Firefight is a simulation game set during World War II, in which you command a powerful army in battles across diverse environments. Viewed from a top-down perspective, you must make critical decisions—such as when to deploy additional reinforcements or launch an airstrike—to secure victory. You must also be mindful of the tactical interplay between different unit types; a single misstep can allow the enemy to turn the tide of battle. Furthermore, the game incorporates a fatigue mechanic: if units remain deployed for too long, you must ensure they are adequately supplied with food, ammunition, and weaponry. Failure to maintain these supplies will diminish your forces' combat effectiveness, potentially leading to a total collapse on the battlefield.
One drag of a translucent footprint sets both where a squad goes and which way it faces. That single gesture replaces the order menus most strategy games bury under three taps.Nothing here runs on build orders or resource bars. You get the units the scenario hands you, and ground, timing and fire decide the rest. Tank physics, ricochet behaviour and squad morale all run underneath every command you give.Controls stay light on purpose. Two taps and a drag cover almost everything, so the difficulty sits in judgement rather than in menus. Sean O’Connor has kept that command interface deliberately small since the first release, and it remains the smoothest part of the whole design.
Moving Infantry Squads With Footprint Drag Orders: Drag the footprint long and thin along a hedge, and the squad strings out in cover facing that hedge. Drag it wide across open ground instead, and the same men spread into a line that can be cut apart by one machine gun. Shape matters as much as destination.Formation options let you tighten or loosen that spread before you commit. For example, a compact footprint inside a building keeps a squad garrisoned and hard to shift. Infantry squads left in a loose line outside that same building rarely survive the first burst.
Tank Physics, Gears and Brake-Lever Steering: Tanks run on a physics engine with gears, rev counters and speedos. They steer by braking one track, so a tight turn bleeds speed and leaves the hull side exposed for a second or two. That second is when anti-tank teams fire.Momentum is real here. A tank ordered to reverse out of trouble will not snap around, and it will climb a slope slowly in low gear. Plan armoured moves two orders ahead, because the vehicle cannot cancel physics on command.
How Shells Ricochet Off Sloped Armour: Every bullet, shell and shrapnel fragment exists in 3D and bounces off sloping surfaces at a realistic angle. A round that strikes a glacis plate at a shallow angle skips away and leaves the crew unharmed. Hit the same tank on the flank and it dies.Angle is therefore something you create, not something you wait for. Push a vehicle to a firing position that shows the enemy your frontal plate first. Meanwhile, work a second tank around to a side shot, because that is where penetration actually happens.

The map in Firefight is designed to spread over a large area. It may be difficult at first, but the battles will be super fun and rewarding once you get used to it. Buildings, bushes, and trees will surround the battlefield. The arrows will deviate from the intended path when your army encounters these obstacles. This gives your troops another way to engage the enemy. Places with bushes and trees will be easy to hide secretly. The ability to win using unique strategies, such as launching a surprise attack or sneaking into the enemy.
The composition of the various units in your army is entirely up to you, and it all starts with recruiting soldiers. This army will include foot soldiers, tanks, machine guns, and possibly armored vehicles. Each type of unit serves a specific purpose and has its benefits and limitations.
For example, thanks to outstanding mobility, infantry can move quickly to the battlefield when needed. On the other hand, tanks and other armored vehicles will have little difficulty destroying this unit if it comes into contact with them. Tanks can deal significant damage, but they can’t move well. You can take advantage of these weaknesses and use other units to counter them.
You can request an ambulance if any soldier on the battlefield is injured. Wounded soldiers will be treated inside and can recover in time for the next battle. Due to the limited healing properties, you can only save part of the army. Please replace the power packs and ammunition for the rocket launcher as soon as possible. As a result, you can eliminate large targets quickly and easily. While it has many uses and benefits when active, it becomes useless once it runs out of ammo. Your team can get out of danger and turn the tide of battle with the support of reinforcements that can be sent to the battlefield anytime.
You are tasked with fighting and paying attention to minor details. For example, the fatigue state that a unit is experiencing on the battlefield. You must think about food, food, and guns to avoid trouble. Playing the game offers the most realistic re-enactment of a possible war, allowing you to learn what it feels like to be a commander in a fierce battle. Players must use strategic planning to avoid pitfalls and devise creative solutions to problems.

