Survival Guide - Dust Settles: Attacking
The main reason for attacking another camp is to win victory score.
Though winning against another camp on
their home turf can be difficult, the rewards are high. You will use an army
attack against another camp to up your battle ranks and to show your superiority
over that camp by defeating their troops, breaking through their wall,
destroying their militia, and finally by
killing some of their civilian population
and burning some of their storage huts and
Army competency is a very important factor
in any battle. This term refers to how well your troops can work together and
get along. The higher your army's competency is, the better your troops will
perform in battle. For example, an army armed with ~1,000 rifles and Elite competency
against an army with ~1,000 rail guns and Unconfident competency will typically
stand a pretty decent chance. Competency affects not only your overall attack
and defense in battle, but also your accuracy with weapons.
You can check your army's competency level by looking in the "Your Army"
box on the Attack page.
Whenever you get ready to launch an attack against another camp, you will first select a camp within your attack range from the Attack page. Only those camps within your attack range will be available for selection. Once you have selected a camp to attack, you will select the Rules of Engagement for the battle and the Formation you want to use. Next you can begin assigning weapons, vehicles, and aircraft or you can set the number of army units that you want to send into battle. You will only be able to send as many weapons as you have army assigned to fill their crew requirements, so assign your weapons carefully. Also, make sure you have enough officers assigned to lead the troops you have. Use the parameters explained on the attack page. Sending too many officers or too few officers into battle will cause confusion among your ranks. The greater the excess or deficit, the greater the confusion. Once you have set up all of these variables, you will click Confirm at the bottom of the table. If you have assigned more weapons than total army units being sent, you will not be able to click confirm. You must also make sure that you have at least 50 units assigned to launch an attack.
Once you have set up an attack, you will see a display similar to the one below. It will show you the number of units sent, who is being attacked, the rules of engagement, and the formation assigned. As long as you have not yet ended a turn, you can click the "you may do so now" button to disband the group. Below this you will see a table showing you when the attack was sent, whether the army is on the way to the battle or returning. How much longer your army will be gone from the camp and the player being attacked are also shown in this table. Any attack you send out will take 3 days to actually reach the camp and then another 3 turns to return.
If you have ended a turn after setting up an attack, you will not be able to cancel the battle. You will only be able to see the information about the number of troops sent, who they're attacking, and the basic battle type assigned. The table will still display the same information.
On the third day, when the attack actually occurs, you will receive
the information about the battle above your end turn results. You will get the
basic details about the battle results as the first thing you see. If you want
to see more details about the battle click Show in the bar underneath for a
play-by-play of the volleys and ground gained/lost.
You will only ever be able to attack people that are close to you in size (score).
These camps will be available for selection in the drop down box in the main
Attack table, while those outside of your attack range will not be shown. You
can also check the Statistics page to
see what camps are within your army, air, and special
ops attack range. Your army and air attack range is smaller than your special ops
range. Those camps that are inside your attack range, but are unable to be attacked
for some reason (i.e. they are in cool down
or have reached their 10 attack limit) will be listed in the drop-down box with
"(unable)" next to their name.
After you have selected which camp you want to attack, you will need to select
what the rules of engagement for the battle should be. This will basically set
the leaving conditions for your troops.
Standard Operating Procedure and Skirmish can be used at any time, while Mission
Critical can only be used if your army competency is Experienced or better.
This rule of engagement refers to a standard attack style for your army. Your
army will attack the chosen camp with the assigned formation. Once 75% of the
troops sent into battle are killed, your army will retreat under fire. The defending
army will only move at 1/4 their normal speed, but your army will be unable
to return fire. This will lead to at least a few more deaths before your troops
are out of range completely. If it comes to down to it, you will have one soldier
that will survive at all times. (Someone has to return to give you the battle
If you decide that you just want to test the waters, so to speak, before launching
a serious attack against another camp, then this rule of engagement is probably
your best choice. Your army will attack the camp with the assigned formation
and will retreat after only 25% of the original force has been killed. This
is a great tactic to use with a minimum of your own army so you can see how
large the other camp's army is without giving away your own totals. Once again
as your army is retreating you will be under fire from the defending camp. You
are still guaranteed to have one unit return from the battle.
You will only be able to launch this style of attack if you have a competency
of Experienced or better. In this style of attack, your army will fight to the
death. These units will continue battling your opponent until you either win
the battle or have a single unit left. Either way, the surviving units will
return home after the battle. This is an extreme style of battle that should
be used only with caution.
