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Game information
There are 39 players in the game:
- 15 blue players
- 24 red players
And there are 20 targets:
- 0 blue targets
- 2 red targets
The game board size is currently : 29 x 29 cells
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Historics
Version A&S: 5.1.8
tests / comments / bug
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Meanwhile on the battlefield...
Friday May 17: Deforestation
Heavily armed troops walk into enchanted forest and make some noise to scare elves away 
PRIMARY OBJECTIVE : Kill HQ
SECONDARY OBJECTIVE : 15/20 balloon victory by standard balloon rules
SPECIFICATION OF MISSION : HQs have 400HP Weather -3 to +6
SPECIAL FEATURES : - General helper has around 30 units

Special fortifs have 1000HP
Posted by administrator on 2013-05-17 13:47:46 | Comments
This balancing players produced by splitting company works excellent, it is too bad that we have so few players. Meanwhile on the battlefield....
PRIMARY OBJECTIVE : Kill HQ
SECONDARY OBJECTIVE : 15/20 balloon victory by standard balloon rules
SPECIFICATION OF MISSION : HQs have 400HP Weather -3 to +6
SPECIAL FEATURES : - General helper has around 30 units

Special fortifs have 1000HP
Posted by administrator on 2013-05-02 12:19:01 | Comments
Thursday April 25: S's Eye
No briefing, just plain violence.
PRIMARY OBJECTIVE : Kill HQ
SECONDARY OBJECTIVE : 15/20 balloon victory by standard balloon rules
SPECIFICATION OF MISSION : HQs have 400HP Weather -3 to +6
SPECIAL FEATURES : - General helper has around 30 units

Special fortifs have 1000HP
Posted by administrator on 2013-04-25 12:48:58 | Comments
Monday April 8: Square river
Last balance seemed ok. Units value was around +/-30 units.
There will be Army Balance (don't expect miracles from it, lest map it would be activated if HQ defense was successful because there was a way to defend it).
There will be General on the map.... with some units dedicated to balance huge players imbalance. Army with significant players imbalance will be give general with some units. Controlled by admin in order so decrease gap between army power. -Those units won't be highly coordinated , nor they will do significant attacks. -They won't be offensive but defensive -They won't attack enemy HQ nor actively join in coordinated attacks with rest of players. Rest of players must predict generals actions if they want to use its powers -Helper generals won't communicate with its army but act on their own. Not for benefit of given army but for games benefit, so don't expect generals to listen to you and to act how army wishes, they are there just to fill some gaps -Units will roam around HQ, defending it... filling empty space gaps, and intercept visible HQ attacks, with not devastating power. Meaning, if general don't see attack coming he won't react, You can make stealth attack. General won't read forum or Warmails, and he won't be warned about threat. So if you avoid generals detection his units won't react. When general notices incoming attack he will inform both armies that threat is detected and announce his action -General will make his move 1-2 times per day maximum. So if you see him move, he is probably done for present day.
Examples: 1. General see opportunity to kill enemy HQ. No reaction (General is not in attacking mode) 2. Everybody else see incoming HQ attack, if enemy avoids detection from its radio and observes general is minding his own business even if rest of the players cry for help and pointing out that enemy is attacking. They must somehow make general see the threat by marking it on radio (not by Warmail or Forum). 3. General sees incoming threat on HQ or empty space leading to HQ. General send Warmail to red/blue: "Threat detected, intercepting". General is in attacking mode but he won't clear the situation. If there are 2 full VBCIs and commander for example. General will target VBCIs and kill them if he can, leaving commander and units alive (so only preventing attack, not making crippling damage to attacker). If VBCIs are out of reach, commander will be attacked. 4. HQ is under attack or close to HQ with its army defending it. General won't make concentrated attack and participate with coordinated HQ defense. He will spread his fire across many units, not trying to kill them but only damage them, and position his units in defending positions for absorbing power and preventing forification and road building.
If you have any questions about Generals ways of actions feel free to ask. But not on current situation but for situations in general. General will try to be as automated player and not working directly for his army.
This is only experiment and it is based on your trust in admin. If you decide that admin is bias and not working for benefit of the game but for his army fell free to show your distrust. If distrust is shown by few trusted players experiment is terminated and helping general is no more. Game leaves with imbalanced number of players and game is not fun. Choice for continuing this try to bring back some balance will be yours.
