UNDERSTANDING BATTLE
The first thing you need to know, is how your troops move. Your speed rating reflects two things on the battlefield, which units move/attack first, and how far they move in relation to the battlefield.
Picture the battlefield as a grid of hexes. The infantry unit has a base speed of 150. This means he can move 150 hexes in one turn. The speed also affects how quickly he can move. When an infantry unit and a cavalry unit are facing off on the battlefield, their two respective speed ratings are compared to each other. The cavalry unit, possessing a base speed of 300, moves and attacks before the infantry unit, as it has a higher speed rating.
The infantry unit will not move or attack until the cav has. This means that if there are 300 spaces between the cav and the inf, and they both move forwards, the inf will not gain any ground because the cav has already moved face to face with him, and is blocking the road. Use the guide on
this forum entitled, Modified Troop Ratings(MTR)(viewtopic.php?f=59&t=6431) to determine your speed. Compare your marching tech to the corresponding speed modifications found on the MTR list. Add the points specified for that troop type for every point spent on the speed attribute/equipment. So…
• According to the guide, lets say you have maxxed your Marching tech, your Modified Speed Rating (MSR) for your infantry unit is 195
• Lets say you’ve also maxxed the Speed Attribute, and have equipped a Level 15 Horse and a level 15 Manual, youre speed attribute will read as ‘100+45’
• Add these two numbers to arrive at 145, for your attribute rating
Now using the guide, give yourself +1.5 for every one of those attribute points
• 1.5 x 145 = 217.5 Ignore the decimal value and add this result to your MSR
• 217 + 195 = 412 This is your new MSR for the infantry unit.
It also happens to be the max speed that the infantry unit will ever attain, and it means on every battlefield, the infantry unit will move 412 hexes with each turn. It also means your inf will move faster and further than an unmodified cavalry unit.
Using this information, it is easy to predict the outcome of an NPC fight such as a fort or an oasis, but it becomes trickier when fighting against a human opponent whose stats will vary and be unknown to you.
Lets take the next step of commanding properly into consideration…How is damage dealt?
Using the MTR guide, in the same way as you did for speed, lets calculate the attack power of an infantry unit with max attack skill and an attack attribute of 85=45(lv15 sword and manual)
• Level 10 Attack Skill will give our little guy a Modified Attack Rating (MAR) of 90
• Add to this 0.37 points per 1 point of Attack attribute and equipment
• 90 + 0.37 x 130 = 138.1
Ignoring the decimal, our infantry unit now packs quite a punch with a MAR of 138! But how does this equate to killing stuff? Lets pit our infantry unit against another infantry unit and see what happens…
We’ll say the defending infantry unit has not distributed any of his points to Defense attribute, nor does the poor little guy have any equipment or skill. If he did, we would modify his defense in the same way we did for speed and attack, but since he has no modifiers, we will use his base defense of 75.
• Add to this his Life rating, which is 150 and we find how much damage he can withstand before kicking the bucket, or his Modified Defense Rating (MDR)
• 75 + 150 = 225
So now we have an attacking infantry unit with a MAR of 138, going toe to toe with a defending infantry unit with a MDR of 225…
• Divide the MDR by the MAR to find how many infantry units it will take to kill our defender
• 225 / 138 = 1.63
It will take 1.63 of our infantry units to kill one of these defending infantry units. Additionally, since we only have one infantry unit deployed on both sides, the defense will withstand the assault, albeit with decreased MDR. Therefore, he will counterattack with any units who have survived the attack, in this case, only one unit.
So to determine the counterattack, we repeat all these steps for finding our attackers MDR, and our defenders MAR, and damage is dealt accordingly.
Since the defender was not killed, he still gets to complete his turn, getting his regular attack after damage is dealt from the counterattack, because the counterattack does NOT count as his attack for the turn!!
Fairly simple right? Well it gets a little more complex, I’m afraid. Each unit has a specific strength or weakness when attacking a certain unit type.
They are as follows and are calculated from the Base Attack of a unit:
• Infantry +150% vs Cavalry/ +120% vs Catapults
• Cavalry +120% vs Archers/ +150% vs Catapults
• Archers -23% vs Infantry/ -80% vs Turrets
• Catapults -210% vs Turrets/ Cannot be hit while moving backwards/ Speed is NOT used for battle purposes when stationary
In the layman’s terms:
• Infantry +112 vs Cavalry/ +90 vs Catapults
• Cavalry +210 vs Archers/ +262 vs Catapults
• Archer -13 vs Infantry/ -48 vs Turrets
• Catapults -210 vs Turrets
Using this information, we find that in terms of Base Stat Ratings:
• 1 Infantry unit can kill 0.35 inf/ 0.53 archers/ 0.11 cav/ 0.47 cats
• 1 Cavalry unit can kill 0.8 inf/ 2.6 archers/ 0.27 cav/ 0.81 cats
• 1 Archer unit can kill 0.22 inf/ 0.43 archers/ 0.09 cav/ 0.11 cats
• 1 Catapult unit can kill 1.4 inf/ 2.2 archers/ 0.48 cav/ 0.6 cats
Knowing this, we must now take a look at prestige…
Every time you kill a unit, you gain prestige towards a total battle score, credited to you upon victory. The way it is calculated is as follows:
• Inf = 1 prestige
• Arch = 2 prestige
• Cav = 4 prestige
• Cats = 10 prestige
Additionally you are deducted the same amount multiplied by a weighting coefficient based on level difference, for every one of your units that is killed by the enemy. The weighting coefficient is simply the difference in level between your general and the enemies.
Now using this information, it becomes clear what units are more valuable than others and for what reasons. Cats are generally considered the most valuable due to their devastating attack and high resource cost, while inf are pretty much fodder for the enemy, due to cheap production and low prestige value. For this reason, whenever one of your troops must die, you should try and make sure it’s your infantry. We will get to these situations later, when we deal with specific strategy, but for now, you can assume the strength/value of your units is as follows:
• Catapult
• Cavalry
• Archers
• Infantry
And that about sums up the basics for combat training, providing you with a stable foundation to understand different troop strategies, and develop your own.
Next installment: Army strategies