As one of the German enjoyer in this game, I uses mechanized assaults. Mechanized infantry might not be the best when faced with a surprise shot from an enemy tank, yet when it is escorted really well, I would say it's the best. I recommend 4 infantry sections in every match, either 2 or 4 half tracks or any vehicle that can carry troops. Use 2-4 tanks as escort for your troop carriers, place the heaviest in front(you should be confident enough that this kind of tank will be able to withstand any frontal shots that the enemy can do) if not, choose a very cheap scout vehicle. If there's any available infantry on foot I'd recommend you use them next to the scout vehicle in case something happens like for example when the scout vehicle gets shot out of a sudden but the enemy is only marked as "unknown", knowing what tank hits yours will make a difference on countering it. So it'll be really helpful when the infantry can see it, back to the mechanized tactic, I am fond with rushing the flag immediately from the start(this is very effective in urban maps), I uses 4 troop carriers and then sends them immediately to key points and prevent the enemies from getting back their flag(always remember to place an escort vehicle to your troop carrier). When they cap it, use every armor asset that you have to block every road and pathways enemy armor will definitely go to. Doesn't matter if it's just a light armor, what matters? Is that when it is destroyed, the road is completely blocked and there is no worry about armor getting through.
In other cases when I'm feeling serious in a match, I uses the 4 infantry section, 3-6 support vehicles(usually 75% of it being AA vehicles then the rest is the massive 105mm to 152mm tank guns just to suppress the enemy real good) if you shower them with one or two good shots of 152mm she'll, you don't have to worry about losing infantry as long as there's no ambush. The rest of the remaining unit will be to your choice, 1-3 heavy tank and one mortar unit if you want. AT infantry is not very useful for me(shaped-charge shell is excluded).
Basically, I'm a guy who emphasizes infantry. In my previous matches, every enemy infantry is killed, surrendered or not. Tank crews, rifleman, mortar crew and every infantry that is within my sight, also an overkill one(I remember firing an 152mm HE shell on a single enemy rifle man who just surrendered, it's just a hassle to let them live only to go back into combat after you left them).
In defensive strategies, urban combat is the best option when you choose a map. As I says, wether it's light or heavy tank as long as the size of the tank can block the road completely, there's no worried about enemy armor getting in, just place some AT gun on tight pathways especially between the buildings.
If you've been frustrated at tank combat, like enemy always had the first shot even though you spot it first or any other problems. There is some explanation to it, first is Gun Caliber, no matter how sooner you spot the enemy it's no use since the difference in gun caliber can change the tide. Imagine you're using a 100mm SPG(Soviet) and you placed to the side of the enemy tank... Think of the tank as the Hellcat with a 76mm, with it's fast turret traverse, it can surely fire the first shot and as we all know that the Soviet 100mm SPG isn't a very armored one, meaning "dead". Second is terrain, always pay attention to the red lines when zooming out of the map. One mistake in tank emplacement can cause your tank to miss... A lot of times that you can even count, do not charge your tank when the enemy armor is just behind a hill(yet it's visible to your units, usually the turret is visible but the hull is not, this low profile makes it very hard to hit for your units to do so) or in trees and buildings. There are specific scenarios where your tank can stop an enemy but only the track is visible based on the line of sight by your tank. It will try to aim for the turret but as we all experienced, it hits the wall of the building, although it's a miracle shot when the shell goes through the door and hits the enemy. But nonetheless, do not let your tank spot an enemy tank with only 1/4 o it's parts visible or for a much better option, put it on no firing right until it gets a clear and unobstructed view. Third is an enemy tank is marked in your map, supposedly you send a light tank to flank it either from side of behind. But as you reached the place your tank had too much time trying to find it only to get hit first... Why? Even if it's marked in the map, as long as you don't have a clear view of it, no one will radio your flanking armor on where exactly is the tank. Infantry is a must, because your tank can only see what's in front of it and where the turret is facing. Rear and side is very vulnerable to infantry especially the SPG tanks who literally had no turret.

