Manual

– – WORK IN PROGRESS – –

1.1 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.

1.2 Getting started

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. Money is required to purchase buildings and units. Turns are required to purchase buildings, complete researches, or attack. You need buildings to survive – when all your buildings are destroyed you will die. When you have died you spend 12 hours in forced Assault protection again, with an additional 12 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.

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 and $15,000 each hour. You can research Money Production to increase your income up to a maximum $35,000/hour.
  • Join/create a clan and fight other clans (that your clan is at war with) in order to receive clan bonuses up to 75 turns and $500,000.

Note: You will not receive any additional turns every 20 minutes if you already have more than 300 turns. However, you can receive the clan bonus during this time. Use some of your turns in order to start receiving turns every 20 minutes again.

1.3 Starting bonus

You can select a starting bonus from the following list, which you must claim within 48 hours after your first log in. You will receive a random chosen starting bonus if you do not take one in the first 48 hours.

  • Offensive
    Gain twice the land and money during attacks, plus 75 turns.
  • Defensive
    Constructing 10 buildings per turn by default (to a maximum of 20 with full research), plus 20% extra defense for all defending units, plus 10% time deduction when researching, plus 3 500 m2 of land.
  • Finance
    Hourly income increased by 10%, bank capacity is raised by 50% and $400 000 money.
  • Shipping
    Missile orders ship 50% faster, plus ability to choose exact arrival time for units (up to 6 hours delayed), plus 10% default market discount (max 40% with research), 2 500 m2 land and $250 000 money.

1.4 Menu items

  • Dashboard
    In your dashboard you will find an overview of the game and your account.
  • Inbox
    View incoming and outgoing messages
  • Events
    All events related to your province are stored under local events. e.g. attacks, completed researches and aid received by clan members.
    All attacks you make are stored under outgoing events.
    All attacks you and your clan members make and receive are stored under global events.
  • 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.
  • Bank
    The bank is used to deposit money for up to 10 days. Depositing your money for a longer period of time equals greater interest.
  • Market
    The market is used to buy and sell units. Units can be bought without turns at a higher price and a waiting time of 3 to 12 hours, depending on your research.
  • Forum
    The heart of the Assault.Online community. Need help? Found a bug? Create a new topic!
  • Clan
    This is where you can either create a clan or view clan information when you’re a clan member.
  • Attack
    On the attack page you can attack other players who aren’t part of your clan.
  • Build
    Under the Build menu item you find buildings, units, missiles and satellites. In contrast to the market, building units cost turns.
  • Info
    Under info you can find important information in relation to Assault.Online such as all clans, all users, toplists, statistics for your account and awards and medals from previous rounds.
  • Explore
    You can either ‘buy’ using turns or sell land using the sell land option

2. 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 attack, will not be able to launch missiles. You will be unable to use spy planes, spies, thieves, snipers and satellites. 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.

 

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

Power usage: 10000
Power production: 0
Price: $22000

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

Power usage: 1800
Power production: 0
Price: $2200

Shipyard
Each shipyard houses 5 sea units

Power usage: 700
Power production: 0
Price: $1100

Airfield
Each airfield houses 10 air units

Power usage: 600
Power production: 0
Price: $1000

Warfactory
Each warfactory houses 10 vehicles

Power usage: 550
Power production: 0
Price: $1200

Barracks
Each barack houses 20 infantry

Power usage: 500
Power production: 0
Price: $700

Powerplant
Produces 3000 power.

Power usage: 0
Power production: 3000
Price: $600

Advanced Powerplant
Produces 15000 power.

Power usage: 0
Power production: 15000
Price: $1300

Torpedo Launcher
Torpedo launchers defend against sea units

Power usage: 750
Power production: 0
Price: $1580

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

Power usage: 600
Power production: 0
Price: $1495

Missile Turret
Missile turrents defend against vehicles

Power usage: 550
Power production: 0
Price: $1500

Machinegun Turret
Machinegun turrets defend against infantry

Power usage: 700
Power production: 0
Price: $1465

Anti-Missile System
Each Anti-Missile System protects 100m2 of your built land. Chance to shoot down missiles is currently 0%. Every Anti-Missile System has a 25% chance to shoot down tomahawk missiles.

