nearby nations may attack you and result in a game over in less than one minute. Its secluded location, however, gives it an advantage if Brazil is absent. It can expand north in Africa, or to Argentina by the west. Prioritize expanding to north and build cruisers as soon as possible, and start researching after you have at least 6 territories. Take extra caution of W. Europe, Russia, Israel, Iran and specially Brazil, since they are near Africa and may attack you repeatedly, forcing you to spam building and launching cruisers instead of expanding and researching, thus effectively blocking your progress.

After a rough start, you'll have an easier time if everything goes well. Africa have lots of territories and only four connections to other countries (two in the north through Egypt and Morocco, one to the east through Somalia and the already occupied South Africa), so if you annex most of Africa you'll have plenty of territories to stand by cruisers and to research. Fighting over USA and Australia may be difficult, given their great distances over Africa and forcing you to use ICBMs, which trades off damage for range, you can also expand to Argentina and some parts of Africa like Namibia and Mozambique, also, Brazil is a really big threat to the west (including Western Europe and South Africa) so you will have to research the Automatic Defense System (A.D.S) and one thing that will help you in this situation is War Technology and the Double Cruise-Missile, this is recommended in Rocket Storm and Classic Mode. One thing recommended is expanding all the way from East-North Africa, this is much easier if Israel, Iran, and Western Europe are not in-game
First War Training

*For a detailed guide, see Gameplay.*
**First War Training** is the tutorial of First Strike which introduces its basic mechanics.

In this tutorial, you play as the United States against Russia. Your two Superweapons are the Hypersonic and Air Defense Dome.

Upon completing it, the first 3 Superpowers (Western Europe, Iran, North Korea) are unlocked.

## Mechanics

The mechanics are introduced in the following order:

* Semi-auto Defense
* Defense Buildup
* First Strike
* Using an Offensive Superweapon
* Research
* Using a Defensive Superweapon
Ukraine

## UKRUkraine

* Icon
* Globe View

## Overview

**Ukraine** is a superpower that starts out in eastern Europe, between Western Europe, and Russia.

## Trivia

* Due to Apple Terms of Service, Ukraine is currently not available for purchase or play on iOS powered devices.
* Ukraine was added to First Strike in the initial release of The Nuclear Club Update.
* In 1994, all of Ukraine's nuclear weapons were completely transferred to Russia; a diplomatic act to discourage Russian invasion.
* Ukraine in reality is not believed to possess weapons of mass destruction.
* The Chernobyl Nuclear Power Plant, responsible for the radioactive contamination of half of Europe, is situated in Ukraine.
* Ukraine used to have the 3rd most nuclear weapons in the world, up until all of them were transferred to the newly independent and unstable Russian Federation, leaving the 3rd spot for the UK or China.
Kazakhstan

## KAZKazakhstan

* Icon
* Globe View

*This page is about the Superpower from the main game.*
*For the Superpower from First Strike: Classic, see Kazakhstan (Classic).*
## Overview

**Kazakhstan** is a small superpower in Asia, and one of the most landlocked superpowers in First Strike. It can prove difficult to play as Kazakhstan if you need to fight against many other Asian nations, such as China and Russia.

## Trivia

* Kazakhstan does not have any nuclear weapons anymore. In 1991 when Kazakhstan gained independence, it inherited the around 1,400 nuclear weapons contained within its borders.
* Kazakhstan agreed to transfer its nuclear weapons to the Russian Federation and this was completed by 1995.
* Kazakhstan is home to the Semipalatinsk nuclear testing site near the city of Semey. This inspired the Semey Launcher, the Superweapon which unlocks with Kazakhstan.
* When the Commonwealth of Independent States (CIS) formally dissolved the USSR in Dec 21, 1991, Kazakhstan remained for 4 days, becoming the USSR. It left 4 days later on Christmas Day, ending 68 years of Soviet rule.
* Kazakhstan and Ukraine have transferred a total of 3,100 Nuclear Missiles and Bombs.
Israel

## ISRIsrael

* Icon
* Globe View

*This page is about the Superpower from the main game.*
*For the Superpower from First Strike: Classic, see Israel (Classic).*
## Overview

**Israel** is a small superpower in the middle east, on the edge of Asia. Israel starts off with only one nation, low research and three cruise missiles.

## The Israeli Game

*Main article: Israel Strategies*
Israel starts off incredibly small in the middle east, however unlike most small superpowers, Israel has a lot of starting research and plenty of unoccupied land. It is known to be a challenging nation, but it also allows for impressive maneuverability.

