Art of War 3 WiKi: game Walkthrough Tips and Tricks
ART OF WAR 3 is an Android game with a release date of 10/13/2016 from Gear Games. Game genre: Strategy. In the article, we have summarized tips for leveling from TOP players, developers answers to gamers questions, guides for beginners from the official website and our secrets of passing the game. Attention, the Wise Geek website is constantly updated, visit us more often.
Contents
- A beginner’s guide
- Commander Skills Guide
- Confederate Combat Units Guide
- Guide to Resistance Combat Units
- Features of Confederate and Resistance buildings
- All kinds of defensive structures
- Game Modes Overview
- Account Issues
Art of War 3: A beginner’s guide
Command Points (KO). Command points determine your ability to control units on the battlefield. Each unit requires a certain amount of CP to control, indicated on the unit icon when ordering. The number of available KOs depends on the level of the Headquarters. CP from several Headquarters does not add up. If your army has reached the maximum CP level, then new units will not be produced until you improve the Headquarters or lose some of the units in battle.
Domination points (AP). Domination points can be obtained for victories in battles of the World War. The earned AP go to the overall standings of the player’s faction and clan. Players who are not members of a clan bring their faction 2 times less AP and do not receive income from the captured regions, and also receive a small reward if they win the current stage.
Skill points (AC). Skill points can be obtained only in tournaments or by purchasing some packs in the STORE section. OU can be allocated to specific skills in the PROFILE section. Skills increase various combat characteristics in all types of battles. The cost of the upgrade grows with every step.
Why is a Supply Center needed? The Supply Center provides a continuous supply of resources on the battlefield.
Cost / Resources. The amount of resources required to produce units, buildings, etc. Resources are produced by the Headquarters and the Supply Center, and resources can also be found in containers scattered throughout the map during the battle.
Production time. Unit / building production time, specified in seconds. To speed up the production of units, it is necessary to improve the modules of the buildings that produce these units. To speed up the production of buildings, you need to improve the Building Yard. The unit / building tables show the stock production time, without any improvements.
Profile. Each game account has two profiles, one for each faction (one for the Resistance, the other for the Confederation). You can switch between profiles at any time in the "Profile" section.
Region. The world map is divided into 20 regions. The World War is being fought for them. Also, the campaign is logically divided into episodes by region.
The main game modes. You can play:
- In PvE mode. Fight between the player and the computer (campaign missions) according to a previously prepared scenario. You can start a PvE battle in the "Battles" section (a button with a tank icon in the main game menu).
- In PvP mode. Fight between two players (Tournament or World War). You can start a PvP battle in the "Battles" section (a button with a tank icon in the main game menu).
Boosts. Boosts temporarily improve various characteristics of units and buildings in battle. Boosts allow you to speed up development, strengthen attacks, and also help you survive in difficult situations. The correct and timely use of boosts in battle significantly increases your chances of winning. Located in the Shop - Boosts section.
Armor. Armor increases the survivability of the unit and reduces the damage dealt to it in battle. The player will have to figure out the exact numbers on their own in the course of accumulating their own combat experience, because this is precisely the strategic component of the RTS. There are three types of armor:
- Light Armor (I). Confederation: stormtrooper, heavy. attack aircraft, flamethrower. Resistance: shooter, grenade launcher, sniper.
- Medium armor (II). Confederation: hammer, typhoon, cyclone, vertex, delta. Resistances: coyote, armadillo, porcupine, chameleon, dragonfly, gyrfalcon, caiman.
- Heavy Armor (III). Confederation: Fortress, Zeus, Grad, Shield, Thor, Viking, Poseidon, all buildings. Resistances: Jaguar, Mammoth, Albatross, Alligator, Barracuda, all buildings.
Secondary tasks. In addition to the main task in the Missions, there are additional ones that may appear already in the course of the Mission. For completing each Secondary Objective, you will receive additional points. Only completing secondary objectives will allow you to complete the mission with 3 stars and receive the maximum reward. You can view the list of Secondary Missions directly in battle by clicking on the button next to the Mini-Map.
Winrate (BP, Win Rate, WR). Percentage ratio of the number of victories to the number of battles fought. The last 50 fights are taken into account for the current winrate.
Speed. The speed indicates how many cells a unit will pass in 1 minute. Each unit has a different movement speed. The speed can be increased by improving the required modules of your unit. This indicator is increased by improving the required modules.
Damage. The armament of each unit / building deals different damage depending on the type of armor of the attacked target. Basically, units / buildings are divided into two types of damage: good for light armor, or for medium and heavy armor. Damage can be increased by upgrading modules.
Shooting range. The indicator is calculated in the cells on which the weapon of your unit / building is capable of attacking the target. Improved by improving modules.
Rate of fire. Shows how many shots a unit / building fires per minute. Improved by improving modules.
Accuracy. Probability of hitting the target when firing from a stationary position and when firing on the move in percent. Some units are not able to fire on the move (on the move). Accuracy is improved by improving modules.
Explosion radius. Indicated in cells from detonation / fall of a projectile or volley. Improved by improving modules.
The ability to attack. There are several types of units in the game: Land (infantry, ground vehicles), ships (surface), submarines (underwater), helicopters, fighters, bombers. Each weapon of a unit / building is capable of attacking only certain types of units.
DPM. Damage dealt in one minute. I used this indicator purely for clarity, what kind of damage units / buildings can inflict over a period of time. This damage cannot be taken into account as 100% valid. Because this indicator will be only under ideal conditions. Your unit must be motionless, inflict damage without stopping and hit accurately, the enemy must also be motionless and be within the radius of his attack, and without interfering with your unit.
You also need to understand that units with low damage, but rapid-fire, lose more damage from the enemy’s armor, tk. damage will be deducted from each hit. At the same time, units with a long cooldown, but with a lot of damage, will do much more damage per minute. For the calculation, I used this formula: Damage * Rate of Fire * Accuracy.
Overview. The units / buildings view is indicated within the radius of the cells being viewed. Improved by improving modules.
Rank. Each commander has a rank that rises as the account develops. The title directly depends on:
- Access to new units, buildings, their improvements and new game modes;
- The amount of game payments and awards;
- Current league.
Skills. Commander skills affect various parameters in any battle. Improvement of skills occurs at the expense of Skill Points (AP). They can be earned for winning Tournaments. Skills are in the Profile section.
Contracts and daily tasks. For their implementation, you can get an additional prize if you manage to complete them in 24 hours. Complete all contracts for several days in a row, and your prize will grow. Contracts differ in color by difficulty level: green, blue, red, black.
Resources. Resources are needed in battle for the construction of buildings and the production of units. The supply of resources to the battlefield is handled by Supply Centers (CS). The Headquarters also produces a small amount of resources.
UR - the level of buildings. Some buildings have several levels, the higher, the better their characteristics and production, are opened by passing missions in the Campaign.
Energy. Energy consumption of the building. If there is not enough energy, the building stops functioning. The energy is produced by the Headquarters and the Power Plant.
The size. Each building has its own size in cells. Buildings can only be placed in the area of the Construction Yard.
Supercontainers. Bonus Supercontainers contain many big prizes. They open as the scale is filled in the Containers section. When the Supercontainer is opened, the scale is reset and its filling starts from the beginning. Therefore, if you want to open the largest Supercontainer, then you must skip and not open the small ones.
Containers in battle. Resource containers are scattered on all maps. Collect them at the beginning of the battle to get additional Development Resources. Bring any ground unit to the Container and tap on it to collect Resources. Bring any water unit down to collect shipping containers.
Containers for tokens. Containers in the main game menu allow you to win game currency, items or benefits for Tokens. Open Containers and get bonus points for opening Super Containers, which contain many big prizes.
Boxes. Boxes are issued after the end of the battle. You will receive valuable prizes from them. By value, boxes are:
- Blue;
- Red;
- Gold.
Depending on the result of the battle, you can drop the following Boxes:
- For a streak of victories;
- For activity in battle;
- For completing a 3-Star Mission;
- For a strong opponent.
If you lose, the Boxes can fall for a decent resistance. An additional Box may also appear for watching a commercial.
