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Your Army
Recruit units with BAMs, split them between attacking and defending home, and attack other countries. The result is shown before you commit.
The Army is the strategy layer. You recruit units with BAMs, decide how many go out to attack and how many stay home to defend, and attack other countries.
There's no luck in a battle: the attack screen shows you the exact result before you attack. The skill is in the planning.
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Grunts, Rockets, Tanks
Three units: cheap instant Grunts that carry the most, fragile hard-hitting Rockets, slow tanky Tanks. Each beats one other.
- Grunts — 50 BAMs, ready instantly. Attack 10, light armor, but they carry the most home (25). They beat Rockets.
- Rockets — 150 BAMs, 3 minutes to train. Attack 35, but fold the moment anything hits back. They beat Tanks.
- Tanks — 400 BAMs, 10 minutes. Attack 45, soak everything, carry almost nothing (5). They beat Grunts.
So: Grunts > Rockets > Tanks > Grunts. Mixing is a hedge; the table below has the exact numbers.
| Unit | Cost | Ready in | Attack | Def vs infantry | Def vs armor | Carries | Beats |
| Grunts |
50 |
instant |
10 |
12 |
4 |
25 |
Rockets |
| Tanks |
400 |
10 min |
45 |
50 |
30 |
5 |
Grunts |
| Rockets |
150 |
3 min |
35 |
6 |
20 |
10 |
Tanks |
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Attack vs defend
Split each unit type: some attack, the rest stay home to defend. Your country's defense is everyone's defenders added together.
For each unit type you set how many go out to attack; the rest stay home to defend.
A country's defense is every citizen's defenders added together. That means your country is defended while you're asleep, and nobody has to coordinate — leave troops home and you're helping. Wounded units can't be moved until they've healed (30 minutes).
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Morale
Attacking a country ranked above you: full strength. Attacking one far below you: morale drops, as low as 45%. Punching down is penalised.
Morale scales your attack by rank gap. Attack up the board — a country ranked above yours — and you fight at 100%. Attack down, at a country ranked below you, and morale falls with the gap, bottoming out at 45% against the weakest.
It's an anti-bully curve: hitting someone much smaller than you gets less than half your strength.
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Counter
Every unit beats one other. The bigger the share of your force whose counter is defending, the bigger the bonus — up to ×1.5.
Counter rewards bringing the right unit. Grunts beat Rockets, Rockets beat Tanks, Tanks beat Grunts. The bonus is continuous: it's the share of your attacking force whose countered unit is actually defending. Bring all Grunts against defending Rockets and you get the full ×1.5; bring them against Tanks and you get nothing.
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Your strength, their strength
Your strength = unit attack × count × morale × counter. Theirs = their defenders' defense, blended against your mix. Higher wins.
Your strength is your attackers' total attack, multiplied by morale and the counter bonus.
Their strength is the defenders' power — and it's blended: each unit has a defense against infantry and a defense against armor, weighted by what you actually sent. A defense built against Grunts folds to Tanks.
If your strength is higher, you win. Both sides take losses either way, in proportion to how close it was.
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Losses and wounded
Both sides lose units in proportion to the other's power. 60% of what you lose attacking is only wounded — back in 30 minutes.
Damage is simultaneous, so even a clear win costs something. Each side loses a share of its force proportional to the other side's power — a narrow fight hurts both.
Of what you lose attacking, 60% are wounded, not dead — they're back after 30 minutes. Attacking is a risk, never a wipe.
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BAMs destroyed
Win and your survivors knock BAMs off the target — each unit's haul, capped at 5% of what the target has above 1,000 weekly.
If you win, your surviving attackers knock BAMs off the target's weekly count — each unit has a haul (Grunts 25, Rockets 10, Tanks 5). Two caps apply: you can never take more than 5% of what the target holds above 1,000 weekly, and attacks share the same 25%-per-day damage budget as invades.
Those BAMs are destroyed, not given to your country — the same as invades.
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Why an attack can't go ahead
Shielded countries, countries under 1,000 weekly, and your own 30-second cooldown all block an attack — the same rules as invades.
Army attacks honor the same protections as invades, so nobody can use one to dodge the other:
- The target is behind a shield
- The target is too small — under 1,000 weekly
- You attacked within the last 30 seconds
- The target has already taken its daily limit of damage
Blocked attempts are recorded; they just don't land.
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Sieges
Several players attack one country together within a 15-minute window. Everyone's troops count; haul and losses are shared by strength committed.
A strong country's defense is unbeatable alone — and easy for three people who show up together. A siege is that. One player opens it on a target; anyone can join within 15 minutes; then it resolves as one battle.
Contributions are additive — every unit fights — and the haul and the losses are shared in proportion to the attack power each player committed. Nobody's help is wasted. Morale is taken from the opener's rank.
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Battle reports
Every attack you make or receive is written up — forces, morale, counter, losses, BAMs destroyed. Army → Recent battles.
Every battle is recorded with the full breakdown — both forces, morale, counter, each side's losses, and the BAMs destroyed. Find them under Army → Recent battles; each report links to the country you fought.