You can select a maximum of 5 types of units. Both attacking and defending players have an equal Resource Budget depending on the Defender's Military Rank. With higher Military Ranks, 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, the attack will take 30 seconds to land and process on the Defending player. Once the attack has processed, both players will receive a Battle Report.
After a Battle ends, the participating players will receive a Battle Report. Let's take this opportunity to explain how Battles go.
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 Gepard on the Defense side destroyed 9 F-22 Raptor.
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 fight until the end. 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 damage dealt, is declared the winner.
When you win a Battle, you get 200% of the experience of the Units that you killed.
Additionally, when you win an attack against a Headquarters base, you can steal up to 5% of the other players' daily Production per day. Each unit has a Steal Capacity of 25 Resources, which will determine how much you steal per attack, depending on the amount of units you send when you win.
You can steal a maximum of 5% of your opponent's Daily Production per day. Your maximum steal capacity is limited by the level of your Headquarters - you can only steal 50% of your Maximum Daily Production before upkeep. A player can Steal and Lose at maximum 50% of their Daily Production per day. No resources will be stolen if you are below 5.000 Iron and 500 Money.
P.S.: Close Victories are enough for Resources to be stolen, it does not need to be a Decisive Victory.
When you win a battle you will scavenge some resources off the units that you kill on the battlefield. In a battle you will gain 10% and 5% of the Unit cost of each Normal and Supreme Unit you kill, respectively. This cap is also limited to 50% of your Daily Production. You can essentially double your daily resource production by stealing from Headquarters and scavenging enemy Units, as each have a cap of 50% of your Daily Production.
Conquering & Destroying
Conquering or destroying are special actions that you can take against an enemy's Base.
When you Conquer a Capital Base, you will take full control of it;
When you Destroy a Base, it will completely disappear from the District, opening up a vacant spot for a Base to be built in its spot.
Conquering a Base
Conquering is a Special Action and it does not require you to train a Unit.
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.
Destroying a Base
Destroying is also a Special Action and it does not require you to train a Unit.
Once you reach Military Rank 27, you can use Special forces to be able to Destroy an enemy base.
Attempting to destroy a Base will spend 1 Special forces.
Special forces, have a cost of 2 WWO-Influence to destroy a Base.
Special forces can't fight on their own; a Destroy command must include other Units along with them.
The Battle must be a Decisive Victory and the Special forces 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
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 Guide section.
The player who is initiating the attack can use 25% of his own attack budget in supporting units for his offense.
The same goes for defensive support, the player who is defending his district, has the option of using up to 25% of his own defense budget in supporting units for his defense.
When attacking or defending, players can choose to use different Strategies on their units.
Default: This is the default strategy that all units will use unless instructed otherwise. Units will fight to the death.
Cautious: Unit will retreat when taken below 70% of their total number.
Hold Position: Unit will not move from position, but will attack enemies within its range. This unit is the last to attack in the wave.
Ambush: The unit will appear in the selected location on wave 4 and be second last to attack in the wave.
When looking for players to attack, there are some rules in place that must be respected. These rules are:
Players of Rank Recruit/Private (Lower than Military Rank 25) cannot attack players who are not of Rank Recruit/Private. Likewise, players above Military Rank 25 can only attack players above Military Rank 25.
You cannot attack recently created Bases. This rule does not apply if the owner of the Base attacked you within 24 hours.
After an attack is sent, the attacking army starts to recover, and cannot Move Out of the District for 2 Minutes, and you cannot put your session to Sleep for 5 Minutes.
A player cannot be attacked more than Once every 30 Seconds by the same squad. This only applies, if they haven't attacked anyone - otherwise whoever they attacked, can retaliate.
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.
Defending Units have a 20% Boost to their Offense.
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 250 units. This means that a group of 250 Gepard (Damage vs Airforce: 85) will attack a Chengdu J7 with 21250 (minus defenses) Damage per wave (85*250). A group of 500 would still deal 21250 given that the cap is 250. 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 1000 Units, then the Engagement Limit will be 25% 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 500 since it is 25% of the smaller group of the two (2000 Bazooka);
In (2), the MQ-9 Reaper and the Soldier fire with an Engagement Limit of 250 since there are only 1000 Soldier;
In (3), the MQ-9 Reaper and the M3A3 Bradley fire with an Engagement Limit of 1250 since both of them consist of 5000 Units in their groups.