Manual

1. Overview

Assault.Online is a free, strategic text-based online game. Featuring real-time team-orientated gaming, Assault.Online can also be played as an individual. Your goal? Build your province into an international Nuclear power and destroy all opposition along the way with your army of air, sea and ground forces. Our wide range of top lists and medals mean that there are many ways to play Assault.Online as well as many strategies – one to match every playing style. Assault.Online has always been and will always remain free to play. Sign up today and amass your arsenal of cutting edge weaponry with which to annihilate the opposition!

Assault.Online is played in rounds lasting approximately 30 days each. Round dates can be found on the login and dashboard page. At the end of each round, winners in various categories are given medals and all provinces are reset and the game starts over.

2. Getting started

There are a number of different resources in Assault.Online:

  • Money – used to build units, buildings, missiles and satellites
  • Turns – used for researching and to build units, buildings, missiles, satelites and performing attacks
  • Morale – used when attacking
  • Land – required to build buildings
  • Satellite power – required to use satellites

There is also an additional “resource” to keep track of, your networth. Your networth determines who you can attack and be attacked by and is calculated by summing the value of all your accumulated units, buildings, missiles, land, satellite and research.

You start with 200 turns and $450,000. It is up to you to determine what to purchase, while some prefer to use a more offensive strategy, others will choose to adopt a more defensive strategy. You need buildings to survive – when all your buildings are destroyed you will die. When you have died you spend 24 hours in forced Assault protection, with an extra optional 24 hours, which can be removed manually. Death results in a loss of all units, land, research, money (including in the bank) and turns except for the starting defaults. Any clan bonus the clan has earned before or after your death you will still have as long as you haven’t yet retrieved or auto retrieve it before death.

There are several ways to get more money although you get a fixed number of turns:

By default you receive 1 turn every 20th minute (this can not be improved) and $15,000 each hour. You can research Money Production to increase your income up to a maximum $35,000/hour. You can send thieves in hope of stealing money from other players. You can also gain money from other players by successfully attacking them with units.

Join/create a clan and fight other clans (that your clan is at war with) in order to receive clan bonuses up to 525 turns and $3,500,000 divided equally between all clan members.

Note: The maximum number of turns you can have is 300. You will not receive any additional turns every 20 minutes if you already have 300 turns or more. However, you can receive the clan bonus during this time which can boost you over 300 turns. Use some of your turns, to a number lower than 300 in order to start receiving turns every 20 minutes again. You will also not receive any resources if you are below the starting networth ($3,500).

3. Starting bonus

You can select a starting bonus from the following list. You will be able to change the starting bonus if you die or reset your account.

 

Offensive

One-time 75 turn bonus.
Unit attacks gain twice the land and money.

Defensive

20% extra life for all defending units.
25% extra life for buildings.
10% time deduction when researching
One-time 3 500m2 land bonus.

Finance

One-time $400,000 money bonus.
10% hourly income increase.
50% bank capacity increase.

Shipping

One-time $250,000 money and 2,500 m² land bonus
50% faster missile shipping
10% default market discount (to a maximum of 40% with research)
Ability to choose exact arrival time for units (up to 6 hours delayed)

4. Menu items

  • Inbox
    View incoming and outgoing messages.

 

  • Incoming Events
    All events related to your province are stored under local events. e.g. attacks, completed researches and aid received by clan members.

 

  • Global Events
    All attacks you and your clan members make and receive are stored under global events.

 

  • Dashboard
    On the home page you will find your dashboard, giving you an overview of the game and your account.

 

  • Bank
    The bank is used to deposit money for minimum 3 days up to a maximum of 10 days. Depositing your money for a longer period of time equals greater interest.

 

  • Research
    This is where you can conduct research that will help your province in many ways. e.g. increase your hourly income, raise bank capacity or lower market prices.

 

  • Explor.
    The explore page lets you explore land using turns or sell land to gain money.
    The amount of land you get for each turn spent varies by how much land you already have.
    For each m² of land you sell you earn $75 money. You can sell up to maximum 20.000m²
    Note: Land can also be gained by successfully attacking other players.

 

  • Buildings
    This is where you can build or demolish buildings.
    Under the Buildings menu item you find buildings, units, missiles and satellites. In contrast to the market, building units cost turns.

 

  • Units
    This is where you buy units using turns. Here the units cost less than on the market section, but you use turns.