I ask you to give it a chance one map to see how General will act and behave and make you judgement then if he is helping the game or not.
PRIMARY OBJECTIVE : Kill HQ
SECONDARY OBJECTIVE : 15/20 balloon victory by standard balloon rules
SPECIFICATION OF MISSION : HQs have 400HP Weather -3 to +6
SPECIAL FEATURES : - General helper has around 30 units
Special fortifs have 1000HP
Posted by administrator on 2013-04-08 12:21:39 | Comments
Wednesday March 27: Big one
Let us see how this fight will go when biggest company is cut in 2 smaller. I expect some balance
There will be Army Balance (don't expect miracles from it, lest map it would be activated if HQ defense was successful because there was a way to defend it).
There will be General on the map.... with some units dedicated to balance huge players imbalance. Army with significant players imbalance will be give general with some units. Controlled by admin in order so decrease gap between army power. -Those units won't be highly coordinated , nor they will do significant attacks. -They won't be offensive but defensive -They won't attack enemy HQ nor actively join in coordinated attacks with rest of players. Rest of players must predict generals actions if they want to use its powers -Helper generals won't communicate with its army but act on their own. Not for benefit of given army but for games benefit, so don't expect generals to listen to you and to act how army wishes, they are there just to fill some gaps -Units will roam around HQ, defending it... filling empty space gaps, and intercept visible HQ attacks, with not devastating power. Meaning, if general don't see attack coming he won't react, You can make stealth attack. General won't read forum or Warmails, and he won't be warned about threat. So if you avoid generals detection his units won't react. When general notices incoming attack he will inform both armies that threat is detected and announce his action -General will make his move 1-2 times per day maximum. So if you see him move, he is probably done for present day.
Examples: 1. General see opportunity to kill enemy HQ. No reaction (General is not in attacking mode) 2. Everybody else see incoming HQ attack, if enemy avoids detection from its radio and observes general is minding his own business even if rest of the players cry for help and pointing out that enemy is attacking. They must somehow make general see the threat by marking it on radio (not by Warmail or Forum). 3. General sees incoming threat on HQ or empty space leading to HQ. General send Warmail to red/blue: "Threat detected, intercepting". General is in attacking mode but he won't clear the situation. If there are 2 full VBCIs and commander for example. General will target VBCIs and kill them if he can, leaving commander and units alive (so only preventing attack, not making crippling damage to attacker). If VBCIs are out of reach, commander will be attacked. 4. HQ is under attack or close to HQ with its army defending it. General won't make concentrated attack and participate with coordinated HQ defense. He will spread his fire across many units, not trying to kill them but only damage them, and position his units in defending positions for absorbing power and preventing forification and road building.
If you have any questions about Generals ways of actions feel free to ask. But not on current situation but for situations in general. General will try to be as automated player and not working directly for his army.
This is only experiment and it is based on your trust in admin. If you decide that admin is bias and not working for benefit of the game but for his army fell free to show your distrust. If distrust is shown by few trusted players experiment is terminated and helping general is no more. Game leaves with imbalanced number of players and game is not fun. Choice for continuing this try to bring back some balance will be yours.
I ask you to give it a chance one map to see how General will act and behave and make you judgement then if he is helping the game or not.
PRIMARY OBJECTIVE : Kill HQ
SECONDARY OBJECTIVE : 15/20 balloon victory by standard balloon rules
SPECIFICATION OF MISSION : HQs have 400HP Weather -3 to +6
SPECIAL FEATURES : - General helper has 30 units. 24 foot soldiers, 3 motos, 2 engineers, 1 radio
Special fortifs have 1000HP
Posted by administrator on 2013-03-27 10:03:43 | Comments
Sunday March 17: Stranded in the cold
There will be Army Balance (don't expect miracles from it, lest map it would be activated if HQ defense was successful because there was a way to defend it).
There will be General on the map.... with some units dedicated to balance huge players imbalance. Army with significant players imbalance will be give general with some units. Controlled by admin in order so decrease gap between army power. -Those units won't be highly coordinated , nor they will do significant attacks. -They won't be offensive but defensive -They won't attack enemy HQ nor actively join in coordinated attacks with rest of players. Rest of players must predict generals actions if they want to use its powers -Helper generals won't communicate with its army but act on their own. Not for benefit of given army but for games benefit, so don't expect generals to listen to you and to act how army wishes, they are there just to fill some gaps -Units will roam around HQ, defending it... filling empty space gaps, and intercept visible HQ attacks, with not devastating power. Meaning, if general don't see attack coming he won't react, You can make stealth attack. General won't read forum or Warmails, and he won't be warned about threat. So if you avoid generals detection his units won't react. When general notices incoming attack he will inform both armies that threat is detected and announce his action -General will make his move 1-2 times per day maximum. So if you see him move, he is probably done for present day.
