Table of Contents:
Conquering & Destroying
Conquering Capital Bases
You can spy a Base or a District army to learn important information about it. The most important information from spying is the Defending Units, which will fight you if you send a group to attack. Once you spy a Base or Army, a Report will be added to your Spy Reports
. Spy Reports last 3 hours. Your identity is never revealed when you spy an enemy.P.S.: Spy Reports do not update in this time; If you fear that your enemy has added more units to defend his Base, it might be worth it to spend an extra Spy just to make sure.
By checking your Spy Reports, you can also see which of your Bases have been recently spied by an enemy Spy Costs
Spying an enemy may cost more than 1 spy if your enemy has higher Military Power than you. You can have a max of 10 Spies at once and you receive one every 30 minutes. You can also spend a short amount of WWO-Influence to instantly receive 10 Spies if you do not have enough to spy someone.P.S.: The cost of spying Capital Bases depends on the Capital Military Power instead of the player who owns it.
Your MP\Enemy MP
Once you've spied your enemy, it is time to attack! You can select a max of 5 types of units and both players have an equal Resource Budget depending on the Defender's Military Power
. With higher Military Power, you can send more Units into Battle!
P.S.: Cheaper units means you can send more of them to Battle since they don't fill the Budget as quickly
When an attack is sent, a timer goes off until the units reach their target and the Battle takes place.
This timer serves as a warning that you're being attacked.
Attacks take between two to three minutes to reach their target. You can check the Attacks
Menu for all Incoming and Outgoing Attacks by you or your Squad.
It is also during this time that Squadmates of both players can send Supporting units to the Battle, both offensively and defensively.
After a Battle ends, the participating players will receive a Battle Report
. Let's take this opportunity to explain how Battles go.The Battlefield
There are two sides to The Battlefield: the Attacker and the Defender. They will always occupy the left and right sides of The Battlefield respectively.
Battles are fought in Waves. In each Wave, the units of the attacker will fire upon one unit on the defending side, which immediately fire back. Target choosing is random though each unit will attempt to fire upon all defending units as equally as possible. When a Unit takes Damage, they display the number of Units lost above themselves.
In this example, the Stinger on the Attack side destroyed 41 Chengdu J7.
When all attacking units have taken turns firing, the wave ends and a new one begins. This process will repeat until one side is completely defeated, retreats, or the Battle reaches 50 waves. With a default strategy, units will initiate a retreat when they fall below 30% of their group size. Retreating may take between 2 and 4 waves depending on the type of unit and in this period, units deal significantly less Damage until they successfully leave The Battlefield.
Decisive Results and Close Results
In each battle, the result may either be Decisive or Close. The conditions for each are:
- Decisive Result: One of the sides either was completely destroyed or retreated from Battle;
- Close Result: The Battle reached 50 waves and both sides still had active units in The Battlefield. In these cases, the player with the highest percentage of Units left alive is declared the winner.
When you win a Battle, you get 50% of the experience of the Units you killed.
Additionally, when you win an attack against a Resource Base or Mine, you can steal that Base's Resource from your enemy. Each unit has a Steal Capacity that determines how much they can steal when you win. You can check each unit's Steal Capacity in the Military Units
You can steal a maximum of 5% of your opponent's Resources per Battle. These 5% depend on each specific Resource, though the maximum is shared among them. If you steal 5% of your opponent's Food, you'll be able to steal more Resources after 24 hours.
There is also a daily cap of Resources you can steal that depends on the lowest Military Power between you and your opponent. These values also serve as the minimum a player can have until they can no longer be stolen:
White Military Power players can only steal 20000 Resources per player every 24 hours
Bronze Military Power players can only steal 50000 Resources per player every 24 hours
Silver Military Power players can only steal 75000 Resources per player every 24 hours
P.S.: Close Victories are enough for Resources to be stolen, it does not need to be a Decisive Victory.
Gold Military Power players can only steal 125000 Resources per player every 24 hours
Conquering or destroying are special actions that you can take against an enemy's Base.
- When you Conquer a Base, you will take full control of it as if you had built it yourself;
- When you Destroy a Base, it will completely disappear from the District, opening up a vacant spot for a different Base to be built in its spot.
To Destroy a Base, you must have an available Special Forces unit. Special Forces are unlocked at Military Rank 27.
Conquering a BaseConquering is a Special Action and it does not require you to train a Unit.
- Once you reach Military Rank 25, you receive 2 Generals per day (max of 4).