 

  • Missiles
    This is where you order missiles. You need Missile Silo buildings to be able to order missiles.

 

  • Sattelites
    This is where you order a sattelite. You need at least level one Satelite Technology research to be able to order a sattelite.

 

  • Market
    Here you can buy or sell units. You can also view and cancel your unit orders. Buying units from the market does not use turns, but the price of units are higher. You can research so you get up to 30% discount off the original market price. It will take from 6 to 12 hours for orders to arrive depending on your research.

 

  • Clan
    This is where you can either create a clan or view clan information when you’re a clan member.

 

  • All Users
    Here you can find and search for all users and all clans. You can choose to view all users, users in range or users online, arrange them by name, networth or land. You can choose to only view clans in range, sort them by name, average networth, total networth or number of members.

 

  • Top Lists
    Where you will find the top lists showing the top 50 for Induvidual Networth, Clan Points and Clan Networth.

5. Buildings

Land is nice to have, but without buildings and infrastructure it is of little use.

Assault.Online offers a variety of buildings to place on your land. Each building has some inherent benefits that allow your province to grow or specialize. It is up to you to determine how to fill your land, and there is no perfect or ideal balance for growth. As well, each building uses a specific amount of power, and power can only be provided by power plants. If you have low power, your defensive buildings, missile silos, and command centers won’t work, meaning you will be more susceptible to attacks. You also cannot perform any kind of attack when power is off. If you are short on land, either explore for more or attack someone to try and steal some. It takes 20 m² to build 1 building. If you have excess land, you can choose to sell up to 20,000m² per day.

Each building adds a different amount of networth. For details see info under each building or hover the price on the Building page.

 

Missile Silo

Missile silos are used to launch and store missiles. Each missile silo can store up to 1 missile.

Attack: 0 / Life: 600. (Increased life to 750 with defencive starting bonus)
Power usage: 10,000
Price: $22,000
Networth: $1,320


Command Centre

Command centres function as an intelligence centre for special units. Each command centre can support up to 5 special units.

Attack: 0 / Life: 145. (Increased life to 181 with defencive starting bonus)
Power usage: 1,800
Price: $2,200
Networth: $132


Airfield

Each airfield houses 10 air units.

Attack: 0 / Life: 100. (Increased life to 125 with defencive starting bonus)
Power usage: 600
Price: $1,000
Networth: $60


Shipyard

Each shipyard houses 5 sea units.

Attack: 0 / Life: 110. (Increased Life to 138 with defencive starting bonus)
Power usage: 700
Price: $1,100
Networth: $66


Warfactory

Each warfactory houses 10 vehicles.

Attack: 0 / Life: 105. (Increased life to 131 with defencive starting bonus)
Power usage: 550
Price: $1,200
Networth: $72


Barracks

Each barrack houses 20 infantry.

Attack: 0 / Life: 85. (Increased Life to106 with defencive starting bonus)
Power usage: 500
Price: $700
Networth: $42


Powerplant

Produces power.

Power production: 3,000. (Increased to 4,500 with ppe research)
Attack: 0 / Life: 130. (Increased life to 163 with defencive startin bonus)
Price: $600
Networth: $36

Note: Life will also be increased with ppe research.


Advanced Powerplant

Power production: 15,000.  (Increased to 22,500 with ppe research)
Attack: 0 / Life: 60. (Increased life to75 with defencive starting bonus)
Price: $1,300
Networth: $78

Note: Life will also be increased with ppe research.


Torpedo Launcher

Torpedo launchers defend against sea units.

Attack: 250 / Life: 360. (Increased life to 450 with defencive starting bonus)
Power usage: 750
Price: $1,580
Networth: $174


SAM Site

Sam sites defend against air units. Each Sam site has a 12.5% chance to shoot down tomahawk missiles.

Attack: 225 / Life: 330. (Increased life to 413 with defensive starting bonus)
Power usage: 600
Price: $1,495
Networth: $164


Missile Turret

Missile turrets defend against vehicles.

Attack: 200 / Life: 340. (Increased life to 425 with defensive starting bonus)
Power usage: 550
Price: $1,500
Networth: $165


Machinegun Turret

Machinegun turrets defend against infantry.

Attack: 215 / Life: 300. Increased to 215 / 325 with defensive starting bonus.
Power usage: 700
Price: $1,465
Networth: $161


Anti-Missile System

Each Anti-Missile System protects 100m² of your built land, up to 75% protection. Every Anti-Missile System has a 25% chance to shoot down tomahawk missiles.

