Table of Contents

1. Overview
2. Getting Started
3. Starting Bonus
4. Menu Items
5. Buildings
6. Units
6.1. Air Units
6.2 Sea Units
6.3 Vehicles
6.4 Infantry
7. Special Units
8. Market
9. Bank
10. Missiles
11. Satellites
11.1 Offensive Satellites
11.2 Defensive Satellites
12. Research
13. General attacking information
13.1 Morale
13.2 Unit Attacks
13.3 Missiles and Satellites
13.4 Special Unit Attacks
14. Clans
14.1 Clan Message
14.2 Aid
14.3 Clan Wars
14.4 Modifiers
14.5 Clan Bonus
14.6 Joining and Leaving Clan
15. Profile
16. Awards and Medals
16.1 Individual Medals
16.2 Clan Awards
17. Rules
18. Test Server
19. Frequently Used Abbreviations
20. Contact / Support

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 means 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 several different resources in Assault.Online:

  • Money – used to build units, buildings, missiles, and satellites
  • Turns – used for researching and building units, buildings, missiles, satellites 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 net worth. Your net worth 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 of $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) 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 to start receiving turns every 20 minutes again. You will also not receive any resources if you are below the starting net worth ($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. The starting bonus will not expire or get randomly assigned at any point, will be available until you pick one.


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


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


One-time $400,000 money
Hourly income increased by 10%.
Your bank capacity is raised by 30%.


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)


Every unit does an additional 20% extra attack damage when attacking.
All buildings and units have 33% less life when attacked.


Every four days you will receive 7 000m2 land.
Upon choosing this bonus you will receive 5 000m2 land.

  • 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 a minimum of 3 days up to a maximum of 10 days. Depositing your money for a longer period 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.
  • Explore.
    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 a maximum of 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.
  • Satellites
    This is where you order a satellite. You need at least level one Satelite Technology research to be able to order a satellite.
  • Market
    Here you can buy, sell, or trade units. You can also view and cancel your unit orders. Buying units from the market does not use turns, but the price of units is higher. You can research so you get up to a 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, net worth, or land. You can choose to only view clans in range, sort them by name, average net worth, total net worth, or the number of members.
  • Top Lists
    Where you will find the top lists showing the top 50 for Individual 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 centres won’t work, meaning you will be more susceptible to attacks. You also cannot perform any kind of attack when the 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 net worth. 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 defensive starting bonus)
Power usage: 10,000
Price: $22,000
Networth: $1,320

Command Centre

Command centres function as intelligence centres for special units. Each command centre can support up to 5 special units.
Attack: 0 / Life: 145. (Increased life to 181 with defensive starting bonus)
Power usage: 1,800
Price: $2,200
Networth: $132


Each airfield houses 10 air units.
Attack: 0 / Life: 100. (Increased life to 125 with defensive starting bonus)
Power usage: 600
Price: $1,000
Networth: $60


Each shipyard houses 5 sea units.
Attack: 0 / Life: 110. (Increased Life to 138 with defensive starting bonus)
Power usage: 700
Price: $1,100
Networth: $66

War factory

Each war factory houses 10 vehicles.
Attack: 0 / Life: 105. (Increased life to 131 with defensive starting bonus)
Power usage: 550
Price: $1,200
Networth: $72


Each barrack houses 20 infantry.

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


Produces power.
Power production: 3,000. (Increased to 4,500 with ppe research)
Attack: 0 / Life: 130. (Increased life to 163 with defensive starting 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 defensive starting bonus)
Power usage: 750
Price: $1,580
Networth: $174

SAM Site

Sam sites defend against air units.
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: 220 / 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: 230 / Life: 300. (Increased to 215 / 325 with defensive starting bonus)
Power usage: 700
Price: $1,465
Networth: $161

Anti-Missile System

Anti-Missile System protects your built land from missiles, up to a maximum of 75% protection.
Attack: 0 / Life: 390. (Increased life to 488 with defensive starting bonus)
Power usage: 2,400
Price: $5,000
Networth: $700

Note: Missile protection is only based on the amount of built land.

