War 2050 Survivor's Handbook ← war2050.com

Raids

A raid is an army sent to another player's base. It marches there, fights whoever is standing, and comes home. While it is out, you and that player are enemies — to each other and to nobody else — and the moment it is home, you are not.

Launching a raid

Open the sector map, tap another player's base and choose Raid on their card. The RAID panel opens with their name, rank, level and how many tiles away they are. If their base is shielded, the panel says so before you choose anything — see a shield below.

1 · Which hexagon to hit

Every base is three hexagons. You pick one by where it is — south, north-west or north-east — never by what it is for: you are not shown what role the defender gave each hexagon. Only the Turrets and Walls in the hexagon you pick join the defence.

2 · Who goes

Each kind of unit you own has a row reading N of M free, with −, + and All. "Free" means at home and not already committed: a unit out on an expedition or on another raid is not free, and units you send on this one cannot gather or join another raid until it is home.

Travel

Who you can raid

Raiding ends your own shield

If your base is shielded, the panel asks you to tick a box before it will launch: "Your shield is up. Launching a raid ends it now, and the hours left on it are not refunded." That is exactly what happens. The same is true of new-player protection — launching a raid gives it up for good.

Raids in flight

While one of your raids is out, an ATTACK strip sits at the top left of your screen, under the expeditions strip, in the base view and on the map alike. With more than one raid out it reads ATTACKS ×N, and beyond three rows the list scrolls. With nothing out, it is not there at all.

Each raid is one row: whose base, and which hexagon by compass — S, NW or NE, the same as when you launched it, never its role. Then where the raid has got to, as a word, an arrow and a colour, and one countdown.

The phases, in order. Only one clock runs at a time: the leg the raid is on.
ShowsMarkCounts down toMeans
Marching→ArrivalOn the way out. The bar fills towards arrival.
Under fire✕ArrivalStill marching, but inside the range of a Turret in the hexagon you picked. See approach fire.
In combat✕—Arrived and being settled. That takes a moment, so you will rarely catch it.
Returning, Wounded or Battered←HomeThe survivors walking back. A column that took damage reads Wounded or Battered instead — see condition. The bar now shows the whole trip, with a mark where the battle was.
Wiped out✕—Nobody survived. There is no column left on the map to find.

Approach fire

A raid does not reach the base untouched. Every Turret in the hexagon it is aimed at opens fire on the column once it comes within range, and keeps firing until it arrives. Units can die on the way in, and the ones that do not can arrive hurt.

Range is in tiles from the base. Range and damage both grow with the Turret's level.
Turret levelRangeDamage per shotOne shot every
13 tiles1520s
24 tiles2515s
35 tiles4012s

What each side sees

Condition

A column's condition is the health it has left out of its full health. Units that have died count as having none.

On the way home, it is measured against the survivors' full health.
ConditionHealth leftOn the map
Intact100%As normal.
Wounded75% to 99%Dimmer figures, one dark notch in the ring, Wounded on the label.
Batteredunder 75%Dimmer still, two notches, a limp when you are zoomed in, Battered on the label.

Only the attacker and the defender see a column's condition. It is never shown as a number.

Wounds and healing

When a raid arrives

The battle is settled the moment the raid reaches the base. Nobody plays it out and the defender does not need to be online: two numbers are compared, and the result decides who wins, how many each side loses, and what is carried home.

The two strengths

Each side's strength is its firepower multiplied by its staying power.

edge = raid's strength ÷ (raid's strength + defence's strength), moved up to 0.15 either way by luck
The same raid on the same base always gets the same luck, so the result can be checked afterwards.
EdgeResult
above 0.55The attacker wins
0.45 to 0.55A draw
below 0.45The defender wins

If neither side has any strength at all, it is a draw and nobody is lost.

Losses

Each side loses health in proportion to the other side's edge. The raid loses (1 − edge) of its health, and the defender's units lose edge of theirs. The damage is spread evenly over every unit. Each type loses as many units as its damage covers at their average health, and the rest becomes wounds, so tougher units die more slowly. Turrets and Walls add to the defence but are never damaged, and buildings are never destroyed.

An even fight is a coin toss

Ten Infantry raiding a base held by ten Infantry and nothing else: 150 attack × 1,000 health against 50 defence × 2.62 × 1,000 health. That is an edge of 0.53 before luck, and luck can turn it into any of the three results. At that edge the raid loses four and brings six home Wounded; the defender loses five. A single level-1 Turret in the hexagon tips the edge to 0.44 before it fires a shot, which leans towards the defender.

Loot

Afterwards

The notifications. Where the attacker's column was wiped out, "None of your column survived." replaces the line about coming home.
ResultThe attacker is toldThe defender is told
The attacker winsYour raid has resolved — Your column is on its way home.Your base was raided — One of your hexagons was breached.
A drawYour raid was held off — It was fought to a standstill. Your survivors are on their way home.Your base held — A raid on you was fought to a standstill. Nothing was taken.
The defender winsYour raid was repulsed — Your survivors are on their way home.Your base held — A raid on you was repulsed. Nothing was taken.
A shield heldYour raid was turned away — Their shield held. Nothing was taken and nothing was lost.Your shield held — An attack was turned away by your shield.

Operations

Operations is in the game menu — "Raids you have out, and how every battle ended." It also opens when you tap one of your own columns on the map, or a battle notification. It has three lists.

Your raids

Every raid you have out: whose base, which hexagon, and where it has got to.

The status line of a raid in progress.
ShowsMeans
On the march · arrives in …Walking out, with the time to arrival.
FightingArrived; the battle is being settled.
Coming home · N left · home in …Walking back, with how many survived.
No survivorsNobody is coming back.
HomeBack, and free to be sent again.

Raids you sent, and raids on you

One line per battle, newest first: how it ended for you — Won, Lost, Draw, or held by a shield — which hexagon, and when. Each list keeps your last 20. A line marked Report › opens that battle's report.

A report does not tell an attacker what role the hexagon they hit had. That stays the defender's.

Battle reports

Every battle has a report, seen from your side. Open it from Operations, where each battle's line says Report ›, or by tapping the battle's notification. Reports are kept for 30 days. An older battle, or one from before reports existed, says its report is not available.

The headline

The result in your terms, then the hexagon, the time and who the other side was.
ResultIf you attackedIf you defended
The attacker winsRAID WONRAIDED
A drawSTALEMATESTALEMATE
The defender winsREPULSEDDEFENDED
A shield heldTURNED AWAYSHIELD HELD

A report for a raid a shield held stops there, because nothing happened.

Effectiveness

The battle's edge, from 0 to 1, marked on a bar with its three bands. Today the defence holds below 0.45 and the raid wins above 0.55, with a stalemate in between. The bands on the bar come from the game itself, so they will follow if those values change. Only the defender is shown the luck, such as luck −6%. An attacker never sees the luck or either side's strength, because those together would give away how strong the defence was.

The units

The rest, by side

Under attack

From the moment a raid is launched at you until it is settled, you are under attack, and the game says so in three ways.

What you can and cannot do

After the battle

You get a notification whatever happened — Your base was raided, Your base held or Your shield held — and the battle joins Raids on you in Operations, with its report. A raid that wins breaks into the hexagon it was aimed at; what that costs depends on the hexagon's role. No building is ever destroyed, and being raided never costs you life.