Examples: 1. General see opportunity to kill enemy HQ. No reaction (General is not in attacking mode) 2. Everybody else see incoming HQ attack, if enemy avoids detection from its radio and observes general is minding his own business even if rest of the players cry for help and pointing out that enemy is attacking. They must somehow make general see the threat by marking it on radio (not by Warmail or Forum). 3. General sees incoming threat on HQ or empty space leading to HQ. General send Warmail to red/blue: "Threat detected, intercepting". General is in attacking mode but he won't clear the situation. If there are 2 full VBCIs and commander for example. General will target VBCIs and kill them if he can, leaving commander and units alive (so only preventing attack, not making crippling damage to attacker). If VBCIs are out of reach, commander will be attacked. 4. HQ is under attack or close to HQ with its army defending it. General won't make concentrated attack and participate with coordinated HQ defense. He will spread his fire across many units, not trying to kill them but only damage them, and position his units in defending positions for absorbing power and preventing forification and road building.
If you have any questions about Generals ways of actions feel free to ask. But not on current situation but for situations in general. General will try to be as automated player and not working directly for his army.
This is only experiment and it is based on your trust in admin. If you decide that admin is bias and not working for benefit of the game but for his army fell free to show your distrust. If distrust is shown by few trusted players experiment is terminated and helping general is no more. Game leaves with imbalanced number of players and game is not fun. Choice for continuing this try to bring back some balance will be yours.
I ask you to give it a chance one map to see how General will act and behave and make you judgement then if he is helping the game or not.
PRIMARY OBJECTIVE : Kill HQ
SECONDARY OBJECTIVE : 15/20 balloon victory by standard balloon rules
SPECIFICATION OF MISSION : HQs have 400HP Weather -3 to +6
SPECIAL FEATURES : - General helper has 30 units. 24 foot soldiers, 3 motos, 2 engineers, 1 radio
Special fortifs have 1000HP
Posted by administrator on 2013-03-17 07:52:37 | Comments
Wednesday March 6: Players map
Map is modified, not like in the picture.
Seems like changing terrain works. We will keep this going because I feel these is better balance if I modify maps like this. Slight modifications (if ever) will be announced 24h in advance.
There will be Army Balance (don't expect miracles from it, lest map it would be activated if HQ defense was successful because there was a way to defend it).
There will be General on the map.... with some units dedicated to balance huge players imbalance. Army with significant players imbalance will be give general with some units. Controlled by admin in order so decrease gap between army power. -Those units won't be highly coordinated , nor they will do significant attacks. -They won't be offensive but defensive -They won't attack enemy HQ nor actively join in coordinated attacks with rest of players. Rest of players must predict generals actions if they want to use its powers -Helper generals won't communicate with its army but act on their own. Not for benefit of given army but for games benefit, so don't expect generals to listen to you and to act how army wishes, they are there just to fill some gaps -Units will roam around HQ, defending it... filling empty space gaps, and intercept visible HQ attacks, with not devastating power. Meaning, if general don't see attack coming he won't react, You can make stealth attack. General won't read forum or Warmails, and he won't be warned about threat. So if you avoid generals detection his units won't react. When general notices incoming attack he will inform both armies that threat is detected and announce his action -General will make his move 1-2 times per day maximum. So if you see him move, he is probably done for present day.
Examples: 1. General see opportunity to kill enemy HQ. No reaction (General is not in attacking mode) 2. Everybody else see incoming HQ attack, if enemy avoids detection from its radio and observes general is minding his own business even if rest of the players cry for help and pointing out that enemy is attacking. They must somehow make general see the threat by marking it on radio (not by Warmail or Forum). 3. General sees incoming threat on HQ or empty space leading to HQ. General send Warmail to red/blue: "Threat detected, intercepting". General is in attacking mode but he won't clear the situation. If there are 2 full VBCIs and commander for example. General will target VBCIs and kill them if he can, leaving commander and units alive (so only preventing attack, not making crippling damage to attacker). If VBCIs are out of reach, commander will be attacked. 4. HQ is under attack or close to HQ with its army defending it. General won't make concentrated attack and participate with coordinated HQ defense. He will spread his fire across many units, not trying to kill them but only damage them, and position his units in defending positions for absorbing power and preventing forification and road building.
