Munitions for troops on defense

WileCoyote

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Do munitions attached to troops apply to defenders as well?

I was under the impression that this was the case, however, I attached a level 1 BDAR to my tanks, and they dont seem to heal. I'm aware that this should only apply when they are stationary.
 

Harlems369th

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Do munitions attached to troops apply to defenders as well?

I was under the impression that this was the case, however, I attached a level 1 BDAR to my tanks, and they dont seem to heal. I'm aware that this should only apply when they are stationary.
So long as the defender that is spawning meets the level requirements for the munition they should receive the same benefits.
 

WileCoyote

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Thanks for the clarification. However, I can now assure you that the healing from BDAR is not working for tanks on defense.

The minimum for BDAR is mk5 tanks. I have four level 17 tank buildings which produce mk6 tanks. Coupled with forest defenders, I have plenty of tanks to observe. I've also assigned the BDAR to some of my defensive towers, and I'm very familiar with observing the healing rate.

Since your response, I've been attacked four more times, and I can't observe any healing going on. I realize that tanks do not tend to remain stationary, so I do understand that brief stoppages may not give me the best result.

Although, I had one exceptionally good opportunity to observe this. I managed to defeat all the attacking troops in a short duration, so all of my defenders stopped moving for the remaining 1m30s of the battle. The attacker just kept using bombers, but no troops. My tanks remained stationary for 1m30s and they were not healing.

I request that you please investigate healing from the BDAR on defensive tanks.
 

chris.dominations

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Do you have the Angkor Wat wonder?
That would be the only way you could get something to heal on defense (you can't donate healers as alliance troops).

At least that's my understand of that Munition, I could be wrong.
 

WileCoyote

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I can see the BDAR healing work on defensive buildings. Why should it be any different for troops?

Why would I need Angkor? The BDAR states +1% heal while stationary. It doesnt describe it the same way as the Drone Amplification, which is augmenting other healing sources.

As I can see it work on buildings, it clearly works in replays because you can't watch defensive battles live.
 
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King Crimson

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Although, I had one exceptionally good opportunity to observe this. I managed to defeat all the attacking troops in a short duration, so all of my defenders stopped moving for the remaining 1m30s of the battle. The attacker just kept using bombers, but no troops. My tanks remained stationary for 1m30s and they were not healing.

I request that you please investigate healing from the BDAR on defensive tanks.
Maybe the healing works while the troops are being attacked? If they're not being attacked, then maybe the need for healing isn't triggered ...

ps: have you found 1% healing effective enough??
 

Jolly the Wise

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The Issue of munitions assigned to troops on defense is one I have been interested in. CS answered the question of healing as follows:

”Hello Jolly,

We are so sorry that it took so long so that we can provide you with the details regarding your question. The Braced Plating Munition can only be applied to the troops, right? If you outfitted the Braced Plating into a troop type that was donated to your village and you have the Angkor Wat wonder placed in your village, then the healing effect of Angkor Wat is boosted for that donated troop type. However, here's the twist, the healing effect is not applied to the defender troops that are spawned from your buildings. They will still receive the Angkor Wat's healing effect but there will be no bonus from the Braced Plating's Healing Received effect.

For example, you outfitted the Braced Plating on your Heavy Tank. Now, your allies donated some Heavy Tanks and you set the toggle on for donated troops to defend your village. When you are attacked, the Angkor Wat's healing effect will be boosted by the Braced Plating when healing the donated Heavy Tanks. However, the wonder's healing effect will not be boosted when healing the Heavy Tanks that are spawned from your Bunkers.

As for your mention that the instant retrain is not working, can you specify what happened when you try to instantly retrain your troops? Did you receive any error message?

Hope this answers your question and we'll wait for your response regarding the instant retrain issue you experienced.

Kindest Regards,”

I then asked whether other lines in other munitions that appear to be useless for defenders are really useless for defenders. Today they confirmed that they are. I had giventhem the following example:

”Another example: “-5% Damage Taken from Defensive Buildings” or “+15% Assault Rally Effect” which are the first and tenth lines respectively of Communications Relay. Spawned defensive troops are not damaged by defensive buildings and an Assault Rally cannot be used on defense. Please confirm that those lines have no benefit if the munition is assigned to a troop type spawned in defense.”

So the takeaway from all this is that, depending on which they are, munitions assigned to troops spawned on defense will not be as strong as if applied to the same troops when used for attack.
 