Clan. Uniting players into groups of 50 people for joint capture of territories, mutual assistance and communication. You can join a clan only from the 4th rank, and to create it you need the 8th rank. Membership in a clan provides additional benefits:
- Reliable and loyal friends;
- Clan reward bonus for PvP;
- Doubling the daily payout from the command;
- Income from captured regions.
Art of War 3: Commander Skills Guide
Features of the new skill system. Skills are linked and combined into a large tree. Skills improve sequentially. To gain access to the next skill, you must learn all the previous skills associated with it. Skill points have been replaced with Skill Cards of various rarities - common, rare, and epic. The cards are unique to each skill. To learn a skill, you need to collect the required number of cards for this skill and pay credits. Improvement happens instantly.
Skills are divided into 20 series. At the end of each episode, you will find a prize box with a large reward. You can unlock the next skill streak by learning the required number of skills in the current streak. Each skill has 10 levels. One skill level is one icon in the skill tree. Thus, each skill appears 10 times in the skill tree. Having studied the skill, you increase its level and, accordingly, improve the effect of it.
The advantage of the new system. In the old skill system, all skill points could be invested in one skill. Thus, all players pumped first one skill to the maximum, then another, and so on. This led to severe imbalances in the balance in combat. A new skill system smoothes this gap. You won’t be able to pump a specific skill quickly. You need to move along the skill tree gradually. At the same time, variability remains. The player has a choice, to study skills until the end of the series and receive a box with prizes, or move on to the next series of skills.
Skill cards can be earned in various ways, but everywhere they drop out randomly. Therefore, getting cards of a specific skill will be quite difficult. This excludes the possibility of quickly improving one skill to the limit in complete isolation from other skills, as was possible before. Plus, direct sales of cards in the store will be severely limited. At first glance, it might seem that new skills have become more expensive, since they require not only cards to improve, but also credits. In fact, the credits invested in skills pay off quickly enough by increasing the reward for battles, as well as by reducing the cost of improving units and buildings.
Learning skills. The skills themselves improve quite simply. The skills available for learning are always highlighted, and under each skill icon it is indicated how many cards you need to learn, and how many you have at the moment.
By tapping on the skill icon, you will see the upgrade window. In it you will be asked to increase the level for a certain number of credits and cards. Also on the window you can see the name and description of the skill, its current level and effect, as well as the change in the effect when increasing the level.
If the skill itself is not yet available, you can click on the "Show" button, and the system will show you which skills should be learned first.
How do I get skill cards? Now you have even more options to develop your profile. Skill Cards can be obtained in the following ways:
- For victories in tournaments;
- From containers for tokens;
- In supply boxes;
- In boxes for a series of contracts;
- Free and promotional boxes in the store;
- For increasing the rank;
- In daily and special offers in the store.
It will be impossible to get cards of any particular skill. Daily in-store offers and personalized skill card promotions will also be randomly generated and limited.
Moving from the old to the new system. Old skills will be recalculated into new ones automatically when you first enter a new version of the game with a bonus of up to 40%. The bonus does not mean an increase in the effect of a skill, but the number of improvements made. For example, if you had 50 skill upgrades, then in the new system you will have 70 upgrades. Skills will be learned sequentially in series. In the last few series, the last skills may not be learned.
If you previously improved skills unevenly (that is, you tried to improve individual skills to the limit, while not improving others), then in the new system you can see a decrease in the effect of these skills. Remember that all players are counted the same, and your strength relative to other players in the new system will not change. But some of your skills are divided into non-combat skills, which affect the reward from battles, the cost of upgrades, etc.
In addition, all players with rank 6 and above at the time of the upgrade will receive skill cards for all rank increases above 5. The cards will be issued after the old version is closed. During the transition to the new system (this is about 1 week), Special Packs in the store and all drops of DU and new Skill Cards from all boxes and containers will be closed.
Types and types of skills
Skills are divided into 3 types of rarity according to their importance: common, rare and epic.
1. Epic skills:
- Vehicle attack - increases the damage done by vehicles;
- MV Reward - increases the number of credits for winning a World War battle;
- Upgrade Cost - Reduces the cost in credits for upgrades;
- Resource inflow - increases the resource inflow;
- Guaranteed loans - increases the number of guaranteed loans in boxes;
- The duration of the boosts - increases the duration of the boosts in battle;
- Aviation attack - increases the damage done by aviation.
2. Rare skills:
- Fleet attack - increases the damage done by the fleet;
- Command points - increases the number of KOs regardless of the headquarters of the building;
- Starting resources - increases the stock of starting resources;
- First battle bonus - increases the number of credits for the first battle per day;
- Protection of all units - reduces the damage done to units;
- War Points - increases RP for activity in the game;
- Skirmish reward - increases the number of credits for winning a skirmish;
- Tournament reward - increases the number of credits for winning a tournament battle;
- Reward for contracts - the number of credits for completing a contract increases.
3. Common skills:
- Infantry attack - increases the damage done by the infantry;
- Attacking buildings - increases the damage done by buildings;
- Construction speed - increases the construction speed;
- Resources in containers - increases the amount of resources in boxes on the map in battle;
- Capturing containers - increases the speed of capturing containers;
- Capture flags - increases the speed of capturing flags;
- Combat flag bonus - increases the bonus to attack within the flag’s radius;
- Strength of buildings - increases the strength of buildings;
- Deployment speed - increases the speed of building buildings in deployment mode;
- Deployment time - increases the deployment time;
- War Points Limit - increases the maximum amount of RP available per day;
- Free box - reduces the waiting time for a free box.
Art of War 3: Confederate Combat Units Guide
Stormtrooper. The attack aircraft, armed with an automatic rifle with an underbarrel grenade launcher, is mainly involved in reconnaissance operations. Also often used for patrolling the area. Most effective against enemy infantry. Characteristics:
- Class: Infantry;
- Type: Light infantryman;
- Trained by: Barracks;
- Life: 800;
- Light armor (I): 0;
- Speed: 54 cells per minute;
- Overview: 5 tiles;
- Cost: 40 resources;
- Production time: 18 sec .;
- CO: 1.
Stormtrooper Assault Rifle:
- Damage to light armor (I) - 40 DPM: 4800;
- Damage to medium armor (II) - 19 DPM: 2280;
- Heavy Armor Damage (III) - 15 DPM: 1800;
- Shooting range - 4 cells;
- Rate of fire - 160 per minute;
- Accuracy is motionless - 75%;
- Accuracy on the move - 44%;
- Explosion radius - 0;
- Deals damage to helicopters, land, ships.
Stormtrooper anti-personnel grenade:
- Light Armor Damage (I) - 160 DPM: 2208.
- Damage to Medium Armor (II) - 70 DPM: 966.
- Heavy Armor Damage (III) - 45 DPM: 621.
- The firing range is 4 cells.
- Rate of fire - 15 per minute.
- Accuracy is motionless - 92%.
- Accuracy on the move - 86%.
- Explosion radius - 1.
- Deals damage to helicopters, ground.
Heavy attack aircraft. A heavy attack aircraft armed with an anti-tank rocket launcher is capable of causing serious damage to enemy equipment and structures. Characteristics:
- Class: Infantry;
- Type: Heavy infantryman;
- Trained by: Barracks;
- Life: 1000;
- Light armor (I): 6;
- Speed: 42 cells per minute;
- Overview: 5 tiles;
- Cost: 45 resources;
- Production time: 21 sec .;
- CO: 1.
Heavy Attacker Portable Rocket Launcher:
- Damage to light armor (I) - 120 DPM: 2772;
- Damage to medium armor (II) - 290 DPM: 6699;
- Heavy Armor Damage (III) - 270 DPM: 6237;
- Firing range - 4.5 cells;
- Rate of fire - 30 per minute;
- Accuracy is motionless - 77%;
- Accuracy on the move - does not fire;
- Explosion radius - 0.7 cells;
- Deals damage to helicopters, land, ships.
