War2 Glory Beginner’s Guide
War2 Glory Beginner’s Guide by Rubber Duck/ Keld Herbst
Military Sector:
Start by building a civilian house. Slowly add more civilian houses, until you reach about 5 (See Population and resources). Add a city hall, and other buildings (don’t forget to raise the city wall) at a pace time and resources allow. When you have 30 buildings, you should have 1 of each type of building except:
- Warehouses, of which you should have 2
- Arms plants, of which you should have 8
- Civilian houses, of which you should have 10
Production Zone:
Start by building 3 rare metal plants, 3 oil refineries, 3 steelworks and 3 farms. Add buildings at a pace time and resources allow. When you have 18 places of buildable land, you should have 4 rare metal plants, 4 oil refineries, 4 steelworks and 6 farms. You will eventually need a large farm production. Later on you may add more farms or plants.
Upgrade your buildings (and the city wall) at a pace your time, gold and resources allow. You will discover that certain building upgrades require certain (other) buildings be at a certain level, or that certain researches have been completed.
You will probably learn that it pays to have a high production level of rare metal, oil and (especially) steel from the beginning. Along the way you may upgrade farms as well, but at a slightly slower pace. My recommendation is that you should concentrate much on resource production the first week. You’ll need them soon enough.
Since you are protected from attacks from enemies for 7 days (Rookie protection), you should have a decent amount of time to get a healthy production up and running.
The information column on the right side of your screen is divided into 4 sections:
- The Commander section
- The City property section
- The Resource Bar section
- The Chat section
The commander section simply displays information about your reputation, ranking, position and rank as a commander. A small “commander” button brings up additional information, like the name of a possible alliance, your title in the alliance, your score etc.
The city property section contains tools to maintenace (and info about):
- The tax rate (public morale and gold revenue are dependant of the tax rate)
- The operating rate (The efficiency of resource production)
- Your amount of gold, and your hourly income of gold
- Your current population, and the idle number of citizens
Hover your mouse over the icon to display the info, and click the icon to gain access to a variety of adjustment items, if available. Some has to be purchased for diamonds, and others may be available. You will catch up on that eventually.
Adjust the tax rate to 20 or 25% by clicking the tax icon, as it will provide a decent amount of gold per hour, and it will keep your citizens happy (the morale will remain at 75-80, and there will be no complaints)
Adjust the operating rate (to the right of the tax icon) according to whether the number of idle labour is positive or negative. If positive, you should adjust your operating rate to 100%. Never let the number of idle labour exceed 50% of the population, as this will cause anger and disasters in the city. If negative (red type), you may keep your operating rate at 100%, but you will in fact be short of labour, and will not be able to train troops.
The gold icon displays info on your current amount, max capacity etc. of your gold.
The population icon displays your current population, current max capacity, and labour. It also displays the tendency of the population size (up or down). You can increase your population by building/upgrading houses, or by purchasing and using an “Immigration Rules” or an “Immigration Bill”. The first increases your population by 500, and you cannot exceed your population cap. The second increases the population by 20% (minimum growth is 100 citizens) and you cannot exceed your population cap.
The resource bar section is a window with 4 tabs:
- Resources
- Officers
- Troops
- Defenses
1) The resources tab displays 4 rows with resources: Food, Steel, Oil and Rare Metal. Each of the rows contain the following:
Info icon + Supply field + Net output-per-hour field + Output increase icon
The info icon displays (hover), or opens a window (click) with tools that you may use to increase production if available.
The supply field simply displays the ever-changing supply of the resource in question.
The net output-per-hour field simply displays the net output per hour of the resource in question.
The output increase icon displays (hover) the following: Use a military item to increase resource output, or opens a window (click) with items that you may use to increase resource output if available.
2) The officers tab displays your officer(s), the(ir) name(s), level(s) and current state(s) of action.
3) The troops tab (scrollable) displays the amount of available troops.
4) The defenses tab displays the number of built (city wall) defenses.
The chat section contains 3 tabs: General, Alliance and Private. Below the chat section is a green button, that lets you choose between general, alliance, private, latest and block. You must choose the same option both in the tabs and on the button. If, for example you choose alliance on the button, you should also choose alliance on the tabs.
General means “World chat”, which means everyone online can chat here. On general chat you also get “system messages”. These are rather annoying and can be removed if you choose block > system.
Alliance means you chat with alliance members only.
Private means you chat with a (chosen) player only.
Etc.
The city map:
Displays in accordance to the tabs on top: Production zone, Military sector etc.
Tabs: From the top there are a row of buttons called tabs. They are:
- Production zone
- Military sector
- Maps
- Construction
- Training
- Officers
- Territories
- Missions
The Production zone tab shows the part of your city that produces resources. Here all the buildings or farms in the production zone show up with their levels attached to them. A moving wrench on a building/farm indicates an ongoing upgrade.
The military sector tab shows exactly that, plus civilian houses, also with their levels attached to them.
The Maps tab is a kind of world map. A lot of player cities, NPC’s (Non Playable Character, which means a non-seizable computer controlled city), forests, plains, grasslands, swamps, basins and mountains are immediately visible. Right in the center (with an orange tag) you see your own city.
Top left you find a globe, and if you click on it, it brings you to a “world map” although inaccurately displayed. To the right of this map there is a column in which you can select your own city by checking a green button that says “Show My Cities”. Your city will then show up on the continent on which you have established your city. Bottom right you find the map control bar.
The tabs Production zone, Military sector and Maps are kind of special. One of them is always more or less visible, and the next 5 tabs just open “on top” of them.
The Construction tab is a building list with all necessary info about buildings, building levels and building upgrades.
The Training tab is another list that shows you which troops or defenses are under training, and in which Arms plant, alternatively at the city wall. Amongst other info, it shows the time of completion for each training session.
The Officers tab is a little different. All your officers are listed with their name, level and status, as well as their star level, experience and so on. You can reassign, retrain and award each officer as you like. The officer you want to work on has to be inside your city walls.
The Territories tab is a list that shows the “wilds” (ie. mountains, basins, swamps etc.) you have seized, their coordinates, levels, status and more.
The Missions tab is a very important tab. You should look at this often as it is essential to complete missions in order to improve. Furthermore it provides a salary and a small amount of troops every single day. The “Expansions” button shows many different missions, all of which provides great benefits for you. Whenever there is a green exclamation mark (!) you have completed a mission, and can claim your reward.
Icons, mini-windows and bars on the main interface:
Peace/War icon:
Indicates if your city is in war or not.
Upgrade/Research status window:
Shows which buildings are being raised or upgraded, and which level they will be. To the right of each building are two small clickable icons. The first is a “speed-up” tool, which opens a window, displaying different item you may use to speed up the action in question. The second is a “cancel” icon, that cancels the action in question. You will not regain all the resources originally spent when doing this, only part of them.
Friends:
A very small button on the right of the main interface (yellow arrow and blue person) opens your friend’s list. Here you can add friends, or reply to friend requests.