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King Crimson

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For example, you outfitted the Braced Plating on your Heavy Tank. Now, your allies donated some Heavy Tanks and you set the toggle on for donated troops to defend your village. When you are attacked, the Angkor Wat's healing effect will be boosted by the Braced Plating when healing the donated Heavy Tanks. However, the wonder's healing effect will not be boosted when healing the Heavy Tanks that are spawned from your Bunkers.
This doesn't make sense. In a couple of posts, @Harlems369th confirmed that boosts applied to your units also work on the defending units - so your spawned tanks should get healed. (providing they're at the required level)

”Another example: “-5% Damage Taken from Defensive Buildings” or “+15% Assault Rally Effect” which are the first and tenth lines respectively of Communications Relay. Spawned defensive troops are not damaged by defensive buildings and an Assault Rally cannot be used on defense.
Yeah, this makes sense as 'damage taken from defensive buildings' & 'Assault rally' are related to attacking, not defending.
 

LuSt

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The Issue of munitions assigned to troops on defense is one I have been interested in. CS answered the question of healing as follows:

”Hello Jolly,

We are so sorry that it took so long so that we can provide you with the details regarding your question. The Braced Plating Munition can only be applied to the troops, right? If you outfitted the Braced Plating into a troop type that was donated to your village and you have the Angkor Wat wonder placed in your village, then the healing effect of Angkor Wat is boosted for that donated troop type. However, here's the twist, the healing effect is not applied to the defender troops that are spawned from your buildings. They will still receive the Angkor Wat's healing effect but there will be no bonus from the Braced Plating's Healing Received effect.

For example, you outfitted the Braced Plating on your Heavy Tank. Now, your allies donated some Heavy Tanks and you set the toggle on for donated troops to defend your village. When you are attacked, the Angkor Wat's healing effect will be boosted by the Braced Plating when healing the donated Heavy Tanks. However, the wonder's healing effect will not be boosted when healing the Heavy Tanks that are spawned from your Bunkers.

As for your mention that the instant retrain is not working, can you specify what happened when you try to instantly retrain your troops? Did you receive any error message?

Hope this answers your question and we'll wait for your response regarding the instant retrain issue you experienced.

Kindest Regards,”

I then asked whether other lines in other munitions that appear to be useless for defenders are really useless for defenders. Today they confirmed that they are. I had giventhem the following example:

”Another example: “-5% Damage Taken from Defensive Buildings” or “+15% Assault Rally Effect” which are the first and tenth lines respectively of Communications Relay. Spawned defensive troops are not damaged by defensive buildings and an Assault Rally cannot be used on defense. Please confirm that those lines have no benefit if the munition is assigned to a troop type spawned in defense.”

So the takeaway from all this is that, depending on which they are, munitions assigned to troops spawned on defense will not be as strong as if applied to the same troops when used for attack.
Never trust CS, do your own testing. CS have no clue how their own game functions.

My suggestion is this:

Set up a war base that pushes everything off to one end of the map, crammed into a corner as much as possible.

In the open area put a bunker.

Then make sure you have the increased healing munition equipped and do a friendly battle.

Screen record

Start by dropping a decoy to spawn the heavy tank.

Then use 1 fighter to attack the heavy tank (ideally the heavy tank isnt destroyed)

Repeat the above steps but replace the munition with a level 9 version that doesn’t have increased healing (obviously this is the pain in the butt part because you need a second munition)

Afterwards compare the 2 videos and see if increased healing does have an effect or not.
 

Jolly the Wise

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This doesn't make sense. In a couple of posts, @Harlems369th confirmed that boosts applied to your units also work on the defending units - so your spawned tanks should get healed. (providing they're at the required level)


Yeah, this makes sense as 'damage taken from defensive buildings' & 'Assault rally' are related to attacking, not defending.
Re: your response to the CS answer: CS does not contradict the other player’s posts. Troops spawned on defense do benefit from munitions applied to troops of the same level. The point CS makes though is that not all of the munitions lines apply. For example, you refer to healing, but if a player does not have the Angkor Wat wonder there is no healing provided to defensive troops anyway. Likewise with the examples I gave and other munitions lines.
 

Jolly the Wise

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Never trust CS, do your own testing. CS have no clue how their own game functions.

My suggestion is this:

Set up a war base that pushes everything off to one end of the map, crammed into a corner as much as possible.