## Trivia

* To this day, Israel denies that it has nuclear weapons. However, there are substantial coincidences that make it very plausible.
* Israel does have uranium mines.
* Israel is speculated to have about 90 nuclear weapons.
* Israel collaborated with South Africa to sell and trade nuclear materials and possibly co-develop nuclear weapons.
* Explosions on remote uninhabited islands are rumored to be conducted by Israel.
Air Defense Dome

* Icon
* Preview
* Model

The **Air Defense Dome** is a superweapon based off Israel's Iron Dome, a system that intercepts incoming short-range missiles with ground-based rockets.

The Air Defense Dome, when deployed, lays 5 surface-to-air missile units in a circle. It may only be deployed on land. Each unit shoots down incoming missiles for the next 60 seconds, at a rate of 4 missiles/second. It can be overwhelmed by high missile densities.

The Air Defense Dome can also be deployed in an enemy region, where it will intercept enemy missiles within the dome. This is similar to the Kali Storm, but deploys instantly and leaves internal countries intact.

## Strengths

* Instant deployment.
* Versatile use (deployable in friendly or enemy nations).
* Useful against enemy First Strikes, especially if allied Nations are small.

## Weaknesses

* Only covers a small radius.
* Less effective on allied Nations with larger areas.
* Cannot be deployed in water.
* Cannot intercept excessive missiles.

## Strategies

* Deploying the Air Defense Dome in enemy territory can be used to prevent other Superweapons (e.g. Infiltrators, Stealth Bomber) from being targeted by the countries within, functioning like a bridge to allow the other Superweapon to reach deeper.

## Trivia

* Prior to version 4.4, particularly The "HMA" Aircraft Carrier, the Air Defense Dome could be deployed in water.

## Gallery

Superweapons of **First Strike: Final Hour**
End Message

The winning message is unlocked gradually by winning games. For every game won, a letter is given to the player and assigned to its locations in the message. Eventually, all letters are assigned to reveal the message above.

## Trivia

* The message is used as a hint to obtain the Secret Ending.
* This message is an iconic line from the movie WarGames.
Kazakhstan (Classic)

## Kazakhstan

* Icon
* Globe View

*This page is about the Superpower from First Strike: Classic.*
*For the Superpower from First Strike, see Kazakhstan.*
## Overview

Kazakhstan is a small superpower in Asia, and one of the most landlocked superpowers in First Strike. It can prove difficult to play as Kazakhstan if you need to fight against many other Asian nations, such as China and Russia.

## Trivia

* Kazakhstan does not have any nuclear weapons anymore. In 1991 when Kazakhstan gained independence, it inherited the around 1,400 nuclear weapons contained within its borders.
* Kazakhstan agreed to transfer its nuclear weapons to the Russian Federation and this was completed by 1995.
* Kazakhstan is home to the Semipalatinsk nuclear testing site near the city of Semey. This inspired the Semey Launcher, the Superweapon which unlocks with Kazakhstan.
* When the Commonwealth of Independent States (CIS) formally dissolved the USSR in Dec 21, 1991, Kazakhstan remained for 4 days, becoming the USSR. It left 4 days later on Christmas Day, ending 68 years of Soviet rule.
* Kazakhstan and Ukraine have transferred a total of 3,100 Nuclear Missiles and Bombs.
Daily Conflict

*See also: Modifiers*
**Daily Conflicts** are scenarios in Single Player with a fixed selection of Superpowers (player and enemies) and Superweapons, with a certain Modifier applied.

Single Player Modifiers are unlocked by completing their corresponding **Daily Conflict** challenges or by purchasing a Nuclear Club membership.
Final Atomic Union Strategies

## Exploit

The Final Atomic Union's unique properties can be easily exploited as follows:

* Select The "HMA" Aircraft Carrier as the left Superweapon, and any offensive one as the right one.
	+ The Solar Laser is especially effective as it can be triggered early to prevent interception.
* Do not expand during the entire match. This ensures that your base cannot be destroyed by missiles.
* Only focus on completing the research tree, and research The "HMA" Aircraft Carrier first.
* Once The "HMA" Aircraft Carrier has been researched, deploy it whenever your base is targeted by the Cossack Freedom Fighter or Infiltrators.
* Once the offensive Superweapon has been researched, use it to target enemy nations.
	+ Prioritising enemy Superpowers which use the Cossack Freedom Fighter or Infiltrators reduces the number of threats to your base.