Bulletin board:
Bottom left is the bulletin board. Links pop up here on a regular basis. As an example, you can look up info in the FAQ (Frequently Asked Questions), get rookie tips or info on strategics.
City mini control bar: Contains a building icon that toggles levels on the buildings, a munitions icon that opens a strategic item status window (which strategic items you have in effect), and a stratagem button that opens a stratagem status window. A stratagem is an artifice or trick in war for deceiving and outwitting the enemy (requires signal flares).
You may be unlucky regarding the location of your city, and thus experience daily attacks from evil-minded players (Go figure!). A resettlement plan may help you. With this you randomly move the current city to another region specified by you, and by randomly, they do mean randomly. You cannot decide the coordinates to where you want to move. You cannot have any garrisoned troops outside the city, or Alliance troops inside your city when you resettle. All resource fields will be lost after resettlement, and you cannot move an inland city to a coastal area.
An advanced resettlement plan can do that. With this you can move your current city to the location around specific coordinates assigned by you. You will at least move to coordinates very close to the desired spot depending on whether the spot is actually free or occupied. Either garrisoned troops outside the city, or friend troops inside the city is allowed when you resettle. All field possessions will be lost after resettlement. You cannot move an inland city to coastal plain. It can be bought once every 7 days.
From here on it’s a question of preferences how you want to advance. Some go for a quick war machine, while others stay with increasing resources still more, hoping their city will be left to advance in peace for a while (The first week you’re protected by the Rookie Protection Period). You can even choose both to start training troops AND increase resources, which might be a good investment if you ask me, but I chose to start off with using much time on resouce production.
Have you noticed that you can appoint an officer as a mayor? (See Officers). It pays to have a politically oriented mayor, preferrably with a lot of political points, stars and military skills. He will both increase your defense and contribute to your resources. Your officer in defense battle is always your mayor if you have appointed one. The mayor should be a knowledge oriented officer, but also with some military points.
Your officer should be recruited before you start to seize fields. You can’t do it without him or her. Get the best officer you can afford, and buy star badges for him, until he has 5 stars. Then begin to give him experience, gradually upgrade him to give him more points in attack or defense, and use his potential points to upgrade his politics, military or knowledge points, depending on which type you have decided. Later on, buy him more experience (or let him gain it in battle) and do the upgrades as you go. Only retrain him after he has 5 stars. He will then reach his full potential. You can equip him with caps, jackets, belts etc. and add to his points this way. The way to do things will get still more logical as time passes, and many things are self-explanatory when you hover your mouse over them.
When you have played for 8-10 days, you will probably have a resource production that is between 40000 and 60000 units per hour. You may sell some of it to a market merchant or to an ally. You may also buy from a market merchant or an ally if you need certain resources. Each transaction with market merchants costs 5 diamonds, but transactions with allies are free. You may have noticed that you probably have a stock of resources that cannot be protected, and it will grow to even more sooner than you know. That’s why I suggested you upgrade your trade center asap. Every night before you log off, put your unprotected resources up for sale within the alliance only, and with a trade limit of 1 hour. This way nobody can plunder them while you sleep. There is a small chance someone buys them, but this is always better than having them stolen by some evil villain.
At this period of time you may also have researched a lot of different techniques to a level between 4 and 7. Your resource production technique researches and plants will probably be between level 7 and 10. Your military buildings may show a more significant difference in level, as some buildings seem more important than others.
After 9 days my production buildings looked like this:
Farms: level 3-10
Steelworks: level 8-10
Oil refineries: level 9-10
Rare metals plants: level 9-10
After 9 days my military buildings looked like this:
City hall: level 7
Civilian houses: level 6-7
Trade center: level 4
Staff headquarters: level 3
Generals headquarters: level 6
Military institute: level 5
Warehouses: level 6
Research institute: level 8
Transportation centre: level 5
Radar station: level 5
Light manufacturing plant: level 5
Heavy manufacturing plant: level 7
Airport: level 6
Armsplants: level 5-7
After 9 days my technique researches looked like this:
Cultivation tech: level 5
Steelmaking tech: level 5
Prospecting tech: level 6
Metallurgy tech: level 6
Training tech: level 5
Reconnaissaince tech: level 5
Firepower tech: level 6
Armor tech: level 6
Ballistics tech: level 4
Heavy industry tech: level 3
Fuel engine tech: level 5
Construction tech: level 0
City defense tech: level 0
Plunder tech: level 0
Loading tech: level 0
Storage tech: level 0
Repair tech: level 0
Leadership tech: level 0
Jet engine tech: level 0
Support tech: level 0
First aid tech: level 0
A Commander cannot operate a successful city alone, you will need the help of talented officers, and in order to recruit an officer you will need a Military Institute to train your officers. Officers are trained in your Military Institute and you recruit newly commissioned officers directly from the Military Institute. When deciding on which officer to recruit you need to check the level, attributes, hiring cost and salary of each officer in the list. In order to recruit an officer you just click on the “Recruit” button.
The list of officers changes over time, so you can check back later to see if new officers are available. The higher the level of the Military Institute, the higher the level of the new officers, and the faster the list is updated. Before you can recruit an officer you will need to have a Staff Headquarters, because this is where your officers are billeted, and where they do their military planning. The higher the level of the Staff Headquarters the more officers you can have in your army.
Officer Attributes
Note: Commanders can recruit different officers with different attributes. Each attribute has a specific importance in the development of your city and your military forces:
Level
Officers with higher levels will have higher attribute values and will be able to use better equipment to further improve their attributes. They also gain attack or defense for every upgrade.
Potential
If an officer advances in level, while under your command, they are awarded Potential points. You can assign the Potential points to increase one of the officer’s attributes (political, military or knowledge). Commanders can also purchase a “Training Manual” in the Military Items Shop (or earn it by completing missions) and this can be used to re-assign Potential points in order to develop an officer with a high level in one specific attribute.
Loyalty
The performance of an officer depends on their Loyalty. When you first recruit an officer, they begin with a loyalty of 70, but this can decrease over time. If their loyalty falls to 0, the officer will leave the city, but you can try to retain them by Awarding jewels, jewellery or gold to the officer, all of which can increase their loyalty.
Salary
Commanders need to pay their officer’s salary in gold, the higher the rank of the officer, the higher their salary.
Officer Level Upgrades
Officers can have their Level upgraded if they have earned a certain amount of experience, just like in an RPG game. Once they have reached a new level, they will receive points that can be used to increase their attributes, and the Commander can choose what attributes they want to improve.
Officer status
Commanders can check the status of their officers by clicking the “Officers” button at the top of the screen, or by clicking on the Staff Headquarters, where you can see their current status:
Idle: Idle officers can be given new tasks and missions.
Mayor: The mayor is appointed by you to take charge of your city.
Dispatched: Army officers sent on a mission have their status displayed as “Dispatched”. Once they have achieved their goal, or have returned to your city, their status changes back to “Idle”.
Fight: When they fight in battle, the officers are identified as “In-battle”. After the fight is over, they return to their original post.
