Upload
aderik
View
251
Download
0
Embed Size (px)
Citation preview
Basics Of The Per Round Battle Scenario
1. In the first round all troops, except siege walls, start separated by the range of the unit
with the highest range value.
2. All troops that are alive at the start of the round will participate in each round.
3. Troops will proceed in order of their Combat Speed. Generally this will go as; scouts, lc,
sw, hc, bloods, executioners, pike, swords, arch, mm, st, wagons, rams, baly, cats.
It should be noted that research levels, Fey bonuses, and TR mods can and will cause this order
to change
For Example:
.
4. Troops will perform a Range check to see if any opponent troops are in Range. The
'speed glitch' is actually a glitch in the range check system. (1)
5. If troops do not have an opponent with in the Range check they will advance a distance
equal to their Combat Speed.
6. If troops have an opponent with in their Range check they will attack. If less then a
certain amount of troops (believed to be about 10%) are needed to kill the opponent troops
with in the Range check the troops will also advance as well as attacking the troops.
7. Siege walls are an exception as they have unique abilities which may not yet be fully
understood. (2)
8. Horsed troops and Infantry will attack the unit that has advanced the furthest distance
or in the first round based on Combat Speed.
9. Range Troops follow this priority list.
Shield
Siege Walls
Wall Mounted
Crossbow
Catapult
Heavy Onager
Ballista
Toxic
Archer
Flame Archer
Plague Doctor
Scout
Hussar
Cavalry
Heavy Cavalry
Soul Stealer
Pikeman
Halberdier
Militiaman
Swordsman
Battering Ram
Supply Wagon
Supply Troop
Executioner
Bloodthorn
Shield Sorcerer
Saboteur
Tower
Wall
Shield Sorcerers are at the end (with the
shield itself up front to absorb damage
while it's still in action).
Max damage shield 30 billion
Note (1):
“This glitch does not effect speed but rather combines effects of speed and range with a range
check and compounds this every round. To make it worse this appears to troop type
dependent which means there may be as many as four different speed glitches.”
Full post here : http://community.kabam.com/forums/showthread.php?115133-Speed-glitch-
explained
Example :
Note (2): Siege Walls are acting as two units - defensive unit and offensive unit.
The defensive part is placed right in front of your opponent and it is for defending
only, it will not attack any of your opponent troops. Which mean they are already in
your opponent attacking range right when the battle start. Until your opponent killed all
of the Siege Wall you have, none of your opponent troops will advance in the battle
field. ( Thus always use SW on Attack & Defending)
Siege Wall is great due to it's high defense stat. If you are able to boost its defense
with high TR bonus (without letting your opponent debuff it or attack it with high attack
TR bonus), it will takes millions or even billions of your opponents troops to kill a small
waves a Siege Wall.
Now lets talk about the offensive part of your Siege Wall. Many people do not know
that Siege Wall can attack during a battle too. The offensive part will start from the
starting (furthest) position together with the rest of your troops. It will advances
together with the rest of your troops and attack once there is any opponent troops fall
into its attacking range. But if the defensive part died, you will lost the offensive part of
your Siege Wall too since they were originally from the same unit.
: Sharing is knowledge, and a lot of players are not sharing. Yes it
gives you and edge, or advantage, but it leaves also many people clueless. The
objective of these tutorials, is to teach, learn, educate players so ALL players have
a better under understanding of the game. The more players participate, the
better the overall experience is for all players. More attacking and defending
means “lively” domains full of activity. ( Thanks to FN, F89 & others)