Power usage: 2400
Power production: 0
Price: $5000

3. 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.

 

Currently, the following units are available:

 

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

Price: $15000
Attacks:
Attack: 0 / Life: 200
Type: air
U-2 Dragon Lady
The U-2 Dragon Lady is a support unit. Each U-2 Dragon Lady sent into battle supports up to 25 vehicles, providing a 15% attack boost.

Price: $1500
Attacks: n.a
Attack: 0 / Life: 85
Type: air
Black Eagle
Price: $830
Attacks: veh, bld
Attack: 55 / Life: 35
Type: air
Siege Chopper
Price: $875
Attacks: inf, veh, bld
Attack: 60 / Life: 40
Type: air
B-52 Stratofortress
Price: $2200
Attacks: bld
Attack: 120 / Life: 80
Type: air
MiG
Price: $640
Attacks: inf, bld
Attack: 35 / Life: 35
Type: air
Harrier
Price: $690
Attacks: air, bld
Attack: 40 / Life: 35
Type: air
Hind
Price: $830
Attacks: sea
Attack: 65 / Life: 40
Type: air
Battle Fortress
The Battle Fortress is a support unit. Each Battle Fortress sent into battle supports up to 50 infantry, providing a 15% attack boost.

Price: $1500
Attacks: n.a
Attack: 0 / Life: 85
Type: veh
I.F.V
Price: $500
Attacks: air
Attack: 45 / Life: 20
Type: veh
Grizzly Battle Tank
Price: $950
Attacks: veh, bld
Attack: 65 / Life: 40
Type: veh
Mirage Tank
Price: $730
Attacks: inf, veh
Attack: 50 / Life: 30
Type: veh
Paladin
Price: $1275
Attacks: bld
Attack: 75 / Life: 45
Type: veh
Apocalypse Tank
Price: $835
Attacks: air, veh
Attack: 70 / Life: 45
Type: veh
Tesla Tank
Price: $540
Attacks: sea
Attack: 40 / Life: 30
Type: veh
Thief
Thiefs allow you to steal money from other users.

Price: $5000
Attacks:
Attack: 0 / Life: 60
Type: inf
Saboteur
Saboteurs allow you to sabotage up to two missile silos. You have a 50% chance to sabotage a missile silo.

Price: $6000
Attacks:
Attack: 0 / Life: 75
Type: inf
Sniper
Snipers protect your base from thiefs, snipers, spies and saboteurs.

Price: $5000
Attacks:
Attack: 140 / Life: 200
Type: inf
Spy
Spies are used to gather intelligence about your targets units.

Price: $4000
Attacks:
Attack: 0 / Life: 250
Type: inf
G.I
Price: $1100
Attacks: bld
Attack: 60 / Life: 30
Type: inf
Conscript
Price: $445
Attacks: veh, bld
Attack: 30 / Life: 15
Type: inf
Navy SEAL
Price: $825
Attacks: inf, bld
Attack: 45 / Life: 35
Type: inf
Rifle infantry
Price: $765
Attacks: inf
Attack: 50 / Life: 35
Type: inf
Tesla Trooper
Price: $850
Attacks: sea
Attack: 40 / Life: 55
Type: inf
Guardian G.I
Price: $540
Attacks: air, veh
Attack: 35 / Life: 20
Type: inf
Rocketeer
Price: $500
Attacks: sea, air, bld
Attack: 35 / Life: 20
Type: inf
Battleship
Price: $2150
Attacks: bld
Attack: 110 / Life: 90
Type: sea
Sea Scorpion
Price: $875
Attacks: inf
Attack: 65 / Life: 40
Type: sea
Aircraft carrier
The Aircraft carrier is a support unit. Each Aircraft carrier sent into battle supports up to 25 air units, providing a 15% attack boost.

