Survival Guide - Dust Settles: Battle Overview
Table of Contents:
Battle is another way you can increase your score
and rank in this game. You will use battle to show your superiority over
your opponents and to gain victory score. You cannot attack people in your alliance
and you will only be able to attack people of a comparable size (score) to you.
These people are considered within your "range." You will not be able
to participate in any battles until you have left anonymity
(gained over 1,000 units of land) and trained
military. You cannot attack another camp in standard battle without having
trained army (militia are only for home defense
if your army is defeated).
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A battle will initially be set up through the Attack
page. Here the attacker will decide who within their range they want to
attack, what the rules of engagement will be, and what formation they want to
use. They will also assign their troops weapons,
vehicles, and aircraft
to use in the attack. After all of this has been decided the attacking camp
will have to end 3 turns for their army
to reach the defending camp. The defending
camp will already have a defense formation and any weapons set for defense.
When a battle occurs, the first thing that will come into play are the attack
and defense formations. The officers assigned will lead the troops into battle.
If there are too few officers for the number of troops, the army units will
be confused and unable to perform well on the battlefield. If there are too
many officers, the officers will bicker and argue leaving the troops scattered
about with conflicting orders. Deficits associated with too many officers will only affect the attacking forces since they are the only ones able to assign a specific number, though either side can be affected by too few officers.
The battle will begin at the overall maximum weapons range. This means if the
attacker only has rifles, but the defender has rail guns, the rail guns will
begin firing as soon as the attacking troops are within range, while the attacking
troops will have to run in under fire until they can begin returning fire. If ranges are equal, the defender will fire first.
Whatever formations are used will have an effect on how the rest of the battle
plays out. There are two main parts, the initial ranged attacks and the Melee
battle. The initial attacks are launched as the troops fire at each other as
they move from maximum to minimum firing range. As soon as the close combat
troops meet, the melee battle begins. All troops will stop at either their maximum
or minimum firing ranges depending on the formation used and continue firing.
During this time any anti-tank cannons built by the defending camp will be used.
If the defending camp has no officers, the anti-tank cannons will not fire since
officers are required to radio back the needed information for firing since
the cannons are situated in the camp. Other land battle-related defensive
structures will add their defense to the defending camp's overall defense.
The attacking army will continue attacking until they have either defeated the
entire defending army, have reached the flee condition (percentage of lost troops)
set by the rules of engagement, or have reached the point of exhaustion (25
rounds of standard fire). If the defending army is defeated, the attacker is
declared the winner and the remaining troops will move forward to the wall
surrounding the camp. At the wall, the army must destroy enough of the wall
to get inside. When the camp is small in physical size, this means 1/4th of
the wall will be destroyed. At a larger size, less than 1/4th will be destroyed.
This is primarily because a small camp may have only 40 units of wall to completely
surround their camp. The attacking army will need to take out more of this wall
to get in than a camp with over 300 units on a single side.
Once the attacking army breaches the walls of the camp, the defending camp's
militia and possibly some of the camp's
special ops units will begin attacking
the invading forces with every short range weapon available. Here the army will
begin close range combat against the militia. The leftover army units with long-ranged
weaponry will begin attacking with much weaker attacks since they are now having
to fight short-range. This basically means that the attacking army units will
be using bayonets and sheer force to take out the defending militia. During
this battle the attacking army will kill the occasional stray person, but will
primarily be destroying storage huts (and their
contents) and guard posts and attacking the
militia. If the attacking army defeats all of the militia, they will then be
free to kill a certain portion of the defending camps remaining civilian population
and destroy a few more buildings. More
population may be killed in the fires. The longer the battle continues, the
more buildings will be destroyed as the fire spreads from one storage hut to
the next. During this point, the defending camp's Architecture research and
the defense value of each building will come into play. They will then return
home after another 3 turns. If at any point during this scenario, the ending
criteria of the rules of engagement are reached, the remaining troops will return
home in 3 days with the battle over.
If the attacking army is defeated by the defending army, the remainder of the
troops will return home after 3 turns and the defending camp will be declared
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There are many things that can improve, harm, or otherwise affect your battle
statistics. Research will be very important
to battle since it will open all weaponry, advanced formations, and give you
other general bonuses. Weapons will improve your troops abilities in battle.
Formations and Rules of Engagement will affect what happens during the battle
and when the battle will end. Finally, army competency will have a major effect
on how well your troops do in battle.
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Research is a primary way to improve
your battle abilities both in attacking and defending. Coercion will improve
your attack values, while Recreation, Architecture, and Wall Strength will all
boost your defenses in some form or fashion. Military Tactics will increase
both attack and defense values as well as open other attack and defense formations
for use. Weapon Design will improve your army units individual attack power,
how well they can take out an opponent, and is also the only way you will be
able to open weaponry to build yourself.