Flamethrower. The main purpose of the Flamethrower is the rapid destruction of enemy manpower. The small radius of fire is compensated by the jump drive, which allows you to quickly get close to the target within the range of the shot. Characteristics:
- Class: Infantry;
- Type: Special infantryman;
- Trained by: Barracks;
- Life: 1100;
- Light armor (I): 8;
- Speed: 42 cells per minute;
- Overview: 5 tiles;
- Cost: 50 resources;
- Production time: 24 sec .;
- CO: 1.
Flamethrower Portable Flamethrower:
- Light Armor Damage (I) - 720 DPM: 11808;
- Damage to medium armor (II) - 200 DPM: 3280;
- Heavy Armor Damage (III) - 120 DPM: 1968;
- Firing range - 2.5 cells;
- Rate of fire - 20 per minute;
- Accuracy is motionless - 82%;
- Accuracy on the move - 70%;
- Explosion radius - 0.5 tiles;
- Deals damage to land, ships.
Fortress. Heavy assault vehicle "Fortress" is intended primarily for the destruction of enemy manpower and light equipment. Armed with a machine gun and a flamethrower. Thanks to its heavy armor, the Fortress serves as an excellent cover for the infantry. Characteristics:
- Class: Assault vehicles;
- Type: Assault vehicle;
- Produced by: Factory assault. cars ur. one;
- Life: 1760;
- Heavy armor (III): 18;
- Speed: 40 cells per minute;
- Overview: 6 tiles;
- Cost: 140 resources;
- Production time: 33 sec .;
- CO: 3.
Fortress Machine Gun:
- Damage to light armor (I) - 50 DPM: 5486;
- Damage to medium armor (II) - 22 DPM: 2414;
- Heavy Armor Damage (III) - 18 DPM: 1975;
- Shooting range - 5 cells;
- Rate of fire - 211 per minute;
- Accuracy is motionless - 38%;
- Accuracy on the move - 52%;
- Explosion radius - 0;
- Deals damage to helicopters, land, ships.
Fortress Engine Flamethrower:
- Light Armor Damage (I) - 880 DPM: 11484;
- Damage to medium armor (II) - 216 DPM: 2819;
- Heavy Armor Damage (III) - 128 DPM: 1670;
- Shooting range - 3 cells;
- Rate of fire - 15 per minute;
- Accuracy is motionless - 87%;
- Accuracy on the move - 69%;
- Explosion radius - 0.6 cells;
- Deals damage to land, ships.
Hammer. Light tank "Hammer" has high speed and maneuverability, so it is able to perform various tasks from reconnaissance to assault on a well-fortified base. An armor-piercing gun of 90mm caliber on a movable turret allows you to fire at full speed with a slight decrease in accuracy. Characteristics:
- Class: Assault vehicles;
- Type: Light assault tank;
- Produced by: Factory assault. cars ur. 2;
- Life: 1680;
- Average armor (II): 15;
- Speed: 50 cells per minute;
- Overview: 6 tiles;
- Cost: 130 resources;
- Production time: 38 sec .;
- CO: 2.
Armor-piercing hammer cannon:
- Damage to Light Armor (I) - 140 DPM: 3062;
- Damage to Medium Armor (II) - 360 DPM: 7873;
- Heavy Armor Damage (III) - 320 DPM: 6998;
- Shooting range - 5 cells;
- Rate of fire - 27 per minute;
- Accuracy is motionless - 81%;
- Accuracy on the move - 75%;
- Explosion radius - 1 cell;
- Deals damage to land, ships.
Zeus. The Zeus heavy assault tank is armed with a high-power thermoelectric cannon and a rocket launcher that can destroy ground targets. The heavy weight and low maneuverability of the tank is offset by its heavy, impenetrable armor and enormous firepower. Characteristics:
- Class: Assault vehicles;
- Type: Heavy assault tank;
- Produced by: Factory assault. cars ur. 3;
- Life: 3200;
- Heavy armor (III): 34;
- Speed: 37 cells per minute;
- Overview: 7 tiles;
- Cost: 240 resources;
- Production time: 50 sec .;
- CO: 4.
Zeus thermoelectric gun:
- Light Armor Damage (I) - 240 DPM: 3346;
- Damage to medium armor (II) - 680 DPM: 9479;
- Heavy Armor Damage (III) - 790 DPM: 11013;
- Shooting range - 6 cells;
- Rate of fire - 17 per minute;
- Accuracy is motionless - 82%;
- Accuracy on the move - 77%;
- Explosion radius - 1.4 cells;
- Deals damage to land, ships.
Zeus rocket launcher:
- Damage to light armor (I) - 90 DPM: 1440;
- Damage to medium armor (II) - 180 DPM: 2880;
- Heavy Armor Damage (III) - 140 DPM: 2240;
- Shooting range - 6 cells;
- Rate of fire - 20 per minute;
- Accuracy is motionless - 80%;
- Accuracy on the move - 80%;
- Explosion radius - 0.7 cells;
- Deals damage to land, ships, helicopters, fighters.
Typhoon. The Typhoon mobile air defense system is capable of effectively detecting and hitting air targets both in stowed and stationary modes. When switching to siege mode, the effectiveness of the installation more than doubles. Characteristics:
- Class: Special equipment;
- Type: Mobile air defense system;
- Produced by: Factory special. cars ur. one;
- Life: 2020;
- Medium armor (II): 16/13;
- Speed: 40 cells per minute;
- Overview: 8/9 cells;
- Cost: 150 resources;
- Production time: 30 sec .;
- CO: 2.
Anti-aircraft missile launcher in the traveling mode of the typhoon:
- Damage to light armor (I) - 90 DPM: 2295;
- Damage to medium armor (II) - 150 DPM: 3825;
- Heavy Armor Damage (III) - 130 DPM: 3315;
- Shooting range - 7 cells;
- Rate of fire - 30 per minute;
- Accuracy is motionless - 85%;
- Accuracy on the move - 85%;
- Explosion radius - 0.9 squares;
- Deals damage to helicopters, fighters, bombers.
Anti-aircraft missile system in the siege mode of a typhoon:
- Damage to light armor (I) - 90 DPM: 4806;
- Damage to medium armor (II) - 150 DPM: 8010;
- Heavy Armor Damage (III) - 130 DPM: 6942;
- Shooting range - 9 cells;
- Rate of fire - 60 per minute;
- Accuracy is motionless - 89%;
- Accuracy on the move - stationary in siege mode;
- Explosion radius - 0.9 squares;
- Deals damage to helicopters, fighters, bombers.
Grad. The Grad multiple launch rocket system is capable of covering a huge territory with heavy fire in one salvo and destroying the enemy on the outskirts, while remaining out of the reach of enemy assault units. The city fires only from a state of siege. low maneuverability and long preparation time for a salvo makes the Grad vulnerable in close combat. Characteristics:
- Class: Special equipment;
- Type: Multiple launch rocket system;
- Produced by: Factory special. cars ur. 2;
- Life: 2000;
- Heavy Armor (III): 23/13;
- Speed: 33 cells per minute;
- Overview: 7/10 cells;
- Cost: 250 resources;
- Production time: 45 sec .;
- CO: 4.
Grad multiple launch rocket system:
- Light Armor Damage (I) - 280 DPM: 4782;
- Damage to medium armor (II) - 500 DPM: 8540;
- Heavy Armor Damage (III) - 450 DPM: 7686;
- Shooting range - 10 cells;
- Rate of fire - 28 per minute;
- Accuracy is motionless - 61%;
- Accuracy on the move - motionless in a state of siege;
- Explosion radius - 1.7 cells;
- Deals damage to land, ships.
Shield. The "Shield" support combat vehicle is capable of creating an energy field around itself to protect allied units. The creation of the field requires colossal energy, so the machine can maintain the field for a short time, after which the power units need to be recharged. The protective field strengthens the units’ armor. Characteristics:
- Class: Special equipment;
- Type: Support Fighting Vehicle;
- Produced by: Factory special. cars ur. 3;
- Life: 2300;
- Heavy armor (III): 25;
- Speed: 46 cells per minute;
- Overview: 5 tiles;
- Cost: 400 resources;
- Production time: 60 sec .;
- CO: 5.
