How a battle goes
In the field
Build a base, bring in the oil, raise an army, find the others before they find you.
Oil pays for everything
Tankers carry the oil from the fields to your refinery and go back for more. The Desert Riders send workers with cans instead. Lose them and the money stops.
A war for three
Skirmish against one computer army or two — every army for itself, or the two of them allied against you — at easy, normal or hard. Each computer army plays its own style.
Special powers
The Crusade, the Airstrike, the Sandstorm: each army's power charges while you fight. Use it when it counts — the computer uses its own.
Fog of war
The map is dark until you have been there. A bell tower, an intel centre or a minaret gives you the radar: the whole map in the corner of the screen.
Take it, break it, strip it
An engineer walks into an enemy building and it is yours. The Riders' saboteur shuts one down instead, and their scavengers strip the wrecks for credits.
Walls, mines, tunnels
Stone and mud walls close a road. The Defence Force's mines wait under the sand. The Riders go in at one cave and come out of another — and hide a base under nets.
Survival
No end and no mercy: the enemy comes in waves and every wave is bigger. The game keeps your best time.
Yours to command
All by mouse, like the classics: drag a box, click to move or attack, groups on Control-1 to 9, rally flags for new units, three save slots.