Attack: 0 / Life: 390. (Increased life to488 with defensive starting bonus)
Power usage: 2,400
Price: $5,000
Networth: $700

6. Units

Units are one of the two main ways to attack other players. Every unit is unique in terms of life, attack and units that can be targeted. There are four types of units; Sea, Air, Infantry and Vehicles.

  • Shipyards are required to house sea units. Every shipyard allows you to house 5 sea units.
  • Airfields are required to house air units. Every airfield allows you to house 10 air units.
  • Barracks are required to house infantry. Every barrack allows you to house 20 infantry.
  • Warfactories are required to house vehicles. Every warfactory allows you to house 10 vehicles.
  • Comando Center are required to house special units. Each command centre can support up to 5 special units

All units (excluding special units) adds 11% of its original cost to your networth. For details, see info under each unit or hover the price on the Unit page.
Note: Units that can hit multiple target types divide their attack power between the existing targets. Those units get a 10% attack power reduction for each missing targetable unit type.

Currently, the following units are available:

6.1 Air Units

SR-71 Spyplane

The SR-71 Spyplane is used to gather intelligence about your targets buildings.

Price: $15,000
Attacks: n.a
Attack: 0 / Life: 200
Networth: $900


Black Eagle

Price: $775
Attacks: veh, bld
Attack: 55 / Life: 47
Networth: $85


Siege Chopper

Price: $850
Attacks: air, veh, bld
Attack: 60 / Life: 51
Networth: $95


B-52 Stratofortress

Price: $1.800
Attacks: bld
Attack: 125 / Life: 93
Networth: $198


MiG

Price: $775
Attacks: inf, bld
Attack: 55 / Life: 47
Networth: $85


Harrier

Price: $690
Attacks: air, bld
Attack: 50 / Life: 42
Networth: $76


Hind

Price: $840
Attacks: sea
Attack: 60 / Life: 51
Networth: $92


6.2 Sea units

Battleship

Price: $2150
Attacks: bld
Attack: 170 / Life: 125
Networth: $359


Sea Scorpion

Price: $875
Attacks: inf
Attack: 70 / Life: 59
Networth: $96


Submarine

Price: $900
Attacks: sea
Attack: 75 / Life: 64
Networth: $105


Cruiser

Price: $1.400
Attacks: air, bld
Attack: 105 / Life: 89
Networth: $154


Destroyer

Price: $1.125
Attacks: veh, inf, bld
Attack: 95 / Life: 80
Networth: $136


Corvette

Price: $1.150
Attacks: veh, bld
Attack: 90 / Life: 75
Networth: $127


6.3 Vehicles

Tiger Tank

Price: $900
Attacks: inf, bld
Attack: 65 / Life: 54
Networth: $99


I.F.V

Price: $680
Attacks: veh
Attack: 50 / Life: 42
Networth: $75


Mirage Tank

Price: $680
Attacks: sea, inf, bld
Attack: 50 / Life: 42
Networth: $73


Paladin

Price: $1650
Attacks: bld
Attack: 115 / Life: 85
Networth: $182


Apocalypse Tank

Price: $755
Attacks: air
Attack: 55 / Life: 46
Networth: $83


Tesla Tank

Price: $610
Attacks: sea, bld
Attack: 45 / Life: 38
Networth: $67


6.4 Infantry

Thief

Thiefs allow you to steal money from other users.

Price: $5,000
Attacks: n.a
Attack: 0 / Life: 60
Networth: $300


Saboteur

Saboteurs allow you to sabotage up to two missile silos. You have a 50% chance to sabotage a missile silo.

Price: $6,000
Attacks: n.a
Attack: 0 / Life: 75
Networth: $360


Sniper

Snipers protect your base from thiefs, snipers, spies and saboteurs.

Price: $5,000
Attacks: n.a
Attack: 140 / Life: 200
Networth: $300


Spy

Spies are used to gather intelligence about your targets units.