### Countermeasures

If you are in a match with an opponent using the Final Atomic Union who has not expanded for a substantial amount of time, they are likely abusing the above exploit. There is still a reliable way to counter their strategy, which involves 2 main steps:

1. Locate
	* The base has only 4 possible spawn positions (see *Final Atomic Union § Gallery*).
	* Even if the base is hidden, it is considered a **land** region.
	* There are certain Superweapons that can only target land regions:
		+ Air Defense Dome
		+ Khan Library Transmission
		+ Dirty Radium Bomb
		+ Infiltrators
	* There are also certain Superweapons that can only target aquatic regions:
		+ The "HMA" Aircraft Carrier
		+ SSBN Submarine
	* Using one of the Superweapons above, test all 4 possible spawn positions by targeting them without firing. If the base is there:
		+ The 4 Superweapons that can target only land regions will be able to target the position.
		+ The 2 Superweapons that can target only aquatic regions will *not* be able to target the position.
2. Destroy
	* There are only 4 Superweapons able to defeat the base while it is hidden:
		+ Cossack Freedom Fighter
		+ Khan Library Transmission
		+ Dirty Radium Bomb
		+ Infiltrators
	* After locating the base, use one of the above Superweapons on it.
Western Europe (Classic)

## Western Europe

* Icon
* Globe View

*This page is about the Superpower from First Strike: Classic.*
*For the Superpowers from First Strike, see Western Europe and United Kingdom.*
## Overview

Western Europe is a superpower that starts out in the western part of Europe. Although it might seem incredibly similar to the European Union, that has never officially been the name. Western Europe is much smaller only including Germany, France and parts of Central Europe.

Western Europe is one of the superpowers unlocked at the beginning of the game, along with the United States and North Korea.

Paris is Europe's capital and only major city.

## The Western European Game

*Main article: Western Europe Strategies*
Western Europe begins weak and stuck between several enemies, most notably the United States and Russia. Since the United States will usually fight with Brazil for the Americas and Russia with China for Asia, Europe must use the distraction to cement its foothold on the playing field. Unfortunately, Europe may very often be subjected to nuclear bombardment early on in the game and be very quickly eliminated before it even gets a chance to make a significant impact on the game.

## Trivia

* France is the only country in Europe that has nuclear weapons on its own, with others agreeing to use foreign weapons for defense.
* Western Europe's icon has a close resemblance to that of the United Nations.
Nuke Cracker

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* Preview
* Model

### Effects

Deploys a satellite which causes all nukes in that area to detonate after a while.

### Reusable

No

The **Nuke Cracker** is a superweapon that unlocks with the Doomsday Smashers. It is named after The Nutcracker, a ballet by Tchaikovsky typically performed in the Christmas season. Its name is also likely inspired by the icon of the Doomsday Smashers.

The Nuke Cracker's attack has 2 phases:

* *Overture*: The satellite travels to the target, then emits an electronic field beneath it for 1 second. In this phase, it can be destroyed with Cruise Missiles. After this, the setup is complete, and moves on to the next phase.
* *Splash*: All nations underneath emit sparks similar to a corona discharge, and are due for impending detonation after 9 seconds. In this phase, the only way for the target nation to prevent detonation is to debuild or launch its warheads. Upon detonation, nearby nations may be hit by collateral damage.

## Strengths

* Fast build time.
* Very large area of effect.
* Most hitpoints out of all satellite superweapons.
* Does not affect friendly nations.
* Keeps area dormant for a long time, or can force a first strike.

## Weaknesses

* Very long delay before detonation, providing ample consideration time.
* Difficult to determine strategic use.

## Trivia

* The Nuke Cracker was added to First Strike in Stretch Goal 1 of The Nuclear Club Update.
* The Nuke Cracker is the only satellite with 3 hitpoints instead of 1.
* The Nuke Cracker is very similar in concept to the Damascus Burner.
* In total, the Nuke Cracker has a 10-second countdown, which is commonly used for missile launches or bomb drops.
Infiltrators

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The **Infiltrators** are a covert ops unit, inspired by Cold War spy programs such as Operation Condor.  They can easily capture a nation (including capitals) without having to destroy it prior.

When used, the transport drone flies towards its target. During this time, the drone can be shot down. Once dropped, the Infiltrators cannot be stopped, taking over the targeted nation in 5 seconds. Once the squadron is dropped, the drone flies back towards the capital, and can also be shot down during this time. If the drone is shot down at any time, the Superweapon must be rebuilt; otherwise, it can be reused immediately.

