Squall75 wrote:With same speed and shooting range on both sides, defender hit first when:
1. He command his army go forward and the attacker command to go forward, wait or go backward.
2. He command his army to wait and the attacker command to wait or go backward.
3. He command his army to go backward and the attacker command to go backward.
The attacker hit first when:
1. He go forward and the defender wait or go backward.
2. He wait and the defender go backward.
This^
However, what has been said about shooting range is not correct.
If the attacker's cats are in range of the defender's cats but not vice-versa due to the defender having lower shooting tech, the attacker attacks once but the defender does nothing.
If both players cats are in range of each other, even if the defending player has 5 levels lower shooting tech, speed will determine the outcome (then the direction of movement of the units and then defender's advantage).
For example the attacker has lvl10 shooting and the defender has lvl0 with both having max speed (160 cat movement). and no turrets.
Turn 1: Attacker moves forward. Defender waits
Turn 2: Attacker and defender move forward.
The combined movement is 480. the attacker only needs the combined movement to be 300 to hit (as field length is highest range+300) the defender needs the combined movement to be 160 more (lvl 10 shoot gives 20% of 800=160). As the combined move is 480, the defender is also in range and as speed is equal and both units are moving forwards, the defender strikes first even with 10 lvls lower shooting.
Obviously not applicable to alliance wars, but important to consider in normal fights that as long as the numbers add up, higher shooting can mean little in battle.