![]() Which unit inflicts damage on any given round of combat is random. In each round one unit succeeds in wounding the other the damage a unit inflicts with each blow is called its firepower. (See the units page for how many hit points each unit starts with, and for the other combat statistics discussed on this page.) Combat consists of successive rounds of violence between the units, which cannot be interrupted and cease only when one unit is reduced to zero hit points and dies. Instead of combat, you may also harm your enemies with diplomatic actions.Įach unit begins combat with one or more hit points, which are the amount of damage it can sustain. A unit whose movement points are exhausted cannot fortify - it must have one movement point left at the end of a turn to begin the next turn fortified. ![]() Land units can additionally be ordered to fortify, which means they spend one movement point preparing to be attacked once fortified they enjoy the same advantage as land units within an unwalled city. Sentry units can not only be reactivated manually (by selecting them), but activate automatically should an enemy unit come into view. A unit ordered to sentry remains in place indefinitely and no longer asks for orders each turn. There are two other actions related to combat. Note also the special ability of marines to attack targets from aboard ship other land units must disembark before engaging enemy units. ![]() Note that aircraft within cities and air bases are on the ground, and thus vulnerable to land attack. Only fighters can attack every kind of unit. Bombers and missiles can attack anything on land or sea, and though their targets will defend themselves from attack, they cannot attack the bomber in return. Helicopters can attack land and sea units and can be attacked by any kind of unit (land, sea, or air), at any time. Ships can attack not only other ships, but any land units adjacent to them (submarines are an exception and cannot attack land units). Land units can only attack other land units. There are also limits upon which units can attack which others. Some restrictions upon warfare are rather obvious - units must have a nonzero attack strength to attack, while defenders with zero defense strength lose immediately. Bombers spend all of their remaining movement points when they attack, which gives fighters a chance to intercept them. An attack usually costs the aggressor one movement point, but results in no actual motion - the surviving unit remains where it was when the combat started. Also, a unit that moved next to an enemy can be auto-attacked that very moment if corresponding server option is on and certain conditions are met. ![]() The strategy, like war itself, is risky.A unit cannot enter a square occupied by an enemy unit, and when directed to do so will attack instead, locking the two units in combat until one is destroyed. Even if the flanking player doesn't encounter defensive units, any ranged units that aren't killed in one turn will focus fire on and possibly kill the flanking units. ![]() If the other player has only a few defensive units that are not visible, the whole attack will probably force the enemy into a costly rout, and possibly a counterattack. This strategy can backfire explosively, especially when the player ordering the flank has incomplete intelligence. If the strategy works, it opens the tough frontline units to attack from both the front and the back. In the strategic sense, flanking is when one army uses fast units (e.g., Horsemen, Paratroopers, Helicopter Gunships) to go around the front line of powerful defenders to hit the weaker units (e.g., Archers, Artillery, Anti-Aircraft Guns) that support the front. Finally, two or three units have better firepower and can overwhelm even more advanced units.įlank attacks may also be performed on a more strategic level as opposed to a tactical level. Since there are no area of effect weapons besides nukes in the game, bunching up the units rarely backfires, and they can use the very important Medic promotion to heal each other, making them much harder to kill. On the tactical level of two or three units, the use of flanking is universally a good thing. ![]()
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