Infiltrating a nation with existing missiles will remove those missiles after the takeover.

## Strengths

* Fast movement speed.
* Can obtain faraway nations without expansion.
* Successfully attacking a capital causes the affected Superpower to lose access to Superweapons (until it is resecured).
* Allows for further expansion when land-locked.

## Weaknesses

* High visibility makes it an easy target.
* Destroyed in 1 hit.
* Long build time.

## Strategy

This Superweapon can be used to potentially sneak beyond enemy reach. However, the newly occupied nation may be unprotected, giving other Superpowers the opportunity to act quickly against it.

## Gallery

Superweapons of **First Strike: Final Hour**
Ticket

* Single
* Unlimited

**Tickets** are consumable items added in version 4.3.

## Mechanics

* A ticket is consumed in multiplayer upon starting a public or private match.
	+ This applies to all players in the lobby, including the host.
* One ticket recharges every 12 hours, up to a maximum of 3.
* Watching an ad recharges a ticket instantly.
	+ There is no limit to how many ads can be watched within any given duration.
* If a lobby is disbanded before the round starts, no ticket is consumed.
* Nuclear Club members have unlimited tickets.

## Trivia

* Due to existing sanctions, players in Russia are unable to view an ad to recharge a ticket. This is a known issue.

## References

1. ↑ First Strike Feedback, *First Strike & Stellar Commanders* Discord server.
Final Atomic Union

## FAUFinal Atomic Union

* Icon
* Globe View

## Overview

The **Final Atomic Union**, shortened as the *Atomic Union*, is a faction and superpower.

## Superpower

The Final Atomic Union's capital, Aschermittwoch, is a secret base that starts out at a randomly selected location in the sea, with 4 possible locations. It is protected by a patrolling gunboat which circles around it, automatically firing at incoming missiles. For detailed information, see *Gunboat*.

From the capital, the superpower can expand to any coastal nation with a sea border facing it, within the same hemisphere.

Initially, Aschermittwoch is in a hidden submerged state, invisible to other players and invulnerable to regular attacks (exceptions being certain Superweapons, see *Notes*). In this state, it can only Expand or Research, and expanding causes it to surface and be revealed.

Once Aschermittwoch is destroyed, it can no longer be expanded back into normally.

## The Atomic Unionist Game

*Main article: Final Atomic Union Strategies*
## Faction

The **Final Atomic Union** is also a faction introduced in The Remaster Update. They are a group of strong proponents for nuclear weapons and war including these weapons. Its opposing faction is the Smashers of the Doomsday Machine.

Factions affect the nature of the newsletters the player receives.

## Notes

* While Aschermittwoch is hidden, the only Superweapons that affect it directly are:
	+ Cossack Freedom Fighter
	+ Cobalt Bomb
	+ Khan Library Transmission
	+ Dirty Radium Bomb
	+ Infiltrators
* If the Golden Eagles Terraformers or Infiltrators are used to expand while Aschermittwoch is hidden, it will not surface.
	+ However, if the Final Atomic Union expands normally from a nation captured using this method, it will surface.

## Trivia

* The Final Atomic Union (superpower) was added to First Strike in Defcon 1 of The Nuclear Club Update. Until then, it was only a faction.
* The Final Atomic Union (superpower) is unavailable in Multiplayer, likely due to the exploit.
* "Aschermittwoch" is German for "Ash Wednesday", a Christian observance marking the start of Lent.
	+ This is likely a reference towards the Biblical verse of Genesis 3:19, which reads: "for dust you are and to dust you will return".
* Upon the announcement of Defcon 1, an ARG scenario was triggered on multiple pages in the First Strike official site, where the Final Atomic Union took over First Strike.
	+ During this scenario, Blindflug released several hints toward the Final Atomic Union and SSBN Submarine in a dedicated Twitter and Instagram page.
	+ These hints included messages encoded in Morse, binary, Caesar cipher, Base32, Ascii85, and decimal.
* The Cossack Freedom Fighter or Infiltrators are especially effective on Aschermittwoch, as it cannot be expanded back into.
* The missile unit on the Gunboat is the same model used in the Air Defense Dome.

