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Umbaglo

Chapter 5

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Chapter 5: Combat

Most activities in the SimChamber involves mecha combat. This section will provide a step by step guide on how to actually start a combat in the SimChamber.

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Agree to Stipulations and Queue Battle

In order to actually have a battle started, you need to have an opponent. You may challenge other players of the SimChamber by posting in the various threads in the SimChamber Application Board. You may also create your own thread so other players can challenge you. Before starting a battle, all participants must agree to various stipulations regarding the battle. This includes the mecha (or ranks of mecha) you're using, the terrains you'll be fighting in, the battle objectives players will fight over, the items participants may use, and various other conditions that may be stipulated for the current fight.

After doing so, you must queue your fight in either the SimChamber Wars Queue Thread or Duel Arena Queue Thread and wait for your fight to be opened by the moderators. Remember that the moderators are human, just like you, so if your fight is not opening as quickly as you anticipate, while we generally don't mind a friendly reminder, please refrain from excessively begging moderators to open your fight.

Edited by Mechalomaniac

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Types of Fights

There are three main fight types in the Simchamber. These are:

  • SCW (Simulation Chamber Wars)
  • DA (Duel Arena)
  • VS (Virtual Stadium)
Simulation Chamber Wars

SimChamber Wars is an ongoing battle between various factions, with missions that can be undertaken by pilots to earn rewards. Teams compete in missions against one another to achieve objectives while preventing their opponents from achieving theirs. Upon completion of the battle, players are rewarded with credits, XP, and Blue Stones, a special type of currency which can only be earned through participating in SimChamber Wars battles.

To set up a Simchamber Wars battle, first determine which players will be participating in the fight on both sides. You can look for open challenges in the SimChamber App Board or make an open challenge there yourself. Next determine what type of battle you wish to engage in. Most Simchamber Wars battles only allow for two sides to do battle. Choose allowed unit ranks, item ranks, and a battle map for the battle. Then apply for the battle using the format described in the SCWAB. Your battle is then queued and will be opened as soon as there is an open slot.

If the SimChamber moderators believe that a battle is being pointlessly drawn out, they have the authority to intervene to either "shake things up" or to hurry things along. This can include recharging EN or Ammo, changing the terrain, adding extra foes, or instituting additional fight stipulations, among other things.

Duel Arenas

Duel Arenas are brawls where players fight for credits, experience, and glory. Most arena battles are simple affairs where two or more players have their units fight to the finish. To participate in an arena battle, check the SimChamber App Board for open challenges or make one of your own. Once the participants have been determined, choose allowed unit ranks, item ranks, and your battle map. Finally, make an application using the form shown in the App Board and queue your fight. Your fight will be opened by a fight moderator as soon as there is an open slot.

Arena battles can also have additional stipulations applied to the battle so long as they are agreed upon by both parties and approved by the fight moderator.

Virtual Stadium

The Virtual Stadium is for event matches. Any items or units you might use in a Virtual Stadium event are not considered "in use" and thus can be used elsewhere while the event is still ongoing. The specifics of the event are determined by the event GM before hand. Event application threads will usually be posted in the SimChamber Applications Board Link, and applications may be made there. Entry into an event is at the discretion of the event's GM.

In addition to GM'd events, there are also mini events available, known as side quests.

Edited by Umbaglo

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Submit Deployment

So you've got some mecha, you've chosen an opponent, and you've queued a fight. But now that it's been opened, what do you do? This is where you deploy into the battle. There's 2 main forms of deployment, Blind and Open, which this thread will outline.

Blind Deploy

Blind Deploy is the only deploy method for SimChamber Wars, and is the default method for Duel Arena or Virtual Stadium battles. It is called "blind" because in this method, no player knows what the others are bringing until the battle begins. Within Blind Deploy, there is also 2 different styles of deployment; Blind Unit and Open Unit. The difference between these schemes is that in Open Unit, both players declare the unit they will use in the battle, while in Blind Unit, the players only list a range of units (such as "Any Mobile Suit", "Any Rank 10 or lower", etc), with no player knowing what is chosen until the battle begins.

So how exactly do you deploy, then? In order to deploy, each player must send a Private Message to the fight mod who opened their match containing the pilot class(es) of the unit(s) used, the unit(s) used, and any items installed on those units. Once all players have sent their deploy message to the fight mod, then the moderator will repost the deploys in the fight thread in the order received, and then start the fight.

