Commanders: Difference between revisions

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Commanders are a feature that allows you to bring yourself into the battlefield. When commanders are enabled, all players in the game are given a special commander unit on one of their territories.
<autovideo src="https://warappcdn.com/UJS/Resources/Commanders_Dying.mp4" width="500" />


https://d32kaghj56y4ei.cloudfront.net/static/img/Commander.png


The commander represents you.  You're on the battlefield with the rest of your armies, commanding them. If the commander dies, all of your armies change to neutral and you're eliminated from the game.
A '''Commander''' is a special unit that represents you on the battlefield. When the Commander game setting is enabled, every player begins the game with a Commander located on one of their territories.


Commanders can attack, defend, and transfer in the same way that normal armies can.  When you issue an attack or transfer order from a territory with a commander, a check-box will appear that allows you to optionally include the commander in that attack or transfer.
Unlike normal armies, losing your Commander eliminates you from the game.


When in combat, commanders act like a stack of 7 armies.  For example, if you attack with your commander along with 3 armies, it will do the same amount of damage that attacking with 10 armies would do.  Similarly, if you are defending against an attack with your commander and 3 armies, you'll do damage to the attacker equal to if you were defending with 10 armies.


When a commander engages in combat along with armies, the armies always take damage first (they're protecting the commander with their life).  For example, assume a territory has a commander plus 3 armies, and 10 armies attacks it. Using the default 60% kill rate, the 10 armies will do 6 damage.  Since armies die first, the 3 armies die, and 3 damage would be left to be applied to the commander.  Since it takes 7 damage to kill a commander, and commanders are never partially damaged, the 3 remaining damage does nothing.  In order to kill a commander, all 7 damage must be done to it at once in a single attack.
== Elimination ==


In [[manual distribution]] games, commanders will always start on the first territory you are awarded (usually your #1 pick).  In auto distribution games, commanders will start on a random territory of yours.
If your Commander is killed, all territories and armies you control immediately become [[neutral]], and you are eliminated from the game.


For the most part, commanders follow the same rules as armies. For example, in [[multi-attack]] games, commanders can attack many times, but as soon as they transfer they can't move again.  However, unlike normal armies, commanders can not be transferred to a teammate (they must always remain on a territory you control.)  Using an [[Airlift Card]], commanders can be airlifted, as long as the destination is one of your own territories and not a teammate.
Protecting your Commander is therefore often just as important as protecting your income.


Before update 5.21.0, only [[Membership|members]] could enable commanders for their games, however anybody could join a game that uses commanders. This was changed in update 5.21.0, where players don't longer require a membership to enable commanders but instead unlock it at level 38.
== Combat ==
 
Commanders can attack, defend, and transfer in the same way as normal armies.
 
When issuing an attack or transfer from a territory containing a Commander, a checkbox appears that allows you to choose whether to include the Commander in that order.
 
=== Combat Strength ===
 
A Commander has the combat strength of '''7 armies'''.
 
For example:
 
* A Commander attacking with 3 armies deals the same damage as 10 armies.
* A Commander defending with 3 armies deals the same damage as 10 armies.
 
This applies to both attacking and defending combat calculations.
 
=== Taking Damage ===
 
When a Commander participates in combat alongside normal armies, the normal armies always absorb damage first.
 
For example, suppose a territory contains:
 
* 1 Commander
* 3 armies
 
If 10 attacking armies strike that territory using the default kill rates, they deal 6 damage.
 
The first 3 damage kills the 3 defending armies. The remaining 3 damage is applied to the Commander.
 
However, Commanders cannot be partially damaged. Since a Commander requires 7 damage to be destroyed, the remaining 3 damage is ignored and the Commander survives unharmed.
 
To kill a Commander, all 7 damage must be dealt in a single combat engagement after any accompanying armies have been eliminated.
 
== Movement ==
 
For the most part, Commanders follow the same movement rules as normal armies.
 
For example:
 
* In [[Multi-Attack]] games, Commanders may participate in multiple attacks.
* Once a Commander transfers, it cannot move again that turn.
 
=== Restrictions ===
 
Unlike normal armies:
 
* Commanders cannot be transferred to teammates.
* Commanders must always remain on a territory that you control.
 
=== Airlifting ===
 
Using an [[Airlift Card]], a Commander may be airlifted between two territories that you control.
 
Commanders cannot be airlifted to a teammate's territory.
 
== Starting Location ==
 
In [[Manual Distribution]] games, your Commander always starts on the first territory awarded to you, which is usually your highest-ranked pick.
 
In automatic distribution games, your Commander starts on a random territory that you control.
 
== Unlocking Commanders ==
 
Prior to update 5.21.0, only [[Membership|Members]] could create games with Commanders enabled, although anyone could join such games.
 
As of update 5.21.0, Commanders are unlocked at level 38 and no longer require a membership to enable.


{{Special Units}}
{{Special Units}}


[[Category:Game Settings]]
[[Category:Game Settings]]

Latest revision as of 02:46, 15 June 2026

A Commander
Attack power7
Defence power7
Can be transferred to teammatesNo
Can be airlifted to selfYes
Can be airlifted to teammatesNo
Can be giftedNo
Combat order10000
Damage to kill7
Starting healthN/A
Visible to all playersNo


A Commander is a special unit that represents you on the battlefield. When the Commander game setting is enabled, every player begins the game with a Commander located on one of their territories.

Unlike normal armies, losing your Commander eliminates you from the game.


Elimination

If your Commander is killed, all territories and armies you control immediately become neutral, and you are eliminated from the game.

Protecting your Commander is therefore often just as important as protecting your income.

Combat

Commanders can attack, defend, and transfer in the same way as normal armies.

When issuing an attack or transfer from a territory containing a Commander, a checkbox appears that allows you to choose whether to include the Commander in that order.

Combat Strength

A Commander has the combat strength of 7 armies.

For example:

  • A Commander attacking with 3 armies deals the same damage as 10 armies.
  • A Commander defending with 3 armies deals the same damage as 10 armies.

This applies to both attacking and defending combat calculations.

Taking Damage

When a Commander participates in combat alongside normal armies, the normal armies always absorb damage first.

For example, suppose a territory contains:

  • 1 Commander
  • 3 armies

If 10 attacking armies strike that territory using the default kill rates, they deal 6 damage.

The first 3 damage kills the 3 defending armies. The remaining 3 damage is applied to the Commander.

However, Commanders cannot be partially damaged. Since a Commander requires 7 damage to be destroyed, the remaining 3 damage is ignored and the Commander survives unharmed.

To kill a Commander, all 7 damage must be dealt in a single combat engagement after any accompanying armies have been eliminated.

Movement

For the most part, Commanders follow the same movement rules as normal armies.

For example:

  • In Multi-Attack games, Commanders may participate in multiple attacks.
  • Once a Commander transfers, it cannot move again that turn.

Restrictions

Unlike normal armies:

  • Commanders cannot be transferred to teammates.
  • Commanders must always remain on a territory that you control.

Airlifting

Using an Airlift Card, a Commander may be airlifted between two territories that you control.

Commanders cannot be airlifted to a teammate's territory.

Starting Location

In Manual Distribution games, your Commander always starts on the first territory awarded to you, which is usually your highest-ranked pick.

In automatic distribution games, your Commander starts on a random territory that you control.

Unlocking Commanders

Prior to update 5.21.0, only Members could create games with Commanders enabled, although anyone could join such games.

As of update 5.21.0, Commanders are unlocked at level 38 and no longer require a membership to enable.