I'm getting 'multiplayer' from you guys in big letters, but how? I mean, what sort of multiplayer? What the best way to go?
When you win, and just idle around, and the remaining blue forces destroy your castle, you lose!

I know now - I didn't when I was testing! I had a game that was really tense, my base got hammered down to 1% but I managed to drive them all off and I finally won, but my last archer died as he fired the winning shot. I sat back thinking 'wow that was difficult' and as I watched, the last blue archer went across the map. I didn't have 'click to continue' then & I couldn't request an airdrop, so he shot my base and I lost! Loooool! I haven't laughed so much in ages! Moral: 'Don't take victory for granted!'
I'll have to change it I guess, but I really did like that twist in the tale!
Very nice, the rifleman/mortar combo is too overpowered though compared the the archers/swordsmen (as they would be in real life too, but maybe change the proportion a bit, give 5 archers and two swordsmen maybe?
The soldier/mortar combo
is pretty powerful. Now it's 2/1 soldiers/archers, how about 1.5/1? I think the swordsmen are strong enough already? (I've been wiped out by 1 swordsman against many archers/mortars as they can't hit him easily).
There's also an interesting bug with your test code - if I summon a base (press B) right next to the enemy one, then when they destroy it I win the level.
Lol! That'll teach you to press random keys! You'll lose if any base but your original one is destroyed.
Can't think why no fencers tho... Does the box highlight?
haha that was so much fun!

Could you add info about the differences between the units?
Base: health:100 damage:1-3: accuracy:66%
Infantry: cost:1 health:1 damage:1 accuracy:66% speed:medium
Archer: cost:2 health:1 damage:2 accuracy:33% speed:medium
Mortar: cost:6 health:1 damage:0-5 (based on range from shellburst) accuracy:33% (of direct hit) speed:slow
Swordsman: cost:6 health:10 damage:3 accuracy:100% speed:fast
Engineer: cost:10 damage:0 accuracy:100% speed:medium
There's no predictive aiming. Base, infantry, swordsman and engy all need line of sight, mortar and archers don't.
Reload and 'dither' times also factor. Ranges and speeds both vary slightly (to spread the troops out visually).
I do need to add this info to the game, but it's tricky being concise with all that data...