Mobile Strike is a War-Based game of strategy. Whenever you are attacked or sending an attack you receive a Battle Report to look at. Having the ability to read and understand these to dial in on your next move is critical. This guide will cover report reading and how to set your counter for defending or attack.
Upon opening a report the first thing you want to make note of is the Total Loss. These are in bold red letters. This is where your score comes from whether it’s a win or loss. It will be noted here. Your score will be broken down further as to how many troops were wounded, killed, survived, or poisoned.
The Mech score is noted as HP and HP loss. Below that, you will see how many Mechs and the type of Mech involved in the war. The attacker side has a maximum of 5 Mechs available, whereas the defending base can receive reinforcements allowing for a maximum capacity of 9 mechs including your 4.
Being fully reinforced gives the defending base a significant advantage due to the mech capacity. Rallies happen fast. As soon as you see a war rally coming up, filling or reinforcing as quickly as possible is of the utmost importance. Below this, you will see details of lesser importance. However, if you wish you will see which Commander was active on both sides of the reports, as well as which vehicles were used by the defending and attacking base.
Now that you’ve noted the score and everything listed you can tap on the Battle Details tab to gain a more accurate report of the troops involved. The information found on this page is crucial to the success or failure of the next attack against this base.
Let’s assume the rally attack resulted in defeat, you may be thinking to yourself how is this possible, you are sure to find your answers within the battle details.
The number of troops and the troop type sent by the attacker as well as accompanying Mechs is listed first. Next, you will find the defending base’s troop composition and Mechs including reinforcements. Again going back to our example of a loss, you may find that the defending base has an extreme offset towards one troop type. This is more common than you may think in Mobile Strike due to the nature of strategy and troop-type counters.
This time around you see the defending base has only Tactical troops inside and unluckily you decided to send Infantry troops in this rally. Infantry troops are weakest against Tactical. Tactical troops are weakest against Armour Vehicles and Armour Vehicles are weakest against Infantry troops.
Utilizing Battle Reports
Back to our example. After reading the Battle Details and seeing that the base you attacked is 100% Tactical troops inside you will now know that sending Armored Vehicles will give you the highest chance of victory. So let’s say you’ve established the troop composition and rallied your second attack aimed directly at countering their defense. This time the results are a victory. Congratulations, you’ve just utilized a Battle Report as intended and improved your chances of success in war.
Mechs and Mech HP Loss in Battle Reports
Mechs play an important role in combat. Due to this, players must work on increasing their size and for them to be skilled correctly with enough skill points.
Using an old report as an example I would like to show how this impacts not only the score of the overall rally but also how the points for and points loss are distributed for events such as Nexus, Bunkers, or SvS. This report shows a loss. The loss is 50,246,733 which goes to the attacker in event points and this is terrible. If we look at the highlighted mechs, they are not strong enough hence the massive HP loss is shown in the report of 4,455,161.
Battle Report 1
So why is it important to have strong mechs in rallies, more importantly, Cp events? The weaker the mechs, the greater the Mech loss will be, which in turn results in greater troop loss. Points in out-of-state events are calculated on troop loss and not mech loss, however, any In-State base rallies or Cp, both Mech and troop loss are factored in.
Reports never lie. If you see your Mech or that of a teammate performing badly, encourage them to fill rallies with troops only until the Mech is strong enough to compete at a higher level. But never discourage anyone from participating. We all want to have fun.
This also applies to reinforcing a teammate. Reining mechs can help greatly or hurt the base under attack. One low-powered or zeroed mech could cause the base being attacked to burn whereas if the poor mech had not been sent in to rein, the defender could have a stronger mech to rein in its place. This could drastically change the outcome. Mech losses are calculated individually and not as an average Hp loss.
This rule also applies when attacking. Sending a weak or zeroed Mech will not favor the outcome. As a player, it is up to you to read reports and see how your mechs compare among your teammates. If you are the weak link be proactive about making improvements to your Mech’s strength, to be the best you can be. Knowing where you stand is imperative to be at the top of your game and is sure to give you an advantage on the battlefield.
The below screenshots show a Mech that’s been zeroed in a rally. Also included is an example of a zeroed Mech that was not healed prior to the player sending it to the rally. You will notice that in the image on the left, the Mech with a 0/8225000 HP/HP Lost was the one zeroed in the rally since it has lost HP, showing it had HP to start with. The image on the right shows 0/17 in the HP/HP Lost column showing that it had very little to zero HP prior to it being sent. It is important to note the difference.
Battle Report 2
Your Forces and Opponent Forces
Now let’s look at a report from a defender’s perspective. You’ve just been attacked. Are you on fire or are you smoking? Reports tell you everything you need to know. The two most important lines of this Battle Report are the Attacker’s troop kills and HP loss. For this example, here is a report to show.
