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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 TroopSpace
Training Time 6m Clock


Level Name Age Factory Level HP Health icon DPS Damage DPS vs bonus Damage Cost Oil icon Upgrade Cost Oil icon Upgrade Time Clock 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
15 Spearhead Armored Car Drone Age 16 14,475 2,500 7,500 630 315,000 19d? 2,725
16 Spearhead Armored Car II 17 15,750 2,740 680 19d 12h 3,000
17 Captain's Armored Car Automation Age 18 17,025 3,000 730 325,000 20d 3,350
18 Captain's Armored Car II 19 18,500 3,160 9,480 785 33,000 21d 3,500

Boosts[]

Council Committees[]

  • ?

Council Councilors[]

  • ?

Library Technology[]

  • Microprocessor
    • Ch. 3 = Reduce unit's training time by 10%
    • Ch. 4 = Reduces the research time of Armory research by 5% .

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.

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