In the open area put a bunker.

Then make sure you have the increased healing munition equipped and do a friendly battle.

Screen record

Start by dropping a decoy to spawn the heavy tank.

Then use 1 fighter to attack the heavy tank (ideally the heavy tank isnt destroyed)

Repeat the above steps but replace the munition with a level 9 version that doesn’t have increased healing (obviously this is the pain in the butt part because you need a second munition)

Afterwards compare the 2 videos and see if increased healing does have an effect or not.
Unfortunately the issue of unreliability apples to replays also.
 

WileCoyote

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@Harlems369th , can you please confirm if defensive troops, such as tanks, will receive healing from the BDAR. With or without the Angkor. If there are other constraints, then please advise.

I have sufficient troop level to attach the BDAR, and my tank depots are high enough level.

This thread has gone astray from my original question. I can understand that the Braced Plating or Field kit needs the Angkor, because it says 'Healing received +10%', but that is different than the BDAR which states 'Heals while stationary +1%'. This is very different terminology and different values.
 

King Crimson

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Re: your response to the CS answer: CS does not contradict the other player’s posts. Troops spawned on defense do benefit from munitions applied to troops of the same level. The point CS makes though is that not all of the munitions lines apply. For example, you refer to healing, but if a player does not have the Angkor Wat wonder there is no healing provided to defensive troops anyway.
Of course there's no healing if there's no Angkor Wat - duh! :mad:
CS doesn't talk about the healing effect when there's no Angkor Wat, do they?? You say "if a player does not have Angkor Wat ..." - yet the CS response clearly mentions the wonder:
"However, the wonder's healing effect will not be boosted when healing the Heavy Tanks that are spawned from your Bunkers". This is what doesn't make sense.
Of course, you can continue to argue with me or you can refer to Harlem's reply earlier in this very thread:

"So long as the defender that is spawning meets the level requirements for the munition they should receive the same benefits"
 

King Crimson

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This thread has gone astray from my original question. I can understand that the Braced Plating or Field kit needs the Angkor, because it says 'Healing received +10%', but that is different than the BDAR which states 'Heals while stationary +1%'. This is very different terminology and different values.
We can all agree that these are 2 very different munition boosts but you didn't help things when your post from CS mentioned Braced Plating, not BDAR. Not sure why they would answer about the Braced Plating if you asked them about BDAR.
Anyway, assuming you're after an answer for BDAR, it would be good to get clarification if "healing while stationary' needs a healing source.
 

WileCoyote

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Yes, I am seeking an answer about the BDAR only, for defensive troops. @Harlems369th

As King Crimson mentions, does 'Heal while stationary' require a healing source? (e.g. Angkor Wat)

Are there any other constraints? (Aside from troop level)
 

Harlems369th

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Yes, I am seeking an answer about the BDAR only, for defensive troops. @Harlems369th

As King Crimson mentions, does 'Heal while stationary' require a healing source? (e.g. Angkor Wat)

Are there any other constraints? (Aside from troop level)
First, so long as your unit is of the required level for the munition it does apply to your defending units.

You do not need a healing source for the healing benefit from BDAR to work. However, after a review of the information forwarded by the CS Team, while the BDAR Munition does heal your Tanks when they are standing still, unfortunately, the health bar above the unit is not moving which leaves no way to confirm it's working at a glance. This is also the case for the Assault Vehicle spawned from the Armored Ambush Traps.

The team is aware of this bug but will need time to work on it. For now, the Munition is working but you will not be able to visually tell that it is doing so.
 

King Crimson

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First, so long as your unit is of the required level for the munition it does apply to your defending units.

You do not need a healing source for the healing benefit from BDAR to work. However, after a review of the information forwarded by the CS Team, while the BDAR Munition does heal your Tanks when they are standing still, unfortunately, the health bar above the unit is not moving which leaves no way to confirm it's working at a glance. This is also the case for the Assault Vehicle spawned from the Armored Ambush Traps.

The team is aware of this bug but will need time to work on it. For now, the Munition is working but you will not be able to visually tell that it is doing so.
Thanks for the clarification. The manufactory is a great addition to the game and while there might still be the occasional hiccup or clarification required, we appreciate you taking the time to explain.
I think it's preferable to have such an in-depth building - that might need additional effort - than a simple set-and-forget type of building.
Now, where did we land on additional production slots for earlier ages? 😄
 
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