Cyclone. The light helicopter "Cyclone", armed with an aircraft machine gun, is mainly used for reconnaissance operations, as well as for supporting land and naval equipment from the air. Easily vulnerable to most ground units. Equipped with a submarine detection system. Characteristics:
- Class: Aviation;
- Type: Reconnaissance helicopter;
- Produced by: Aviation plant lv. one;
- Life: 1700;
- Average armor (II): 12;
- Speed: 85 cells per minute;
- Overview: 10 tiles;
- Cost: 140 resources;
- Production time: 30 sec .;
- CO: 2.
Cyclone aircraft machine gun:
- Light Armor Damage (I) - 65 DPM: 8284;
- Damage to medium armor (II) - 43 DPM: 5480;
- Heavy Armor Damage (III) - 27 DPM: 3441;
- Shooting range - 5 cells;
- Rate of fire - 177 per minute;
- Accuracy is motionless - 72%;
- Accuracy on the move - 62%;
- Explosion radius - 0;
- Deals damage to land, ships, helicopters, fighters, bombers.
Vertex. Fighter "Vertex" with a forward sweep wing is equipped with jet engines with a modified thrust vector, which makes it incredibly maneuverable. The fighter’s arsenal includes homing missiles capable of hitting both ground and air targets with high accuracy. But its weak armor makes it easily vulnerable to an air defense system. The fighter has a supply of fuel. When it ends, the fighter returns to the airfield for refueling. Characteristics:
- Class: Aviation;
- Type: 6th generation light fighter;
- Produced by: Aviation plant lv. 2;
- Life: 2400;
- Average armor (II): 15;
- Speed: 420 cells per minute;
- Overview: 13 tiles;
- Cost: 300 resources;
- Production time: 50 sec .;
- CO: 5.
Rocket system vertex:
- Damage to Light Armor (I) - 230 DPM: 11730;
- Damage to medium armor (II) - 350 DPM: 17850;
- Heavy Armor Damage (III) - 400 DPM: 20400;
- Shooting range - 12 cells;
- Rate of fire - 60 per minute;
- Accuracy is motionless - attacks only in flight;
- Accuracy on the move - 85%;
- Explosion radius - 1.2;
- Deals damage to land, ships, helicopters, fighters, bombers.
Thor. The Thor bomber is protected by heavy aviation armor, which allows it to penetrate the very center of the enemy base and deliver devastating blows to enemy infrastructure. A bomber can only drop one bomb at a time. Thor is based at the airfield. Characteristics:
- Class: Aviation;
- Type: Tactical Bomber;
- Produced by: Aviation plant lv. 3 (airfield required);
- Life: 2800;
- Heavy armor (III): 20;
- Speed: 300 cells per minute;
- Overview: 13 tiles;
- Cost: 400 resources;
- Production time: 60 sec .;
- CO: 5.
Thor’s Air Bomb:
- Damage to light armor (I) - 1200 DPM: 10476;
- Damage to medium armor (II) - 2000 DPM: 17460;
- Heavy Armor Damage (III) - 1800 DPM: 15714;
- Shooting range - 5 cells;
- Rate of fire - 9 per minute;
- Accuracy is motionless - attacks only in flight;
- Accuracy on the move - 97%;
- Explosion radius - 2.5 cells;
- Deals damage to land, ships.
Delta. The Delta light assault amphibian, armed with a medium-caliber automatic cannon, is equally effective in combat both on water and on land. High maneuverability allows for a lightning-fast assault on the enemy’s base from the water side, from where he does not even expect an attack. It is also capable of demining naval mines installed by the enemy. Characteristics:
- Class: Fleet;
- Type: Light assault amphibious;
- Produced by: Shipyard lvl. one;
- Life: 1600;
- Average armor (II): 15;
- Speed: 50 cells per minute;
- Overview: 7 tiles;
- Cost: 150 resources;
- Production time: 25 sec .;
- CO: 2.
Delta automatic cannon:
- Damage to light armor (I) - 94 DPM: 5114;
- Damage to medium armor (II) - 150 DPM: 8160;
- Heavy Armor Damage (III) - 120 DPM: 6528;
- Shooting range - 5 cells;
- Rate of fire - 68 per minute;
- Accuracy is motionless - 80%;
- Accuracy on the move - 69%;
- Explosion radius - 0.6 cells;
- Deals damage to land, ships, helicopters.
Viking. The main purpose of the Viking destroyer is to effectively destroy the enemy’s fleet. To do this, he is armed with a Gauss torpedo launcher and a three-barreled thermoelectric ship-type cannon, capable of penetrating any armor. The underwater target detection system allows you to effectively deal with enemy submarines. Characteristics:
- Class: Fleet;
- Type: Destroyer;
- Produced by: Shipyard lvl. 2;
- Life: 5600;
- Heavy armor (III): 36;
- Speed: 40 cells per minute;
- Overview: 8 tiles;
- Cost: 320 resources;
- Production time: 50 sec .;
- CO: 5.
Viking thermoelectric cannon:
- Damage to Light Armor (I) - 300 DPM: 8466;
- Damage to medium armor (II) - 680 DPM: 19190;
- Heavy Armor Damage (III) - 800 DPM: 22576;
- Shooting range - 6 cells;
- Rate of fire - 34 per minute;
- Accuracy is motionless - 83%;
- Accuracy on the move - 79%;
- Explosion radius - 1.5;
- Deals damage to land, ships.
Viking torpedo launcher:
- Light Armor Damage (I) - 600 DPM: 14400;
- Damage to medium armor (II) - 620 DPM: 14880;
- Heavy Armor Damage (III) - 940 DPM: 22560;
- Shooting range - 5 cells;
- Rate of fire - 30 per minute;
- Accuracy is motionless - 80%;
- Accuracy does not fire on the move;
- Explosion radius - 1.2 cells;
- Deals damage to submarines, ships.
Poseidon. The Poseidon missile cruiser is protected by heavy naval armor, making it very slow. But a long-range siege missile launcher allows you to attack ground targets while remaining out of range for ground vehicles. And an additional missile defense system protects the giant from air attacks. Characteristics:
- Class: Fleet;
- Type: Heavy missile cruiser;
- Produced by: Shipyard lvl. 3;
- Life: 7000;
- Heavy armor (III): 42;
- Speed: 27 cells per minute;
- Overview: 10 tiles;
- Cost: 380 resources;
- Production time: 60 sec .;
- CO: 6.
Poseidon anti-aircraft missile launcher:
- Damage to light armor (I) - 100 DPM: 7650;
- Damage to medium armor (II) - 160 DPM: 12240;
- Heavy Armor Damage (III) - 140 DPM: 10710;
- Shooting range - 7 cells;
- Rate of fire - 90 per minute;
- Accuracy is motionless - 85%;
- Accuracy on the move - 85%;
- Explosion radius - 0.7 cells;
- Deals damage to helicopters, fighters, bombers.
Art of War 3: Guide to Resistance Combat Units
Shooter. Riflemen are the main combat unit of the Resistance army. Squads of light infantry can move stealthily and quickly through the densest jungle and deliver surprise attacks on enemy infantry. The shooters are armed with a personal battle rifle and electric smoke grenades, which effectively reduce the accuracy of enemy units. Archers are great for scouting and collecting containers in the first minutes of the battle due to their availability, low cost and high speed. The fastest ground unit in the game. Most effective against enemy infantry. Characteristics:
- Class: Infantry;
- Type: Light infantryman;
- Trained: Barracks lvl. one;
- Life: 760;
- Light armor (I): 0;
- Speed: 60 cells per minute;
- Overview: 5 tiles;
- Cost: 34 resources;
- Production time: 16 sec .;
- CO: 1.
Shooter’s personal combat rifle:
- Damage to light armor (I) - 44 DPM: 4372;
- Damage to medium armor (II) - 23 DPM: 2285;
- Heavy Armor Damage (III) - 18 DPM: 1788;
- Firing range - 4 (cells);
- Rate of fire - 138 (rounds per minute);
- Accuracy is motionless - 72%;
- Accuracy on the move - 43%;
- Explosion radius - 0;
- Can attack - land, helicopters, ships.
