=Welcome to Modern-War-Generals Help=
This guide is designed to teach you everything you need to know about
Modern-War-Generals so
you can play it most successfully. If you read everything in this guide, you can get to understand
this game much faster.
Written by
Strength.
=Missile Factory=
If you want to destroy someone's resources and units, therefore and damaging their ability to defend, or if the kingdom is too strong
for you, then you should build offensive missiles. They are especially effective if
donated to country. (Storm Missiles and Nuclear Missiles are automatically
donated to country. Other missiles, except Interceptor Missiles [which cannot be used in Country Treasury], must be donated
to Country Treasury manually).
There are two ways to fire the smaller missiles.
Firing from the Country command room, they cannot hit specific targets
however they do not cost oil
to launch and they have a 100% chance of finding their target [but not necessarily hitting them, like if the country has AIMs). Once
launched they hit random
targets within a Country after 6 revs (3 hours).
EMP and bunker buster missiles can be fired from a players account in attack
and aimed directly at a target.
However unless your Country has researched missile guidance (see
Country treasury) they only have a 50% chance
of finding the target you selected, if they do not find the target they auto
d
estruct.
Many Countr
y's will build and save missiles
to be used agai
nst larger players in massive strikes.
Keeping offen
sive missiles in your personal
barracks increases your threat level, so it is recom
mended that you donate
EMP and bunker buster missiles to the Country treasury, this also allows your
leaders to use them more
effectiv
ely and use them at a time of war.
=Offensive missiles=
There are four types of offensive missiles, each with a different
cost and ability. Below is a table of the missiles available, costs,
what they do:
Name |
Description |
EMP Missile |
Destroys 15% of all docked Tanks and Aircrafts and
sets all. Turns off Missile Defense, Steel Mills and Patriot missiles. |
Bunker Buster Missile ("metal missile") |
Destroys 50% of metal mines owned by the players and
destroys the players current metal storage.
It DOES NOT affect Steel Mills |
Storm Missile |
If launched at a Country, and the target Country
treasury does
not have any advanced interceptors, this missile explodes at
the border of a Country creating a type of cylcone that can last a few revs to a
few days, depending on how many missiles have been fired.
The effect does build from additional hits with a 50% effectiveness
(ie. second hit is additional 1-12
revolutions) |
Nuclear Missile |
One Nuclear Missile will destroy 20% of all your
countries land, 25% of all tanks, and 50% of all population. It will also render all metal you
have stored useless. |
=Defensive missiles=
Defending yourself against a Missile:
If a Country decides to launch [massive] missile strikes on a Country,
it could be very bad. Luckily there is a defence option for those
people who feel they need it. If you are scared that you will be hit by a missile
or is in threat of being hit, defensive missiles are for you. There are two types of missiles to defend
yourselves with: the
Interceptor and the Advanced Interceptor. A table below shows costs
and how many are needed to stop incoming missiles. Advanced
Interceptors
can only be researched once Interceptors have been researched.
Name |
Description |
Interceptor |
1-3 Interceptor missiles stops 1 incoming attack
missile. Not effective in Country Treasury, or in Sector Treasury. However, they CAN be stored in Sector Treasury.
*Must be Researched* |
Advanced Interceptor |
1-2 Advanced Interceptors stops 1 incoming attack.
Effective in Country Treasury.
*Must be Researched*
**not available until Interceptor missiles
researched** |