Garrisoned: Officers can be stationed in allied cities or in the Fields around your city. These officers have the status set to “Garrisoned”, and they can be recalled at any time by the commander.
Rename Officer
Commanders can rename officers by clicking the “Officers” button at the top of the screen, or by clicking on the Staff Headquarters. Some specific officers can not be renamed.
Officer skills
In addition to its own attributes, officers can acquire new skills that can be used in battle. An officer can learn up to 3 such skills. Learned skills can be “unlearned” in order to make room for new skills.
Military Victory
If you defeat an NPC-General in an attack on a Field outside your city, Commanders can capture and force him to swear loyalty to the Commander. These officers will have a loyalty setting of 10, and the commander will have to reward them in order to increase their loyalty. The commander may also dismiss or execute this officer, if they should prove to be unsatisfactory.
If the commander does not have enough space for the captured officer, then they will be automatically freed.
An Officer can be defeated:
1. If they are stationed in a Field that is plundered or captured by another Commander. The officer will automatically return to their original city.
2. If they are stationed with an alliance member, and their city is conquered. The officer will automatically return to their original city.
3. If the attack failed and your force was defeated. The officer will automatically return to their original city.
Officer Skills
All officers can learn Skills, and these can give the commander a big advantage on the battlefield. These Skills can be learned by obtaining or purchasing the following manuals (also known as munitions): “Officer Battle Manual”, “Naval Battle Manual”, “Land Battle Manual” and “Air Battle Manual”. The learning has a random success rate. The following table lists all the learnable skills and their effects on the battlefield:
Gun Control I-V:
Skill Description I
Lock the target location and make clear target movement tendency through reconnaissance, promote attack force of armored forces by 1 level every three rounds, and effective for 1 round.
Skill Description II
Lock the target location and make clear target movement tendency through reconnaissance, promote attack force of armored forces by 2 levels every three rounds, and effective for 1 round.
Skill Description III
Lock the target location and make clear target movement tendency through reconnaissance, promote attack force of armored forces by 3 levels every three rounds, and effective for 1 round.
Skill Description IV
Lock the target location and make clear target movement tendency through reconnaissance, promote attack force of armored forces by 4 levels every three rounds, and effective for 1 round.
Skill Description V
Lock the target location and make clear target movement tendency through reconnaissance, promote attack force of armored forces by 4 levels every round, and effective for 1 round.
Effect
Improve Attack
Target Unit
Armored Car, Light Tank, Heavy Tank, Self-propelled Gun, Rocket
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Tank Assault I-V:
Skill Description I
Attack the enemy with high-speed tanks before the enemy makes any preparation for fighting back, and promote attack speed of armored forces by 1 level in the first round.
Skill Description II
Attack the enemy with high-speed tanks before the enemy makes any preparation for fighting back, and promote attack speed of armored forces by 1 level in the first two rounds.
Skill Description III
Attack the enemy with high-speed tanks before the enemy makes any preparation for fighting back, and promote attack speed of armored forces by 1 level in the first three rounds.
Skill Description IV
Attack the enemy with high-speed tanks before the enemy makes any preparation for fighting back, and promote attack speed of armored forces by 1 level in the first four rounds.
Skill Description V
Attack the enemy with high-speed tanks before the enemy makes any preparation for fighting back, and promote attack speed of armored forces by 1 level in the first five rounds.
Effect
Improve Attack Speed
Target Unit
Armored Car, Light Tank, Heavy Tank, Self-propelled Gun, Rocket
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Wolf Pack I-V:
Skill Description I
Arrange warships into special arrays to bring stronger attack force, and promote navy attack force by 1 level in every 3 rounds, and effective for 1 round.
Skill Description II
Arrange warships into special arrays to bring stronger attack force, and promote navy attack force by 2 levels in every 3 rounds, and effective for 1 round.
Skill Description III
Arrange warships into special arrays to bring stronger attack force, and promote navy attack force by 3 levels in every 3 rounds, and effective for 1 round.
Skill Description IV
Arrange warships into special arrays to bring stronger attack force, and promote navy attack force by 4 levels in every 3 rounds, and effective for 1 round.
Skill Description V
Arrange warships into special arrays to bring stronger attack force, and promote navy attack force by 4 levels in every round, and effective for 1 round.
Effect
Improve Attack
Target Unit
All naval forces
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Island Hopping I-V:
Skill Description I
Assault the enemy’s weak point depending on fleet maneuverability, and promote navy attack speed by 1 level in the first round.
Skill Description II
Assault the enemy’s weak point depending on fleet maneuverability, and promote navy attack speed by 1 level in the first two rounds.
Skill Description III
Assault the enemy’s weak point depending on fleet maneuverability, and promote navy attack speed by 1 level in the first three rounds.
Skill Description IV
Assault the enemy’s weak point depending on fleet maneuverability, and promote navy attack speed by 1 level in the first four rounds.
Skill Description V
Assault the enemy’s weak point depending on fleet maneuverability, and promote navy attack speed by 1 level in the first five rounds.
Effect
Improve Attack Speed
Target Unit
All naval forces
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Finger Four Formation I-V:
Skill Description I
Form the fighters into four-finger shape, in which fighters can cover each other and allocate firepower more reasonably. Promote air attack force by 1 level every 3 rounds, and effective for 1 round.
Skill Description II
Form the fighters into four-finger shape, in which fighters can cover each other and allocate firepower more reasonably. Promote air attack force by 2 levels every 3 rounds, and effective for 1 round.
Skill Description III
Form the fighters into four-finger shape, in which fighters can cover each other and allocate firepower more reasonably. Promote air attack force by 3 levels every 3 rounds, and effective for 1 round.
Skill Description IV
Form the fighters into four-finger shape, in which fighters can cover each other and allocate firepower more reasonably. Promote air attack force by 4 levels every 3 rounds, and effective for 1 round.
Skill Description V
Form the fighters into four-finger shape, in which fighters can cover each other and allocate firepower more reasonably. Promote air attack force by 4 levels every round, and effective for 1 round.
Effect
Improve Attack
Target Unit
All air forces
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Sudden Strike I-V:
Skill Description I
Destroy the effective of the enemy with strong air power before the enemy makes any response, and promote air attack speed by 1 level in the first round.
Skill Description II
Destroy the effective of the enemy with strong air power before the enemy makes any response, and promote air attack speed by 1 level in the first two rounds.
Skill Description III
Destroy the effective of the enemy with strong air power before the enemy makes any response, and promote air attack speed by 1 level in the first three rounds.
Skill Description IV
Destroy the effective of the enemy with strong air power before the enemy makes any response, and promote air attack speed by 1 level in the first four rounds.
Skill Description V
Destroy the effective of the enemy with strong air power before the enemy makes any response, and promote air attack speed by 1 level in the first five rounds.
Effect
Improve Attack Speed
Target Unit
All air forces
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Engineering Master I-V:
Skill Description I
Improve weaponry through Engineering Master, reducing oil consumption by 1 level.
Skill Description II
Improve weaponry through Engineering Master, reducing oil consumption by 2 level.