Price: $2250
Attacks: n.a
Attack: 0 / Life: 175
Type: sea
Submarine
Price: $1000
Attacks: sea, bld
Attack: 60 / Life: 50
Type: sea
Cruiser
Price: $1300
Attacks: air, bld
Attack: 90 / Life: 70
Type: sea
Destroyer
Price: $1125
Attacks: veh, inf, bld
Attack: 75 / Life: 50
Type: sea
Corvette
Price: $1025
Attacks: sea, veh
Attack: 75 / Life: 60
Type: sea

 

3.1 Special units

Special units are the spy plane, spy, thief and sniper. 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.

3.2 – 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 3 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.

4. Bank

The bank allows you to make security deposits for a maximum time of 10 days, 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 researched Bank Management. 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%.

5. 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 4 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: $100000
Attack: 25.000

Chemical Missile – Attacks Sea, Air and Vehicle units.
Price: $50000
Attack: 15.000

Biological Missile – Attacks all Infantry.
Price: $35000
Attack: 15.000

MOAB – Attacks all buildings
Price: $45000
Attack: 8.000

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.
Costs: $65.000
Attack: n/a

Tomahawk * – Attacks all buildings
Price: $1500
Attack: 1.850

* 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 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.

6. Satellites

There are 3 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.

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.
Costs: $600,000
Max Effect: 20% EMP.

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: $450,000
Max Effect: 3.5 hours Stealth.

*EMP damage is removed after 6 hours.

7. 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.

Money production
Increases hourly income
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: 50% chance to hit target
Level 2: 95% chance to hit target
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 6 hours
Level 2: Shipping time reduced to 3 hours
Duration: 5 hours

Powerplant efficiency
Level 1: 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
Level 2: Thieves steal three times the amount of money
Level 3: Thieves steal four times the amount of money
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 25% fee
Level 3: Bank stores up to $ 5 000 000 and bank interest increased by 1,0% + the 25% fee for early withdrawals is removed
Duration: 5 hours

8. General attacking information

Each attack is unique in some way and all attacks cost a different amount of turns.

  • Regular Attack, Ground Attack and Air Attack cost 3 turns
  • Launch Missile costs 3 turns
  • Send Spy/Spy Plane costs 1 turn
  • Send Thief costs 2 turns
  • Send Sniper costs 2 turns
  • Use satellite costs 3 turns

The maximum amount of morale your army can have is 100% (100% morale pool), and each attack uses a different amount of morale. An attack may “cost” as low as 20% of your morale and as high as 35%. When you attack an enemy that is smaller than yourself, you will lose 5% more morale. You will lose additional 10% of morale if you use an aggressive attack type. However, your morale increases by 5% every 15 minutes. Missiles use either 30 or 35% morale based on your networth relative to the networth of your target. Firing a satellite uses 100% satellite power.

  • Main Target specifies the target your troops will focus on.
  • Attack Type specifies how the attack should be made; normal or aggressive.

You receive 5% morale every 15 minutes as usual. 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 can only use your morale for attacking/etc. You cannot directly use the morale in your pool. You must wait for it to be moved over to your morale.

8.1 – Regular Attack

Regular attack can consist of air units, vehicles and infantries. This attack method costs 3 turns. Using a regular attack gains slightly more land and money during an attack. However, it does slightly less damage.

8.2 – Ground Attack

Ground attack can only consist of ground units. Using this method makes the vehicles and infantries slightly more powerful than a Regular attack. This attack method costs 3 turns.

8.3 – Air and Sea 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. This attack method costs 3 turns. You will also gain slightly less resources when attacking.

8.4 – Launch Missile

Use this option to send your missiles to enemy targets. This attack method costs 3 turns and uses 30% or 35% morale based on your networth.

8.5 – Send Spy/Spy Plane

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.

8.6 – Send Thief

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. This attack method costs 2 turns and 5% morale.

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.

8.7 – Send Sniper

A sniper can both attack and defend. They can attack spies, thieves and snipers. They can defend against spies, thieves, and snipers. They are five times better at defending than spies and thieves are. However, snipers have 5 times less defense against other snipers. This attack method costs 2 turns and 10% morale.

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