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.
  • War factories are required to house vehicles. Every war factory allows you to house 10 vehicles.
  • Comando Centre is required to house special units. Each command centre can support up to 5 special units

All units (excluding special units) add 11% of their original cost to your net worth. 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.

Note: You need to have housing for all of your units and special units to build or order more units.

I.e. if you have sea units and too few Ship Yards you are not allowed to build any of the other unit types either, you must get enough housing or sell the units that don’t have housing to be able to build or order more.

6.1 Air Units

SR-71 Spyplane

The SR-71 Spyplane is used to gather intelligence about your target’s buildings.
Price: $15,000
Attacks: n.a
Attack: 0 / Life: 200
Networth: $900

Black Eagle

Price: $730
Attacks: veh, bld
Attack: 55 / Life: 53
Networth: $80

Siege Chopper

Price: $840
Attacks: air, veh, bld
Attack: 60 / Life: 51
Networth: $92

B-52 Stratofortress

Price: $1.800
Attacks: bld
Attack: 155 / Life: 100
Networth: $198


Price: $795
Attacks: inf, bld
Attack: 50 / Life: 42
Networth: $87


Price: $690
Attacks: air
Attack: 55 / Life: 47
Networth: $76


Price: $840
Attacks: sea
Attack: 70 / Life: 41
Networth: $92

F-22 Raptor

Price: $750
Attacks: sea, air
Attack: 54 / Life: 45
Networth: $83

F-18 Fighter Hornet

Price: $860
Attacks: air, bld
Attack: 60 / Life: 45
Networth: $95

6.2 Sea units


Price: $2350
Attacks: bld
Attack: 195 / Life: 145
Networth: $259

Sea Scorpion

Price: $875
Attacks: inf
Attack: 80 / Life: 49
Networth: $96


Price: $1530
Attacks: sea
Attack: 138 / Life: 82
Networth: $209


Price: $1.415
Attacks: air, bld
Attack: 105 / Life: 89
Networth: $197


Price: $1.365
Attacks: veh, inf, bld
Attack: 95 / Life: 80
Networth: $150


Price: $1.090
Attacks: veh, bld
Attack: 90 / Life: 75
Networth: $120

Stealth Boat

Price: $1.315
Attacks: veh, sea
Attack: 95 / Life: 75
Networth: $145

USS Zumwalt

Price: $1.450
Attacks: sea, bld
Attack: 110 / Life: 90
Networth: $160

6.3 Vehicles

Tiger Tank

Price: $835
Attacks: inf, bld
Attack: 65 / Life: 54
Networth: $92


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

Mirage Tank

Price: $635
Attacks: sea, inf, bld
Attack: 50 / Life: 42
Networth: $70


Price: $1650
Attacks: bld
Attack: 135 / Life: 90
Networth: $171

SAM Tank

Price: $715
Attacks: air
Attack: 65 / Life: 39
Networth: $79

Tesla Tank

Price: $515
Attacks: sea, bld
Attack: 45 / Life: 38
Networth: $57

K2 Black Panthers

Price: $590
Attacks: veh, inf
Attack: 43 / Life: 35
Networth: $65

M1 Abram Tank

Price: $645
Attacks: veh, bld
Attack: 50 / Life: 40
Networth: $71

6.4 Infantry


Thieves allow you to steal money from other users.
Price: $5,000
Attacks: n.a
Attack: 0 / Life: 60
Networth: $300


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


Snipers protect your base from thieves, snipers, spies, and saboteurs.
Price: $5,000
Attacks: n.a
Attack: 140 / Life: 150
Networth: $300


Spies are used to gathering intelligence about your targets units.
Price: $4,000
Attacks: n.a
Attack: 0 / Life: 250
Networth: $240