Electro-smoke grenade shooter:
- Damage to light armor (I) - 80 DPM: 576;
- Damage to medium armor (II) - 45 DPM: 324;
- Heavy Armor Damage (III) - 30 DPM: 216;
- Firing range - 4 (cells);
- Rate of fire - 9 (rounds per minute);
- Accuracy is motionless - 80%;
- Accuracy on the move - 72%;
- Explosion radius - 0.9;
- Can attack - land, ships.
Grenade launcher. Grenade launchers armed with hand-held grenade launchers are most effective against enemy equipment and structures. Also, like the Archers, they can hide in dense thickets and ambush columns of enemy vehicles. Characteristics:
- Class: Infantry;
- Type: Heavy infantryman;
- Trained: Barracks lvl. 2;
- Life: 940;
- Light armor (I): 5;
- Speed: 46 cells per minute;
- Overview: 5 tiles;
- Cost: 40 resources;
- Production time: 19 sec .;
- CO: 1.
Hand grenade launcher:
- Damage to light armor (I) - 90 DPM: 2227;
- Damage to medium armor (II) - 270 DPM: 6682;
- Heavy Armor Damage (III) - 250 DPM: 6187;
- Firing range - 4.5 (cells);
- Rate of fire - 33 (rounds per minute);
- Accuracy is motionless - 75%;
- Accuracy on the move - does not fire;
- Explosion radius - 0.70;
- Can attack - land and ships.
Sniper. Snipers instill fear and panic among the enemy. They appear suddenly and shoot accurately, leaving no chance for either enemy infantry or vehicles. The advanced 12.7mm Cobra rifle allows experienced Snipers to penetrate the weak spots of enemy armor, even from the maximum range of fire. But in close combat, Snipers are easily vulnerable. Characteristics:
- Class: Infantry;
- Type: Special infantryman;
- Trained: Barracks lvl. 3;
- Life: 680;
- Light armor (I): 2;
- Speed: 50 cells per minute;
- Overview: 6 tiles;
- Cost: 64 resources;
- Production time: 26 sec .;
- CO: 2.
Sniper rifle:
- Damage to Light Armor (I) - 340 DPM: 7589;
- Damage to medium armor (II) - 140 DPM: 3125;
- Heavy Armor Damage (III) - 100 DPM: 2232;
- Firing range - 8 (cells);
- Rate of fire - 24 (rounds per minute);
- Accuracy is motionless - 93%;
- Accuracy on the move - does not fire;
- Explosion radius - 0;
- Can attack - helicopters, ships, land.
Coyote. The Coyote ultralight reconnaissance vehicle, armed with a light machine gun, is capable of moving at a very high speed, even over difficult terrain. This makes it indispensable for reconnaissance operations and swift attacks. Characteristics:
- Class: Assault vehicles;
- Type: Ultralight reconnaissance machine;
- Produced by: Assault Vehicle Plant Lv. one;
- Life: 1040;
- Average armor (II): 7;
- Speed: 66 cells per minute;
- Overview: 6 tiles;
- Cost: 70 resources;
- Production time: 28 sec .;
- CO: 2.
Coyote Light Machine Gun:
- Light Armor Damage (I) - 52 DPM: 6223;
- Damage to medium armor (II) - 25 DPM: 2992;
- Heavy Armor Damage (III) - 20 DPM: 2394;
- Firing range - 5 (cells);
- Rate of fire - 187 (rounds per minute);
- Accuracy is motionless - 64%;
- Accuracy on the move - 48%;
- Explosion radius - 0;
- Can attack - helicopters, land, ships.
Battleship. The Battleship multipurpose combat vehicle has a rapid-fire autocannon, durable armor and sufficiently high maneuverability, which makes it versatile in all situations. But the main ability of the Battleship is laying minefields. Characteristics:
- Class: Assault vehicles;
- Type: Multipurpose combat vehicle;
- Produced by: Assault Vehicle Plant Lv. 2;
- Life: 1820;
- Average armor (II): 14;
- Speed: 50 cells per minute;
- Overview: 6 tiles;
- Cost: 120 resources;
- Production time: 36 sec .;
- CO: 3.
Armor-piercing autocannon:
- Damage to light armor (I) - 68 DPM: 5100;
- Damage to medium armor (II) - 122 DPM: 9150;
- Heavy Armor Damage (III) - 96 DPM: 7200;
- Firing range - 5 (cells);
- Rate of fire - 100 (rounds per minute);
- Accuracy is motionless - 75;
- Accuracy on the move - 63;
- Explosion radius - 0.6;
- Can attack - helicopters, land, ships.
Mina Scorpio:
- Type - Universal;
- Damage to light armor (I) - 500;
- Damage to medium armor (II) - 800;
- Heavy Armor Damage (III) - 650;
- Cost - 10;
- Laying time - 3 sec .;
- Explosion radius - 0.7;
- Fires on infantry and ground vehicles.
Jaguar. The Jaguar Siege Tank is a combination of high maneuverability and crushing power. In the stowed position, it is a fast assault tank capable of engaging targets on the move. In a state of siege, the firepower of a tank doubles. Characteristics:
- Class: Assault vehicles;
- Type: Heavy siege tank.
- Produced by: Assault Vehicle Plant Lv. 3;
- Life: 2300;
- Heavy armor (III): 20/25;
- Speed: 46 cells per minute;
- Overview: 6/8 cells;
- Cost: 220 resources;
- Production time: 50 sec .;
- CO: 4.
Double-barreled cannon in stowed mode:
- Damage to light armor (I) - 170 DPM: 3167;
- Damage to medium armor (II) - 420 DPM: 7825;
- Heavy Armor Damage (III) - 440 DPM: 8197;
- Shooting range - 5 cells;
- Rate of fire - 23 rounds per minute;
- Accuracy is motionless - 81%;
- Accuracy on the move - 73%;
- Explosion radius - 1.1;
- Can attack land and ships.
Double-Barreled Cannon in Siege Mode:
- Light Armor Damage (I) - 170 DPM: 5508;
- Damage to medium armor (II) - 420 DPM: 13608;
- Heavy Armor Damage (III) - 440 DPM: 14256;
- Shooting range - 7 cells;
- Rate of fire - 40 rounds per minute;
- Accuracy is motionless - 81%;
- Accuracy on the move - motionless in a state of siege;
- Explosion radius - 1.1;
- Can attack land and ships.
Porcupine. The self-propelled anti-aircraft platform "Porcupine" is designed primarily to combat air targets. A panoramic rocket launcher minimizes targeting time, and a coaxial three-barreled machine gun can fire at both air and ground targets. Characteristics:
- Class: Special equipment;
- Type: Anti-air platform;
- Produced by: Factory special. cars ur. one;
- Life: 1780;
- Average armor (II): 16;
- Speed: 42 cells per minute;
- Overview: 9 tiles;
- Cost: 180 resources;
- Production time: 38 sec .;
- CO: 3.
Porcupine Panoramic Rocket Launcher:
- Damage to light armor (I) - 50 DPM: 5220;
- Damage to medium armor (II) - 90 DPM: 9396;
- Heavy Armor Damage (III) - 70 DPM: 7308;
- Firing range 8 cells;
- Rate of fire 120 rounds per minute;
- Accuracy is motionless - 87%;
- Accuracy on the move - 87%;
- Explosion radius - 0.9;
- Can attack helicopters, fighters, bombers.
Porcupine Heavy Machine Gun:
- Damage to light armor (I) - 60 DPM: 7200;
- Damage to medium armor (II) - 35 DPM: 4200;
- Heavy Armor Damage (III) - 24 DPM: 2880;
- Shooting range - 7 cells;
- Rate of fire - 240 rounds per minute;
- Accuracy motionless - 50%;
- Accuracy on the move - 34%;
- Explosion radius - 0;
- Can attack helicopters, fighters, ground, ships.
Mammoth. The Mammoth self-propelled artillery mount can only fire from a state of siege. The huge firing range allows you to catch the enemy by surprise with an unexpected well-planned artillery bombardment. But in close combat, the clumsy Mammoth becomes an easy prey. "Mammoth", unlike SZO "Grad", is less versatile, but no less effective unit. Due to its low rate of fire, it is strongly discouraged to use it in direct collisions of ground vehicles.