Skill Description III
Improve weaponry through Engineering Master, reducing oil consumption by 3 level.
Skill Description IV
Improve weaponry through Engineering Master, reducing oil consumption by 4 level.
Skill Description V
Improve weaponry through Engineering Master, reducing oil consumption by 5 level.
Effect
Reduce Oil Cost in March
Target Unit
All units, exclude city defense
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Arc Defense I-V:
Skill Description I
Cultivate a defense alignment with military officer at the core after rigid training. The stronger the officer, the more defensive the alignment. Promote defense capacity by 1 level every 3 rounds, and effective for 1 round.
Skill Description II
Cultivate a defense alignment with military officer at the core after rigid training. The stronger the officer, the more defensive the alignment. Promote defense capacity by 2 level every 3 rounds, and effective for 1 round.
Skill Description III
Cultivate a defense alignment with military officer at the core after rigid training. The stronger the officer, the more defensive the alignment. Promote defense capacity by 3 level every 3 rounds, and effective for 1 round.
Skill Description IV
Cultivate a defense alignment with military officer at the core after rigid training. The stronger the officer, the more defensive the alignment. Promote defense capacity by 4 level every 3 rounds, and effective for 1 round.
Skill Description V
Cultivate a defense alignment with military officer at the core after rigid training. The stronger the officer, the more defensive the alignment. Promote defense capacity by 4 level every rounds, and effective for 5 round.
Effect
Improve Defense
Target Unit
All units, exclude city defense
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Counterattack I-V:
Skill Description I
Discover the enemy’s chink incisively while being aggressed and beat back in the first round.
Skill Description II
Discover the enemy’s chink incisively while being aggressed and beat back in the first two rounds.
Skill Description III
Discover the enemy’s chink incisively while being aggressed and beat back in the first three rounds.
Skill Description IV
Discover the enemy’s chink incisively while being aggressed and beat back in the first four rounds.
Skill Description V
Discover the enemy’s chink incisively while being aggressed and beat back in the first five rounds.
Effect
Extra Attack Chance
Target Unit
All units, exclude city defense
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Vanguard Assault I-V:
Skill Description I
Sneak attack the enemy’s vulnerability and wipe out them. More competent officer makes more perfect result. Promote attack force by 1 level every 3 rounds, and effective for 1 round.
Skill Description II
Sneak attack the enemy’s vulnerability and wipe out them. More competent officer makes more perfect result. Promote attack force by 2 levels every 3 rounds, and effective for 1 round.
Skill Description III
Sneak attack the enemy’s vulnerability and wipe out them. More competent officer makes more perfect result. Promote attack force by 3 levels every 3 rounds, and effective for 1 round.
Skill Description IV
Sneak attack the enemy’s vulnerability and wipe out them. More competent officer makes more perfect result. Promote attack force by 4 levels every 3 rounds, and effective for 1 round.
Skill Description V
Sneak attack the enemy’s vulnerability and wipe out them. More competent officer makes more perfect result. Promote attack force by 4 levels every round, and effective for 1 round.
Effect
Improve Attack
Target Unit
All units, exclude city defense
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Barrage Fire I-V:
Skill Description I
Attack the enemy as soon as discovering them beyond the range of vision in defense status. Promote attack range of defense facilities by 1 level in the first round.
Skill Description II
Attack the enemy as soon as discovering them beyond the range of vision in defense status. Promote attack range of defense facilities by 1 level in the first two rounds.
Skill Description III
Attack the enemy as soon as discovering them beyond the range of vision in defense status. Promote attack range of defense facilities by 1 level in the first three rounds.
Skill Description IV
Attack the enemy as soon as discovering them beyond the range of vision in defense status. Promote attack range of defense facilities by 1 level in the first four rounds.
Skill Description V
Attack the enemy as soon as discovering them beyond the range of vision in defense status. Promote attack range of defense facilities by 1 level in the first five rounds.
Effect
Improve Shooting Range
Target Unit
All city defenses
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Espionage I-V:
Skill Description I
Pilfer key intelligence based on hi-tech electronic monitoring technology. Promote reconnaissance skill by 1 level.
Skill Description II
Pilfer key intelligence based on hi-tech electronic monitoring technology. Promote reconnaissance skill by 1 level.
Skill Description III
Pilfer key intelligence based on hi-tech electronic monitoring technology. Promote reconnaissance skill by 2 levels.
Skill Description IV
Pilfer key intelligence based on hi-tech electronic monitoring technology. Promote reconnaissance skill by 2 levels.
Skill Description V
Pilfer key intelligence based on hi-tech electronic monitoring technology. Promote reconnaissance skill by 3 levels.
Effect
Improve Reconnaissance Techniques
Target Unit
Technology
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About officers in general
You should get officers relatively soon. (See Further Developement). If you can wait long enough, get a 3 or 4 star officer, and seek out a low level officer with high points if possible. When your military institute reaches level 8, you’ll get good officers. There are 3 types of attributes to officers:
Political officers
Knowledge officers
Military officers
You will know this by his political, knowledge or military attributes. If an officer is 50 political points or more, we call him/her a political officer. Same with knowledge and military. This is the way you make a distinction, and decide which officer to choose. Finding an officer with 4 stars and a high political attribute is not easy, but you will eventually find one, or perhaps settle for a 3 star officer. It doesn’t matter that much. I would choose a level 9 officer with 58 points over a level 30 officer with 71 points.
The political officer is great at finding jewellery, which you’ll need for your “Flying high” missions. If you want to boost your production, appoint this officer as mayor. It’ll help a lot. The Politics attribute also helps to reduce construction time of buildings and city defences.
You can award a “The Wealth of Nations” to an officer to increase his/her Politics attribute by 25% for 7 days. The duration can be extended through multiple uses.
The knowledge officer increase the defensive capability of your troops, and if such an officer is used as a Mayor then this will reduce the research time needed for scientific and technological advances. In war situations this officer should be your mayor.
The military officer is great at attack. If such an officer is used as a Mayor then this will reduce the training time of your troops.You can award a “On Protracted War” to an officer to increase his/her Military attribute by 25% for 7 days. The duration can be extended through multiple uses.
You should use star badges regularly to make him or her a 5 star officer, even though it may take a long time or be costly in diamonds. As soon as this is done, you should retrain your officer. This way your officer reaches his/her full potential. If you’re dissatisfied with the points, confirm the assignment and retrain him. When you retrain your officer you have to buy or use an item called a Reassignment Procedure, and you can now place a number of points on either political, knowledge or military skills. There’s a small plus sign next to the fields you must click. Confirm the assignment afterwards.
You can also gain experience by seizing or plundering other cities or NPC’s, or simply purchase experience through different items called Battle Conspecti, Battle Principles or Battle Essences. In experience, there’s one number, a slash and then another number. The first number is the number of free experience points the officer has. The second number indicates the number of experience points required for the officer to reach the next level. If the first number is lower than the second number then your officer needs more experience to level up, if the first number is higher then your officer is ready to level up and this can be achieved by clicking the “upgrade” button next to the officer’s level.
