|
Survival Guide - Dust Settles: Air Raids
During air battle the defending camp's infrastructure, primarily military
related, is the main target. Though you will gain no victory
score from an air battle, it could help to soften a target before sending
in an army or ops
strike. A severe air strike can be particularly
devastating to a defending camp, but a defender can keep their camp from suffering
much, if any damage with the proper defenses.
You will only be able to attack or be attacked by camps within your range. Air
range is equal to army range, which is smaller than ops, but overall, this will
help limit who can be attacked by whom. Camps within the same alliance
cannot attack one another, nor can a camp in anonymity
or cool down attack or be attacked. When a player sets up a bombing run against
another camp through the Air Force page, he or she will set the number of bombers
and fighters to be sent and who is being attacked. Once the player has ended
one turn, the battle will occur. During an air battle, there are a few things that will modify how well each
side does. From controllable things like research
to uncontrollable things like weather,
your attack or defense
will vary from battle to battle. The primary things you should research
to improve both your attack and defense during an air battle are Weapon Design
and Military Tactics. Among other things, the primary benefit provided by the
time invested in this research will be the accuracy of your offensive and defensive
weapons. Increasing these topics will give you better accuracy for taking out
your opponent's forces. Aircraft and Defensive Structures: Obviously one of the main ways to have a better attack or defense is to have
better weapons. Heavy bombers hit harder
than light bombers and SAM sites
are more effective than Antiaircraft guns. Open, build, and buy whatever weapons
and defenses that you feel are useful to help make your attacks or defenses
more powerful. Your militia will man your
defensive structures in order from best to worst, so if there aren't quite enough
militia to man all of your AA and SAMs, the SAMs will be filled up first. As with any other battle, army competency
and morale will have a major effect on air
battle. Having a higher army competency will give your pilots an edge. Lower
competency will hurt your effectiveness in battle. Morale will be primarily
a modifier for the defender. This will help increase or decrease the defending
militia's effectiveness accordingly. One modifier that you will have to keep in mind when setting up an attack or
preparing your defenses is terrain. Certain
terrains will give you bonuses or deficits on your ability to attack or defend
a camp during air battles. The primary limitations for air battle are range
and a limit on the number of attacks that can be sent against any given camp.
Your attack range for air battle is equal to your attack range for army battle.
You will be limited to 3 air attacks on a single camp during any 24 hour period,
10 total air attacks, or 15 total attacks (air, army, or ops) on any camp, whichever
comes first. If a camp has met one of these limits, they will be listed in the
drop-down box for target selection on the Air Force page, but will have (unable)
next to their name. Those camps who have been hit hard enough to be dropped
in Cool Down will not even appear in that
drop-down box. Focus level ops missions will not count towards the 15 attack/day
limit. |
|
||||||||||||||||||||||||||||