Game Guide

Codex

New to Daily Wars? The codex gives you an overview of the game mechanics, available units, terrain, and more.

How to win

  • Objective: Destroy every enemy unit.

Turns & economy

  • Turn order: Your turn starts with income and repairs, then you move and act with your units.
  • Income: Each building you own pays 100 funds at the start of your turn.
  • Repairs: Damaged units on your buildings heal 20% max HP for 20% of their build cost (skipped if you can't afford it). Foot units repair on cities and barracks, vehicles on cities and factories, and air units on airports.
  • Funds: Spend funds to build and repair units.

Health & terrain

  • Displayed HP: Units show 1–10 HP. Full health is 10. Finer damage is tracked internally, but combat and capturing always use the number on screen.
  • Strength & capture: A unit showing 7 HP hits at 70% strength and captures 7 capture points per turn.
  • Terrain defense: Terrain reduces incoming damage by the tile's defense %. Air units ignore terrain defense.

Capturing

  • Who: Only infantry (Rifleman, RPG, and Sniper) can capture neutral and enemy buildings.
  • Progress: Buildings have 20 capture points. Each capture action captures points equal to the unit's displayed HP, so a full-health unit (10 HP) finishes in two turns.
  • Resetting: Capturing ends the unit's turn. If the capturer moves off the building or is destroyed, progress resets.
  • Reward: Captured buildings increase income and production capacity.

Building & capacity

  • Production: Each production building builds one unit per turn. New units can't move or act until your next turn.
  • Where: Barracks build foot units, factories build vehicles, and airports build air units.
  • Capacity: Each owned barracks, factory, or airport adds 4 to that type's unit limit (foot, vehicle, or air). You can't build a unit if you're at the cap.

Combat

  • Direct vs. indirect: Direct-fire units (range 1) attack adjacent enemies. Indirect-fire units (range 2+) attack from a distance.
  • Counterattacks: When two direct-fire units fight and the defender survives, it strikes back. Indirect units never counter and can't be countered.
  • Move and attack: Most units can move and attack in the same turn. Rocket Launchers and SAM Batteries must stay put to fire. Artillery and Sniper can move then shoot at range, but like all indirect units they can't counter.
  • Damage formula: ceil(base damage × displayed HP ÷ 10 × (1 − defense %)). Base damage comes from the damage matrix below.

Unit interactions

  • Transports: Transports can carry one foot unit. Load by moving a foot unit onto an empty transport. To unload, stop on land with a free adjacent tile for the passenger. While carrying foot soldiers, Land Transport attacks using the passenger's damage values and range; Transport Copter can fly anywhere but only unloads onto land.
  • Combining: Move a unit onto an identical ally when at least one is below full HP to merge their health. Combined HP is capped at 100%; extra HP is refunded as funds.

Units

NameDescriptionCostMoveRangeBuild at
RiflemanGeneral-purpose infantry. Can capture buildings.10031
Barracks
RPGSlow anti-armor specialist. Can capture buildings.30021
Barracks
SniperLong-range anti-infantry specialist. Can move and attack at range in the same turn, but cannot counter-attack. Can capture buildings.50032
Barracks
Light TankFast armored tank for direct combat.70061
Factory
Heavy TankSlow but powerful tank for breaking through enemy lines.150051
Factory
Anti-AirFast autocannon vehicle strong against infantry and air. Weak against armor and heavy vehicles.70061
Factory
ArtilleryCheap artillery vehicle. Can move and attack at range in the same turn, but cannot counter-attack.60032
Factory
Rocket LauncherLong-range rocket launcher. Cannot move and attack in the same turn, and cannot counter-attack.130043–5
Factory
SAM BatteryLong-range missile launcher for anti-air. Cannot move and attack in the same turn, and cannot counter-attack.110042–5
Factory
Land TransportCarries infantry across the map. Gains the attack of the carried foot soldier when loaded.50061
Factory
Transport CopterCarries infantry over any terrain.50061
Airport
Battle CopterVersatile air unit effective against ground and air targets.90061
Airport
FighterFast air unit specialized against other air units.160081
Airport
BomberHeavy ground-attack air unit vulnerable to anti-air.200071
Airport

Tiles

NameDefenseMove costDescriptionVariants
Sea0%
1
Beautiful blue sea.
Road0%
111
Offers easy movement but less cover than plains.
Plains5%
111
Offers easy movement and more cover than roads.
Forest10%
121
Slows down vehicles but offers moderate cover.
Mountain15%
21
Impassable for vehicles. Restricts movements for foot units. Offers great cover.
City20%
111
Capturable. Generates income and repairs all ground units when owned.
Barracks20%
111
Capturable. Builds and repairs foot units, and generates income when owned. Adds foot unit capacity.
Factory20%
111
Capturable. Builds and repairs vehicles, and generates income when owned. Adds vehicle capacity.
Airport20%
111
Capturable. Builds and repairs air units, and generates income when owned. Adds air unit capacity.

Damage Calculator

Pick a matchup to see expected damage and gold trade.

Attacker

100
Attack57%(57)
Gold trade+28
Counterattack29%(29)

Defender

100

Damage matrix

Damage values assume a fully healthy attacker (column) vs. a fully healthy defender (row), on a tile with no defense bonus. A dash means the attacker cannot damage that unit kind.

DefATK
60%65%120%80%110%95%80%110%180%120%
55%60%115%75%105%90%75%105%175%115%
90%90%130%95%120%105%95%120%195%130%
10%60%60%85%20%60%85%160%110%
5%20%20%60%10%45%60%125%95%
10%65%65%105%50%65%105%125%95%
15%75%75%105%30%75%105%175%110%
25%85%85%105%50%85%105%185%110%
25%85%85%105%50%85%105%185%110%
15%75%75%105%30%75%105%175%110%
15%60%60%120%120%195%120%
10%40%40%120%120%160%110%
75%100%160%
85%100%1110%

1 Land Transports gains the attack of the carried foot soldier when loaded.