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Survival Guide - Dust Settles: Special Operations Missions

Table of Contents:

I. Purpose
II. Attacking Another Camp
   A. Attack Range
III. Rules of Engagement
   A. Standard Operating Procedure
   B. Skirmish
   C. Mission Critical
IV. Mission Type
   A. Basic Missions
   B. Advanced Missions
   C. Focus-Level Missions
V. Important Improvements
VI. Limitations

Purpose:

Special operations officers can be used to attack another camp in secret. You will be able to kill people in the camp, steal information, sabotage buildings, and even assassinate officers if your mission is successful. You will rarely ever have a 100% successful mission, but any mission that does not end in every single one of your ops being killed will have some, though possibly very small, success.

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Attacking Another Camp:

Special Ops Attack Queue

When you would like to perform a more covert attack against another camp, you will set up the attack using the Special Ops page. First, you will select which camp in your attack range that you want to attack. Next you will set the rules of engagement for the mission and the type of mission your special ops are being sent on. Finally you will set the number of ops units that you want to send into the raid and click Confirm. The number of ops units that you can send will be limited by the total population of the camp you have set to attack. The smaller the camp, the fewer you can send, too many would lead to your ops being too conspicuous. Special Ops are trained to perform their missions without weaponry which would attract undesired attention, thus you will not need to or be able to assign any weapons to your special ops.

Special Ops Attack Sent

Once you have hit Confirm, the Operation and Assignment table will be replaced with a message telling you whom your ops are set to attack, the rules of engagement, and the mission type. Until you have ended the first turn, you can disband the group and cancel the attack. If you have ended a turn, the disband button will be gone, replaced with a notice reminding you that your ops are too far out to call back.

Special Ops Status, No Attack Set

Once you have set your attack, the Ops Status Table at the bottom of the page will be updated with when the ops were sent, whether they're going or coming, who they're attacking, and how long before they get back to your camp. If you do not have an attack set, this table will just be blank.

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Attack Range:

You will only be able to attack camps within your attack range. Your special ops' attack range is larger than your army's attack range, thus you will be able to attack camps with scores farther from your own, and theoretically, more camps by using ops instead of army. Only those camps within your attack range will show up in the drop-down box where you set your special ops attacks. You can also check the Statistics page for notices of people within your attack range. It will be listed by their name as "(Ops Range)".

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Rules of Engagement:

Special Ops Rules of Engagement

Your special ops will need to be assigned a rule of engagement for each attack. This part of their mission assignment lets your ops know just how important this mission is. You can assign an importance of anything from Skirmish to Mission Critical. The entire purpose of a special forces team is to get in and get out without being seen. These rules of engagement merely refer to the overall portion of your troops that would possibly allow themselves to be engaged in battle with militia if they were to be discovered.

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Standard Operating Procedure:

This rule of engagement refers to a normal attack, where your special ops will perform a standard style attack against an assigned camp. Under these orders, your special ops will perform the orders associated with the mission assigned and will only stay long enough to get what they were assigned or until around 1/5 of the force is engaged in battle with militia after being discovered. These troops will only engage the enemy long enough to distract them while the rest of the force escapes.

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Skirmish:

This is the least critical of the possible attack styles and should be used when you are not overly concerned about getting results. In this mission style, your special forces will leave the camp they have invaded when around 1/10 of the troops have been spotted and engaged in battle. This style is best used on easy missions or missions where you just want to test the waters.

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Mission Critical:

If you are setting up an attack that you absolutely must get results from, you should set your rules of engagement as Mission Critical. In this attack style, your special ops know that it is very important that they succeed at their mission. They will be much more careful and stealthy than under other rules of engagement and will stay longer if needed to get the job done. In fact up to 30% of your special forces will engage enemy forces if necessary to achieve the goal of the mission.