- Attempting to conquer a Base will spend 1 General.
- If you have no Generals, you can spend 6 WWO-Influence to conquer a Base.
- Generals can't fight on their own; Conquers must include other Units along with them.
- The Battle must be a Decisive Victory and the General must survive the Battle.
P.S.: Generals and Special Forces only enter a Battle on the 11th Wave and if they successfully conquer/destroy the Base, they are removed from your army.
Conquering Capital Bases does not cost Generals. You can conquer them for free as long as you belong to a Squad. By belonging to a Squad, you'll be able to conquer Capitals whose Military Power matches the League of your Squad or your Military Power.
You can learn more about conquering Capital Bases in the Leaderboard
When you're a member of a Squad, you can Support your Squadmates in Battle. Supporting means sending more units into Battle to aid them. There are two types of Support:
- Offensive Support: During a Squadmate's Active Outgoing Attack, you can Support him by sending Units to help.
- Defensive Support: You can send your units to your Squadmate's Bases or Armies to defend them from enemy attacks.
Supporting Squadmates can send up to a combined total of 5 extra Units. Support Groups also share a separate Budget. This Budget is equivalent to the Budget available to the attacking player.
Support Units are marked by an Icon of the Supporting Player in the Battlefield
Squad Attacks are an extra feature available to members of a Squad. You can send a Squad Attack by clicking in the "Squad Attack" option in the Unit Selector.
When you decide to send a Squad Attack, a notification will appear to all of your Squadmates. During this time, they'll have the ability to add their own units to the attack before it is sent. This allows for extra time to strategically pick the units to Support with without giving the enemy a heads-up of the incoming attack.
Squad Attacks have a time limit of 30 minutes. If it is not sent in this time period, it is automatically cancelled.
Note that until the attack is sent, all units included in the Squad Attack are still in an idle State, so they can be moved or attacked.
When looking for players to attack, there are some rules in place that must be respected. These rules are:
- You can only attack players with Military Power identical or higher than yours. If a player with lower Military Power attacks you, you have a 24 hours window to attack him as well;
- You cannot attack recently created Bases or Bases that are Protected. This rule does not apply if the owner of the Base attacked you within 24 hours.
There is a limit to how many actions you can take against the same player within 24 hours:
+1 additional for each attack suffered
+1 additional for each conquer suffered
P.S.: The Attack & Conquer Limits increase by 1 for each Attack/Conquer that the player you are attacking sent against you in the last 24 hours. So if another player attacked you 10 times in the last 24 hours, you can attack him up to 25 times.
Additionally, attacks sent against Capital Bases are not subject to this limit, so you can send over 15 attacks against the same player's if you're attacking Capital Bases.
Units in the defending side have a Defensive Boost. Its value depends on the unit's class:
- Infantry Units get a 30% Defensive Boost;
- Navy Units get a 10% Defensive Boost;
- Armored Units get a 15% Defensive Boost;
- Airforce Units get a 20% Defensive Boost.
The Defensive Boost can sometimes be the difference between a win and a loss
When Units fire upon a type of Unit that they counter, they have a chance to score a Critical Hit for massively increased damage. Critical Hits are represented by a larger font and an exclamation mark.
Damage Calculation & Engagement Limit
Each Unit has an attack value against all 4 classes of Units: Infantry, Armored, Airforce and Navy. Units like the Gepard and Chengdu J7 will struggle against Armored Units but they should be able to take down most Airforce Units due to their high Damage vs Airforce.
In Battle, the unit's Damage is multiplied by the number of units the group is composed of, up to 150 units. This means that a group of 150 Gepard (Damage vs Airforce: 85) will attack a Chengdu J7 with 12750 Damage per wave (85*150). A group of 200 would still deal 12750 given that the cap is 150. This is the Engagement Limit. Supreme Units, in turn, have an Engagement Limit of 25 Units, due to their innately high stats.
There's an exception to the Engagement Limit: If two groups of units firing upon each other have over 1500 Units, then the Engagement Limit will be 0% of the smallest group. Let's look at the following Battle as an example:
- In (1), the MQ-9 Reaper and the Bazooka fire with an Engagement Limit of 200 since it is 10% the smaller group of the two (2000 Bazooka);
- In (2), the MQ-9 Reaper and the Soldier fire with an Engagement Limit of 150 since there are only 1000 Soldier;
- In (3), the MQ-9 Reaper and the M3A3 Bradley fire with an Engagement Limit of 500 since both of them consist of 5000 Units in their groups.