Price: $4,000
Attacks: n.a
Attack: 0 / Life: 250
Networth: $240


G.I

Price: $1.250
Attacks: bld
Attack: 85 / Life: 63
Networth: $138


Conscript

Price: $430
Attacks: veh
Attack: 30 / Life: 24
Networth: $47


Rifle infantry

Price: $810
Attacks: inf
Attack: 55 / Life: 44
Networth: $89


Tesla Trooper

Price: $850
Attacks: sea
Attack: 50 / Life: 65


Guardian G.I

Price: $660
Attacks: air, bld
Attack: 45 / Life: 37
Networth: $73


Rocketeer

Price: $510
Attacks: sea, air, bld
Attack: 35 / Life: 28
Networth: $56


7. Special units

Special units are the spy plane, spy, thief, sniper and saboteur. In order to own these units you must have Command Centers. You are limited to no more than 500 special units. Special units cannot be used when you have low power. You may only sell 50 special units per day.

8. Market

The market allows you to buy units without using turns to build them. However, units on the market are more expensive to buy and because they are not built in your province, they take time to arrive. Depending on the research you have and how much you are willing to pay you can get units from the market in between 6 and 12 hours. You can cancel an incoming order, which returns 75% of the regular market price.

It is important to know that the market does not work on the last day of a round. So, make sure your orders are placed in time.

9. Bank

The bank allows you to make security deposits for a maximum time of 10 days, a minimum of 3, that gain value from interest. This money is safe from anything except death, dying makes you lose your banked money. While your deposit is maturing, it will gain interest that compounds daily. Your money will be locked in the bank for the number of days that you select, and can only be withdrawn early if you have done Bank Management research. The default interest is 4.5%, the maximum amount of deposits is 10 and $2,500,000 is the maximum amount of money that you can store. All of these can be improved by researching Bank Management. Choosing the finance bonus increases the maximum storage capacity of your bank by 50%.

10. Missiles

To build missiles you need missile silos, which house 1 missile. A missile is an expensive but very powerful attack option. The chance of hitting the enemy base depends on your targets missile defense. Missiles cost 5 turns to build and 4 turns to launch. They make use of morale and cost 30 to 35% morale to launch, depending on your networth in relation to your target.

Available Missiles:

Nuclear Missile

Attacks: all units and buildings.
Price: $125,000
Attack: 25,000


Chemical Missile

Attacks: Sea, Air and Vehicle units.
Price: $62,500
Attack: 15,000


Biochemical Missile

Attacks: Infantry
Price: $43,750
Attack: 6,000


MOAB

Attacks: buildings
Price: $57,000
Attack: 7,200


EMP Missile

The EMP Missile initially disables 15% of the enemy’s power supply for a period of 6 hours. You do not receive clan points for using this missile. EMP can only stack up to 60%.
Price: $65,000
Attack: n/a


Tomahawk

Tomahawks can be sent in an air & sea attack. Submarines are required to fire tomahawks. Each submarine can hold 2 tomahawk missiles. Level 1 missile accuracy is required to build tomahawk missiles. You can send a maximum of 2 tomahawk missiles per submarine with a maximum of 2 tomahawks for every $10 000 networth you own. 3 tomahawks are built for a price of 1 turn and $1500.

Attacks: buildings
Price: $1500
Attack: 1,850

11. Satellites

There are 4 different satellites available for you to build. All satellites require level 1 in Satellite Technology before they can be built. Each satellite costs 25 turns and takes 12 hours to construct. Your satellite will automatically launch into orbit upon arrival which allows you to use it right away. It will stay up for 10 days until it crashes down and burns up in earth’s atmosphere. You can increase the time your satellite stays in orbit by 5 days by researching the second level of Satellite Technology. A satellite will stay in orbit for the period researched at the time of launch, research while in orbit will not effect that satellite.

Your satellite power increases by 20% each hour and all satellites cost 3 turns to use. Satellites are not operational when you have low power although a previously launched Stealth Satellite will continue to function if it was activated while you had power.

11.1 Offensive Satellites

Laser Beam Satellite

The Laser Beam Satellite strikes the enemy’s base with a max attack of 9,000. There is a 95% hit rate, and it can only attack buildings.
Price: $1,000,000
Max Effect: up to 9000 building damage


EMP Satellite

The EMP Satellite disables 20% of the enemy’s power supply per effective hit. EMP damage is removed after 6 hours. EMP can only stack up to 60%.
Costs: $500,000
Max Effect: 20% EMP.

11.2 Defensive Satellites

Stealth Satellite

When activated, the Stealth Satellite will hide your base from enemy spies, thieves, snipers, laser beam satellites and EMP satellites. It hides your base for 3.5 hours.
Costs: $600,000
Max Effect: 3.5 hours Stealth.