You can rename your officers. If you have 4 or 5 cities, you may easily have 3 or 4 officers in each city. To help yourself remember which city they “belong to”, rename the officers in your first city to ie. Adler, Anders, Anberg etc. The officers that “belong to” your second city can be renamed to ie. Boulder, Beetle or Budge. The names of your third city officers Calman, Carter or Casey. See? Easy to tell them apart, right? You can even crank it up a notch: Make your officer’s first initial a K, a P or a M, according to his/her type. My ransacking officers are all named after gems, like P Onyx etc.
You may dispatch any officer temporarily or permanently in any of your cities, but you don’t dispatch your officer, when dispatching YOUR TROOPS in a friendly player’s city. This can be needed as a reinforcement measure, simply to make the defense in the friendly player’s city stronger. When you do that, the friendly player’s officer will take command of your troops until you recall them. You can not command friends’ troops in an attack, unless it’s a combined attack.
Finally, add some Knowledge points to your Military officer. Military points increases your troops’ damage to the enemy, but Knowledge increases your troops’ armor. A very good thing to know! (Thanks joeag!)
At one point of time or another, you will get a warning about an upcoming invasion. Depending of the level of your Radar, the information you get may vary a lot. The higher the level of your radar, the higher the accuracy of your intel. When your city is attacked (seized or plundered) by an enemy, you basically have 2 choices:
1) You can defend your city
Leaving your troops out to fight is a choice you only make when your army is strong enough to withstand the attack and beat the enemy.
Open your General Headquarters by clicking it, click the button called Defense Tactics, and you’ll see the current defense tactics. The troops you have each have an icon with 3 small icons in it. The top icon toggles between Forward, Standby and Retreat. The next icon gives you an option to choose which target will be the default one. The third icon toggles between Leave the city walls and fight (Red flag), and Stay within the walls (Lock up your troops).
2) You can lock up your troops (Highly recommended!)
Locking up your troops is the choice you make as a standard measure for all troops, and for all kinds of tactics (Counter-plunder battle, Defense battle and Counter- scout battle), and in all cities. Notice the check boxes and the button that let you apply this to all of your cities at once. Do it, the sooner the better. When you have built, say 2 or 3 thousand scout planes you may want to change your Counter-scout Battle tactics for the scout planes to Leave the city walls and fight (Red flag). This way you can prevent enemies from scouting you effectively. Your choice.
If, or rather when you get attacked, and you have locked up your troops, they will not be lost in battle, and the enemy will escape with your resources (plunder) or your gold PLUS your resources (Seize). (See Protect your resources)
If an alliance member has dispatched some troops to your city, and your city is attacked, his troops wil fight no matter if you lock up your own troops or not. So reinforcing another player’s city can be fatal for your troops. Just so you know.
You may change these settings in defense tactics.
The City wall
City defense is built on your Wall. A higher level wall brings more slots in the queue of defense building.
Level 1 Wall increases defense and shooting range of defensive force by 5%. Space of city defense is 10,000 and the duration of wall is 20,000.
Level 2 Wall increases defense and shooting range of defensive force by 10%. Space of city defense is 20,000 and the duration of wall is 80,000.
Level 3 Wall increases defense and shooting range of defensive force by 15%. Space of city defense is 30,000 and the duration of wall is 180,000.
Level 4 Wall increases defense and shooting range of defensive force by 20%. Space of city defense is 40,000 and the duration of wall is 320,000.
Level 5 Wall increases defense and shooting range of defensive force by 25%. Space of city defense is 50,000 and the duration of wall is 500,000.
Level 6 Wall increases defense and shooting range of defensive force by 30%. Space of city defense is 60,000 and the duration of wall is 720,000.
Level 7 Wall increases defense and shooting range of defensive force by 35%. Space of city defense is 70,000 and the duration of wall is 980,000.
Level 8 Wall increases defense and shooting range of defensive force by 40%. Space of city defense is 80,000 and the duration of wall is 1,280,000.
Level 9 Wall increases defense and shooting range of defensive force by 45%. Space of city defense is 90,000 and the duration of wall is 1,620,000.
Level 10 Wall increases defense and shooting range of defensive force by 50%. Space of city defense is 100,000 and the duration of wall is 2,000,000.
When you are sick and tired of getting seized by your revolting neighbour, you may finally reach a point where enough is enough. He will have to be taught a lesson.
My advice is this: Overkill pays! Send as many troops as necessary, and then some. Scout him before the attack, and scout him again just before your troops arrive. He may get reinforced by his allies, he may have hidden his troops in a nearby field, he may have used a stratagem on you to make his forces appear smaller than they are, or your scouts may simply have given you wrong intel about his troops. Upgrading your scouting techniques (and radar) as much as possible, is therefore a must.
But let’s assume you have sent a sufficient amount of troops, and the second the alarm goes off, you’re in battle. The intelligence button flashes red, and when you click it, there’s a lit up button that says Command. (Exception: The enemy flees!) Press this button, and the sand table (or sandbox) opens up.
You are now watching the battlefield. Your troops move in from the left, and the enemy’s troops move in from the right. If you just sit back and watch your troops advance on the battlefield, chances are you will lose a fair amount of troops. The explanation to this comes here:
– It’s not a good tactical move.
– Different units move at different speeds.
– The amount of units on your side is most likely not the same as on the enemy’s side.
– The firing range of different units vary a great deal.
– Last, but not least, the enemy may have weapons you don’t have.
So you need a strategy. Lets say you have the sand table in front of you, looking something like this:
Your side: Enemy side:
500 Motorized Units
250 Light Tanks 600 Light Tanks
500 Heavy Tanks 450 Heavy Tanks
500 Self Propelled Guns 600 Self Propelled Guns
150 Rockets 100 Rockets
It’s obvious that there’s a different amount of troops on the two sides. The enemy have no MU’s, more LT’s, less HT’s, more SPG’s and less Rockets than you. So the battle ends in a draw, right? Or does it?
Now if I were you, I would advance my fast moving MU’s, my Light Tansk and Heavy Tanks about 33% or 40% into the battlefield (Forward), and hold everything else back (Standby). When your troops collide with the enemy, move your SPG’s enough to have the enemy within firing range. Your MU’s and Light Tanks will probably get killed by the enemy’s LT’s, but the MU’s are cheap cannon fodder anyway, and they keep the enemy from advancing further, until the enemy LT’s have gone down. In the meantime you change the target on your troop icons to LT (Light Tanks). This means: The enemy LT’s kill your MU’s while all your troops kill the enemy LT’s.
So far so good. By now the enemy HT’s will have advanced some more. In the meantime you will have moved your HT’s forward like you did the MU’s, but no further than that. Change your troop’s targets to HT, when the LT’s are done with. Make sure the enemy troops are within firing range of both rockets and SPG’s. Continue like this until the enemy’s troops are wiped out. Doing this effectively requires some experience in the speed and firing range of different troop types. In other words, you use your cheap and fast troops as “bait” or “blockers” while firing at them with your other troops.