If you have any questions about Generals ways of actions feel free to ask. But not on current situation but for situations in general. General will try to be as automated player and not working directly for his army.
This is only experiment and it is based on your trust in admin. If you decide that admin is bias and not working for benefit of the game but for his army fell free to show your distrust. If distrust is shown by few trusted players experiment is terminated and helping general is no more. Game leaves with imbalanced number of players and game is not fun. Choice for continuing this try to bring back some balance will be yours.
I ask you to give it a chance one map to see how General will act and behave and make you judgement then if he is helping the game or not.
PRIMARY OBJECTIVE : Kill HQ
SECONDARY OBJECTIVE : 15/20 balloon victory by standard balloon rules
SPECIFICATION OF MISSION : HQs have 400HP Weather -3 to +6
SPECIAL FEATURES : - General helper has 30 units. 24 foot soldiers, 3 motos, 2 engineers, 1 radio
Special fortifs have 1000HP

Posted by administrator on 2013-03-06 12:04:45 | Comments
Sunday February 24: Everchanging Land
Let us try this... it is very hard to balance this game. It is impossible to make it before map starts so I'll have to do it ingame.
On this map there will be eruptions, floods, earthquakes, sandstorms, lanslides and all kinds of miracles. Some would say admins wrath . Those disasters will be forecased 24h in advance with predicted epicenter so you can be prepared.
There will be Army Balance (don't expect miracles from it, lest map it would be activated if HQ defense was successful because there was a way to defend it).
This map is unknown. Explore it for yourself
I suggest you to explore the map quickly because it is full of traps
There will be General on the map.... with some units dedicated to balance huge players imbalance. Army with significant players imbalance will be give general with some units. Controlled by admin in order so decrease gap between army power. -Those units won't be highly coordinated , nor they will do significant attacks. -They won't be offensive but defensive -They won't attack enemy HQ nor actively join in coordinated attacks with rest of players. Rest of players must predict generals actions if they want to use its powers -Helper generals won't communicate with its army but act on their own. Not for benefit of given army but for games benefit, so don't expect generals to listen to you and to act how army wishes, they are there just to fill some gaps -Units will roam around HQ, defending it... filling empty space gaps, and intercept visible HQ attacks, with not devastating power. Meaning, if general don't see attack coming he won't react, You can make stealth attack. General won't read forum or Warmails, and he won't be warned about threat. So if you avoid generals detection his units won't react. When general notices incoming attack he will inform both armies that threat is detected and announce his action -General will make his move 1-2 times per day maximum. So if you see him move, he is probably done for present day.
Examples: 1. General see opportunity to kill enemy HQ. No reaction (General is not in attacking mode) 2. Everybody else see incoming HQ attack, if enemy avoids detection from its radio and observes general is minding his own business even if rest of the players cry for help and pointing out that enemy is attacking. They must somehow make general see the threat by marking it on radio (not by Warmail or Forum). 3. General sees incoming threat on HQ or empty space leading to HQ. General send Warmail to red/blue: "Threat detected, intercepting". General is in attacking mode but he won't clear the situation. If there are 2 full VBCIs and commander for example. General will target VBCIs and kill them if he can, leaving commander and units alive (so only preventing attack, not making crippling damage to attacker). If VBCIs are out of reach, commander will be attacked. 4. HQ is under attack or close to HQ with its army defending it. General won't make concentrated attack and participate with coordinated HQ defense. He will spread his fire across many units, not trying to kill them but only damage them, and position his units in defending positions for absorbing power and preventing forification and road building.
If you have any questions about Generals ways of actions feel free to ask. But not on current situation but for situations in general. General will try to be as automated player and not working directly for his army.
This is only experiment and it is based on your trust in admin. If you decide that admin is bias and not working for benefit of the game but for his army fell free to show your distrust. If distrust is shown by few trusted players experiment is terminated and helping general is no more. Game leaves with imbalanced number of players and game is not fun. Choice for continuing this try to bring back some balance will be yours.