The attacker sent 50,944,800 troops, the Mech HP loss, 41,336,862. On the defender’s side, 7,888,406 troops were killed with a Mech HP loss of 32,716. The defender had a total army of 968,445,906 with a total Mech HP 75,781,871.
The result of this rally was a win for the defender. Looking at the attacker side we see the troops sent were all killed, also 3 out of the 4 Mechs sent by the attacker were zeroed, meaning the Commander was almost captured by the defender. The strength of the 4th Mech in this attack saved the Commander. The report shows the total Mech HP remaining of 4,341,792 on the attacker’s side shown below.
Battle Report 3
Now let’s take a look at what seems to appear as a loss but in any Out-of-State event such as any SvS, Nexus, or a Bunker event where the score is tabulated on troop kills alone. The report below shows a total loss to the attacker of 73,705,165 and a loss to the defender of 69,865,302. On the surface, this looks like a win to the defender based on the totals loss. However, we are at an SvS event and must note the troops killed on each side instead. This report shows a troop victory to the attacker since only troop kills are factored in. There are no points awarded for Mech Hp loss at these types of events. You may have heard a teammate say, “well this was a win on points.” This is the type of Battle Report they would be referring to.
Battle Report 4
In the next Battle Report shown, the defender was not strong enough to kill the entire incoming deployment. When looking at the defender’s side. We see minimal Mech HP loss, however, the troops killed was 133,101,333, at a rate of nearly 3 – 1. From this, we can quickly determine the defending base is weak in Attack, Defense, and Health. The weakness in Attack and Health is gleaned from the fact that not all of the Mech HP was zeroed out. We can also tell that the defender’s Defense boosts are too low due to the massive Troop loss.
Battle Report 5
Let’s assume the defender had the most current and up-to-date defensive gear. This tells us the research is lacking. As a defender, if you find yourself on the receiving end of a report like this it’s time to make some improvements. Training a greater number of troops will certainly help, however, be sure you train the correct troop type to keep numbers even. You may have been rallying for the past hour sending Infantry and now you are low on this particular troop type leaving yourself vulnerable to a counter-attack. Adding more boost in the areas of Attack, Defense and Health will have a greater impact on the outcome of future attacks against you.
But please don’t neglect to utilize your Debuffs.
- Combat Shielding – Debuffs your opponent’s Troop Attack.
- Armor-piercing – Debuffs your opponent’s Troops Defense.
- Accuracy – Debuffs your opponent’s Troop Health.
Nine times out of ten, you would be better served by adding boost via Research, Gear, Mods, and Insignias than to simply train more troops and build up your Hq levels.
Sending and receiving attacks with your most suitable Commander for the job is important to note. Please see my Ultimate Guide on Commanders here: https://www.mobilestrikehq.com/misstypans-guide-on-commanders/
Many variables come into play such as which Commander is active and the gear the Commander was wearing. In battles where Commander 2 is leading the rally (most often the case). You will see a line indicating ‘Poisoned Troop’ in the report. These are troops that normally would have been hospitalized, but Commander 2 allows the hospitalized troops to be poisoned and therefore killed. This is a boost found in the Commander 2 skill tree.
It is easy to tell if the player you are attacking is online as typically they heal their troops between hits. When you see that the Hospitalized troops are greater than the number of troops poisoned. This is a sure way to tell the player you are attacking is in fact online and is eagerly awaiting for you to attack them again. This is a good target to walk away from.
But please remember that poisoned troops will also free up the hospital capacity for the next incoming attack and could fool you into thinking they are online when in fact they are not.
You will also notice what Assault Vehicles can be seen in your report. Assault Vehicles are used in both an Attack and Defense combat situation. Players can send up to 2 Assault Vehicles in any rally or solo attack. In a defending situation, you can put up to 5 Assault Vehicles on your wall which are permanently situated there.
Troop Type Counters
What is a counterattack? A counterattack is when you send the specific troop type which is strongest against the defender troop type that has the greatest representation. For example, the defending base has 200 million Infantry, 200 million Tactical and 450 million Armored Vehicles. This base would be Armored heavy. The correct counterattack to send would be Infantry troops. Remember to always set up your attack to go against whichever number is greater among the troop types.
The strategy and art form of troop counters are most evident in the Control Point arena.
- Infantry Troops kill Armoured Vehicles
- Armoured Vehicle Troops kill Tactical
- Tactical Troops kill Infantry
Report reading brings more than just a basic understanding of scoring to the table. It gives you the ability to be a better scout. Share your reports in the Alliance chat and have discussions about them. Study them carefully, look for patterns and you will start to notice that you will gain a better understanding of the game overall. Report reading is an underutilized skill set for many but once understood, Battle reports provide a wealth of information and should be implemented to your advantage at every turn on the battlefield.
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