Every game has room for improvement including this game, but the features it has are still fun and fluid to play with. It’s a great game if you have free time and you want to play some semi-historical WW2 combat. The game has tanks like infamous Tiger, Soviet T-35, Sherman and many more. A widespread variety of infantry equipment including MGs, Rifles, Automatic Rifles, SMGs, LMGs, just about every weapon seen on the fields of WW2. I personally like games with the 2d art style like the one this game has because it has character. The game has a perfect historical balance making sure the strategy feels as real as possible. Weapons function as you’d expect and they get destroyed by the things you’d expect. The in depth detail while utilizing the 2d format is impeccable. Artillery making troops pinned down, fire fighting makes troops move to fight. Tanks retreat after taking a near destroying shell. Actual Functionality flaws I’ve encountered usually get fixed very fast now that the game is being updated regularly. I would love to see more features in this game. However the feature that I think would most improve this game is the ability to set the amount of funds you receive in custom games, and I mean set not choose a number that is predistinguished.
A simple RTS on the surface with loads of depth and strategy underneath. I see reviews where people complain about tanks not being effective or them blaming unit AI for losing. Unfortunately for them, they just stink at the game. Would be fun to see defensive missions but let's be honest it will turn into an offensive on by the end of the map of your winning. It can be done though with some creative thinking and winning scenario parameters. I also wish that there was some form of squad info when you select it. I hear my squad members calling for ammo but it's tough to track down which squad is low and which is ready to go. Same with wounded and casualty info. One last thing, I wish the maps would have randomly generated unit placement. Doesn't have to be totally different, just move some units a few yards here and there and maybe one or two unit placements that differ in a big way to keep things interesting. Fun game. I can't put it down. It's perfect for a few minutes here and there. I've also found myself going hours at a time. Not many games are in the App Store that have made me do that. Highly recommended and I hope the developer keeps updating and improving. Oh and add the ability to download player created maps. I see that it's an option on PC version.
Every game has room for improvement including this game, but the features it has are still fun and fluid to play with. It’s a great game if you have free time and you want to play some semi-historical WW2 combat. The game has tanks like infamous Tiger, Soviet T-35, Sherman and many more. A widespread variety of infantry equipment including MGs, Rifles, Automatic Rifles, SMGs, LMGs, just about every weapon seen on the fields of WW2. I personally like games with the 2d art style like the one this game has because it has character. The game has a perfect historical balance making sure the strategy feels as real as possible. Weapons function as you’d expect and they get destroyed by the things you’d expect. The in depth detail while utilizing the 2d format is impeccable. Artillery making troops pinned down, fire fighting makes troops move to fight. Tanks retreat after taking a near destroying shell. Actual Functionality flaws I’ve encountered usually get fixed very fast now that the game is being updated regularly. I would love to see more features in this game. However the feature that I think would most improve this game is the ability to set the amount of funds you receive in custom games, and I mean set not choose a number that is predistinguished.
Firefight suits players who want slower, decision based battles instead of quick action matches. Firefight places you in World War II combat situations where positioning, timing, and unit condition matter during every engagement. As the battle develops, you read the terrain, watch how squads react, and decide when to move, fire, or hold position.
Size:695MB Version:v13.2.0
Requirements:Android Price:Free
Package Name:com.windowsgames.firefight Signature:43c7c9e1b6adbd70d95e1ac0f151bc3d
Welcome to our WWII game collection! Relive the historic battles of 1939-1945. Engage in frontline combat in shooters like "Medal of Honor" or command armies in strategy titles like "Company of Heroes." The front lines await!
Carefully strategize every possibility, transforming the unknown into a calculated certainty. Every step you take, every decision you make, is meticulously woven into your grand plan. However, in this battle of wits, foresight is key-your move may be clever, but my next move will be even more ingenious! The game is not just about action but about outthinking your opponent, anticipating their strategy, and staying one step ahead at all times. Will you be able to predict and counter every twist and turn, or will you be caught off guard by an even more brilliant maneuver?
In life and games alike, challenges often have multiple possible solutions - much like a math problem that can be approached in various ways. Yet among these options, there is usually one most efficient or effective path. Identifying this optimal strategy demands sharp insight, careful analysis, and sometimes even creative brilliance. While luck may occasionally sway outcomes, a well-crafted strategy can significantly reduce its impact. The true test lies in discerning the best course of action amidst countless alternatives. So, when faced with complex decisions, can you uncover the optimal strategy and outthink the competition?
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