Open Deploy

For the most part, Open Deploy is the same as Blind, the only difference is that instead of sending their deploys to the fight mod, they post it directly into the fight thread. Once all players have deployed, the fight mod will start the fight. Do note that participants do not reveal their available Will Commands to their opponent, and must still send them to the fight moderator.

In Duel Arena and Virtual Stadium matches, Open Deploy is an optional deploy method that can be chosen by the players or event GM.

Regardless of which deployment method being used, all players will deploy as the base forms of whatever units they are using, however they will state what form they are actually starting combat as. For example, if a player wanted to deploy as Getter-1, they actually deploy as Eagle Machine, Jaguar Machine, and Bear Machine (placing items and pilots as desired), and just say that they are deploying as Getter-1 (following the appropriate Combine rules). If a player wanted to deploy as Aile Strike Gundam, they actually deploy as Strike Gundam, and just state that they are using the Aile pack. This also allows a player to deploy in any (Transform) or Change To ability, should it be legal for the player to use that mode without any requirements in the current battle (such as Charge, remaining Evolution Point requirements, or terrain limitations).

Remember to not take too long in deploying in your fights because if you do so, you will get a Prone penalty. This will be explained in further detail later in this chapter.

That's really all there is to deploying. So go forth and send your forces to defeat your enemies!

Edited by Mechalomaniac

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Combat

Once you get into battle, each unit must then take its' turn at the appropriate time. A turn for a single unit is broken down into a number of separate action "phases", some which are optional and some which are mandatory.

The exact phase order to carry out fights are as follows:

1. Regeneration Phase (#F5F5DC)

This phase, at the very beginning of the unit's turn, serves as the location where regenerative/degenerative abilities are resolved. If you are the recipient of a Repair or Resupply ability, it is resolved in this phase. Similarly if you are under the effect of a Burn status effect, this is where you lose HP. In this phase, you also gain Morale every turn. Pilots gain a base morale of 5, but this can be modified by their class, skills, or other effects placed upon them.

Another thing to note is that Terrain based regeneration is treated separately from the regenerative ability that comes from a unit's inherent or an item.

In addition, all Charge abilities (such as Psychoframe or Satellite Cannon) gain a charge counter in this phase.

In summary, the Regeneration Phase is where you

  • Regenerate or degenerate HP/DP/EN/SP/AP
  • Receive the effects of Repair and/or Resupply
  • Gain 5 Morale (plus any extra from abilities or skills)
  • Gain 1 Counter for chargeable abilities
  • Apply any ability or effect that applies at the beginning of your turn.

Spirit Command Phase (#FFC0CB)

This is the phase where you use any Spirit Command abilities you may have, be they from your main pilot, a sub-pilot, or a sidekick. SP is deducted from your total SP at this point based on the cost of the Spirit Command(s) used.

In this phase, your main pilot can also use Will Commands. Morale will then be deducted from your total Morale based on the cost of the ability.

In summary, the Spirit Command Phase is where you

  • Use Spirit Commands
  • Use Will Commands

Defense Phase (#0000FF)

In this phase, you resolve all the attacks your opponent(s) launch against you. This includes attacks that are specifically targeted at you, or any MAP Attacks that you are within range of (this includes MAP Attacks from allies!). You must resolve each incoming attack separately, and may choose to resolve each incoming attack using different means, however all must be resolved in the order they were fired in.

There are two primary means of resolving attacks during the Defense Phase: they are to Take the attack, meeting it head on and potentially accepting HP damage, or to Dodge the attack, avoiding it entirely, but depleting your DP reserves instead.

When you take an incoming attack, you may take into account all your Damage Received modifiers. Please note that you do rounding only at the END of all calculations. As welll, to make accounting easy, you may add together all hits of an attack phase together before doing the following calculations if desired, though you cannot if the attack includes damage types that your special defenses cannot work against except if you choose to not use that defense against the entire attack phase.


The specific order in calculating the amount of damage you receive is as follows:

1. Take Attack
First, you must take into account the incoming attack damage.

2. Resolve Terrain Effects
After that, you may pay a terrain's Cover cost to apply various Damage Received effects from the terrain. This includes "Buildings: All players gain: Damage Received -10%." and "Liquid Ice: Damage dealt by (B)-type damage targeting a unit in this terrain is reduced by 75%."

