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Survival Guide - Dust Settles: Defending Your Defense page is where you will set up all of your defensive commands and
build all of your defensive structures.
You will need to make sure that you are prepared for both full-out
military attacks and secret special ops
raids. Here you can train militia,
set up defensive formation orders, assign weapons
for defense, assign defensive structures for construction, and keep an eye on
your guard post coverage.
Defensive structures
are very useful to add an extra layer of defense to your troops and camp. From
structures that just increase your defense, like pillboxes or trenches, to structures
that will actually attack incoming forces, like anti-tank cannons and AA guns,
these structures provide you a boost to your total defenses and will actively
fire upon incoming attackers when appropriate.
This table, displayed below your construction assignment options
will show you some basic statistics about each of the defensive structures.
Above the table you can find out how many you can build based on your circumference.
In the table you can find out how much defense is provided by each individual
structure, how much damage the structure can deal, what level and type of research
you need to open the ability to build that structure, and how many units of
that structure type you own. Your first line of defense against any invading force will be any army
that you have available in your camp when you are attacked. Depending on the
weapons, vehicles,
and aircraft you assign as defense and
the formation you use when you are attacked, you could have a great advantage
against an invading force. You must assign these weapons yourself or your military
units will fight unarmed.
Your defensive formation will make a difference in the effectiveness of an army's assault against your camp. You will start the game with the ability to set your camp in the Forward Concentration formation, but as your Military Tactics research increases, you will be able to set other formations with their own strengths and weaknesses. Each formation has its own strengths and weaknesses against different attack formations, making formation choice very important.
Whenever you reset your formation orders by selecting the new orders from the
drop down box and clicking Submit, you will be reminded that you must end
a turn for these new orders to go into effect. You army needs time to reorganize
and reset all of their normal rounds to these new orders. Forward Concentration: This is the basic defensive formation that your army will start with. This
formation provides you a decent stand-by since it has no real disadvantage against
any attack formation. On the other hand, it has no specific advantage against
any formation, so you will never receive any sort of attack bonus. Distributed Defense: Once your Military Tactics research has reached at least 10, you will be able
to use this defensive formation. It has the advantage over a Flanking Maneuver
and a disadvantage against the Ranged Fire Primary attack formation. Pro-Active Defense: You will be able to set this defensive formation when your Military Tactics
research reaches 30 or above. This formation has a distinct advantage against a Ranged
Fire Primary attack formation, yet has a severe disadvantage against a Flanking
Maneuver.
Your second line of defense against an invading force will be your militia. These mildly trained civilians will also be one of your main defenses against invading special ops attacks. You will train militia through the Defense page by entering the number of people you want to train in the text box under "Train". Your only limit to training militia will be the number of available people that you have. You can train as many militia as you want at a time, just remember that once these people are trained as militia, they cannot be used for any other purpose in your camp and must be fed one more unit of food apiece than your current rations. If you need to you can relieve your militia using the text box in the table beside the Train box.
Below the militia information and train/relieve boxes, you will
see the Militia training queue. When you have no militia in training, you will
see a table like that in the first image. Once you have assigned militia for
training, you will see a table similar to the one below, reminding you how many
you have assigned for training and how much longer they have before their training
is over. Your people only have to train for 3 days to become militia since they
are only really learning some basics about using close combat weaponry and certain
things to look for to guard the camp against special ops attacks. You can cancel
this training at any time during the three days, but you will have to start
their training over if you want to reassign them. Weapons, Vehicles, Aircraft, and Mechs:
An army that attacks you is usually going to be armed to some extent. You should
have some weapons, vehicles,
aircraft, and mechs
(if possible) assigned for your army to use
when attacked, though you should leave at least some close combat weapons in
storage for your militia to grab if the
attackers defeat your army. You must make sure that the number of weapons that
you assign for defense is less than the number of army units that you have.
You will lose whatever weapons are being carried by army or militia that are
killed in battle. Any weapons that are out with an attacking army will be removed
from storage and unavailable for assignment. Remember, you cannot build your
own ranged weapons, vehicles, or aircraft if you have a minting license. You will need short ranged weapons for
both your defending army and militia.
Your army will need them for melee battle
against the attacking army and your militia will need them to protect your camp
if the attacking army breaks through your army and the wall.
Your army will only use the close combat weapons that you assign through the
above table, while your militia will grab whatever is available in storage.
Ranged weapons will help your army
begin attacking the invading forces at a much earlier time than short ranged
weapons would allow. Your militia cannot
use this weapon type, thus you will probably want to assign more of these to
your army than close ranged. You will generally want to assign some short ranged
weapons, though. These weapons are specifically designed
to attack vehicles and aircraft.
Depending on the type of weaponry around you, you may want to adjust how many
of these you staff. Against a group primarily consisting of troops with few
to no vehicles and choppers, you will want only a few of these since their attack
power against standard troops is greatly diminished. If the attacker is heavy
on vehicles, though, these weapons are very useful and rather effective. Depending on what you want to primarily target, these vehicles
can at the least provide your camp an extra defense against either troops or
vehicles. Tanks are great for taking out other attacking vehicles, while AAV's
are really effective against standard troops. A few of these never hurt and
having a decent number may be wise, depending on your other defenses and the
attacker's power. Though their armor is rather weak, choppers
can be a nice added backup for your ground troops. They can provide a very strong
offensive cover, though they can be taken out easily by stinger rockets. Use
these as you see fit.
Mechs are a great defense. Each type has its own strengths and weaknesses against
other troop types, but overall they are some of the strongest weapons your camp
can possess. You will only be able to see this part of the defense queue and
set mechs up as part of your defense if you choose the Military
Path for your camp. If you do not set your camp with this focus,
then you will not be able to use mechs, even if you buy them off the Trade
Market.
Guard posts will provide you a minor benefit
in battle, but are primarily used to detect special
operations raids as they are coming in to attack your camp. You will have
certain guard post requirements that will change and increase as your camp grows.
Militia are needed to stage (staff) your
guard posts, 2 apiece. You will be able to see the number of guard posts you
have in total, the number of posts that are staged (fully staffed), how many
militia are not currently staged in a guard post, and how your guard post efficiency
is. You can see more details about guard post coverage requirements on the Infrastructure
page. You can improve your defenses in multiple ways. Your primary method of improvement
is through research. You can research Architecture to increase your overall
camp's structural defense, which helps to boost your buildings defenses against
burning among other things (they will not ever become fireproof, though). You
can research Recreation for an overall defense bonus and Wall Strength to increase
the amount of wall you can build. Military Tactics will give you a great defense
boost and Weapons Design, besides giving you the ability to build increasingly
effective weapons, will improve your armed soldiers attack power.
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.
In order to assign weapons for defense, you must have those weapons in storage. If most of your weapons are off being used in an attack, you will not have their benefit, like you would lose the defense that would otherwise be provided by your full army. Your militia will only be able to use the close combat weapons available in storage after the weapons assigned for attack and defense have been removed.
You must remember to end a turn after you change your defensive
formation orders. If you do not end a turn, especially before you log off, your
orders will not update. |
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