Price: $880
Attacks: bld
Attack: 76 / Life: 50
Networth: $97


Price: $470
Attacks: veh
Attack: 38 / Life: 25
Networth: $52

Rifle infantry

Price: $810
Attacks: inf
Attack: 55 / Life: 42
Networth: $89

Tesla Trooper

Price: $435
Attacks: sea, bld
Attack: 30 / Life: 24
Networth: $48

Guardian G.I

Price: $615
Attacks: air, bld
Attack: 45 / Life: 33
Networth: $68


Price: $550
Attacks: sea, air, bld
Attack: 37 / Life: 33
Networth: $61

Machine Gunners

Price: $460
Attacks: inf, air
Attack: 33 / Life: 24
Networth: $36

Cyborg Commando

Price: $440
Attacks: inf, bld
Attack: 30 / Life: 25
Networth: $48

Note: All units add 11% of their cost to you NW. NW values are rounded, this means the NW value is per unit building several units may cause rounding to differ from expected NW add.

7. Special units

Special units are the spy plane, spy, thief, sniper, and saboteur. To own these units you must have Command Centres as well as empty housing for the special units you want to build. 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

Buy / Sell

The market allows you to buy and sell units without using turns. 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 what you paid for the order. Selling units happens instantly, the return value, however, is considerably lower than the cost of the units. The selling price is fixed and is not affected by your Market Discount research, the selling price is always 80% of the turn-buy price, this goes for all units including special units.


You have the option to trade your units in the market. When trading units you get a better price for the units you sell, you will get back 100% of the turn buy price. Trading is done by selling units and reordering in the same action. You can trade within the same- or between the different units types. Note that you will also need to have housing for the unit type you want to order when trading from one unit type to another. If you trade within the same unit type you can use the housing that becomes empty when selling in addition to housing that was already empty. Traded units will be sold instantly and the shipping time for the new units will be the same as when doing a regular market order.

Note: The market is closed for ordering on the last day of the round, but you can still sell units on the last day.

Note: If you have any stuck orders, go back to the order page and it should free the order. If this doesn’t work contact Geronimo or Dikdap for support.

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 1% per day when money is banked for 3 days and is increased by 0,5% per day up until 4,5% when money is banked for 10 days, the maximum amount of deposits is 10 and $2,500,000 is the maximum amount of money that you can store. Bank storage capacity and daily interest can be improved by researching Bank Management. Choosing the finance bonus increases the maximum storage capacity of your bank by 50%.

Note: Completing Bank Management research will increase interests on already made deposits, as well as new ones.

10. Missiles

To order missiles you need missile silos, which house 1 missile each. A missile is an expensive but very powerful attack option. The chance of hitting the enemy base depends on your target’s missile defence. Missiles cost 4 turns to build and 3 turns to launch. They make use of morale and cost 35% morale to launch. Default missile shipping time is 6 hours, the only way to reduce the shipping time of missiles is by choosing the shipping starting bonus.

Missiles add 10% of their cost to your net worth

Note: Missiles can not be ordered on the last day of the round, ordering of missiles will close at the same time as the market closes.

Nuclear Missile

Attacks: all units and buildings.
Price: $125,000
Attack: 25,000
Net worth: $12,500

Chemical Missile

Attacks: Sea, Air and Vehicle units.
Price: $62,500
Attack: 15,000
Net worth: $6,250

Biochemical Missile

Attacks: Infantry
Price: $43,750
Attack: 6,000
Net worth: $4,375


Attacks: buildings
Price: $57,000
Attack: 7,200
Net worth: $5,700

EMP Missile

The EMP Missile initially disables 15% of the enemy’s power supply for 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
Net worth: $6,500

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 the 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 affect 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 9,000 building damage
Networth: $50,000

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
Networth: $20,000

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 4 hours at a time.

Costs: $600,000
Max Effect: 4 hours Stealth.
Networth: $24,000

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
Networth: $20,000

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 by 10%. Every hour of research adds $1,500 to your net worth. Turn cost for each research is based on the time it takes to complete. Turn cost will be the number of hours to complete multiplied by 2 (i.e. 5 hours research will cost 10 turns). If you wanna queue research it will cost 1 extra turn (except for the 3h types of research, those can be queued without any extra turn cost), the queued research will then automatically start when the current one is done.