3. Resolve Blocking
You may then choose whether to Block or not. If you choose to block ALL damage received this turn is automatically reduced by 30%. If you Block, then you lose your first Attack Phase this turn. You may not Block and Evade in the same turn.

4. Resolve Spirit/Will Command Effects
Spirit Commands like Resist and Iron Wall and Will Commands like Knock Away can be used to reduce damage received, however, only the highest single source applies (IE if you cast Resist Lv1 and Iron Wall Lv1, you can only benefit from either the -75% granted by Resist). This does not affect any Spirit Command or Will Command that states how many times, or when, it can be used in a turn (IE, if you had two different abilities that could apply in this phase that both say they only work against the first attack received in a turn, then the second one is wasted and does not apply to any attack).

5. Resolve Barriers/S Barriers/Armors/S Armors
If your unit has Barrier, S Barrier, Armor, or S Armor abilities that can be applied against the incoming attack, their negation values are all added together as appropriate and then applied to reduce the incoming damage (IE if a unit has a Barrier that negates 2000 damage and an Armor that negates 1000, then an incoming attack would be reduced by 3000 damage during this stage). In the event that the order of negation is important due to specific ability wordings or the way the attack needs to be calculated, the order is: Barrier, S Barrier, Armor, S Armor.

6. Resolve Temporary HP
Effects and abilities that grant Temporary HP when you are attacked give their values here, and they are added to the available pools of Temporary HP that can be used to absorb incoming damage. If a pool of Temporary HP is chosen to absorb damage, it must be fully depleted before any remaining damage can be absorbed by another pool or by your unit's HP.

After resolving all these steps, you subtract the value of damage you receive from your current HP. The minimum damage you can take, per hit, is 10. The only exception to this rule is if fixed value reductions (such as Barriers) would reduce the damage to 0 or less, in which case the attack is considered negated. If your unit's HP is less then or equal to 0, it is considered to be destroyed.

If you do not want to take the attack, you may choose to Dodge it instead. To calculate your Dodge Cost, follow the steps below:

1. Declare Dodging
First, you must declare that you are dodging the attack.

2. Resolve Terrain Effects
After that, you may pay a terrain's Cover cost to apply various Dodge Cost effects from the terrain, such as "Deep Pressure: All players gain: Dodge Cost +50%." are taken into account.

3. Resolve Evade
You may then choose whether to Evade or not. If you choose to evade ALL accuracy received this turn is automatically reduced by 30%. If you Evade, then you lose your first Attack Phase this turn. You may not Block and Evade in the same turn.

4. Resolve Spirit/Will Command Effects
Spirit Commands like Flash and Boost and Will Commands like Countercut can be used to gain additional Dodge Cost modifiers, however, only the highest single source applies (IE if you cast Flash Lv1 and Boost Lv1, you can only benefit from either the -75% granted by Flash). This does not affect any Spirit Command or Will Command that states how many times, or when, it can be used in a turn (IE, if you had two different abilities that could apply in this phase that both say they only work against the first attack received in a turn, then the second one is wasted and does not apply to any attack).

5. Resolve Illusion/Thruster Abilities
If your unit has Illusion, S Illusion, Thruster, or S Thruster abilities that can be applied against the incoming attack, their negation values are all added together as appropriate and then applied to reduce the incoming accuracy (IE if a unit has an Illusion that negates 2000 accuracy and a Thruster that negates 1000, then an incoming attack would be reduced by 3000 accuracy during this stage). In the event that the order of negation is important due to specific ability wordings or the way the attack needs to be calculated, the order is: Illusion, S Illusion, Thruster, S Thruster.

6. Resolve Temporary DP
Effects and abilities that grant Temporary DP when you are attacked give their values here, and they are added to the available pools of Temporary DP that can be used to absorb incoming accuracy. If a pool of Temporary DP is chosen to absorb accuracy, it must be fully depleted before any remaining accuracy can be absorbed by another pool or by your unit's DP.

After resolving all these steps, you subtract the value of accuracy you receive from your current DP. The minimum accuracy you can take, per hit, is 10. The only exception to this rule is if fixed value reductions would reduce the accuracy to 0 or less, in which case the attack is considered negated. If your unit does not have enough DP to cover the incoming accuracy, then you cannot dodge the attack.