Anti-Missile Satellite

Shoots down incoming missiles, using 20% satellite power per missile. If satellite power is below 20% it does not have any effect.
Costs: $500,000
Max Effect: 5 missiles per 100% satellite power

12. Research

There are 9 different sciences available for you to research. Researching sciences requires time. Choosing the defensive starting bonus deducts the total amount of research time per science with 10%. Every hour of research adds $950 to your networth.
Note: Time deduction due to defencive starting bonus will not affect networth add.

Money production

Level 1: Income increased to $25,000 per hour
Level 2: Income increased to $35,000 per hour
Duration: 15 hours

Missile accuracy

Level 1: 45% chance to hit target
Level 2: 90% chance to hit target
Level 3: Number of possible sabotaged Missile silos go down from 2 to 1
Duration: 10 hours

Satellite technology

Level 1: Allows you to build satellites
Level 2: Extends the maximum orbit time of satellites by 5 days
Level 3: Construction cost of satellites reduced by 20%
Duration: 10 hours

Market shipping time

Level 1: Shipping time reduced to 9 hours
Level 2: Shipping time reduced to 6 hours
Duration: 5 hours

Powerplant efficiency

Level 1: Power Plants and Advanced Power Plants life and power produced increased by 50%
Duration: 5 hours

Market discount

Level 1: 15% discount on all units purchased from the market
Level 2: 30% discount on all units purchased from the market
Duration: 5 hours

Thief education

Level 1: Thieves steal two times the amount of money and the risk of getting caught is lower
Level 2: Thieves steal three times the amount of money and the risk of getting caught is lower
Level 3: Thieves steal four times the amount of money and the risk of getting caught is lower
Duration: 5 hours

Engineering effectiveness

Level 1: 10 buildings built per turn. 15 if defensive bonus is picked
Level 2: 15 buildings built per turn. 20 if defensive bonus is picked
Duration: 10 hours

Bank management

Level 1: Bank stores up to $ 3,500,000 and bank interest increased by 0,5%
Level 2: Bank stores up to $ 4,500,000 and bank interest increased by 0,75% + option to withdraw money after 12 hours with no interest but with a 50% fee
Level 3: Bank stores up to $ 5,000,000 and bank interest increased by 1,0% + option to withdraw money after 12 hours with no interest but with a 25% fee
Duration: 10 hours

13. General attacking information

Each attack is unique in some way and all attacks cost a different amount of turns and morale. When you attack an enemy that is smaller than yourself, you will use 5% more morale. You will use additional 10% of morale if you use an aggressive attack type when attacking with units. Firing a satellite uses 100% satellite power.

Main Target specifies the building type your troops will focus on.
Attack Type applies to unit attacks and specifies how the attack should be made; normal or aggressive.

13.1 Morale

To command your army to attack you have to spend your available morale. You receive 5% morale every 15 minutes. When you reach your morale capacity at 100%, instead of losing out on new morale, the lost morale will instead be added to your morale pool at the same 5% rate every 15 minutes until both your morale and pool are maxed out (at 100% morale and 100% pool). After that, you will start losing out on new morale because both your morale and your pool are maxed out. Once you use your morale, and it goes below 100%, you will once again have your new morale added to your morale at the same rate, instead of being added to your pool, until you are maxed out again. If you at this point also have morale in your pool, you will not only get 5% new morale added, but also 5% morale moved over from your pool at the same time. This means that in order for this to happen you must have 90% OR LESS morale (because if you have 95%, you will be maxed out at 100% after you receive your new 5% morale, and the pool will be untouched). You cannot directly use the morale in your pool, you must wait for it to be moved over to your morale.

You can fail attacks due to a number of reasons. Unit attacks may fail if your army is weaker than the other players’ defense. The defending player will receive clan points for successfully defending a unit attack in a clan war.
Missiles and satellite attacks may miss the enemy base, and missiles can be shot down by Anti missile measures deployed by the defending player.
Special units such as spies may “get caught” and die while on their mission.

All attack types except spies and spy planes require the defending player to be within 40% of your networth.

13.2 Unit attacks

Regular Attack

Turn cost: 3
Morale cost: 20% (+5% if the target has a lower networth than you, +10% if using Aggresive attack)

Regular attack can consist of air units, vehicles and infantry. The weakest form of unit attack.


Ground Attack

Turn cost: 3
Morale cost: 20% (+5% if the target has a lower networth than you, +10% if using Aggresive attack)

Ground attack can only consist of vehicles and infantry. Using this method makes the vehicles and infantry slightly more powerful than a Regular attack.