## Gallery

* Spawn 1: Indian Ocean, west of the Maldives
* Spawn 2: Chukchi Sea, north of Alaska
* Spawn 3: N Atlantic Ocean, west of Western Sahara
* Spawn 4: Philippine Sea, east of the Philippines
1/4
Cannon

The **Cannon** is a T3 heavy weapon great for taking on armored bases. It pierces through structures and has an area of effect detonation upon impact. It requires a Munitions Plant, or just the Factory in the campaign. Cannons pierce through one layer of armor and a few pieces of bracing.

### **Advantages**

* Explosive damage with area of effect
* Pierces through armor
* Can't be reflected
* Cheaper than Laser
* Pierces through shields
* Great at sieging bases and destroying Reactors from a radius.
* it can pierces through energy shields unlike the 20mm.

### **Disadvantages**

* Costly, but more cost-effective than the Laser
* Requires technology devices
* Shells have bullet drop
* Extremely explosive upon destruction

### Strategy

#### As the Cannon

This weapon is a strong option for the late game. It deals a lot of damage and works well even against strong defenses. It has a height of about 2.5 units, so turn off the grid and build taller boxes to place it in. It's a good idea to build a few of these together to maximize impact.

It costs just enough to be built on a single metal storage, unlike the laser. It costs quite a bit of energy per shot, so energy generation is important. Be sure to protect it while it's building with solid foreground bracing, and once construction has started try to upgrade to at least one metal door to stop pesky explosions (if there are a lot of them coming in, as many as three doors might come in handy!).

#### Against the Cannon

Firebeams can destroy Cannon projectiles with ease, Cannon projectiles are also weakened by Sandbags and Armor. Although with enough cannon.

Since Cannons are extremely explosive when destroyed, you should always try to aim for a Cannon near the enemy's Reactor because of this weakness. If a Cannon isn't near their reactor then you could always try to doorsnipe a Cannon below another Cannon because usually the Cannon above drops and collapses the entire base.
IRBM

* Basic
* Trident

* Icon
* Model

* Icon
* Model

The **Intermediate-Range Ballistic Missile**, or **IRBM**, is a missile with mid range strike capabilities. It deals slightly more damage than the ICBM due to its ability to carry heavier nuclear payloads, in exchange for reduced range.

Upon researching the Trident IRBM Rocket, it becomes even more powerful, storing three warheads in the payload which divide prior to landing. It has 50% range, so build it near your first defense line.

## Trivia

* The Basic model has "HI THERE!" and the Trident model has "DEAR JOHN" written on their fuzes, referencing the two H-bombs found in the movie Dr. Strangelove.
North Korea

## KORNorth Korea

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* Globe View

*This page is about the Superpower from the main game.*
*For the Superpower from First Strike: Classic, see North Korea (Classic).*
## Overview

**North Korea** is a small, if not the smallest, superpower in eastern Asia. Since North Korea became a nuclear weapon capable superpower only recently, it starts with no Research.

Its proximity to other superpowers, especially China, is a major liability. In games with many enemies, North Korea often finds its expansion potential confined to the Korean peninsula and Japan as it is land-locked by China and Russia.

It can prove extremely difficult to win with North Korea because of the intense combat taking place in Asia. Although unlocked from the start, it is not recommended for new players due to its difficulty.

## The North Korean Game

*Main article: North Korea Strategies*
Cornered by two of the strongest Superpowers, with no technology and a minuscule piece of land, North Korea begins in the worst possible position. Not only does North Korea have hostile nations to worry about, but even crossfire threatens the Capital. Surely, nothing short of a miracle can provide North Korea with the momentum it needs to stand its ground in this steep uphill battle.

## Trivia

* The expansion path between Japan and the Russian Far East was added in version 4.1. Prior to that, North Korea could only expand into Asia through China.
* North Korea is the only superpower assigned the 'Impossible' difficulty rating. That is because it is effectively impossible to beat, especially in hardcore mode, without resorting to very advanced (if not unintentional) strategies.
Kazakhstan Strategies

## Characteristics

Kazhakstan is the country with the highest tech level on start. Try expanding into Russia before you do anything. If Russia is present, expand eastwards into Chinese territory. Once five Nations are gained, spam cruises as quick as possible. Research your "NATION" and "MISSILE" capability. Expanding westwards pose a threat, as Europe and South Africa are most likely to be your enemy. Establish diplomacies with a smaller country, if present, for example Iran and Israel. Nuke their capital and capture quickly. Dedicate as much territories as possible to capture the countries quickly. Time is key.