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Mission Type:

Your special forces are trained to do more than just attack a camp and kill people in head-to-head battle like your army are. Instead your special ops actually have different missions that they can be sent on. As you increase your research and mission success you will be able to upgrade those original mission types to do more damage to the camp you are attacking. On certain missions, you can come back basically empty handed. There is no way for your camp to know beforehand whether a camp has the buildings or officers you have targeted. When sending out a mission of this type, you are taking a risk, especially if the camp has recently been attacked or is still small enough to possibly not have the buildings you are targeting.

On any mission type, it will be VERY difficult to achieve 100% success. There will usually be some immediate effect caused by your ops that will alert people in the camp to their presence. Thus with each success made during a mission (i.e. a generator overload that causes 30 lights to blow) the chances of your ops having another success will be greatly lowered.

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Basic Missions:

When you first are able to train special ops from your army, you will have a few, basic missions that you can send your ops on. These missions can all do a lot of damage to a camp, depending on the success of the mission, but, success, especially 100% success is VERY hard to achieve. On any mission you can come back with varying degrees of success. The higher your success rate, the more results you will see (e.g. more deaths, information, destruction, etc).

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Poison and Destroy Crops:

One of the first things that you can do with your special ops is poison the crops of the camp you set out to attack. You will actually be able to destroy and poison some of the crops the camp has in storage as well as some of the actual gardens or farms, leaving the camp hurting from deficits and, of course, cause deaths due to poisoning. Once again the amount of harm done to the camp is dependent upon the success of your mission.

Reconnaissance:

If you want to launch a set of raids and army attacks against a camp, you might want to send in a special ops raid to gather information about the camp. Depending on the success of your mission, your ops can come back with some or all of the following information: total army count, total militia count, total weapons count, individual weapons count, individual defensive structure count, colonel and captain count, defensive formation orders, and Weapon Design and Military Tactics research totals. This can help you to prepare the rest of your attacks properly, assuming they don't immediately change things.

Sabotage Buildings:

Another mission you can assign before opening the second level missions is sabotage smaller buildings. You can send a mission against a camp to destroy their factories, garages, small generators, and recycling plants or all of these building types. Obviously, no mission should ever result in all of that camp's buildings of the type chosen being destroyed (unless the camp happens to have one), but you can cause some serious havoc. Lights, other generators, and some other buildings may be taken out as well due to the explosions and power surges.

Assassinate Captains:

The most difficult mission you can send your ops on before opening the Ops Center or a focus path is to assassinate Captains. These officers, though the most accessible, are still very important to a camp and thus highly protected. Losing a captain will send 1,000 army units into disarray dropping the army competency to disorganized. It is difficult to kill Captains, but possible.

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Advanced Missions:

When you have done enough research and completed enough successful missions to open the second level missions, you will be able to send your ops out on newer, more difficult missions. You will need 30 in Coercion and Ingenuity and 20 in Military Tactics as well as 10 successful ops missions to open theses. You will still be able to send your ops out on basic level missions, but you will have the more difficult choices available as well. When you open these missions they will be found in the same assignment box as the first level missions.

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Poison the Water Supply:

After you have done the research required, you will be able to do more than sneak into a camp's storage huts and farmland to drop in a little poison. Instead, you will be able to poison their actual water supply. This, of course, will lead to multiple deaths among the defending camp, more the more successful your mission is. The defending camp will realize fairly quickly what has happened, especially if even one of your ops was caught and killed on the mission.

Alliance Reconnaissance:

You will be able to steal more than just the information about the camp you are attacking if you are able to send a successful recon mission once you have level 2 missions. You will then be able to bring back the same information you brought back through the basic recon mission, but for members of that person's entire alliance. Obviously, gathering this much information is difficult, so the success of your mission will likely vary greatly from one attack to the next. Obviously if the person is not in an alliance, using this mission type is not useful. This mission will only allow you to bring back the information about the alliance members, not the camp you are attacking.

Sabotage Buildings:

Just as you can sabotage some buildings before opening the advanced missions, you will be able to attack and destroy new buildings once you open it. This time you will get to destroy laboratories, fuel refineries, incinerators, and large generators. The biggest thing with these is that destroying a camp's generators involves causing them to overload, possibly taking out lights and other connected buildings in the process. Destroying fuel refineries will also cause extra damage due to the fires that will spread. Obviously, causing this much damage to a camp will attract A LOT of attention, making each subsequent building much harder to destroy. Just as with the first level of building sabotage, you will be able to send your ops after a specific building type, like generators, or all three types.