Notice that the range of the battlefield is not always the same. If you seize a NPC, the range is most likely 9420, but in other cases it can well be much smaller, making it look as though your troops move faster. Be aware of the enemy city wall defense’s ranges, and stay out of reach for as long as possible.
The battle may look entirely different if the enemy has locked up his troops, but has, say 2000 bunkers, 1000 Howitzers, 1000 Anti-Tank guns and 1000 Anti-Aircraft guns. This requires not only another tactical method, but many more troops, especially SPG’s, HT’s and Rockets. You will eventually encounter such a wall defense, and I’ll bite myself in the rear if you can take them down with the troops displayed on the above sand table. You would have to surrender, but of course you would never underestimate a wall defense like that.
You may want to learn about the range of the different troop types. While in battle, you can click on, say your rockets, and a dotted line will appear from your rockets, showing the firing range of them. It will soon be clear to you that rockets and SPG’s have the best range of mobile units. However, one day you will encounter an enemy who has Howitzers, Anti-Aircraft guns or Anti-Tank guns like mentioned above, not to mention Battleships. It’s a totally different story with those kinds of weapons, and you’ll need a lot of firepower to take those down.
In your Arms Plant (click it), a list of available trops appear, and if you hover your mouse over any of them, a info box pops up, also with a brief description of the troops. To give you an idea of this, here’s the list of info about my Infantry:
Infantry is your basic unit of combat-trained foot soldiers.
HP 100
Vs. Ground 10
Vs. Fort 18
Speed 300
Load 50
Food consumption 1
Vs. Navy 10
Armour 10
Range 20
Population 1
Oil consumption 1
Laugh or cry, your foot soldiers use oil! Perhaps shoeshine counts as oil, I have no idea, but that’s how it is. Another thing: They are worthless except vs other foot soldiers.
So take a deep breath and go through all the different types of troops, and LEARN!
1) Find your target city on the map page.
2) Click it and choose Seize. The dispatch page opens up.
3) To the left, you decide which troops to participate in the attack.
4) Take a note of your One-way travel time
5) Top right, decide how many friends you want to invite to the battle. Be aware of what the manpower cap is. The higher the GHQ, the more troops can be sent. Who has the best military officer? That may be the better person to lead the attack.
6) Get the one-way travel time from your friends.
7) The person doing the inviting will be the one in charge of the attack and, as such, has to have the longest travel time. It may be necessary to delay the troops so the people invited have time to join. Be aware, that the manpower cap will be divided equally between all who are invited. So if you have a manpower cap of 90000, and you invite 3 friends, each person will only be able to send 30000 of troops.
7a) Let’s say you have 5 minutes travel time, and your friends have 6 and 7 minutes.
7b) You as the leader of the attack will have to delay troops to allow the person with the 7 minute travel time to be able to join in on the attack. They can not send their troops in a joint atack until you have invited them.
8) Press Dispatch.
9) Go to Intelligence, and click VIEW. Click INVITE FRIENDS, and choose from the list. Confirm afterwards. It’s vital that the time between the actions of point 7b and 9 is kept to a minimum. Let your friends know they are invited.
10) The combined attack is now a reality. As stated earlier, the person who has done the inviting is the one who will be handling the battle. The friends may make suggestions as to how to deploy the troops, but they will not be able to manage the attack.
I am convinced there are many opinions on, which troops to train, but I have an opinion on that too.
My favourite army/navy consists of:
20.000 – 30.000 Heavy Tanks
20.000 – 30.000 Armoured Vehicles
20.000 – 30.000 SPG’s
20.000 – 30.000 Rockets
30.000 Fighters
20.000 Bombers
5000 Battleships
2000 Aircraft Carriers
30.000 Special Forces
In my opinion, don’t train Infantry, Motorized Units, Light Tanks, Destroyers and Submarines. They are not very good. Some might protest, and I admit that you often need “cannon fodder” as blockers in an attack situation, and for this you can use Light Tanks, Destroyers and subs. Otherwise I don’t bother training them.
There are more ways to deal with the question: “How to protect my resources?”
The obvious way is:
1) to build warehouses, and upgrade them asap. There are other ways, and more effective at that.
2) You can dispatch your trucks, loaded with resources, to a level 0 field somewhere in the vicinity of your city. Better send some troops with them; any area may already be occupied by an enemy, in fact, most fields are.
3) You may also put the resources up for sale in the Trade Center.
If you choose the latter, you should choose Sell to player, and check the Sell within alliance only check box. Also set the trade time limit to 1 hour. This way there’s little chance someone else buys your resources, but it is bound to happen sooner or later anyway. Perhaps not what you wanted, but better than getting plundered for sure.
Ransacking fields is necessary, except if you choose to buy your jewellery from the Military Item Shop. To buy anything in the Military Item Shop costs diamonds, and you will never ever get enough of those. (Some people choose to purchase diamonds from Jag-games, and pay with real, hard earned money via VISA or PayPal). No matter how you get your jewellery, you will need them to in order to complete your “Flying high” missions. Completing those missions give you a higher rank, which is necessary to get bigger. And in this game Bigger is better!
It is fine to send one scout plane and one political officer to ransack, provided you have taken care of any enemies first.
Around your city you’ll see a lot of fields, grasslands, mountains etc. They can be seized and ransacked (or plundered). When you need to complete a mission, and want to ransack a field, take the highest level field you are able to conquer. Use an officer with good attack, and more than the necessary troops, just to be sure. ALWAYS scout the field first! When you have seized the field, dispatch a ransacking team consisting of 1 scout plane and a political officer to the field from within the map. Recall the other troops when the ransacking team have arrived. View and choose Ransack. Let your troops ransack for 24 hours straight, or you may well find zero jewellery! When ransacked recall your trucks and the political officer. The jewellery you have found will appear in your My Military Items page.
If it is a field with a fairly high level, you may want to keep it, at least for a period of time. When you hover your mouse over a field, you can see which resource it produces. You don’t want to keep it forever, because the level decreases by a level a day. But in the meantime, your production goes up, and if you have appointed a good political officer as mayor, he will provide you with nice bonuses on top of it. The number of seized fields depend on the level of your city hall. A level 5 city hall means you can seize 5 fields etc.