A startup phase is required now; where you annex the Mediterranean [MAKE SURE THAT EUROPE IS DECIMATED, IF NOT, DECIMATE IT USING SUPERWEAPON]. After Spain is down, research your spyware in Europe, it's quite secure. Once completed, start a glorious conquest of Africa. South Africa will usually have the eastern coast of Africa down so that they can attack occupied Iran (That's why you build cruise missiles there). You'll focus on the West Coast. If any territory in the West Coast is occupied, just remove it off the face of the Earth. You need the West Coast. Don't forget to keep a check on the cruise missiles in the Middle East.

Check on your capital often so that your superweapon supply doesn't end. You'll often face resistance from Argentina, which is South Africa/Brazil's unit to expand in the States. Try to remove the east African colonies slowly, no rush. Make your final research maneuver in Europe and unlock the other superweapon. Quickly build it such that you have enough time until the country prepares a first-strike/or has invaded the US. Spam cruises in Africa and make ICBMs in the East. Colonize Russia quickly and make it rain ICBMs. The goal here is to not allow the enemy to expand into Central America and Carribean. Once you have enough items to completely wipeout South America, launch both superweapons at once there and, if required, use some missiles to put the country on cooldown before you attack with superweapons. That's it, you've won.

##### Australia

This one's a pest. It can be your enemy. It will establish diplomatic relations and spam build cruises at the beginning. It will take its time to research, and is a big fan of superweapons (and can spam them randomly). He'll exert influence in Southeast Asia. Attacking it will provoke its allies and you can't handle multiple first-strikes at once. Problem is, he's very hard to convince, and usually aborts diplomacy talks with you. Usually, try making pacts with China, Russia or the US before Australia gets them.

### Research

You have to start researching "NATIONS" and "MISSILE" in the beginning; which is the key to quickly develop one of your superweapons. You can research the other categories together.
Dirty Radium Bomb

* Icon
* Preview
* Model

The **Dirty Radium Bomb** is a radiological warhead inspired by dirty bombs. It is available at the start of the game.

When the Dirty Radium Bomb lands on a region, that region can no longer be expanded into for the rest of the round by any Superpower, including your own. Even the Golden Eagles Terraformers cannot salvage land hit by this Superweapon.

## Strengths

* Successfully attacking a capital causes the affected Superpower to lose access to Superweapons permanently.
* Successfully attacking choke points limits the expansion of enemy Superpowers.
* Short build time.

## Weaknesses

* Can unintentionally limit your own expansion potential.
* Speed leaves a lot to be desired.
* Psychological effect makes the missile a high-priority target in multiplayer.
* Has difficulty targeting small nations (e.g. Ireland).

## Gallery

Superweapons of **First Strike: Final Hour**
Russia (Classic)

## Russia

* Icon
* Globe View

*This page is about the Superpower from First Strike: Classic.*
*For the Superpower from First Strike, see Russia.*
## Overview

Russia, alongside the United States, is one of the most powerful Superpowers in First Strike and thereby very easy to play. Stretching from the Black Sea in the west to the Bering Strait in the East, Russia has the most nations at the beginning of a game. It possesses the largest starting arsenal of all superpowers and can quickly take out small opponents. Furthermore, Russia begins the game with considerable Research progress. Russia's superweapon is the Tsar, the most destructive weapon in First Strike.

## The Russian Game

*Main article: Russia Strategies*
Russia starts off as a large, strong nation in the eastern portion of Europe and most of north Asia. It can easily take out several of the smaller states, except China, Russia's strongest competitor. As the game continues, superpowers will fill up nations and build more missiles, eventually causing cracks to appear in the strength and security of Russia.

## Trivia

* In reality, Russia has about 6,300 nuclear weapons, the largest arsenal of any other country in the world.
* While many Russian nuclear weapons were deactivated after the cold war and the collapse of the USSR, there are plans to modernize and expand its nuclear arsenal.
The Multiplayer Update

After extensive testing and pre-release promotion, on November 3rd 2021, Blindflug launched **The Multiplayer Update** which brought First Strike to version 4.

Alongside some minor bug fixes and balancing changes, the Multiplayer Update introduced a brand new 10 player Free-for-All online multiplayer mode for which Blindflug has setup an infrastructure of dedicated servers based in Switzerland. Before playing, a player must create an account, either manually with e-mail/password or through Google/Apple login.

In a row of small hotfixes, Blindflug has subsequently released minor patches to fix some of the bugs that emerged, such as double Superweapon launching, an unresponsive First Strike button, issues when loading/reloading into multiplayer games, etc.