You may also have additional special defensive measures available to you during this phase. Please refer to these specific abilities for details on how to make use of them.

The final action you may take in the Defense Phase is Support Defense. Support Defense is the act of taking damage for an ally. To do this, you must first resolve all incoming attack phases directed at you before being able to do so. When Support Defending, you may not Dodge or use any Evasive Abilities, and you must take all the attacks directed at whoever you are support defending. You may only support defend one ally per turn, unless you have Pilot Skills which allows you to support defend more allies. All allies that you support defend must be within the same Terrain as yourself, unless an ability specifies otherwise. And finally, regardless of the situation, you cannot support defend against attacks you performed against the target.

In summary, the Defense Phase is where you:

  • Take and/or Dodge attacks.
  • Block OR Evade
  • Countercut and/or Countershoot attacks.
  • Use Evasive Secondary Defenses
  • Initiate Support Defense from or to allies.

4. Item Phase (#FFFF00)

This is the phase where you can use items to recharge your mech's status during the fight. In this phase, you may use Perishable Items such as Repair Kits and Spare Batteries.

In summary, the Item Phase is where you:

  • Use Perishable Items.

5. Transformation/Movement Phase (#A52A2A)
This phase deals with any transformations or movements you may deal with. If your unit has multiple (Transformation) abilities, you may use one of them in this phase, and/or you may move from one terrain to another adjacet one, gaining the new terrain's effects. To move to another terrain you must pay 5 EN. Not only that, you may also choose to Retreat from the battle in this phase in fights that allow it.

In summary, the Transformation/Movement Phase is where you:

  • Use Transformation Class abilities.
  • Move to another terrain.
  • Retreat from the battle.

6. Special Phase (#ADD8E6)
This phase covers many things which may not fit into other sections. This phase is primarily for activating unit or pilot abilities, such as Guard or Zero System, though there may be abilities that do not state when they go into effect, in which case they are resolved here.

In summary, the Special Phase: is where you:

  • Activate pilot skills or mech abilities.
  • Resolve unspecified abilities.

7. Summon Phase (#00FF00)
If your mecha has the ability to Summon units, it is resolved in this phase. Refer to the Summon Ability and Summoning Units for more details on this ability. This is also the phase where you may Unsummon your units, and Resummon/Respawn your destroyed summoned units.

In summary, the Summon Phase is where you:

  • Summon units
  • Unsummon units
  • Resummon units

8. Attack Phase (#FF0000)

Perhaps this is the all time favorite of all the SC turn phases. The name is self explanatory; you launch your offense to opponents here. What's not so obvious is that the Repair and Resupply unit abilities are also used in this phase. If you use either of these abilities, they are considered to be your attack phase for the turn, thus you cannot also attack unless you have the capability of performing multiple attack phases.

To perform an attack, you must:

1. Declare Attack
First you must state the weapon you are using, and the target of your attack. This may be a single or several opponents, or even allied units.

 

2. Calculate Hissatsu Modifier

If you are using a weapon with the (H) tag, calculate the bonus (or penalty) granted due to your Morale before all other modifiers.

3. Calculate Attack Modifiers
As effects that will affect how much damage you do with an attack do not change that often, you may perform this calculation early and simply refer to these values as needed. List all effects which increase or decrease Weapon Damage and Weapon Accuracy, including such things as Pilot Abilities, Items, Unit Inherent Abilities, or Spirit Commands and Will Commands, and also add them together. The final modifier is then listed in the attack phase next to the weapon. This is because some effects only apply in certain circumstances, which may change if the target suddenly changes after the attack is made.

The maximum possible modifier in this phase is +100% from Attributes, +100% from generic modifiers, unlimited non-percentile modifiers, and unlimited from Spirit Commands or Will Commands. However, only ONE Spirit Command or Will Command modifier may apply per turn, while there is no such limit on any other source.

 

In the event that you have both percentile (IE +100%) and non-percentile (IE +100) modifiers on the same attack, apply non-percentile modifiers first, and then apply the percentile modifiers afterwards.

4. Resolve Special Weapon Effects
Once the modifiers have been applied to the weapon, you then apply any special effects that weapon may have, for example adding additional hits/resources due to (X) or (V) tags, or a special modifier due to the intended target.