Thanks to the longest firing range in the game, its best use is forcing the enemy to leave a convenient defensive line, including the base itself (the enemy will not be able to react, and if it ignores it is still convenient, the target will not go anywhere and will not surrender for the time being), luring the enemy into minefields with the support of "Jaguars", as well as shooting from points inaccessible to the enemy due to the nature of the map (because of ledges, forest, sea). To inflict sufficient damage on enemy units before a direct collision with one salvo, you need at least four "Mammoths" and competent coordination of their actions by Snipers; after firing, it is recommended to leave the point of firing. Characteristics:
- Class: Special equipment;
- Type: Self-propelled artillery;
- Produced by: Factory special. cars ur. 2;
- Life: 1800;
- Heavy armor (III): 20/15;
- Speed: 33 cells per minute;
- Overview: 8/10 cells;
- Cost: 240 resources;
- Production time: 55 sec .;
- CO: 4.
Long-range howitzer of a mammoth in a state of siege:
- Light Armor Damage (I) - 220 DPM: 1795;
- Damage to medium armor (II) - 460 DPM: 3754;
- Heavy Armor Damage (III) - 420 DPM: 3427;
- Shooting range - 14 cells;
- Rate of fire 12 rounds per minute;
- Accuracy is motionless - 68%;
- Accuracy on the move - motionless in a state of siege;
- Explosion radius - 1.8;
- Can attack land and ships.
Chameleon. The Chameleon active camouflage system is able to hide friendly units under clouds of ionized fog. Enemy electronics are unable to detect units under fog. The enemy sees only the oncoming cloud. The only way to detect units under the fog is to direct the scout directly into the cloud. Characteristics:
- Class: Special equipment;
- Type: Active camouflage system;
- Produced by: Factory special. cars ur. 3;
- Life: 2100;
- Average armor (II): 20;
- Speed: 46 cells per minute;
- Overview: 8 tiles;
- Cost: 400 resources;
- Production time: 60 sec .;
- CO: 5.
Dragonfly. The Dragonfly light attack helicopter is armed with a machine gun and missiles. Thanks to this, it is equally good for reconnaissance and for delivering surprise air strikes. Characteristics:
- Class: Aviation;
- Type: Light attack helicopter;
- Produced by: Aviation plant lv. one;
- Life: 1600;
- Average armor (II): 10;
- Speed: 66 cells per minute;
- Overview: 10 tiles;
- Cost: 170 resources;
- Production time: 32 sec .;
- CO: 3.
Cluster rocket launcher:
- Damage to light armor (I) - 80 DPM: 2400;
- Damage to medium armor (II) - 110 DPM: 3300;
- Heavy Armor Damage (III) - 90 DPM: 2700;
- Shooting range - 6 cells;
- Rate of fire - 40 rounds per minute;
- Accuracy is motionless - 75%;
- Accuracy on the move - 75%;
- Explosion radius - 0.7;
- Can attack helicopters, land, ships.
Helicopter gun:
- Damage to light armor (I) - 54 DPM: 5832;
- Damage to medium armor (II) - 32 DPM: 3456;
- Heavy Armor Damage (III) - 23 DPM: 2484;
- Firing range 5 cells;
- Rate of fire - 150 rounds per minute;
- Accuracy is motionless - 72%;
- Accuracy on the move - 50%;
- Explosion radius - 0;
- Can attack helicopters, land, ships.
Merlin. The 5th generation heavy fighter "Krechet" copes well with small ground targets. However, in aerial combat it is slightly inferior to the Confederation fighter due to its low maneuverability. Weak armor makes him easily vulnerable to air defense systems. The fighter has a supply of fuel. When it ends, the fighter returns to the airfield for refueling. Characteristics:
- Class: Aviation;
- Type: Heavy 5th generation fighter;
- Produced by: Aviation plant lv. 2 (airfield required);
- Life: 2600;
- Average armor (II): 15;
- Speed: 360 cells per minute;
- Overview: 13 tiles;
- Cost: 300 resources;
- Production time: 54 sec .;
- CO: 5.
Gyrfalcon homing missile:
- Damage to light armor (I) - 250 DPM: 10200;
- Damage to Medium Armor (II) - 360 DPM: 14688;
- Heavy Armor Damage (III) - 390 DPM: 15912;
- Shooting range - 11 cells;
- Rate of fire - 48 rounds per minute;
- Accuracy is motionless - attacks only in flight;
- Accuracy on the move - 85%;
- Explosion radius - 1.3;
- Can attack land, ships, helicopters, fighters, bombers.
Gyrfalcon fuselage autocannon:
- Damage to light armor (I) - 90 DPM: 16200;
- Damage to medium armor (II) - 65 DPM: 11700;
- Heavy Armor Damage (III) - 52 DPM: 9360;
- Shooting range - 10 cells;
- Rate of fire - 300 rounds per minute;
- Accuracy is motionless - attacks only in flight;
- Accuracy on the move - 60%;
- Explosion radius - 0;
- Can attack land, ships, helicopters, fighters, bombers.
Albatross. The Albatross Bomber is an indestructible aerial fortress capable of withstanding a large number of missile hits. This allows him to bomb targets even in the very center of a well-defended base. A bomber can only drop one bomb at a time. Albatross is based at the Aerodrome. Characteristics:
- Class: Aviation;
- Type: Tactical bomber;
- Produced by: Aviation plant lv. 3 (airfield required);
- Life: 3200;
- Heavy armor (III): 22;
- Speed: 240 cells per minute;
- Overview: 13 tiles;
- Cost: 400 resources;
- Production time: 68 sec .;
- CO: 5.
Albatross aerial bomb:
- Light Armor Damage (I) - 1000 DPM: 11760.
- Damage to Medium Armor (II) - 1600 DPM: 18816.
- Heavy Armor Damage (III) - 1450 DPM: 17052.
- Firing range - 3 (cells).
- Rate of fire - 12 (rounds per minute.)
- Accuracy is motionless - attacks only in flight.
- Accuracy on the move - 98%.
- Explosion radius - 2.2.
- Can attack land and ships.
Caiman. Light reconnaissance boat "Cayman" is designed for reconnaissance and patrolling of coastal areas. Its machine gun is not capable of causing serious damage to the enemy’s heavy ships, but even the Coyote can envy the speed of the boat. Characteristics:
- Class: Fleet;
- Type: Light reconnaissance boat;
- Produced by: Shipyard lvl. one;
- Life: 1300;
- Average armor (II): 8;
- Speed: 75 cells per minute;
- Overview: 9 tiles;
- Cost: 80 resources;
- Production time: 22 sec .;
- CO: 2.
Caiman machine gun:
- Damage to light armor (I) - 50;
- Damage to medium armor (II) - 40;
- Damage to heavy armor (III) - 30;
- Shooting range - 6 cells;
- Rate of fire - 171 rounds per minute;
- Accuracy is motionless - 80%;
- Accuracy on the move - 60%;
- Explosion radius - 0;
- Can attack helicopters, land, ships.
Mines Triton Caiman:
- Type - Marine;
- Damage to light armor (I) - 400;
- Damage to medium armor (II) - 3000;
- Heavy Armor Damage (III) - 4000;
- Cost - 15;
- Laying time - 4 sec .;
- Explosion radius - 1.2;
- Fires on ships and submarines.
Alligator. The Alligator corvette is sheathed with heavy naval armor, armed with a 130 mm double-barreled cannon and an anti-aircraft missile system. All this does not prevent it from developing high speed and being the most maneuverable ship in its class. Characteristics:
- Class: Fleet;
- Type: Heavy corvette;
- Produced by: Shipyard lvl. 2;
- Life: 6000;
- Heavy armor (III): 30;
- Speed: 46 cells per minute;
- Overview: 9 tiles;
- Cost: 320 resources;
- Production time: 50 sec .;
- CO: 5.