Air and Sea Attack

Turn cost: 3
Morale cost: 20% (+5% if the target has a lower networth than you, +10% if using Aggresive attack)

Air and Sea attack can only consist of air units and sea units. Using this method makes these units slightly more powerful than a Ground attack. You will gain slightly less resources when attacking.

Aggressive Attack

If you choose to do your unit attack as an Aggressive Attack, this will cost 10% extra morale. In return your attack will be more powerful, you will steal 35% more of the empty land of your enemy. You will also gain 20% extra points if the attack is made in a clan war.

13.3 Missiles & satellites

Launch Missile

Turn cost: 5
Morale cost: 30% (+5% if the target has a lower networth than you)

Use this option to send your missiles to enemy targets. This attack method gains no resources from the defending player.


Use Satellite

Turn cost: 3
Satellite power cost: 100%

Use this option to use your offensive satellites. This attack method gains no resources from the defending player.

13.4 Special unit attacks

Send Spy/Spy Plane

Turn cost: 1

When you send out your spy or spyplane, its job is to spy on your enemy’s army or base. You can choose between an infantry spy for army intelligence or a spy plane to gather info on your enemy’s buildings. However, there is no guarantee either will succeed. You can send only 1 spy or spyplane every time. If one of your clan members or you re-spy the enemy within 15 minutes, the spy report is enhanced. Opposing snipers and spies can kill infantry spies. If your spy attempt does fail, your enemy is informed that you sent the spy or spyplane. If your attempt is successful, it is hard to count to an exact number of units or buildings in such a short period of time, so your spy reports contain an estimate range.


Send Thief

Turn cost: 2
Morale cost: 5%

When you send out your thief, his job is to steal money from the selected enemy. However, there is no guarantee that your thief will succeed. If he does fail, your enemy is informed that you sent the thief.

You can send up to 10 thieves at once for the same turns and morale as one. This allows you to get up to 5 times the return but the chance of being caught increases by up to 10 times – times 1 extra for each additional thief. Therefore an attack with 5 thieves could get you up to 2.5 times as much money but you would be 5 times as likely to be caught. If caught you lose all attacking thieves.

Thief Education can be researched to improve the money the thieves steal and reduce the likeliness of getting caught.


Send Sniper

Turn cost: 2
Morale cost: 10%

A sniper can both attack and defend. They can attack spies, thieves, snipers and saboteurs. They can defend against spies, thieves, snipers and saboteurs. They are five times better at defending than spies and thieves are. However, snipers have 5 times less defense against other snipers.

You can send multiple snipers at once for the same turns and morale as one. This allows you to do more damage but the chance of being caught increases. If your snipers are caught you will lose more snipers and they will inflict less damage.


Send Saboteur

Turn cost: 3
Morale cost: 30%

Saboteurs can be sent to sabotage enemy player’s Missile Silos. A successful saboteur will ensure that the next sent missile will destroy both the missile and the missile silo while still costing morale and turns for the player that tried to launch the missile. An unsuccesful saboteur might be caught and the defending player will be notified. A player can only have up to two sabotaged silos at a time. If the defending player has researched Missile Accuracy 3, they can have only one sabotaged silo at a time.

14. Clans

The only allowed way to team up with other players in Assault.Online is to form a clan. A clan can have between 1 to 6 players. A clan will have one clan leader, and the clan leader may appoint up to four clan trustees.

14.1 Clan message

The clan leader and clan trustees can create and edit a clan message that will be visible on all clan members dashboard.

14.2 Aid

You can send money to clan members with a networth lower than yourself in your clan. You can aid up to $250,000 three times per day.
Note: It is against the rules to send aid to a player such that they can boost their networth significantly beyond the clan average.

14.3 Clan Wars

The clan leader and clan trustees of a clan can declare war on another clan. This is required for gaining clan points and to have a chance at many of the awards. Clan wars can be tough and resources must be spent to attack and defend.

You can only declare war on a clan with a total networth within 40% of your clan’s networth. If someone has declared war on you, you can declare a mutual war. Declaring a mutual war has no networth limitations and in a mutual war there are no networth limitations for attacks either. This means that declaring a war always presents a risk where the other clan can grow and declare a mutual war.

Attacks in an incoming war will gain half the clan points of attacks in an outgoing war. If you manage to kill an opposing player in a clan war, you will be awarded 25 points in a single-sided war and 50 points in a mutual war, as long as the player had over $3,500 networth.

