The attacker first fights against the defender alone and if he defeats him, then he fights against the reinforcements and if he defeats them as well, then he steals resources. In case of a draw, the attacker also steals resources.
If the attacker is of higher level than the defender, the second one gets a bonus of 5% to the skill "Defender" for each level difference. For example: the attacker is level 8, the defender is level 3: the defender receives bonus of (8-3)*5%=25% to the "Defender" skill.
All units have the following characteristics:
Because of its great strength, attacker's units do not separate in battle, when there's still a Wall. When it gets destroyed, everything goes back to normal and units divide into groups.
Here is a good 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 that 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 by yourself from the menu “attack formation”. That’s the order of your units even if you’re off-line. The order, which you put them in, will be the one they face the opponent. To make it clearer, we’ve applied the chart above: to move a unit, just select it and with the buttons below move it to the place you’d like.
Every player can define and store 10 types of army order (for example - attacking, defensive etc.). After that you can choose 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 being attacked, you have 5 lines because your wall takes the front row. The basic formation leaves the 4th line empty. Whether you leave it this way or change it – it’s up to you. If your 1st line is empty, then it doesn’t count. This doesn’t apply to the 2nd and 3rd line, meaning that if you place your units in the 1st and 4th line, you will enter into 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 suffer any damage, so all enemy fire will be concentrated on the units in the front line(s).
What to have in mind while putting your army in place? Their range is the main principle. What is a range? Imagine your army with your longbow and shortbow archers in the 4th line. Then the shortbow archers, whose 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 by the 1st, 2nd and 3rd line in its range. The units with the largest range are the catapult, the ballistics and trebuchet (5 lines), and even if put in your last (4th) line, they will be able to attack the 1st and 2nd enemy line (hypothetically, wall and infantry). Everything though has its down 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 carefully when making your battle formation – it can help you win great battles or destroy you completely.
Units are made to attack simultaneously, well not exactly at the same time but together by 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.
Nevertheless, there is also a catch - If you place some of your units out of range of the enemy’s (usually) wall and you lose 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 for them of regrouping and hitting multiple targets. This applies to all 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 into 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 as to what exactly happens, we have applied the chart above:
Let’s say you have 800 archers - they will divide for instance into 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 has targeted field 5. It is virtually impossible that the whole group hits the target, so there’s a 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 on the ground. (The numbers given are only given as an example).
We’re going to make an analysis of a big battle to make the sequence clear.
At the top of the report, you can see the names of attacker and defender, their levels and their coordinates. Then, you’re given the tables with level of skill for both players. Most of the percentage of skills have been changed and are now different from the ones in World 1. You can see their exact percentage points 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”, which we’ll talk about later.
Furthermore, there is a table with the units that have deserted the battlefield. This depends on the difference in the skill “Leadership”. The maximal difference is 40%, meaning that in the worst-case scenario 40% of your army can leave you (counted as a number, not as population). This is possible only if there are special units Drummer and a 40% difference in the “leadership”. As you’ve probably already noticed “leadership” is an absolutely mandatory skill in the game.
The difference between World 2 and 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 attacker and defender, separated by a wall. When pointing onto a unit with the mouse, you’ll get information about its number and statistics. Under the model, you see the bonuses of special units that might have been engaged. Bonuses of the special units: battle-axeman, Teutonic knight, janissary or huskarle are activated before the round has begun; whereas the bonus of Tangra priest and the monk – after the end of the round. Moreover, you have the detailed analysis of the round – who and where exactly they strike. After the analysis, you have a chart with the healed units after the round.
Every player with a level in the Curer skill 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 by 0.1% (with a maximum of 8.0%) and every Monk – by 0.2% (with a maximum of 7.0%).
Here’s the right place to say that the maximum number of rounds is 12. At the end of the report, you can see how many units the winner leaves 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. Resource left for Gathering is equal to 10-15% of the resource spent for training of units that have died. The wounded that are left behind are between 10-15% of the NUMBER of units that have fallen in battle (the number is important, not the population). Of course, there is also information about how much experience points both players gain.
If there are survived Noblemen and the battle meets the required conditions, (you will be entitled to another castle - for more information look at The Order), you will lower the loyalty of the enemy subjects. What the percentage you lower is, you can see in the information of Nobleman. When the loyalty of a castle goes under 0, the castle gets taken over. When the defender's castle is declared as the Capital City, even if its loyalty is lower than 0, it cannot be taken over. If you have managed to lower the loyalty or to take over a castle, that info is shown at the very end of the report.