In summary, the Attack Phase is where you:

  • Attack opponents (or even allies!)
  • Repair an ally
  • Resupply an ally

9. Statistics Phase (#008000)
The final part of the fight sequence isn't technically a phase, but this is where you record all appropriate mech and battle statistics. Your current HP, EN, DP, AP, Ammo count and other relevant abilities will be recorded here, as your current status is at the end of your turn.

In summary, the Statistics Phase is where you:

  • Note down all relevant battle statistics as they are at the end of the turn

.

A typical Phase Sheet is located below:

REGENERATION PHASE:
HP Regen:
DP Regen:
EN Regen:
Song EN Regen:
SP Regen:


SPIRIT COMMAND PHASE
Spirit Command(s) Used:
Effects:
SP Used:



DEFENSE PHASE:

Attacking Weapon:
Action Taken:
Damage Taken:
Resources Spent:


ITEM PHASE:
Item Used:
Item Effects:


TRANSFORMATION/MOVEMENT PHASE:
Current Form:
New Form:


SPECIAL PHASE:
Abilities Activated:


SUMMON PHASE:
Units Summoned:


ATTACK PHASE:

Weapon Used:
Target(s): You!
Damage Modifiers: Total Modifier%

  • Modifier 1
  • Modifier 2

Accuracy Modifiers: Total Modifier%

  • Modifier 1
  • Modifier 2

Other Modifiers: Non-damage/accuracy modifiers (+CC Cost, etc)
Resources Spent:


Statistics:

HP: (Temp HP 1:) (Temp HP 2:)
DP: (Temp DP 1:) (Temp DP 2:)
EN:
AP:
SP:
Morale:
Current Form:
Current Terrain:
Perishable Items:

Weapons:
List rounds left on particular weapons, if applicable.

Bounties:
List of enemy units killed.

Edited by Umbaglo

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The Prone Penalty

Each fight has a Prone time limit, in order to keep fights moving as swiftly as possible. you take too long to deploy in a newly opened match (or submit an improper or illegal deployment), or if you wait too long to take your turn, you will suffer what is known as the Prone penalty. The moderators will act ruthlessly and without restraint when they see someone who is about to Prone in a fight, so you'd better make sure you don't try to play any kind of stall tactics with us! The prone time limits differ by the type of fight you are in, and are set by the SC mods upon opening the fight, and are (generally) as follows:

  • 1 v 1: 24 to 48 hours
  • 2 v 2 to 3 v 3: 48 to 72 hours
  • 4 v 4+: 72 hours
What Happens When You Prone
  • You forfeit your turn. No attacking, no casting Spirit Commands, nothing.
  • You forfeit ALL REGENERATION abilities for that turn. Your regeneration will continue as normal when your normal turns resume, of course.
  • All turn timers are paused for the proned turn. For example, you had one turn left for your Satellite Cannon Charge, but you proned. When you come back, you have to continue charging as if you didn't take the last turn at all. This penalty includes all diminishing-cost abilities (Zero System, Pile Formation, Guard, etc) as well. Again, it's as if that turn never happened at all.
  • On the turn you resume, you have to accept ALL of the attacks that would have hit you on your proned turn, and all attacks are treated as they were on the proned turn. For example, your opponent shoots you with an EXAM System-modified attack, and then you prone. When you resume and accept that attack, it's still, for all intents and purposes, considered EXAM-modified, even if your opponent's EXAM has been deactivated. Defenses that affect an entire turn are also affected by this, so effects like Evasive Maneuver or Impervious will only negate one of the turns' worth of attacks (however, in this case, you may decide which turn). MAP type weapons which may have hit you had you had posted last turn also carry onwards into your next turn. Should multiple people prone against a MAP weapon, then the MAP continues through the proned people like normal until it reaches it's hit limit. For example, if one team had 4 members and was shot with an (I:3) and 2 members proned, then the first of the 2 proned members to post again next turn will have to handle the last of the MAP.
  • Upon your second prone, you are automatically destroyed as if you were defeated by an opposing player, awarding your bounty as per normal (if applicable). You forfeit all Credit and XP rewards, as well as any other special rewards that you may have received, even if your team wins. Evolution points are forfeited as well. For the purposes for Achievements or abilities, a unit which is defeated in this manner is considered to have been killed by all members of the opposing team.
What if I won't be available because I'm going to visit my relatives somewhere!?