One fine day you have advanced to Private 1st class, and you’ll be able to raise a second city. Having another city close by not only boosts your feeling of success, it also provides you with one more source of resources. You can choose to create it by a “standard” city layout, or you may choose to make it a production city or even an assault city. In most cases you’d want to place it close to your first city, which will save you a lot of oil. Example of those below:
Standard city:
Production Zone:
4 or 5 Steelworks
4 – 6 Oil refineries
4 or 5 Rare metal plants
The rest is Farms
Military Sector:
10 Civilian houses
8 Arms plants
2 Warehouses
1 City Hall
1 Military Institute
1 Staff HQ
1 Generals HQ
1 Light Manufacturing Plant
1 Heavy Manufacturing Plant
1 Trade center
1 Airport
1 Research Center
1 Communications Center
1 Radar
1 Transportation Centre
Production city:
Production Zone:
6 Steelworks
6 Oil refinery
6 Rare metal plants
The rest is Farms
Military Sector:
5 Civilian houses
1 Arms plants
17 Warehouses
1 City Hall
1 Military Institute
1 Staff HQ
1 Generals HQ
0 Light Manufacturing Plant
0 Heavy Manufacturing Plant
1 Trade center
0 Airport
1 Research Center
1 Communications Center
1 Radar
1 Transportation Centre
It is obvious that the production city is too unbalanced to go by itself. You will need to start off with more steelworks, oil refineries and rare metal plants, and later downgrade them and raise farms instead. Another solution is to keep transporting the necessary resources to the production city. That requires a high level, well balanced city to work properly. The same goes for the assault city:
Assault city:
Production Zone:
1 Steelworks
1 Oil refinery
1 Rare metal plants
The rest is Farms
Military Sector: (Identical to the production city)
5 Civilian houses
1 Arms plants
17 Warehouses
1 City Hall
1 Military Institute
1 Staff HQ
1 Generals HQ
0 Light Manufacturing Plant
0 Heavy Manufacturing Plant
1 Trade center
0 or 1 Airport
1 Research Center
1 Communications Center
1 Radar
1 Transportation Centre (Needs one airport level 1)
The standard city layout provides you with an allround production just like your first city. The production city gives you plenty extra resources you can transport to a city where additional resources are needed. The assault city is the city in which you would station your troops permanently. When your army gets really big, it consumes an awful lot of food.
The level of the different types of buildings in each type of city will evidently be clear for you as you go. In ie. an assault city some buildings like ie. the arms plant do not necessarily need to be upgraded, while others ie. the Radar and the civilian houses always must be upgraded to as high a level as possible. I must also point out that a coastal city needs a Naval Academy, why you must build 1 less of another building of your choice.
I believe it would pay to have one city of each, instead of 3 standard type cities. Some might disagree, but that’s my experience. You’ll never have oil enough in your assault city, where your troops are stationed. So having a supply city is very good. The closer they are, the better. Oil is expensive and time can be too.
Another good thing when you have many cities, is to name them alphabetically At the moment I have 9 cities, and they are named: Atlantis, Baris, Corinth, Delphi, Edessa, Fier, Gytheio, Helike and Itanos. When I need to change from Atlantis to Gytheios, the latter is not visible on the tiny drop-down menu. The scroll bar is even smaller, so I just press “G” on the keyborad after having clicked the topmost city, and voila! Gytheio is highlighted and accepts an “Enter”
In the flying high missions you’ll need jewellery to advance your military rank. Below is a list of what jewels you need for every new rank:
Private:
Obsidian ring x2, Amber Necklace x1
Private First Class:
Amber Necklace x5, Platinum Ring x2
Corporal:
Platinum Ring x10, Gold Bracelet x 5
Sergeant:
Gold Bracelet x10, Agate Pendant x5
Staff Sergeant:
Agate Pendant x10, Jade Necklace x5
Master Sergeant:
Jade Necklace x10, Sapphire Pendant x5
Warrant Officer:
Sapphire Pendant x10, Ruby Ring x5
Second Lieutenant:
Ruby Ring x15, Emerald Brooch x10
First Lieutenant:
Obsidian ring x30, Amber Necklace x20
Captain:
Platinum Ring x30, Gold Bracelet x 20
Senior Captain:
Agate Pendant x30, Jade Necklace x30
Major:
Sapphire Pendant x40, Ruby Ring x20
Lieutenant Colonel:
Obsidian ring x40, Emerald Brooch x40
Colonel:
Obsidian ring x40, Amber Necklace x40, Platinum Ring x40, Gold Bracelet x30
Senior Colonel:
Amber Necklace x40, Platinum Ring x40, Gold Bracelet x40, Agate Pendant x30
Major General:
Platinum Ring x40, Gold Bracelet x40, Agate Pendant x40, Jade Necklace x40
Lieutenant General:
Jade Necklace x50, Sapphire Pendant x50, Ruby Ring x50, Emerald Brooch x50
General:
Agate Pendant x80, Jade Necklace x80, Sapphire Pendant x80, Ruby Ring x80
Senior General:
Jade Necklace x100, Sapphire Pendant x100, Ruby Ring x100, Emerald Brooch x100
General of the Army:
Agate Pendant x120, Jade Necklace x120, Sapphire Pendant x120, Ruby Ring x120, Emerald Brooch x 120
Have you noticed that it’s the same kinds of jewels along the way, but in increasing numbers? The only jewels in the game are: Obsidian rings, Amber Necklaces, Platinum Rings, Gold Bracelets, Agate Pendants, Jade Necklaces, Sapphire Pendants, Ruby Rings and Emerald Brooches.
I made the mistake in the beginning of the game, that I used some jewels for awarding my officers, and later I found out that I would come to need those jewels in future rank advancements. Now I save every single piece of jewellery.
If you don’t feel like buying jewellery chests in the Military Item Shop, you have to ransack for them. The basins, grasslands, mountains, swamps and forests each contain different jewels, although you may find ie. gold bracelets both in swamps and on mountains.
When ransacking a field, you have to seize it first. Depending of the level of your city hall, the number of seizable fields change. The higher the city hall level, the more fields you can seize. When you have scared away the occupying forces from the field, or beaten them, you can send the ransacking force in. While you have your troops in the field, click DISPATCH to send what you think is necessary to ransack the field. Some people send 200 trucks and a political officer, while others send a scout plane and a political officer. I am not sure how much of a difference it makes, except with trucks you get a small amount of the resources produced on that specific kind of field too. When your ransacking team has arrived, you can recall your troops. Enter the field from the map, click VIEW and RECALL.
NB! You can seize with troops from city A and later deploy a ransacking team from city B, if all your political officers are busy in city A.
You must ransack for 24 hours straight, or you may find nothing. In those of my cities that have troops in them, I also have 2 or 3 good political officers, that way I can ransack more places at the same time.
The backbone of any Commander in WAR2 Glory is his army. Without a strong fighting force, and a competent Commander, your city is doomed. 40 different types of soldiers, vehicles, aircraft and ships are available for you to command on the battlefield. The units are historically accurate and based on the real forces of World War II. Whether you need to engage in battle on the ground, in the air, or on the open seas you can build the force that you need to be successful. The fortress walls of your city can also be equipped with bunkers, howitzers, anti-tank guns and anti-aircraft guns to repel your enemies. With the right forces, and the right strategy, your victory is assured!
Infantry is your basic unit of combat-trained foot soldiers.
Motorized Units travel in vehicles that greatly improve their strategic mobility.
A truck has a high load capacity and is often used for transporting goods and resources.
The FAI armoured vehicle from the Soviet Union has a single 7.62 mm DT machine gun on a revolving turret. Its cork-filled tires allow the vehicle to retain mobility over difficult terrain and during battle situations.
