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Captain's Armored Car II

Captain's Armored Car II is currently the highest level of Armored Car available.

“A powerful raiding vehicle which is able to endure more damage and engage foot infantry better than other raiders.”

The Armored Car is the 5th type of Factory units players can use in the game. A powerful raiding vehicle which is able to endure more damage and engage foot infantry. Considered better than other raiders. Unlocked in the Global Age.

General information[]

The Armored Car along with Raiders are the fastest unit in the game.

Armored Cars are considered a defensive unit for war.

Armored Car deal 3x damage vs. resource buildings. Its favorite targets are resource buildings. It has attack range of 3 and training time in 6 min. It takes 6 troop space.

Usage[]

  • With its movement speed, on offense, it is hard for the Defenders to catch up
  • On defense, one strategy is to put as Defenders in City Center (or Stronghold for Troop Tactics) due to its speed. It can catch up and kill infantry units very quickly in the wide area, while the offensive planes will have a hard time to aim it
  • Offensive planes such as fighters do not do extra damage to Armored cars as they are not classified as tanks, however they can still be effective
  • For war, having an alliance member with upgraded armored cars is a great benefit to the alliance. It's common to fill town centers in war with 4 armored cars along with a mix of bazookas and machine guns. It's also considered a premium defensive Stronghold (SH) unit; assuming the SH has a path out (such as a gate or wall opening)
  • Armored cars, just like Raiders can be used to clean up after your main troops take out the defenses
  • Remember, armored cars are not Raiders. They require oil to produce take up more unit space and do less damage to resource buildings in exchange for more health and better self defense
  • Armored cars have a splash damage radius around the unit they attack (Cone damage)

Counters[]

  • Try using a high hit-points troop to soak up the damage, for example a Heavy Tank while your other units destroy it from a safe distance
  • Armored cars are weak on offense from all defenses
  • Do not send low hit-point units to engage the armored car, if you have no other options surround it as the damage will not splash all of the light units

Visuals []

Statistics[]

Strength Tough raider that does 3x damage vs. resource buildings Strength
Weakness Lower damage multiplier than other raiders Weakness
Favourite target Resource buildings Favorite Target
Damage Multiplier Target Resouces and Infnatry
Damage Multiplier 3x
Range 3 Range
Troop space 6
Training Time 18s


Level Name Age Factory Level HP DPS Damage DPS vs bonus Damage Cost Upgrade Cost Upgrade Time XP Gain Exp
1 Armored Car Mk.1 Global Age 5 5,083 788 2,364 175 - - -
2 Armored Car Mk.2 5,338 826 2,478 185 180,000  10d 1,845
3 Armored Car Mk.3 Atomic Age 6 6,175 910 2,730 210 200,000  12d 2,040
4 Armored Car Mk.4 7 6,825 1,002 3,006 240 220,000  13d 2,130
5 Armored Car Mk.5 Cold War Age 8 7,849 1,152 3,456 260 240,000  14d 2,220
6 Armored Car Mk.6 9 8,635 1,268 3,804 290 260,000  15d 2,305
7 Armored Car Mk.7 Space Age 10 9,067 1,332 3,996 334 275,000  16d 2,305
8 Armored Car Mk.8 11 1,460 4,380 380 280.000  17d 2,400
9 Armored Car Mk.9 Digital Age 12 9,800 1,610 4,830 422 285,000 
10 Armored Car Mk.10 13 11,270 1,860 5,580 464 290,000  2,500
11 Armored Car Mk.11 Information Age 14 11,834 2,046 6,138 510 300,000  18d 2,575
12 Armored Car Mk.12 15 13,225 2,272 6,816 570 305,000  18d 12h 2,650
13 Spearhead Armored Car Drone Age 16 14,475 2,500 7,500 630 315,000  19d? 2,725
14 Spearhead Armored Car II 17 15,750 2,740 680 19d 12h 3,000
15 Captain's Armored Car Automation Age 18 17,025 3,000 730 325,000  20d 3,350
16 Captain's Armored Car II 19 18,500 3,160 9,480 785 330,000  21d 3,500
17 Major's Armored Car Robotics Age 20 19,537 3,308 808 110,000 
100 
3d
18 Major's Armored Car II 21 19,894 3,362 814 111,000 
100 
19 Major's Armored Car III 22 20,251 3,416 819 112,000 
100 
20 Major's Armored Car IV 23 20,608 3,470 825 113,000 
100 
21 Major's Armored Car V 24 20,965 3,524 831 114,000 
100 
4d
22 Major's Armored Car VI 25 21,322 3,578 836 115,000 
100 
23 Major's Armored Car VII 26 21,679 3,632 842 116,000 
100 
24 Major's Armored Car VIII 27 22,036 3,686 848 117,000 
100 
5d
25 Major's Armored Car IX 28 22,393 3,740 853 118,000 
100 
26 Major's Armored Car X 29 22,750 3,794 859 119,000 
100 

Boosts[]

Council Committees[]

  • ?

Council Councilors[]

  • ?

Library Technology[]

Manufactory[]

Parliament Laws[]

  • Military Funding: Factory
    • Reduces all Factory Troop upgrade costs by 500 - 7,000 Oil to a minimum of free

Seasons[]

University[]

  • Sally Ride
    • Armored Car Damage: +2% Armored Car damage (5 levels)

Wonders[]

  • Notre Dame
    • Unit Upgrade Discount: 10%
    • The Heritage at the Library Chapter 2 increases the discount bonus from +10% to +11%.
  • The Versailles wonder confers these bonuses to the Armored Car:
    • Hitpoint boost to both your attacking and defending troops: 10%
    • The Heritage at the Library Chapter 1 increases the hitpoint bonus from +10% to +11%.
  • The Brandenburg Gate wonder confers these bonuses to the Armored Car:
    • Factory unit damage: +20%
    • The Heritage at the Library Chapter 1 increases this factory damage bonus from +20% to +22%.

VIP Bonuses[]

  • Factory Troop Training Time
    • Level 7: 10%
    • Level 10: 15%
    • Level 14: 20%

Others[]

The French get a 20% reduction to training time.