Note: Time deduction due to defensive starting bonus will not affect net worth add. However, turn cost will be reduced accordingly.

Money production

Level 1 (8 hours): Income increased to $25,000 per hour
Level 2 (8 hours): Income increased to $35,000 per hour

Note: Finance starting bonus increase hourly income by another 10%.

Missile accuracy

Level 1 (5 hours): 45% chance to hit the target
Level 2 (5 hours): 90% chance to hit the target
Level 3 (5 hours): The number of possible sabotaged Missile Silos goes down from 2 to 1 and decreases the chance of sabotaging your Missile Silo by 10%.

Satellite technology

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

Market shipping time

Level 1 (3 hours): Shipping time reduced to 9 hours
Level 2 (3 hours): Shipping time reduced to 6 hours

Powerplant efficiency

Level 1 (3 hours): Power Plants and Advanced Power Plants life and power produced increased by 50%

Market discount

Level 1 (3 hours): 15% discount on all units purchased from the market
Level 2 (3 hours): 30% discount on all units purchased from the market

Thief education

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

Engineering effectiveness

Level 1 (5 hours): 10 buildings built per turn.
Level 2 (5 hours): 15 buildings built per turn.

Bank management

Level 1 (5 hours): Bank stores up to $ 3,500,000 and the default bank interest increases by 0,5%
Level 2 (5 hours): Bank stores up to $ 4,500,000 and the default bank interest increases by 1% + option to withdraw money after 24 hours with no interest and with a 50% fee
Level 3 (5 hours): Bank stores up to $ 5,000,000 and the default bank interest increases by 1,75% + option to withdraw money after 24 hours with no interest and with a 25% fee

Note: Finance starting bonus increase bank capacity by 50%

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 an additional 10% of morale if you use an aggressive attack type when attacking with units. Firing a satellite uses 100% satellite power.

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 for this to happen you must have 90% OR LESS moral (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 several reasons. Unit attacks may fail if your army is too weak to break the other player’s defence. It totals up your usable attack power, totals up the defenders’ usable attack power (including DBs), and checks that your attack power is 20% (1.20x) higher than the enemies. If it’s not you get defeat. 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 net worth.

Note: The attack engine does amendments to AP of specific units, units that attack multiple things suffer a 10% AP loss for each thing that isn’t present. So the units that hit buildings AND 2 units may lose 20% AP if the units it hit isn’t present. For example, if you attack with Black Eagles which attack V and B, and the enemy has no V, you lose 10% AP on that unit. So if your Black Eagles hit a target without V its a greater risk to suffer defeat due to loss of AP.

13.2 Unit attacks

Regular Attack

Turn cost: 3

Morale cost: 20% (+5% if the target has a lower net worth than you, +10% if using aggressive attack)

The Regular attack can consist of air units, sea units, vehicles, and infantry. This method is slightly weaker than Ground and Air and Sea attacks. You will however gain more resources (Money/Land) than with the other methods of attacking.

Ground Attack

Turn cost: 3

Morale cost: 20% (+5% if the target has a lower net worth than you, +10% if using Aggressive attack)

A ground attack can only consist of vehicles and infantry. Using this method makes the vehicles and infantry slightly more powerful than a Regular Attack. You will however gain slightly fewer resources (Money/Land) when using Ground Attack than with Regular Attack.

Air and Sea Attack

Turn cost: 3

Morale cost: 20% (+5% if the target has a lower net worth than you, +10% if using Aggressive attack)

Air and Sea attacks can only consist of air units and sea units. Using this method makes these units slightly more powerful than a Regular Attack. You will however gain slightly fewer resources (Money/Land) when using Air and Sea Attack than with Regular Attack.

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.

Main Target

You can choose to main target specific building types, your troops will focus more on those. This will slightly weaken your attack, but it can still be handy when there is something you want to target.

13.3 Missiles & satellites

Launch Missile

Turn cost: 3
Morale cost: 35%
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 spy plane, 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 spy plane 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 spy plane. If your attempt is successful, it is hard to count to an exact number of units or buildings in such a short time, so your spy reports contain an estimated 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.