The light M4 Sherman is the primary tank used by the United States. The Sherman tank is fast, manoeuvrable, mechanically reliable, easy to manufacture and service, and performs well against Axis tanks.
The heavy Iosif Stalin tank (IS tank) is a heavy tank developed by the Soviet Union. It is designed with thick armour to counter German 88mm guns and sports a main gun that is capable of penetrating the German Tiger and Panzer tanks.
The SPG SU-76 (Samokhodnaya Ustanovka 76) is a Soviet self-propelled gun. Crews loved this vehicle for its simplicity, reliability, and ease of use.
Katyusha is a multiple rocket launcher first built and fielded by the Soviet Union. Compared to other artillery, it delivers a devastating amount of explosives to a target area quickly.
The speed of Scout aircraft relative to other rivals is seen as an advantage in gaining immunity from ground fire, while also providing the ability to deliver timely reconnaissance reports. They are not designed for air combat.
The P-38 Lightning Fighter. Developed according to U.S. Army Air Corps requirements, the Lockheed P-38 Lightning is a versatile aircraft capable of dive bombing, level bombing, ground strafing and photo reconnaissance missions.
The Boeing B-17 Flying Fortress is a four-engine heavy bomber aircraft developed for the United States Army Air Corps. The B-17 is a potent, high-flying, long-ranging bomber capable of unleashing great destruction and surviving extensive battle damage.
The Fletcher Class Destroyer. With flush deck construction for added structural strength, it is the largest class and the most successful of all American destroyers. They carry a significant increase in anti-aircraft and other weaponry.
The Gato Class Submarine. Armed with forward and aft torpedo tubes, a deck gun, and anti-aircraft cannons, Gato is the forerunner of all American WW-II submarine designs.
The King George V class makes battleships a focal point of maritime operations, and still contributes to battleship-to-battleship action. A greater emphasis is placed on armour and torpedo protection than previous British battleships.
HMS Ark Royal is an aircraft carrier of the Royal Navy. With two hangar deck levels, she is designed to carry a large number of aircraft, giving you an unprecedented advantage in marine combat.
SF: Commandos. An elite aerial unit specialized in highly tactical assaults and potentially suicidal missions.
Allied Powers – City Defences
A military bunker is a hardened shelter often buried partly or fully underground to protect the inhabitants from bombs or other enemy attacks. Bunkers have a post-wipeout recovery rate of 20%.
The 105mm Howitzer M2A1 (M101) is the standard light field howitzer for the United States. It has a reputation for its accuracy and powerful punch. The M2A1 has a post-wipeout recovery rate of 13%.
Anti-tank Gun: ZiS-3. Soviet soldiers like the ZiS-3 guns for their extreme reliability, durability, and accuracy. The ZiS-3 has good anti-armour capabilities and can knock out light and medium tanks with its armour-piercing rounds. The Zis-3 has a post-wipeout recovery rate of 7%.
Anti-aircraft Gun: Bofors. The Bofors 40 mm gun is a famous anti-aircraft autocannon designed by Swedish company Bofors. It is a popular medium-weight anti-aircraft system used by most of the western Allies as well as various other forces. The Bofors has a post-wipeout recovery rate of 7%.
Allied forces: Axis forces:
Infantry: Equal Infantry:
Motorized Unit: Equal Motorized Unit:
Truck: Equal Truck:
Armoured Vehicle: Equal Armoured Vehicle:
Light tank (Sherman): 50 firing range 55 Light tank (Panzer IV)
Heavy Tank (IS-3) 240 HP 235 Heavy tank (King Tiger)
35 vs Fort 36
700 speed 680
60 firing range 65
SPG (SU-76): 50 vs Fort 55 (Sd.Kfz. 166)
Rocket Katjusha: Equal V-2
Scout plane: Equal Scout plane:
Fighter (P-38 Lightning): Equal (Bf 109)
Bomber (B-17) 30 vs Sea 31 (Stuka)
25 Load 28
Destroyer (Fletcher Class) Equal (Zerstörer)
Submarine (Gato class) Equal (U-Boot)
Battleship (King George V) 420 Oil 320 (Bismarck)
73 vs Air 75
Carrier (Ark Royal) Equal (Graf Zeppelin)
Special Forces (Commandos) Equal (ME 262)
Bunker Equal Bunker
Howitzer (M2A1) Equal (FH 18)
Anti-Tank Gun (ZiS-3) Equal (PaK38)
Anti-Aircraft Gun (Bofors) Equal (FlaK 18)
1) As soon as you’re going to do a research, take your officer with the highest knowledge and appoint him as Mayor. Then the research time will be shortened. Same with building troops, appoint a military officer. When you are finished just appoint your normal officer again. Your normal mayor should be a political officer – he will boost your production. In a defense situation, your knowledge officer should be the mayor.
2) Add a scouple scout planes to the ransacking force, and you’ll find more jewels. When scouting, send an officer with the planes. Even though they get shot down, you will still get a scout report.
3) Trucks, scouts and SF carry a lot of resources.
4) Vanguard assault, Counter attack and Arc defense are the best skills in the game.
5) SPG cause 16541 damage to the wall, AV’s 1727, lt’s 1212, ht’s 2438.
6) Spg’s (mainly for defense) have range but Heavy tanks give good protection to your troops.
7) Spg’s are good vs fighters.
8) Howitzers are good versus ground, not air. Range of a howitzer =5300.
9) I only use fighters to counter Rkts and Bombers.
10) Range of rockets = 3300.
11) You can use items from the Military Item Shop to empower your officer and troops, destroying your enemies more effectively. A ‘Bugle Call’ is used to increase the attack attribute of your troops, while ‘Temporary Shelter’ is used to increase your troops’ armor. After the battle, you can go to the ‘Damaged Troop Camp’ in your General Headquarters to fix some of your wounded troops back into service.
12) Players of opposing factions (Axis vs. Allies) will be able to attack each other 4 hours after declaring war. The war will last for 48 hours. Players on the same faction (Axis vs. Axis, Allies vs. Allies) will be able to attack each other 8 hours after declaring war. The war will last for 24 hours.
13) Add some Knowledge points to your Military officer. Military points increases your troops’ damage to the enemy, but Knowledge increases your troops’ armor. A very good thing to know! Politics points for resources, Military points to build troops faster, and Knowledge points to make reaserch faster. Mayors need all the points in one attribute!
Politics : increases your resources production output
Knowledge : reduces the time it take of your research, and helps your troops’ armor ( live longer )
Military : reduces the build time of troops, and helps your troops do damage ( kill fast )
Combat officers need both Military and Knowledge points
Example : An officer with 100 military and 100 Knowledge can win a battle aginst an officer with 200 Military and 40 Knowledge points. The 200 Military officer will kill more troops in the first 3 or 4 turns but will then start losing more troops (Thanks joeag!)
14) The counterattack skill is best when you use 1 type of troops only!
15) Bunkers hold well vs battleships. So does AV’s (as blockers).
Thanks.
This is a lot of work and well done.
R
Thanks for the help!
Nice guide mate
Nice one bro