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27.10.2015 - 11:16
A guide to atWar: basic

This guide share the basic concept of the game. I strongly suggest you to follow the tutorial, as it has been updated and now includes some interesting information.



Table of Contents.



1. Where to begin with
How to get help to your questions.
Website help button.
Some tricks that aren't in the FAQ.

2. atWar community.
Public forums.
How is the community database?


3. Default worldmap units.
General.
Militias.
Infantry.
Tanks.
Marines.
Anti-Aircraft.
Submarine.
Destroyer.
Bomber.
Helicopter.
Stealth
Sentry Plane
Air Transport.

4. atWar Minimap
Toggle button.
Visibility range.
Detection range.
Units range.
Team button.
Using Mini Map for an effective use of sentry planes.


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27.10.2015 - 11:16
1. Where to being with




Welcome to atWar!

This is a basic guide about some information that you should know in order to perform better. You shouldn't expect to be a professional just after finishing reading this first part of the guide, or even the whole collection. It is all about applying the knowledge that is written here.

The game include a tutorial that explains you how to move troops and other basic concepts. Before introducing yourself to the game, there are some few things you will learn in this thread, such as how to get help when you need it.


How to get help to your questions.


1. Help channel



If you are a low rank, you will see a button to ask for help. This button directs you to the help channel, in which you can ask any type of question related to the game. If you need help with anything, you should try asking here.




2. Question forums



Sometimes the players aren't available to help you, this is when you should consider making a thread with your issue. The direct link can be found here:
http://atwar-game.com/forum/board.php?board_id=4





3. FAQ & More FAQ.



Located both in the superior right bar of the website. It is always wort giving a try to the FAQ before asking in forums, however it is quite long and the information you're looking for might not be here.

Direct link: http://atwar-game.com/home/faq.php
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27.10.2015 - 11:17
Website help button.


Learning the basic might be a pierce of cake. But what when you grown up? Then you might be interested in learning some expansions, some tricks or even how to play one strategy correctly. In atWar, this type of information is in one place: Public Forums. Before accessing to the forums, you might want to know which tools atWar offers you to learn. They are all enlisted under the "help" button located in the superior right of the page. Let's see where any of those links leads you to:




FAQ & More FAQ
All the frequently asked questions are written here. It is always wort to check both FAQ's at least at a glance, so do it if you want.

Units
This includes the stats of all the default units in atWar. You can also see their changes with strategies, your upgrades, or in general stack. Just give it a quick eye and move on.

atWar rules
Here you can see the rules of atWar. Not an useful thread unless you've been trolling lately, do a quick check and move on.

atWar terminology
As you grow you will notice that there is no time to type all the words correctly, and this thread enlist some of the abbreviations that the players uses commonly. It isn't any useful for you to check until reaching rank 5 or so.

Guide to atWar
A very useful thread for those who learns better with animated GIF (images). If you had troubles trying to understand the FAQ, or just need help with any question, you can refer here.

List of upgrades
You can find all the atWar's upgrades with their cost here.

Others tools
Features, Comparison with Risk, and atWar Wikipedia & database. Mostly self-explained and not relevant since the Wikipedia is outdated. Nonetheless if you even need help in something that is not in the FAQ, consider reading the database - some very useful knowledge was written and labeled there.
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27.10.2015 - 11:17
Some tricks that aren't in the FAQ.


There are some tricks of interest that aren't written in the FAQ but that will help you a lot. Theses are walls and shortcuts.

Walls:
If you put two land units OR two sea units that aren't stealth closer each others, you will notice that they form a line. This line is what we know as defensive lines (or walls). Your enemy can't pass though them one turn after you made them, which grant your cities extra protection.

Shortcuts:

Sometimes you are able to pass though small patch of lands. When done right, this allows you to reach places that otherwise you wouldn't be able to research. A good example of shortcuts can be found in this thread: http://atwar-game.com/forum/topic.php?topic_id=19082

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27.10.2015 - 11:17
2. atWar community.



With the above information and the tutorial, you can play without problems until a very advanced level.

If you want to learn even more about the game, then you might want to consider checking the forums. Usually players interact in forums to share their though about expansions, strategies, events, and some of them even give some good tips.

The easiest patch to access the forum is from the website. Click on "community" button located in the upper bar. Then, click on forums.





There are 5 type of forums: Coalition forum, atWar forum, Maps and Scenario, Other forums and International forums. From those five, the Coalition and the atWar forums are the most important ones. Here are some of the sub-forums:

Coalitions - Recruitment.
You can search to join a clan here.

atWar forums - General Forums.
Community events and more are organized in this sub-forum.

atWar forums - Questions.
As said at the start of this thread, if you have a question about the game, ask here.
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27.10.2015 - 11:18
How is the community database?