Peace can be declared 24 hours after war was declared. A war will auto-peace after 72 hours. After peacing there is a 72 hour cooldown before you can declare war on that clan again, unless that clan has a war declared on you. You can always mutual someone who has declared war on you.

14.4 Clan Bonus

When 500 clan points are reached, the clan is awarded a small clan bonus. The bonus consists of 350 turns and $1,750,000 divided equally between all clan members.
When 1000 clan points are reached, and every additional 1000 clan points from there on, the clan is awarded a normal clan bonus. The bonus consists of 525 turns and $3,500,000 divided equally between all clan members.
The clan bonus will be available to retrieve from the dashboard just like the starting bonus. If the bonus is not retrieved within 48 hours, it will be automatically retrieved.

14.5 Joining and leaving a clan

You can join clans until the last 48 hours of a round and you can leave clans as you like. However, during the first 24 hours in a clan, you still have networth restrictions when attacking in mutual wars. If a player leaves the clan, a third of their gained Clan Points will be removed from the clan. If a player joins a new clan, that clan will not get any previously earned points from that player. If the clan points would go under an already received bonus when a player leaves, that bonus cannot be earned again.

15. Awards and Medals

The game can be played in any way you want. However, there are Clan Awards and individual Medals that are awarded after each round. These awards will be shown forever on that province or clan.
Clan awards are handed out in Gold, Silver and Bronze, while the individual medals only have one winner.

15.1 Individual awards

Medal of Earth: most land at the end of the round
Medal of Honor: most clan points in total
Medal of Growth: highest networth at the end of the round
Medal of Courage: most successful attacks made in clan wars
Medal of Death: most kills in clan wars on provinces above starting networth
Medal of Thievery: most money thieved during the round in total. Resetting your province reduces your thieved money by $20,000,000.
Medal of Destruction: most metworth damage using missiles in total
Medal of Devastation: highest networth damage in a single attack during a clan war
Medal of Recruitment: most players reqruited to the game  during the round

15.2 Clan awards

United Boundaries: most land at the end of the round
United Arms: most successful attacks made in clan wars
Networth: highest networth at the end of the round
Clan Points: most clan points in total
Golden shotgun: first clan to 2000 points in a round

 

16 Rules

1. Aid boosting is forbidden. The send aid function allows money to be sent from one clan mate to another. This function is intended to allow clan mates to assist other clan mates in times of need, but not to circumvent the usual in-game economy. Using this function to send significant amounts of cash to a single player is known as “Aid Boosting”. In particular, the act of aiding a player such that they can boost their NW significantly beyond the clan average is expressly forbidden. The definition of significant is at the discretion of game staff.

2. Alliances are expressly forbidden. An alliance is where two clans coordinate to the advantage of eachother, or disadvantage of another clan in any way. Specifically, the discussion of “Clan Business” with any player outside of your clan is against the rules, and this will include discussing your clans strategies, status, tactics, or plans. Conversations among the community should be encouraged, but common sense should be exercised to ensure that discussions with other players do not allow for unfair advantages or disadvantages within AO. Should you think any member of your clan or another is seeking alliances or flouting this rule, please report this to a community manager immediately so that it can be evaluated.

3. Multies. You are only allowed to have ONE account.

4. Abusing bugs. This is forbidden. If you find a bug you are to report it to the community managers/admins.

5. Scripted access to Assault.online. Any script which either:

In any way alters the content of the Assault.online page in your browser, or
Automatically interacts with Assault.Online, are expressly forbidden. Any browser plugin which injects javascript or other code into the site for whatever purpose is explicitly prohibited. Any automated logging in of your account via any scheduled or triggered scripting to store and analyse code of the game is a serious offence. Examples of such scripting may include collection of province names and statistics, or any script which performs any in-game action on your behalf. Script usage is proactively monitored and trended, using Access logs, cloudfare logs and Kibana-based trending of user behaviour.

6. Harassing/insulting other players is forbidden.

The punishment for breaking these rules will be decided by the admins, together with the community managers.

 


The manual is a live document. we will try to kept it up to date at all times with new changes. It may contain outdated or wrong info, we apologize for any inconvenience it may cause. If you find something to be incorrect or something to be missing, you can report it in the forum, use the chats on Discord or report it directly to Bloom (#260) or look up Bloom on Discord.