|
Survival Guide - Dust Settles: Army
Your army is the part of your population
that you train to use to attack other camps and defend your own against attacks.
You will use the Classrooms page to train
army and officers and the Attack page
too set up attacks on other camps, while the Defense
page will be used to set up defensive formations and assign defensive weaponry.
In order to attack another camp or have any real home defense, you will need to train army units and the officers needed to lead them. You will do this through the Classrooms page, linked on the left control panel. At the top of this page, you will see information regarding your current army size, its competency, and the army training tools. You will be able to see how many people you have available for training, how much space you have left in your barracks, and how much classroom space you have for training. You must have classroom and barracks space available for army as well as enough CEPs to cover the costs in order to train them. You should be aware that changing your army's current staffing either through training or relieving units can have a negative effect on its competency. Once you have assigned army for training it will take 6 days (turns) to complete their training. You can check back on the Classrooms page to see how much longer they have until their training is over.
Officers will also be trained through the Classrooms page. Below the army training
queue, you will find the officers training queue. Here you can see how many
of each officer type you have and how many you need. Officers must be trained
from your army pool. They will require more turns for training and plenty of
CEPs, but not having enough officers means weapons
production will be decreased by 1/2 and severe reductions in your army's
ability in battle, no matter how well armed they are. You will need barracks space to house
your army. Each barracks will hold up to 50 military units. Since ops and officers
are trained from army units, you will not need extra space when you decide to
train them, only when you want to train new army units. Your army will require two meals each
day. Officers will require three meals. Once you have ended 1,000 turns, you
will have to begin paying your army units or your population's morale
will drop to poor. These guys are risking their lives to make sure that your
camp remains safe from attack and retains its superiority over other camps.
The least you can do is feed them well and pay them.
Army competency is a very important factor in any battle
and is even important for your ops missions.
This term refers to how well your troops can work together and get along. The
higher your army's competency is, the better your troops will perform in battle.
For example, an army armed with ~1,000 rifles and Elite competency against an
army with ~1,000 rail guns and Unconfident competency will typically stand a
pretty decent chance. Competency affects not only your overall attack and defense
in battle, but also your accuracy with weapons.
During ops missions, your army competency
will help or hurt your ability to complete each of the legs of your mission
and remain unnoticed. You can check your army's competency level by looking
in the "Your Army" box on the Attack
or Classrooms pages. No army is going to be complete without officers. These men and women are trained
to keep order among your troops and to lead them into battle.
Without officers, your troops can become confused and lazy, performing very
poorly in battle and slacking off on weapons
production so that only half of the normal weapons are made. In order to keep
your troops organized and ready for anything, you will need to train officers
according to the following: Your army has three basic functions in your camp, attacking
other camps, defending your own, and
producing weapons. The only other function
army units serve is to help escort or attack aid
caravans between allied camps. By researching Coercion, Weapon Design,
and Military Tactics, you can improve your attack power. Military Tactics will
have the highest effect on the overall battle, but Weapon Design will greatly
improve, not only the types of weapons you can build, but also their accuracy
values. You can research Recreation for an overall defense bonus.
You will only be able to attack a camp with your army 3 times during any 24 hour (real time) period at most. You will be able to launch special ops and air raids as well, taking the number of attacks by you on any given camp up to a possible 9 in any 24 hour period, unless they enter Cool Down during one of these attacks or reach one of the other two limiters, 15 total attacks in 24 hours or 10 total army attacks in 24 hours. Once all of these attacks have been launched, you will have to wait until the 24 hour period is over to attack that person again. If the person enters Cool Down during this 24 period and is not out by the time you can attack them again, you will not be able to attack them until their Cool Down period is over. Any time you send out your army, they will be gone for a total of 6 days (turns), leaving your camp protected only by the army that was not sent out and your militia. You will also have less weaponry, since all of the weapons that your army takes with them will be away from your camp as well. Any army that is sent out on an attack will not be available to protect your camp. This will leave you with very limited defenses in comparison. Whenever you send out an attack, make sure that you have your army back before you log off if possible so you will not be left defenseless. You will only be able to train 1 set of army units at a time,
though you can train multiple officer groups at a time. Training will be paused whenever your troops are out for an attack. |
|
|||||||||||||||||||||||||||||||