Get to know Daily Wars

Game Guide

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

How to win

  • Objective: Varies per map. Destroy every enemy unit, capture a set number of cities, or capture all monuments.

Buildings & capturing

  • Capture buildings: Only infantry (Rifleman, RPG, and Sniper) can capture neutral and enemy buildings.
  • Capture progress: Capturing requires 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. If the capturer moves off the building or is destroyed, progress resets.
  • Income: Most buildings pay 100 funds at the start of your turn.
  • Production: Each production building can build one unit per turn. New units can't move or act until your next turn.
  • Capacity: Each owned barracks, factory, base, or airport adds 5 to that building's unit limits (foot, vehicle, or air). Bases add both foot and vehicle capacity. You can't build a unit if you're at the cap.
  • 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, barracks, and bases; vehicles on cities, factories, and bases; air units on airports.

Combat

  • 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. A unit showing 7 HP hits at 70% strength.
  • Terrain defense: Terrain reduces incoming damage by the tile's defense %. Air units ignore terrain defense.
  • Direct combat: Direct-fire units (range 1) attack adjacent enemies. Direct units counterattack when attacked (if they survive the initial hit).
  • Indirect combat: Indirect-fire units (range 2+) attack from a safe distance. They do not trigger counterattacks, and cannot counterattack themselves. They generally cannot move and shoot in the same turn, except for Sniper.
  • Monuments: Each monument you own increases your units' firepower by 10%.
  • Combine units: 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
Base
RPGSlow anti-armor specialist. Can capture buildings.30021
Barracks
Base
SniperLong-range anti-infantry specialist. Can capture buildings. Differs from other indirect fire units in that it can move and shoot in the same turn.50032
Barracks
Base
Light TankFast armored tank.70061
Factory
Base
Heavy TankSlow but powerful tank.150051
Factory
Base
Anti-AirFast autocannon vehicle strong against infantry and air.70061
Factory
Base
ArtilleryCheap artillery vehicle. Cannot move and shoot in the same turn.60052–3
Factory
Base
Rocket LauncherLong-range rocket launcher. Cannot move and shoot in the same turn.130043–5
Factory
Base
SAM BatteryLong-range missile launcher for anti-air. Cannot move and shoot in the same turn.110042–5
Factory
Base
Land TransportFast vehicle that can carry infantry. Gains the attack of the carried foot soldier when loaded.50061
Factory
Base
Transport CopterCarries infantry over any terrain.50061
Airport
Battle CopterVersatile air unit effective against ground units and other copters.90061
Airport
FighterFast air unit specialized against other air units.160081
Airport
BomberHeavy ground-attack air unit.200071
Airport

Tiles

NameDefenseMove costDescriptionVariants
Sea0%
1
Impassable for land units.
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 100 funds each turn. Can repair all ground units.
Barracks20%
111
Capturable. Generates 100 funds each turn. Builds and repairs foot units, and grants 5 foot unit capacity.
Factory20%
111
Capturable. Generates 100 funds each turn. Builds and repairs vehicles, and grants 5 vehicle capacity.
Base20%
111
Capturable. Generates 100 funds each turn. Acts as a combined barracks and factory.
Airport20%
111
Capturable. Generates 100 funds each turn. Builds and repairs air units, and grants 5 air unit capacity.
Monument25%
111
Capturable. Each owned monument increases your units' firepower by 10%. Some maps require you to capture all monuments to win.

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%90%110%180%120%
55%60%115%75%105%90%85%105%175%115%
90%90%130%95%120%105%105%120%195%130%
10%60%60%85%20%70%85%160%110%
5%20%20%60%10%45%60%125%95%
10%65%65%105%50%75%105%125%95%
15%75%75%105%30%85%105%175%110%
25%85%85%105%50%95%105%185%110%
25%85%85%105%50%95%105%185%110%
15%75%75%105%30%85%105%175%110%
15%50%50%120%120%195%120%
10%30%30%120%120%160%110%
75%100%160%
85%100%1110%

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