Time Management will also be important for increasing your classroom
efficiency for training army.
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Weapons, Vehicles, Aircraft, Mechs, and Defensive
mechs, and aircraft
will give your attackers and defenders special modifications to their ability
to attack other troops as well as certain levels of armor style defenses. You
will have three levels of both short and long-range weaponry, two types of heavy
weapons, two vehicles, three mechs, and one aircraft that you can buy
or build yourself. The only way to open even
the first level of weapons is to research
Weapon Design. Mechanical Engineering is also important for vehicles and aircraft.
In order to even use mechs in a battle, you must be have a Military Focus. If
you don't, you will not be able to send mechs into battle, even if you buy them
off the Trade Market or a merchant
Each of these weapons has a minimum and maximum firing range as well as a running
speed associated with it. The firing ranges are just what they sound like. You
will be able to begin firing at the maximum range as you are moving in and you
will have to stop at the minimum range or you won't be able to effectively fire
anymore. The running speed refers to how far the person carrying the weapon
can run as the weapon (or the opponent's weapons) is being reloaded.
You will assign weapons in the Attack
and Defense pages, depending on which role
you are playing. You must assign weapons for defense for your army. If you do
not manually assign them, your army units will fight unarmed during battle.
Only your militia will ever grab weapons from storage. When your militia grab
these weapons, they will grab them in order from best to worst, so shock pistols
will be grabbed before regular pistols or swords.
Any weapons carried into battle will be lost if the army or militia units carrying
them are killed. This means that if you send out 50 rail guns with your army
and 45 rail gun units are killed, only 5 will be returned to your camp after
Defensive structures will improve
the defender's abilities in two ways, first by adding to their overall defense
and second by providing a little extra firepower during battle. All of the inactive
defenses (trenches, pillboxes, etc) will just add an extra bit of armor to all
of your troops when defending your camp. The anti-tank cannons will require
militia to staff them and officers to give the orders on where to fire. If your
camp doesn't have any officers when you're attacked, your anti-tank cannons
will not fire. Also these structures will not be used if the attacking camp
doesn't bring vehicles or mechs since they are not designed for firing on infantry
or aircraft. You will need to research Ingenuity to open these structures and
your militia will build them as assigned.
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As you research Military Tactics, you
will open new offensive and defensive formations. You will begin with Standard
Assault and Forward Concentration. The different formations have different effects
on one another, with some being more effective than others.
Standard Assault and Forward Concentration have no real advantage over any of
the opposing formations and have no real disadvantage either. The Flanking Maneuver
has an advantage over the Pro-Active Defense, yet is weak against a Distributed
Defense. The Ranged Fire Primary has an advantage over Distributed Defense,
but is disadvantaged against Pro-Active Defense.
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Rules of Engagement:
The rules of engagement for a battle will determine when the battle will end
by setting the flee conditions for the attacking camp. Under Standard Operating
Procedures, the attacking army will continue advancing forward and attacking
the defending camp according to the assigned formation until 75% of the sent
troops have been killed. Under Skirmish orders, the attacking army will retreat
after only 25% of the sent troops have been killed. If Mission Critical is assigned,
the attacking army will continue fighting until they have won or all but a single
person has been killed. This person will be sent back to the attacker's camp
to reveal the results of the battle. You will have to have an army competency
of Experienced or greater to use mission critical.
Unless the attacker used Mission Critical, the attacking army will probably
retreat at some point, whether before or after defeating all of the defending
army. Either way, when the army begins retreating, they will be doing so under
fire from the defending camp and will not be returning that fire. This will
mean several more casualties before the troops get out of firing range. If the
defending army's attack on the retreating forces is large enough, the rest of
the attacking army, save one soldier, could be killed. One person will always
be able to return home.
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Your army's competency, whether you are attacking
or defending will have a major effect on your battles. The better your army's
competency is, the better they will perform in battle, whether attacking or
defending. The levels of competency from lowest to highest are as follows: Disorganized,
Unconfident, Green, Competent, Confident, Experienced, Decorated, Veteran, and
Elite. There are multiple things that will affect their competency. Primarily
longer length of time together and victories will increase their competency
while excessive hiring/firing and losses will decrease it.
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Once of the main points to battle is the victory
score. You will receive either a positive or negative victory score after
a battle depending on whether you win or lose. Whether you are the attacker
or defender, if you win the battle your victory score will be based on the size
of the other camp as compared to yours. If the camp was much larger than you
and you still beat them, you will get a large victory score. If the camp was
smaller than you and you beat them, you will receive a much smaller victory
score (beating up the little guy isn't that impressive of an event). By the
same token if you lose to a smaller camp, you will have a much higher negative
victory score (greater score loss). A larger camp defeating you will only decrease
your score by a small margin. (Now what I'm referring to here as the size of
the camp is the camp's score.)
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