The formation you use will determine where your troops will stop moving and
stand their ground firing during battle. Each formation has its own attack style
and certain advantages and disadvantages against different defense
styles. You will start with the ability to send out a Standard Assault.
The other two formations must be opened through Military Tactics research.
This formation is the basic army attack formation. You will have this attack
style from the beginning. This attack style has no real advantage or disadvantage
against any of the defense styles and thus
will remain a decent standby when you want to play it safe with an attack.
In order to send out your troops using this formation, your military tactics
research must be at 10 or above. This
formation has a definite advantage over the Pro-Active defensive formations.
It has a disadvantage against the Distributed Defense, though.
This formation will require your Military
Tactics to be at level 30 or above for use. Your army will have an advantage
against a Distributed Defense, but will have a disadvantage against a Proactive
Once you have opened the ability to build weapons,
or mechs or bought some from the Trade
Market, you will be able to assign as many weapons as assigned troops. If
you send out 50 people, you can only send out 50 weapons (assuming each weapon is carried by only 1 person). Each army unit can
carry only one weapon. There are three styles of weapons, close combat, ranged
fire, and heavy weapons, as well as two ground vehicles, one aircraft, and three
mechs that you can send into a standard battle. There are also three levels
of close combat and ranged weaponry, which must be either bought through the
Trade Market or built yourself. Remember, if you have a minting license from
the Neutral Exchange Camp, you will not
be able to make your own ranged weapons, vehicles, or aircraft. Until you have
true weapons, your army will improvise and attack with makeshift weapons. These,
of course, are not nearly as effective as even the first level weapons.
These weapons will be used for melee
battle with the defending army and for attacking the militia
once you have broken through the defending camp's wall. Once have done sufficient
research you will be able to begin with
basic swords. Eventually you will be able to build shock pistols. You will want
a decent number of these with any attack that you intend to have enter the camp
since most other weapons lose their effectiveness at close range.
You will use these weapons to begin attacking
the defending forces as soon as you come into range. These weapons are extremely
useful in the beginning of the battle against the defending army, but once you
defeat the army and break through the wall,
your troops carrying these weapons will drop to 1/4 their normal attack power
as they revert to using bayonets and swinging the weapon to use as a bludgeon.
These weapons are primarily used to take
out vehicles and choppers
assigned to defend the camp you are attacking.
They are quite useful for attacking armored units used by the defender, but
are not that powerful against standard troops. As with ranged fire weapons,
these weapons will lose most of their attack power once inside their minimum
Vehicles are particularly useful for
packing a heavy punch in the initial stages of battle. AAV's have a wide range
of preferred targets and are especially effective against ground troops. Tanks
are great for taking out armored ground troops and mechs, though they are a
bit weaker against choppers and standard ground
troops. If your troops make it inside the defending camp's walls, the army units
assigned to ground vehicles will get out and fight the defending militia with
1/4 of their standard damage.
The only type of aircraft that will accompany
your troops into standard battle are choppers. Fighters and bombers are sent
separately for air raids. Choppers don't
have a great deal of armor, but they are highly effective against troops on
foot and move very quickly. Once your troops defeat the defending army and break
through the walls, your chopper troops will exit their aircraft and fight with
1/4 their normal damage.
Mechs can only be used, even if purchased off the Trade
Market, by a camp with a Military Focus.
If you do not set yourself with this focus, then you will not be able to send
mechs into battle. Mechs are highly powerful weapons that are rather effective
against a wide range of enemy troops. If you get into the camp, your mechs,
as with most other weapons will lose much of their effectiveness.
One thing that you will have to remember when you set up an attack
is officers. If you send a group of soldiers
to attack a camp with an inappropriate amount of officers (either too many or
too few) your troops will be confused in battle and will lose much of their
effectiveness. Below the weapons assignment
tools you will have two ways to assign officers to accompany your troops. You
can either assign the number of captains, colonels, and generals manually or
click the Auto Assign check box just below. If you do not have enough officers
for the troops you are sending, the Auto Assign feature will not work. You will
have to manually assign as many officers as you have/want to send.
You will be able to improve your attack power primarily through research,
army competency, and formation bonuses.
You will only be able to attack a camp with your army 3 times during any 24
hour (real time) period at most. You will be able to launch special
ops raids and bombing runs as well, taking
the number of attacks by you on any given camp up to a possible 9 in any 24
hour period. Once all of these attacks have been launched, you will have to
wait until the 24 hour period is over to attack that person again. Also a person
can only be attacked a total of 15 times by anyone or with 10 total army attacks,
whichever comes first. After meeting one of those limiters, others in their
range will have to wait until 24 hours after the 1st attack to try again.