Double-barreled naval alligator cannon:
- Damage to Light Armor (I) - 380 DPM: 10910;
- Damage to medium armor (II) - 740 DPM: 21245;
- Heavy Armor Damage (III) - 960 DPM: 27562;
- Shooting range - 6 cells;
- Rate of fire - 33 rounds per minute;
- Accuracy is motionless - 87%;
- Accuracy on the move - 83%;
- Explosion radius - 1.5;
- Can attack land and ships.
Alligator rocket launcher:
- Damage to light armor (I) - 120 DPM: 3960;
- Damage to medium armor (II) - 230 DPM: 7590;
- Heavy Armor Damage (III) - 180 DPM: 5940;
- Shooting range - 7 cells;
- Rate of fire - 44 rounds per minute;
- Accuracy is motionless - 75%;
- Accuracy on the move - 75%;
- Explosion radius - 0.7;
- Can attack helicopters, fighters, bombers.
Barracuda. The Barracuda missile and torpedo submarine is equipped with a vertical launch missile system. She is capable of unexpectedly appearing off the coast of an enemy base and leveling it to the ground in a matter of minutes. And the torpedo launcher makes the submarine a dangerous enemy for the entire Confederate fleet. While submerged, the Barracuda is invisible to most units, but it can be opened by a Viking destroyer, a Cyclone helicopter, or an enemy Marine Installation. Characteristics:
- Class: Fleet;
- Type: Missile-torpedo submarine;
- Produced by: Shipyard lvl. 3;
- Life: 4200;
- Heavy armor (III): 22;
- Speed: 30 cells per minute;
- Overview: 8 tiles;
- Cost: 400 resources;
- Production time: 60 sec .;
- CO: 6.
Barracuda torpedo launcher:
- Light Armor Damage (I) - 600 DPM: 15660;
- Damage to medium armor (II) - 780 DPM: 20358;
- Heavy Armor Damage (III) - 980 DPM: 25578;
- Shooting range - 6 cells;
- Rate of fire - 30 rounds per minute;
- Accuracy is motionless - 87%;
- Accuracy on the move - does not fire on the move;
- Explosion radius - 1.4;
- Can attack ships and submarines.
Barracuda vertical launch rocket system:
- Light Armor Damage (I) - 280 DPM: 3570;
- Damage to medium armor (II) - 440 DPM: 5610;
- Damage to heavy armor (III) - 560 DPM: 7140;
- Shooting range - 12 cells;
- Rate of fire - 25 rounds per minute;
- Accuracy is motionless - 51%;
- Accuracy on the move - does not fire on the move;
- Explosion radius - 1.5;
- Can attack land and ships.
Art of War 3: Features of Confederate and Resistance buildings
Headquarters. The Headquarters has a command post from which the battle is controlled. The strongest armor ensures the safety of the command post, and the backup power generator and resource supply unit make it completely autonomous. The headquarters has all the necessary means to communicate with both units on the battlefield and with higher command. The Headquarters level determines the number of KO Command Points. Upgrading the Headquarters on the battlefield allows you to manage a large number of units, and also allows you to build and improve more complex buildings. Stock characteristics at 4 lvl. (no improvements):
- Life: 13,000;
- Heavy armor (III): 75;
- Energy: 0;
- Size: 3x3;
- Cost: 1500;
- Production time: 100;
- Produces: 80 KO, 50 Resources, 100 Energy.
Building yard. The Construction Yard is engaged in the construction, improvement and repair of buildings on the battlefield. Any building can be built only in the area covered by the building yard. Repair of damaged buildings in the area covered by the building yard is carried out automatically. For construction, a Headquarters is required. Stock characteristics (no improvements):
- Life: 4,000 (Confederation), 4,200 (Resistance)
- Heavy Armor (III): 50 (Confederation), 40 (Resistance)
- Energy: 40;
- Size: 2x2;
- Cost: 300;
- Production time: 30;
- Produces: 8 cells.
Power station. The power plant generates the energy required for the functioning of all buildings. If a building lacks energy, it stops working until the power supply is restored. First of all, energy is distributed to building yards, and then to other buildings. Building requires a Building Yard. Stock characteristics (no improvements):
- Life: 4,000 (Confederation), 3,800 (Resistance)
- Heavy Armor (III): 40 (Confederation), 30 (Resistance)
- Energy: 0;
- Size: 2x2;
- Cost: 300;
- Production time: 30;
- Produces: 100 Energy.
Supply Center. The Supply Center provides a continuous supply of resources on the battlefield. Due to logistics problems, each successive supply center brings fewer resources than the previous one. Building requires a Building Yard. Stock characteristics (no improvements):
- Life: 4,000 (Confederation), 3,800 (Resistance)
- Heavy Armor (III): 50 (Confederation), 40 (Resistance)
- Energy: 40;
- Size: 2x2;
- Cost: 400;
- Production time: 40;
- Produces: 150 Resources.
Building modules:
- Optimized warehouse - increases the production of resources;
- External composite armor plate - increases armor;
- Resource distribution system - increases the production of the following CAs by 1%;
- Intercalation mounting - increases lives.
First of all, improve the optimized warehouse, when you pump the warehouse as much as possible, you can improve the resource allocation system.
Barracks. Infantry training takes place in the Barracks. Upgrading the Barracks allows you to produce new types of infantry. Building requires a Building Yard. Stock characteristics for 3 lvl. (no improvements):
- Life: 4,000 (Confederation), 3,800 (Resistance)
- Heavy Armor (III): 50 (Confederation), 40 (Resistance)
- Energy: 20;
- Size: 2x2;
- Cost: 100 (Confederation), 120 (Resistance);
- Production time: 40;
- Trained by: Attacker, Heavy. stormtrooper, Flamethrower (Confederation). Shooter, Grenade Launcher, Sniper (Resistance).
Assault vehicle plant. The assault vehicle plant produces equipment designed for close combat with the enemy. To build, you need a Barracks lvl. 1. Stock characteristics for 3 lvl. (no improvements):
- Life: 6,000 (Confederation), 5,800 (Resistance)
- Heavy Armor (III): 60 (Confederation), 50 (Resistance)
- Energy: 60;
- Size: 3x3;
- Cost: 290 (Confederation), 310 (Resistance)
- Production time: 60;
- Produces: Fortress, Hammer, Zeus (Confederation). Coyote, Battleship, Jaguar (Resistance).
Factory of special machines. The Special Vehicles Plant produces support vehicles designed to protect and support assault vehicles and infantry on the battlefield. For construction, you need a level 2 headquarters, an assault vehicle plant. Stock characteristics for 3 lvl. (no improvements):
- Life: 7,000 (Confederation), 6,800 (Resistance)
- Heavy Armor (III): 60 (Confederation), 55 (Resistance)
- Energy: 80 (Confederation), 70 (Resistance)
- Size: 3x3;
- Cost: 320;
- Production time: 80;
- Produced by: Typhoon, Grad, Shield (Confederation). Porcupine, Mammoth, Chameleon (Resistance).
Aviation plant. The aircraft plant produces helicopters and airplanes. To start production of aircraft, it is necessary to have free landing sites at the Aerodrome. For construction, you need a level 2 headquarters, an assault vehicle plant. Stock characteristics for 3 lvl. (no improvements):
- Life: 8,000 (Confederation), 7,600 (Resistance)
- Heavy Armor (III): 60 (Confederation), 55 (Resistance)
- Energy: 90;
- Size: 3x3;
- Cost: 400;
- Production time: 100;
- Produced by: Cyclone, Vertex, Thor (Confederation). Dragonfly, Gyrfalcon, Albatross (Resistance).
Aerodrome. Aircraft are based at the airfield, four seats. Here they await orders, refuel, and repair. For construction, you need a level 3 headquarters, an assault vehicle plant. Stock characteristics (no improvements):
- Life: 5,000;
- Heavy armor (III): 40;
- Energy: 50 (Confederation), 40 (Resistance)
- Size: 3x3;
- Cost: 300;
- Production time: 50.
