Campaign II ยท Summer โ€” the strait

OPERATION TANGEH

The strait is closed. Open it.

The regime's Paygah stronghold on the far shore of the strait
The cold open

Summer, day 19 โ€” 0300. Tangeh-ye Hormoz.

The actual opening cinematic โ€” captured from the game, not rendered for the trailer.

OPERATION TANGEH Summer ยท Campaign II Tangeh-ye Hormoz โ€” the strait โ€” under a gulf thunderstorm. Bandar-e Azadi holds the east shore; the Marshal holds the west. One causeway between them.
The campaign

One war, two colors.

The liberated eastern shore of the strait, ports rebuilt and lanes reopened
Summer โ€” Tangeh-ye Hormoz

THE STRAIT

Bandar-e Azadi is a working stronghold losing the production war. Carry the revolution through Deh-e Mahi, Bandargah, and Sahelabad โ€” each liberated port raises its own gun and forge and joins the network. Cross the bay, break open the Zendan, and get the enriched material to ONAT without turning the coast to glass. The tide drains the Khoshki Bar on its own schedule, RA'D-O-BARQ surges it back, and every army that wants the far shore queues for POL-E AZADI. Six orders. One campaign. The strait opens.

Next: Operation Shahin โ†’
The network

Every port you free starts producing.

Bandar-e Azadi opens the campaign as a working stronghold โ€” walls manned, forges lit, and losing. The Marshal's Paygah runs at twice your output. The only way to out-build him is to liberate the coast: every freed port raises its own gun and forge, joins the network, and shifts the production war one notch your way.

Bandar-e Azadi, the east-shore stronghold, walls and war quarter live

BANDAR-E AZADI

Home plate. The war quarter runs itself โ€” barracks, motor pool, wall batteries โ€” while you fly. Your crew answers the wire; you answer the war.

The Bandar rampart batteries facing the strait

ONE WAR, TWO COLORS

Both shores build from the same doctrine โ€” crimson and regime purple, gun for gun. Free the four towns and the Zendan and the network hits nearly triple its opening strength.

The war book

Six orders. One strait.

No belt of side pins this time โ€” six orders, each one a place, and the strait doesn't open until the last of them is done.

Deh-e Mahi, the fishing port on the strait 01

LIBERATE DEH-E MAHI

The fishing port. Break the garrison, and the town raises its own gun and forge โ€” the first notch in the network.

Bandargah, the harbor city 02

LIBERATE BANDARGAH

The harbor city โ€” cranes, container rows, and a garrison dug in among the blocks. Take it street by street from the air.

Sahelabad on the coastal farm belt 03

LIBERATE SAHELABAD

The farm-belt town feeding both armies. Whoever holds it eats. Make it yours.

The Zendan prison island compound 04

LIBERATE ZENDAN

The prison across the bay. The men inside have been waiting since the mutiny โ€” and they know how to work a forge.

The enrichment site under guard 05

RECOVER THE NUCLEAR MATERIAL

The regime enriched it; you deliver it โ€” gently, and to ONAT โ€” without turning the coast to glass. The handoff flies on camera.

Paygah, the Marshal's fortress on the west shore 06

DESTROY PAYGAH

The Marshal's fortress on the far shore โ€” twice your production until you starve it. The strait opens over its rubble.

The water runs the war

The tide has a schedule. So does the storm.

Tangeh-ye Hormoz is the only campaign where the sea itself is a mission clock. The Khoshki Bar dries at the ebb and armies walk it; RA'D-O-BARQ rolls in off the gulf and surges it back under. Plan by the water or drown your column.

POL-E AZADI, the great causeway across the strait

POL-E AZADI

The one causeway. Every army that wants the far shore queues for it โ€” and it is destructible, once, forever. Drop it and live with the map you made.

The open strait, shipping lanes and patrol wakes

THE LIVING STRAIT

Wreck reefs with sharks in residence, gunboat patrols, port traffic, and a tide that bares the bar on its own clock. None of it waits for you.

The west-shore refinery, columns and flare stacks

OIL, AGAIN

The west shore runs on the refinery. Everything in it is full, everything in it pours, and everything in it burns โ€” same rules as Tondbad, bigger tanks.

The citadel above the strait

RA'D-O-BARQ

The gulf thunderstorm: a slate shelf front, hanging rain shafts, procedural lightning โ€” and a storm surge that rewrites the shoreline while it lasts.

From the flight recorder

Summer, on film.