Most of the players in atWar are grouped depending on which type of games they like to play. Either in-game or in forums, you will probably find the following group of players:

Europe players
: Conform the majority of the active players in forums. They usually play EU or EU+ preset of the default map, and their rank is usually between 7 and 11.

Default map players: Mostly integrated by old players from the "Afterwind" era. Along with Europe players, they conform a majority in the forums with a rank that goes from 9 to 13.

Role-Play players: Due to the popularity of Role-play games they are put aside from the rest. They are very hated by the rest of players and doesn't interact much with the forums. Their rank goes from 4 to 10.

Other custom map players: Includes ancient and other custom maps but excluding RP. Theses players usually plays for fun and doesn't interact much in forums. Their rank is usually between 6 and 13.

Scenario players Just like custom map players they doesn't interact much in forums, but recently had started to do so. Their rank goes from 6 to 12.
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27.10.2015 - 11:18
3. Default worldmap units.









1.
" You are personally commanding the army, boosting certain stats of the nearby units"

Type: Player General.

This is a very special unit which grant a bonus to your forces. When fully upgraded, the general combined in a stack is very strong.






2.
" Poor trained stationary troop, only useful for basic defense"

Type: Ground: Secondary Defense.

The militias are the cheaper units in atWar. You earn them free when capturing a city. Very useful for walls as they have a very low cost. The militias also get -1 defense against helicopters.

Variants:
1. The strongest version is the GW militia. Almost compared to an infantry, but with 30 cost instead. It can be stacked easy (30 cost) and since you also get free militias while expanding, you can make a very big army composed by militias in few time!

2. PD militias have a lower cost that gw ( 20 cost) and the same defense ( 6 defense in cities).

3. IF militias cannot move, which make it very difficult for wall.






3.
Infantry work best for defense, specially in a city or a defense line(+1 defense). Not very good for attacking".

Type: Ground: Main Defense.

The infantry is probably the most used unit of the game. It is cheap and also very good for expand in earlier turns. They also defend very, very good. The infantry earn +1 defense in cities or in defensive lines, and also get -2 defense against helicopters.

Variants:

1. The principal use of infantries are in the strategy Perfect Defense. They earn extra defense and lower cost.

2. Iron Fist infantries are the strongest infantries, but they are fenced by their short range.

3. Imperialist infantries are one of the most cost-efficient units of the game, with 3 attack for 30 cost. They are also the cheapest infantries.

4. Other strategies who boosts infantries are HW, GC, etc.






4.

" Powerful land unit for crush your opponent. Has weak defense".

Type: Ground: Main Attack.
The tank have an huge attacking power, but it is very expensive. An overuse of those may cause bad results on your economy.

Variants:

1. RA tanks are one of the most efficient units in the game, offering 8 attack for 90 cost.

2. Iron Fist Tanks are the strongest Tanks, but they are fenced by their short range.






5.

" Invisible to your enemies, marines can stage a surprise attack when least expected".

Type: Ground: Stealth.

The marine is a Stealth-type of unit. It is invisible, and used for attack the enemy from the back of his lines. The marines are usually sent on Submarines for faster movement. The marine earn +1 defense in own city and also +1 defense against infantry.

Variants:

1. The strongest version is the MoS marine. Provide more range, attack , critical and reduce cost to 120. Very used for long stealth missions such as taking down a whole continent.

2. The GW marine is a brand new way to play with this unit: -80 cost. This allows you to produce them in masses and perform several attacks at once.






6.

"Extremely good defending against planes (+8 defense)"

Type: Ground: Special Defense.

The Anti Aircraft is very expensive, and with the cost you can buy infantries which would do better the job. Use it only when you have limited reinforcements. The Anti-Aircraft earn +8 defense against every type of planes.






7.

" Submarines are invisible to your enemies and are good for surprise attacks on ports and transports. +1 def against bombers".

Type: Naval: Stealth.

The submarines are used for transport marines over sea. They have a nice range, marines capacity and they are also stealth. The submarines earn +1 def against bombers and infantry, and +2 def against Destroyers.

Variants:

1. The MoS submarine is the most versatile. Offer more range, less cost and also +1 marine capacity.

2. The NC submarine is stronger in defense and have more range that the MoS submarine, as well as less cost. But it doesn't add capacity for marines.






8.

" Powerful naval unit. +1 def against bombers".

Type: Naval: Main Attack.

The destroyer is the strongest default unit, but can only be used in ports. They are also very expensive. The destroyers earn +1 defense against bombers and -1 defense against submarines.