Shipyard. The shipyard produces marine equipment. Can only be placed on water. For construction, you need a level 2 headquarters, an assault vehicle plant. Built on water. Stock characteristics for 3 lvl. (no improvements):
- Life: 9,000 (Confederation), 8,600 (Resistance)
- Heavy Armor (III): 60 (Confederation), 55 (Resistance)
- Energy: 90;
- Size: 3x3;
- Cost: 400;
- Production time: 100;
- Produced by: Delta, Viking, Poseidon (Confederation). Cayman, Alligator, Barracuda (Resistance).
Wall. The wall is the simplest defensive structure designed to block the path of enemy ground units. A building yard is required for construction. Stock characteristics (no improvements):
- Life: 1,500 (Confederation), 1,300 (Resistance)
- Heavy Armor (III): 50 (Confederation), 40 (Resistance)
- Energy: 0;
- Size: 1x1;
- Cost: 40;
- Production time: 30.
Art of War 3: All kinds of defensive structures
Bunker. The bunker is an armored defensive structure of the Confederation for protection against enemy infantry and light vehicles. Strong armor of the bunker allows you to hold up even heavy equipment for a while. Building requires a Building Yard. Most effective against infantry. Stock characteristics (no improvements):
- Unlocks - after the 5th mission;
- Life - 3200;
- Heavy armor (III) - 60;
- Energy - 10;
- Size - 2x2;
- Cost - 140;
- Production time - 50.
Sniper tower. The Resistance Sniper Tower is a reliable means of control and protection of the base perimeter. The sniper on the tower has a good view and can timely open fire on the approaching enemy units. Building requires a Building Yard. Most effective against infantry. Stock characteristics (no improvements):
- Unlocks - after the 5th mission;
- Life - 1800;
- Heavy armor (III) - 35;
- Energy - 10;
- Size - 2x2;
- Cost - 140;
- Production time - 50.
Rocket launcher. The Confederate Stationary Automatic Missile Launcher is designed to destroy enemy ground vehicles and infantry at a great distance. Building requires a Building Yard. Most effective against medium to heavy vehicles. Stock characteristics (no improvements):
- Unlocks - after the 17th mission;
- Life - 2500;
- Heavy armor (III) - 40;
- Energy - 40;
- Size - 2x2;
- Cost - 300;
- Production time - 80.
Stationary cannon. The Large-caliber Stationary Resistance Cannon is an effective means of defending a base against heavy enemy vehicles. The small firing range is offset by incredible firepower. Building requires a Building Yard. Most effective against medium to heavy vehicles. Stock characteristics (no improvements):
- Unlocks - after the 17th mission;
- Life - 2400;
- Heavy armor (III) - 45;
- Energy - 35;
- Size - 2x2;
- Cost - 300;
- Production time - 80.
Air defense installation. The stationary air defense system effectively destroys enemy aircraft at a great distance. Building requires a Building Yard. Most effective against any aircraft. Stock characteristics (no improvements):
- Unlocks - after the 24th mission;
- Life - 2500 (Confederation), 2400 (Resistance);
- Heavy armor (III) - 40;
- Energy - 40 (Confederation), 35 (Resistance);
- Size - 1x1;
- Cost - 270 (Confederation), 250 (Resistance);
- Production time - 60.
Torpedo platform. The Confederate Torpedo Platform is a multifunctional naval defense system. It is equipped with sonar and is capable of detecting enemy submarines. The main armament is torpedoes. The platform is also equipped with an air defense installation to counter air raids from the sea. Building requires a Building Yard. Built on water. Most effective against heavy ships and aircraft. Stock characteristics (no improvements):
- Unlocks - after the 30th mission;
- Life - 5000;
- Heavy armor (III) - 50;
- Energy - 40;
- Size - 2x2;
- Cost - 300;
- Production time - 70.
Offshore installation. The Resistance Naval Turret with a high rate of fire autocannon combines naval and air defense at the same time. The platform was originally designed to combat ships, so a torpedo tube with a water target detection system is installed on it. Building requires a Building Yard. Built on water. Most effective against heavy ships and aircraft. Stock characteristics (no improvements):
- Unlocks - after the 29th mission;
- Life - 5000;
- Heavy armor (III) - 45;
- Energy - 35;
- Size - 2x2;
- Cost - 300;
- Production time - 70.
Art of War 3: Game Modes Overview
Deployment mode. A short period at the beginning of the battle, during which buildings are constructed in an accelerated mode. Use your deployment time to quickly build the buildings you need. First of all, the Barracks and the Assault Vehicle Plant, which will allow the production of units for reconnaissance, collecting containers and defending the base. Upgrade the Headquarters in the Workshop section to increase the deployment time.
World War. Random PVP battles for influence in the region. In World War 2 factions fight for regions, and clans of the same faction compete among themselves for influence in the captured regions. World War goes in stages. Every 3 days at 00:00 GMT one stage ends, its results are summed up and a new one begins. Players and clans earn Dominance Points (AP), on the basis of which the winning faction is determined and the influence of clans in the captured region is distributed.
Tournament. Tournament battles are held in two stages. Each Tournament starts with the Preparatory Stage. It allows you to practice with other players on tournament maps. Such fights bring rewards and stars, but do not award Tournament Points. After the preparatory stage, the main stage begins, during which you must play the number of battles allotted for the tournament and get the maximum possible amount of maintenance for them. To enter the Tournament, you must submit an application in the section Battles - Tournament. Tournament battles are available to players with rank 7 and above.
Tournament points (TO). Tournament points are awarded for winning tournament battles. The points for each battle depend on the league level and the accumulated winning streak. In case of defeat, the winning streak is interrupted.
League. Players in the Tournament and Skirmish are divided into leagues according to Ranks (Ranks). The distribution of Ranks by Leagues is described in detail in the Settings - List of Ranks section.
Art of War 3: Account Issues
How to create / change a username and password? There are no passwords or logins in the game. Progress is attached to your profile in the Google Play games app (Android). This happens when you first enter the game. Information about the current binding to Google Play games is located in the Settings section on the right panel.
How do I save my game progress? To exclude the loss of a game account, you need to "link" it to a profile in Google Play games (Android). To do this, in the game, go to the Settings section. The binding information is in the right pane. If the linking has already been carried out earlier, then you will see your nickname in Google Play games. Otherwise, there will be an "Authorize" button in this place.
How to attach game progress to your Facebook or VKontakte account? Game progress can only be attached to the official services of Google Play games (Android). Other methods of linking game progress to a phone number, social media accounts, etc. not planned.
How do I restore my old account? If you previously had a game account, and it was attached to your profile in Play games, then you need to:
- Open the Google Play games app;
- Click on the pencil image in the upper right corner;
- Activate the option "find my nickname by name or email address";
- Make sure that the correct google account is set in the settings. Switch to another google account if necessary;
- Reinstall and launch the game.
Why did the game progress get reset? Your progress can be reset in the following cases:
- Formatting or flashing the device;
- Cleaning the game cache on the phone;
- Removal / malfunction of the flash card;
- Device change;
- Deleting, disabling or choosing a different profile in Google Play games;
- Intentional reset of game progress in the Settings section.
How do I transfer my game account between iOS and Android? You cannot transfer your account. However, you can combine your Google Play Games profile with your Game Center profile. This will allow you to manage the same game account alternately from two devices. This requires:
- Install the game on both devices;
- On each of the devices, attach the game progress to the profile in the Google Play games / Game Center applications. The main account must be above rank 10;
- From each device, write in the game in the Chat - Support section about your desire to merge (in the message, indicate the names of both profiles).
Consolidation can only be done once. Rebinding to other accounts is not possible in the future. The service is provided in test mode.
I want to start over. How to delete an account? To do this, go to the Settings section and scroll down the screen to the very bottom. Read the reset conditions and click on the "Reset" button. A window will appear with the input of the Confirmation Code. After entering this code, your account, along with all game progress and payments, will be permanently deleted. A reset account cannot be restored.
Article author:
Nadezhda D. - website editor and article author, in the project since July 2019. Nadezhda is interested in manga and anime. Loves MMORPGs, role-playing and adventure games. Currently actively playing Genshin Impact and Honkai: Star Rail. Nadezhda has prepared many articles about completing casual games, quests and puzzles. Her works are very popular among readers. More information about Nadezhda is available at this link.