The attacker first fights the defender alone and if he defeats him then he fights the reinforcements and if he defeats them too then he will steal resources. In case of a draw the attacker also steals resources.
If the attacker is higher level than the defender the second one has bonus of 5% to the skill "Defender" for each level difference. For example: the attacker is 8 level, the defender is 3 level: the defender receives bonus of (8-3)*5%=25% to the "Defender" skill.
All units have the following characteristics:
The new characteristics of the units you can find here on wiki.hanovete.com. The new range of every unit has been given (usually increased).
Because of its great strength, attacker's units do not divide in battle, when there's still a Wall. When it gets destroyed, everything goes normal and units divide in groups.
Their is one example - if the wall has 5000 life and you don't have a group of units that makes so much damage, the damage done by your troops (for example 1500 from crossbow archers + 500 damage from shortbow archers = 2000 damage) is reduced from the Wall's life points and the Wall begins the next round with 3000 life. This means the Wall will continue making damage until it's destroyed, but also smaller armies now have a bigger chance of destroying the wall, which will make battles in the beginning more suitable for new players.
Attack formation - one of the new options of the game. Every unit had a strictly defined place on the battle field until now. We were able to give you the opportunity to choose that yourself from the menu “attack formation”. That’s the order of your units even if you’re off-line. The order that you put them in will be the one in which they face the opponent. To make it clear we’ve applied this chart: to move a unit just select it and with the buttons below move it to the place you’d like it to take.
Every player can define and store 10 types of army order (for example - attacking, defensive etc.). After that you can chose formation and reorder army with one click of the mouse.
In the beginning every player has the same battle formation- you have 4 army lines . When your castle is attacked you have 5 lines because your wall take the front row. The basic formation leaves the 4th line empty. Will you leave it this way or change it – that’s up to you. If your 1st line is empty then it doesn’t count. This doesn’t apply for the 2nd and 3rd lines, meaning that if you place your units in the 1st and 4th line you will enter the battle with 2 empty lines. The idea of an empty line is to keep your units further away from the enemy units' range of attack. However, empty lines do not take any damage, so all enemy fire will be concentrated on the units on the front line(s).
What to have in mind while putting your army in place? Their range is the principal. What is range? Imagine your army with your longbow and shortbow archers in the 4th line. Then the shortbow archers, who’s range is 3 will only be able to attack when your 1st line has vanished completely and the longbow archers will be able to attack only the enemy’s front line, which usually is a wall. But , if you put the archers in the 2nd line then the shortbow archers will be able to attack the 1st and the 2nd line of the enemy and the longbow archers will be able to hit deep within the enemy’ army with the 1st, 2nd and 3rd line in its range. The units with the largest range are the catapult, the ballistics and the trebuchet (5 lines) and even if put in your last (4th) line will be able to attack the 1st and 2nd enemy line (hypothetically wall and infantry). Everything though has its bad side – for instance if you put the archers in the 2nd line they will most likely be in the enemy’s range and will die shortly after the start of the battle. The archers have the ability to shoot in a certain zone, meaning that they will shoot only at one target. There is a good chance that even if they miss they’ll hit the unit next to the target or they might as well hit nothing.
So think good when making your battle formation – it can help you win great battles or destroy you completely.
The units are made to attack at the same time, well not exactly in the same time but in categories. The system is not difficult. Units attack in the following order:
In other words, if you have siege artillery it will hit the wall before it tries to attack any other unit in your army.
There is although a catch - If you place some of your units out of the range of the enemy’s(usually wall) and you loose your front line in the round, your other lines move one line ahead and will enter you enemy’s range.
The more archers you have, the better the chance of them regrouping and hitting multiple targets. This applies for all the units in the game - if you have more units of one type they tend more and more to divide into small groups and attack different parts of the enemy. The only unit that doesn’t divide in groups is the wall. The wall hits an exact unit of the army, chosen randomly in the beginning, from the 1st, 2nd or 3rd line. Back to the archers - to make it clear what exactly happens we apply this chart:
Let’s say you have 800 archers- they will divide for instance in 4 groups ,respectively, of 200, 150, 230 and 220. Then each of these groups chooses a unit as a target. Imagine that a group of your archers have targeted field 5. It is basically impossible that the whole group hit the target, so there’s the chance that some of the archers will accidentally hit fields 1,2,3,4,6,7,8 or 9. Most of them will hit 5, but 2 may hit field 3, 1 may hit 6, 4 can hit field 8 and 3 can hit 9, although there aren’t any units there. This means that these archers damage goes to waste as in arrows in the ground. (The numbers given are only an example).
We’re going to make an analysis of a big battle to make clear the sequence.
In the top of the report you can see the names of the attacker and the defender, their levels and their coordinates. Then you’re given the tables with the level of the skill of both players. Most of the percentage of the skills are changed and are now different from the ones in World 1. You can see their exact percentage in the game. What’s new is that you can see your opponent’s skill information (level, percentage). There is a big change in the skill “Curer” that we’ll talk about later.
Then there is the table with the units that have left the battlefield. This depends on the difference in the skill “Leadership”. The maximal difference is 40% meaning that in the worst scenario 40% of your army can leave you( counting as a number, not as population). This is possible only if there are the special units Drummer and a 40% difference in the “leadership”. As you’ve probably already noticed “leadership” is an extremely obligatory skill in the game.
The difference between World 2 and the other worlds is that the units that run away don’t run back to the castle but vanish without a trace.
The battle itself begins. You have a graphic model of the army lines of the attacker and the defender, separated by a wall. When pointing on a unit with the mouse you’ll get information about its number and statistics. Under the model you see the bonuses of the special units that might have worked. The bonuses of the special units battle-axeman, Teutonic knight, janissary or huskarle are activated before the round has begun and the bonus of the tangra priest and the monk – after the end of the round. Then you have the detailed analysis of the round – who and where exactly does he strike. After the analysis you have a chart with the healed units after the round.
Every player with a level in the skill Curer is able to heal some of his wounded warriors. You revive units of the same type that you’ve lost. Meaning that if you have lost pikemen in the round you will cure only pikemen. Every Tangra priest increases the chance of healing with 0,1 % (with a maximum of 8.0%) and every Monk – with 0.2% (with a maximum of 7.0%).
Here’s the time to say that the maximum number of rounds is 12. In the end of the report you can see how many units does the winner leave with or both sides in case of a draw. You also see the quantity left for gathering after the battle. The leftovers are calculated based on the resource spent for the units. The resource left for Gathering is equal to 10-15% of the resource spent for the training of the units that have died. The wounded that are left behind are between 10-15% of the NUMBER of the units that have fallen in battle (the number is important, not the population). Of course there is also information about how much experience points do both of the players gain.
If there are survived Nobleman and the battle applies to the needed conditions (you can have the right to have another castle - for more information look at The Order) you will lower the loyalty of the enemy subjects. What is the percentage that you lower, you can see in the information of the Nobleman. When the loyalty of a castle goes under 0 the castle gets taken over. When the defenders castle is declared Capital, even if its loyalty is lower than 0 it cannot be taken over. If you have managed to lower the loyalty or take over a castle, that is shown in the very end of the report.