Variant:

1. The NC destroyer is the strongest affordable unit of the game, with the highest attack (11) and highest defense(9). A very good combination for the unit.






9.

" For transporting units over the sea".

Type: Naval: Transport.

The transports are able to load your units and move them oversea. This version of transportation, better know as Sea transport is very used for his high capacity (15, with the upgrade) and cheap cost.

Variants:

1. The NC transports are the strongest type of this unit. The range, cost reduction and more important capacity boost makes the sea transport to be able to travel at the same speed as an air transport, but with a lot more capacity (20) and half the cost (170, with the upgrade).

2. HW and GW affect the transportation system greatly.

10.

" Bombers are not very powerful in either attack not defense, but they are good at flying far when you need air support"

Type: Air: Main Attack.


Bombers are very useful, they have a great range and are usually used for break walls or when you need air support for an attack. Their great range is very good.

Variants:

1. The strongest version is the SM bombers. 130 cost for 8 attack and a huge range. However they also get a defense Nerf.






11.

" Short-range aircraft, particularly good against infantry and militias. Poor defense against other type of aircraft".

Type: Air: Special Attack.


The helicopters have a great bonus against infantry, but they lack off range and are very expensive. You can get them for free by hitting "like" to atWar Facebook page.

Variants:

1. The DS helicopter are the strongest helicopters. With this strategy, they earn extra attack, range, cost-reduction and even +1 capacity for marines. This enable the player to do magical openings as helicopters are very strong against infantry. The defense Nerf is also reduced to 1.







12.

"Stealth is invisible to your enemy. While not very powerful, it can fly far and attack where least expected".

Type: Air: Stealth.

This unit is very strong and expensive. However, when you have lot's of money it can help you greatly for stealth-ed air support. Very useful for help marines to take down a whole continent.

Variant:

1. MoS Stealth planes are the stronger Stealth, followed up by SM Stealth.






13.

" Weak air unit with larger view range, great for recon and detecting stealth units".

Type: Air: Support.

The sentry is best used for detect marines, submarines and stealth planes. Place them is very important. They also are useful for their bigger view range.






14.

" For transport air units in air".

Type: Air: Transport.

Used for transport units over air. It is expensive, so don't abuse it.

Variants:

1. SM Air Transport are the best version of this unit. They get more range, a significantly cost reduction (350 cost with upgrades) and +1 capacity. Also the extra defense make's the air transport die first that the militias
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27.10.2015 - 11:21
4. Minimap.




atWar also incluides a Mini Map, useful in various ways. It is located in the lower bar. Although the game tutorial explains it quite well, we will review some of that information here.


Toggle button

There are 3 mainly toggle buttons: Visibility range, detection range and units range. There is one additional button in team games, which is called team button.

Visibility range: This button adds a while line according to your unit's position. You are able to see all the cities and units numbers in the cities which are on your white lines. Notice how places like Russia: South aren't able to be seen from my actual visibility view.





Detection range: This button add 3 types of lines to all your units and the capital, if there is an unit inside. When two units are together, then the larger one will be show. There are 3 types of lines: Ground: Stealth, Air: Stealth and Naval: Stealth. Notice how the submarine lines are shorter that the marines or Stealth - this is because Submarines are hard to detect.

This is associated with the stealth detection, which works as follow: when you start your turn, if there is an unit in range then it gets detected and appear on your battle screen.






Units range: this button enable you to see the max range of your units. In the screen you can see how much further can the sentry travel even if you don't have it selected.






Team button: there is an special toggle button called " Team button". When you click on it, all the countries turns into three colors., which makes it easier to see who is your ally and who is your enemy on a Team game.

Your countries stays with your color.
Your team countries turns into the color of your team with most SP.
Your opponent countries turns into the color of their team with most SP.
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27.10.2015 - 11:22
Using Mini Map for an effective use of sentry planes.


Checking back the Screenshot:



I've put the sentry in some of the zones which I think should be monitored. In theses zones the enemy is likery to stack submarines.

It is important to use the sentry plane correctly and get the best effectiveness possible. Since the sentries are expensive you cant buy too much of them, but with few sentries you can't monitor your continent. A very used way for fix in part this problem is to rotate sentries - I mean, put them on a different place every turn.

As important is to place sentries, is important to avoid them. When you are carrying an stealth attack on someone, try to go further up or further down. Send a sentry for detect potential enemy's sentries before place your submarines there is also a very good strategy.
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27.10.2015 - 11:22
Reserved
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27.10.2015 - 11:22
Reserved
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27.10.2015 - 11:24
 brianwl (Admin)
Locked at request of thread creator.
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