There are times when you may not be around to participate in the Simchamber for various reasons. Exams, your cousin's wedding, you're planning to be drunk, or you just generally don't feel like being around. For those times, we have the Away Thread. If you will be unable to participate in Simchamber activities for an extended period of time, simply post in the Away Thread located in the Pilot Lounge stating that you will be Away, and for approximately how long you expect to be away. During this time, all of your fights will be frozen, and you will not suffer the Prone penalty until you return. Take note, though, that the fight mods will typically not post that a match is frozen or reopened, so it is up to you to post back in your fights as soon as you return.

That's about it. Keep in mind that time limits and penalties MAY be changed as per fight stipulations, but this may either enhance or hamper the effectiveness of The Prone, and of course must be agreed upon by all parties involved in the fight.

Edited by Mechalomaniac

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The Conclusion of Combat

Fights in the SimChamber earn you a number of prizes including credits, pilot experience, and unit experience. Take note, however, that the rewards listed here are guidelines only. If all things in a battle go well, you will most likely see rewards similar to what's listed here. However, based on your fight's progression you may get more or less then the "standard" prize. So always perform to the top of your ability and give everyone a good show!

In a Simchamber battle, players earn rewards based on the specific mission they are participating in. Most missions will have a base reward for participating in the battle, and additional rewards given based on a number of goals completed or number of enemy kills. For example, take the following mission:

Base Assault:

One faction must defend a base from attackers until reinforcements arrive to defend their position.

Teams: 2

Units per Team

* Attacking Team: Up to 6 Units.

* Defending Team: Up to 4 Units + 3 Defense Turrets + 5 Base Buildings

Time Limit: 3 weeks or when the base is completely destroyed.

Rewards: 100 Credits, 100 XP, and 50 BS. +10 Credits, 10 XP, and 5 BS per (non-building) enemy kill.

* Attacking Team: +50 credits, 25 XP, and 10 BS for each building destroyed.

* Defending Team: +50 Credits, 25 XP, and 10 BS for each building remaining at the end of battle.

In the above example, suppose the attacking team destroyed one of the defending team's units, and three of the five base buildings. Meanwhile the defending team destroyed half of the attacking team.

The attacking team would get 100 Credits, 100 XP, and 50 BS simply for participating. They would receive 10 more Credits, 10 more XP, and 5 more BS for destroying one of the opposing team's units. Finally they would receive 150 credits, 75 XP, and 30 BS for destroying three of their buildings. In total each member of the attacking team would earn 260 credits, 185 XP per pilot, and 85 BS.

The defending team would get 100 credits, 100 XP, and 50 FP for participating, 30 credits, 30 XP, and 15 FP for destroying three of the attacking team's units, and 100 credits, 50 XP, and 20 FP for the two surviving buildings. In total the defending team would earn 230 credits, 180 XP per pilot, and 85 DP for their faction.

Units that combine in the middle of battle reward kills based on the number of components deployed originally. For example if one deployed Eagle Machine, Jaguar Machine, and Bear Machine, then combined to Getter-1 in the middle of battle, destroying Getter-1 would count as three units for the purpose of credit rewards. If Getter-1 was deployed from the start, then destroying Getter-1 would only count for a single unit kill.

A unit is considered to be defeated when it and all alternate forms are reduced to 0 HP (IE Separate). If a unit that has been defeated returns to combat through whatever means (such as the Resurrect spell or using Self-Revival), it does not reward its kill value a second time. If a unit is defeated through "friendly fire," (IE killed by a player on their own team) then their team instead loses the rewards that unit would have given. The final prize cannot go under 0 Credits or XP because of this.

A player may have one or more of their units retreat or surrender, in which case it is considered killed for the purposes of mission goals.

All players must make it clear which enemy unit destroyed them if they are defeated in order to make end-of-battle accounting easier. Failure to do so will likely result in the fight mod giving you less money then you might otherwise have earned, so consider yourself warned.

Don't forget you also get unit experience points from fighting in most SC battles. Each unit gains a number of Unit XP per battle equal to their current whole number rank. For example, a Rank 4 unit earns 4 Unit XP per battle. This Unit XP is then tracked in your CD, and can be spent on any of your units to rank them up.

Edited by Umbaglo

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