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. The more snipers that are owned the more protection they give, but they will never give 100% protection. They are five times better at defending than spies and thieves are. However, snipers have 5 times less defence 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.


Turn cost: 2
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 unsuccessful 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 and 6 players. A clan will have one clan leader, and the clan leader may appoint up to five 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’ dashboards.

14.2 Aid

You can send money to clan members with a net worth lower than yourself in your clan. You can send aid up to $250,000 three times per day. You are not able to send aid during Assult Protection. You can not send aid within the first 72h of the round.

Note: It is against the rules to send aid to a player such that they can boost their net worth 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 net worth within 40% of your clan’s net worth. If someone has declared war on your clan, you can mutual regardless of net worth range. During a mutual war there are no net worth limitations for attacks. This means that declaring a war always presents a risk where the other clan can grow and declare a mutual war.

There is a limit on amount of incoming wars possible at the same time for one clan. The limit is 5 incoming wars, after this limit is reached no one can declare war on this clan, included declaring mutual.

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.

When attacking in an incoming war you only get 50% of the points you would gain if it was an outgoing war.

Peace can be declared 24 hours after war was declared. A war can last for a maximum of 72h, it will then auto-peace. After a war is declared peace there is a 72-hour cool down before you can declare war on that clan again.

There is a function to resume wars. If a clan has declared war on you the cool-down time is 12h, you can then opt to resume the war. Once both clans have declared peace the cool-down time is 72h from when you declare peace.

14.4 Modifiers

Modifiers are scaling of points calculation in clan wars. Modifiers kick in only after at least one of the clans is above 500 clan points. The modifiers are based on two things, members in the clans and total clan points. You can see the modifiers you have on a clan by going to that clan’s clan page. Modifiers are calculated live and may change throughout a war.

Note: Positive modifiers can not make you score more than the max points (25p) in a one-sided war.

Note: When it’s mutual war all modifiers are removed.

14.5 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.

14.6 Joining and leaving a clan

You can join clans until the last 48 hours of the round and you can leave clans as you like. However, during the first 24 hours in a clan, you still have net worth 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. Profile

Every player has a profile page, where you can see info about the player, ID, player name, date registered, NW, medals won, and current clan.

On your profile page, you will find the info mentioned above, but you can also find more detailed info about your profile by going to Military Overview or View Statistics page. You can set up instant notification via a third-party app (called Telegram). There is a personal recruitment link that you can use to recruit new players.

Edit Your Profile

You can edit your player name, this can only be done once per round.

You can add and change your profile picture.

Reset account, using this function will reset your profile back to its starting state. Starting state means 50 PP, 200 turns, and $450,000 and you get to pick starting bonus. All previously done researches, units, sats, etc will be lost. You will start with 24 hours forced- and an additional 24 hours of optional assault protection.

Note: Reset account is not possible during clan wars and it can only be done once per round.

16. Awards and Medals

The game can be played in any way you want, within the rules. 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 page.
Clan awards are handed out in Gold, Silver and Bronze, except for Golden Shotgun where only Gold is awarded, while the individual medals only have one winner.

16.1 Individual medals

Medal of Earth: most land at the end of the round
Medal of Honor: most clan points in total during the round
Medal of Growth: highest net worth at the end of the round
Medal of Courage: most attacks made in clan wars during the round
Medal of Death: most kills made in clan wars during the round.
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 total net worth damage dealt using missiles in clan wars during the round
Medal of Devastation: highest net worth damage in a single attack during a clan war

16.2 Clan awards

United Boundaries: most land at the end of the round
United Arms: most successful attacks made in clan wars during the round
Networth: highest net worth at the end of the round
Clan Points: most clan points at the end of the round
Golden shotgun: first clan to 2,000 points in the round

17 Rules

Please read the Rules. And make sure you do not intentionally break them. Actions will be taken against those who are breaking the rules of Assault.Onlie. The punishments can include but are not limited to, ban, reset of account, breaking up or deleting clans. The admins, together with the community managers can punish players without any previous warning if they think its needed.

