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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: .

Basics of the per round battle scenario rv1

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Page 1: Basics of the per round battle scenario rv1

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:

.

Page 2: Basics of the per round battle scenario rv1

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.

Page 3: Basics of the per round battle scenario rv1

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

Page 4: Basics of the per round battle scenario rv1

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 :

Page 5: Basics of the per round battle scenario rv1

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)