Heroes & Generals Wiki
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Assault Team Transportation logic[ | ]

All Assault Team(s) (henceforth abbreviated as AT or ATs) in the game follow simple rules while they are given the move command from battlefield A to battlefield B:

  • There are a two locations that a ATs can be positioned within map points/cities.
    • Objectives - Where the defending factions ATs are located during a battle. And if captured by the attacking faction where their ATs are relocated to.
    • Access Points - Where the attacking factions ATs are located during a battle.
  • AT movement speed is dependent on the AT type for example paratroopers are slower than fighter squadrons and guards are slower than motorized infantry.
  • Grounded ATs (like tanks, guards, etc.) always follow the supply lines on the campaign map.
  • Flying ATs take a direct route from the airfield to either:
    • A battle then back to the airfield once the battle concludes (if it is not an airfield).
    • Another friendly airfield.

Note: If sent to a battle, the ground element of paratrooper ATs will remain while the aircraft will return to the airfield.

  • A battle that has been ended will force any units from the losing faction still moving at that instant on the adjacent supply line to retreat with no penalties, also including flying units like paratroopers which would also normally start battles on their own.

Battle Types[ | ]

If ATs of opposite factions meet on the map, then a conflict (battle) automatically begins at that location. This conflict is resolved by a battle between real players. The type is dependent on the location where the ATs clash:

Battle Resolution[ | ]

Once a battle has been created, its resolution is dependent on both the results of the action game as well as the strategy game. For a battle to begin between players, it must be fun (contain a certain amount of ATs on both sides). To see if a battle is fun, you can use this calculator. Five minutes are allocated after creation for 'battle preparation' to make it fun (and determine the map for a Skirmish), after this period the battle is considered to be 'starting'. If a battle is not fun after this time it autoresolves five minutes after it has 'started' (so 10 minutes after battle creation), and if it just does not begin 6 hours after starting, it will autoresolve with the faction with the most ATs winning.

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