Assassinate Colonels:

Once you have the ability to open the level 2 missions, your ops will get an associated training boost that will allow them to infiltrate a camp and attempt to assassinate colonels. Obviously, these officers are much more important to a camp and thus much harder to kill. The overall likelihood for success on these missions is fairly low, as any assassination mission is.

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Focus-Level Missions:

Once you have set your camp on a specific focus path by constructing the related building, you will open new options on your Special Ops page. You will have the ability to attack any camp within range (3 times or 1/3 your score) that has declared a focus. Unlike the other mission types, these missions will have their own selection box below the main mission queue and can only be set with a Standard Operating Procedure or Mission Critical due to the fact that these attacks are so specialized. During these missions above any other, there is a possibility of losing ops because of an accident.

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Anti-Military Assignment:

Special Ops Anti-Military Assignment Queue

This mission assignment allows you to choose from one of three ways to attack a military focused camp. You can send in ops to sabotage their armories, hangars, or lots, destroying any and all weapons, vehicles, and aircraft inside. Your ops will only go after filled or relatively filled buildings, so any damage done to a military camp will be felt. If the ops destroy lots with mechs in them, the camp will lose the score associated with those mechs.

Anti-Nuke Assignment:

Special Ops Anti-Nuke Assignment Queue

This mission has one goal in mind, to destroy a Nuke Focused Camp's nuclear weapons. Your ops will sneak in and sabotage and destroy as many nukes as they can. Any destroyed nukes will be deducted from the camp's score.

Anti-Econ Assignment:

Special Ops Anti-Econ Assignment Queue

With this mission, your ops will attack a camp with an econ focus by attempting to ruin as many vats of gold as possible. Each vat ruined by your ops will deduct 2 points from the score of the camp being attacked.

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Important Improvements:

There are a few things that you should research extensively to make sure your abilities are at their peak. Military Tactics, Coercion, and Ingenuity are very important for not only helping to open the second level missions, but also for increasing your abilities during the raid. Weapon Design is also important because it factors into your ops ability to kill ops, militia, and population if your ops are spotted.

Because your ops are specially trained army units, your overall army competency will be VERY important on any mission. If your army competency is lower than, Competent, your focus on any mission will be hurt. Greater than Competent will give you a boost during the mission.

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Limitations:

Special Ops Attack Limit Reminder

The main limit you must remember when sending special forces to attack a camp is the fact that you can only attack a camp 3 times with special ops during any 24 hour period as long as they remain within your attack range and out of Cool Down. After 3 attacks you will have to wait 24 hours from your first attack before you can attack again. If you space out the attacks, you will have to space out your next set accordingly. If they are in Cool Down, the camp will remain in this temporary anonymity until 18 hours from the time they dropped into it to get out. Also you may find that a camp is listed as unable if they have been attacked by ops missions 10 times in a single day or if they have been attacked 15 times total with any attack type. Focus level ops will not count towards the 15 attack/day limit, though they will count towards the 10 ops/days and 3 personal ops/day limits.

Special Ops Attack Status

When you send out special ops on a raid, be sure that you can stand having them gone for the number of days that the mission requires. Some missions, due to their difficulty will take longer than others. Most missions will take about 6 days, though. Since special ops do not defend against anything, you shouldn't have much problem, though. You can check back on the Special Ops page at the bottom to see the basic details about the attack you sent.

Special Ops Travel Time Reminder

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 Game Overview +/-
 Getting Started +/-
 Units and Resources +/-
 The Main Game Screen +/-
 Camp Activities+/-
 Research +/-
 Economy +/-
 Attacking a Camp +/-
 Alliances +/-
 Focus Paths +/-
 Camp Information +/-
 In-Game Communications +/-
 Extras +/-

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