I ask you to give it a chance one map to see how General will act and behave and make you judgement then if he is helping the game or not.
PRIMARY OBJECTIVE : Kill HQ
SECONDARY OBJECTIVE : 15/20 balloon victory by standard balloon rules
SPECIFICATION OF MISSION : HQs have 400HP Weather -3 to +6
SPECIAL FEATURES : - General helper has 30 units. 24 foot soldiers, 3 motos, 2 engineers, 1 radio
Special fortifs have 1000HP
Posted by administrator on 2013-02-24 09:05:34 | Comments
Friday February 15: Don't burn any bridges
This map is unknown. Explore it for yourself
There will be General on the map.... with some units dedicated to balance huge players imbalance. Army with significant players imbalance will be give general with some units. Controlled by admin in order so decrease gap between army power. -Those units won't be highly coordinated , nor they will do significant attacks. -They won't be offensive but defensive -They won't attack enemy HQ nor actively join in coordinated attacks with rest of players. Rest of players must predict generals actions if they want to use its powers -Helper generals won't communicate with its army but act on their own. Not for benefit of given army but for games benefit, so don't expect generals to listen to you and to act how army wishes, they are there just to fill some gaps -Units will roam around HQ, defending it... filling empty space gaps, and intercept visible HQ attacks, with not devastating power. Meaning, if general don't see attack coming he won't react, You can make stealth attack. General won't read forum or Warmails, and he won't be warned about threat. So if you avoid generals detection his units won't react. When general notices incoming attack he will inform both armies that threat is detected and announce his action -General will make his move 1-2 times per day maximum. So if you see him move, he is probably done for present day.
Examples: 1. General see opportunity to kill enemy HQ. No reaction (General is not in attacking mode) 2. Everybody else see incoming HQ attack, if enemy avoids detection from its radio and observes general is minding his own business even if rest of the players cry for help and pointing out that enemy is attacking. They must somehow make general see the threat by marking it on radio (not by Warmail or Forum). 3. General sees incoming threat on HQ or empty space leading to HQ. General send Warmail to red/blue: "Threat detected, intercepting". General is in attacking mode but he won't clear the situation. If there are 2 full VBCIs and commander for example. General will target VBCIs and kill them if he can, leaving commander and units alive (so only preventing attack, not making crippling damage to attacker). If VBCIs are out of reach, commander will be attacked. 4. HQ is under attack or close to HQ with its army defending it. General won't make concentrated attack and participate with coordinated HQ defense. He will spread his fire across many units, not trying to kill them but only damage them, and position his units in defending positions for absorbing power and preventing forification and road building.
If you have any questions about Generals ways of actions feel free to ask. But not on current situation but for situations in general. General will try to be as automated player and not working directly for his army.
This is only experiment and it is based on your trust in admin. If you decide that admin is bias and not working for benefit of the game but for his army fell free to show your distrust. If distrust is shown by few trusted players experiment is terminated and helping general is no more. Game leaves with imbalanced number of players and game is not fun. Choice for continuing this try to bring back some balance will be yours.
I ask you to give it a chance one map to see how General will act and behave and make you judgement then if he is helping the game or not.
PRIMARY OBJECTIVE : Kill HQ
SECONDARY OBJECTIVE : 15/20 balloon victory by standard balloon rules
SPECIFICATION OF MISSION : HQs have 400HP Weather -3 to +6
SPECIAL FEATURES : - General helper has 30 units. 24 foot soldiers, 3 motos, 2 engineers, 1 radio
Special fortifs have 1000HP

Posted by administrator on 2013-02-15 10:39:18 | Comments
Game will be closed for 24h during New year:
between December 31st, 6:00 p.m CET and January 1st, 6:00 p.m CET
AP will be frozen (I hope so, because Server Crash recovery was not tested entire year since there was no server crash) Lets hope for the best.
Posted by administrator on 2012-12-29 14:23:56 | Comments
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IRC Chan
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Support
Concern in its life of small soldier? Problems that you want to talk about? Troubles with other players? Someone is here to listen to you mediateur@w-game.net
I would like to take part in war effort !
The greatest part of the effort is composed of goodwill provided by the players who imply themselves in the game. However, it should be noted that the largest load of the play (namely lodging) is gracefully provided to us by the Nainwak association. You have the possibility of taking part in this lodging by making a gift to this association (specifying that the gift comes from a A&S's player). For that, click on the image below:
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