18 Test Server

There is a test server that is open to everyone. Here you can test pretty much whatever you want regarding AO, different setups, and scenarios. Here you have access to unlimited resources via the red button on the dashboard page. You are allowed to make more than one account (on the test server only) to do tests on your own. New changes to the game will be made available here first, before it’s added to the live game, giving everyone a chance to test and look for flaws and bugs. The development team appreciates constructive feedback!
Please note that this is not a sandbox server. If you wanna test something ask for permission before attacking someone, others might be in the middle of doing tests or might have a setup to test something, don’t ruin it for others.
The test server can be found here:

19 Frequently Used Abbreviations

AMS Anti Missile System
UK Unit Killing (can refer to units which only kill other units or to this kind of war/attack)
BK Building Killing (can refer to units which only kill other units or to this kind of war/attack)
UBK / SemiBK Combination of UK+BK, e.g. cruisers (air/builds), black eagles (veh/builds), etc.
DB Defence Building (mgt, tl, sam, mt)
MGT Machine Gun Turret
TL Torpedo Launcher
SAM / SS Sam Site
MT Missile Turret
OOW Out Of War (i.e “attack someone oow”)
TA Target Advertisement
OOR Out Of Range
NW Networth
mp1, mp2 Money Production (the number indicates to which level)
ma1,…,ma3 Missile Accuracy (the number indicates to which level)
mst1,… Market Shipping Time (the number indicates to which level)
md1,… Market Discount (the number indicates to which level)
te1,…te3 Thief Engineering (the number indicates to which level)
ee1,…ee3 Engineering Effectiveness (the number indicates to which level)
bm1,…bm3 Bank Management (the number indicates to which level)
B2 Wrong name for B-52
Sea Hawks An old name for Hinds
BS BattleShips
RS The old name for Rocketeers (Previously named Rocket Soldiers)
RI Rifle Infantry
GGI Guardian GI
PP Power Plant
APP Advanced Power Plant
LBS Laser Beam Satellite
Nuke Any missile, sometimes refer to Nuclear Missile
Chem Chemical Missiles (or to send one of those to someone)
Bio Biochemical Missiles (or to send one of those to someone)
Trade The action of selling your units and immediately order new ones. Return price on the sold units will be higher than if you sell first and then order in two steps.
Sniper raid Attack someone with potentially a bunch of money and snipers, to kill the snipers and be able to thief him
CC Command Centre
SY Shipyard
AF Airfield
WF War factory
AMSSAT Anti Missile System Satellite
Pool Morale Pool (your second “deposit” of morale)
MoH Medal of Honor
MoC Medal of Courage
MoG Medal of Growth
MoT Medal of Thievery
MoD Medal of Death
MoDEVA Medal of Devastation
MoE Medal of Earth
PM Private Message (in-game usually)
UB United Boundaries (Award for most land combined by a clan)
UA United Arms (Award for more attacks done by a clan)
Dropboost The action of lower your clan nw to get in range of a smaller clan. Then order units and declare before your units arrive, while still in range.
Random Attack or attacks on someone out of war, with little to no purpose (could be for fun, to troll, revenge, or similar)
NP Nuke Protection (old name for Assault Protection)
AP Assault Protection
AP Attack Power
NZ NukeZone (old game in which AO is based)
AO Assault Online, an awesome game you are learning to play
CL Clan Leader
CT Clan Trustee
PPA Point Per Attack
t turn(s)
EoR End of round (Round is over)

Thanks to Minion for this list!

20 Contact / Support

Report anything related to cheating or harassment: Geronimo
Report problems with user accounts, clans, an order being stuck, or other live database issues: Geronimo
Report actual bugs and feature suggestions: Geronimo
Report problems and suggestions related to the attack engine and unit balancing: Panic
Report anything related to Manual and Getting Started: Bloom

All of us can be reached on the AO channels on Discord or through the Forums.

The manual is a live document managed by Bloom. We will try to keep 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 on Discord