Made in Ukraine
PLAY NOW
INSTANTLY AND FREE
DOWNLOAD
FREE INSTALL AND PLAY

[Guide] Understanding and reading battle reports.

1 2

After reading this thread you will be able to understand and read a battle report, all the numbers and all of the stats that units have.

But first, let's start with how to open the detailed battle report window, and how to share a report so friends can see it.

Find the report that you want to see, click Details, then on the bottom right corner click Replay.

How to share a report.

Note: Following pictures came out smaller than expected, if some words are not clear, please hold Ctrl then use the mouse wheel to zoom in/out until words are visible, or right click the picture, then press "View image" (Firefox).

Let's see what each icon inside the detailed battle report window means.

Now let's do an attack with our hero plus the army.

Now we will see why and how unit damage is multiplied or divided.

Now, how does this Range thing works:

You might have noticed that sometimes an unit's portrait's background color changes.

Some extra notes worth mentioning:

---An unit that deals bonus damage versus a specific unit, will take one more turn, on top of the normal turn, to deal that damage (2 actions per round if it is fighting the appropriate unit, if not 1 action).

---Siege units have ''unlimited'' range when damaging buildings.

---All Siege unit actions are placed before towers near the the end.

---Base Damage of one unit, can be split up to the next unit in line if the unit taking damage dies.

---Each unit can take only one action per turn, e.g. Heal another unit, Damage. (passive hero regeneration does not consume an action, but First Aid perk consumes the action.)

---First Aid perk has 5 levels, and 2 bonus stronger perks, for a total of 220 Hero healing points and 55 Hero healing rate. This means that your hero will heal 55 Healthpoints to damaged units per round (it can be split up between many damaged units), for 4 rounds, this would total 220 Healthpoints.

---When fighting monsters you and the monsters have basic damage multiplier (Base multiplier (x1.00) plus Army Attack +% stat, if hero is fighting with army). It doesn't matter if Collectivism or Leaderism when fighting monsters.

If you have any suggestions/questions please go ahead and type them. :)

Edited 1 week, 1 day later by .
9 years ago Quote
9 years ago Quote

***Reserved for related future guide.***

9 years ago Quote
9 years ago Quote

***Reserved for related future guide.***

9 years ago Quote
9 years ago Quote

Thanks so much for this guide, some of this is actually beginning to make sense.

9 years ago Quote
9 years ago Quote

This is really helpful. Thank you so much for explaining in such detail. :)

9 years ago Quote
9 years ago Quote

Thanks a lot, this is really helpful! But why are units arranged as they are? Sometimes it doesn't make sense. For example you had one brave in the 2 line, which cannot attack anyway from that point. If it cannot attack (because the first line is full) it should go somewhere in the back instead of filling a spot that an archer could use. This way the majority of the short range force (archers) is blocked by units that can't fight anyway...

I've noticed this problem in my fights with monsters - I have a lot of archers but most of them do nothing because some useless braves or legionaries block the way... It seems it's better to have less direct combat units, which doesn't make much sense. Especially when they have received a lot of damage, they should move as far back as possible. Btw. are there any limits to number of ranges/units per range? If I have 100 units, will the ranges be limited to 10 with 10 units per each? And if there's more than a hundred will there be more ranges or more units per range?

9 years ago Quote
9 years ago Quote
Reply to

But why are units arranged as they are? Sometimes it doesn't make sense. For example you had one brave in the 2 line, which cannot attack anyway from that point.

At this moment units are placed at random positions and if range allows them to attack, they will attack.  Berserker has told me that later we will be able to modify their positions, like put units with high hp in frontline and ranged ones right behind frontline.

It seems it's better to have less direct combat units,

Since ranged units are weaker than units with 1 range, an army that has too many ranged units and a few 1 range units would get destroyed easy, a balance is needed so frontline can absorb damage, and ranged deal damage.

If I have 100 units, will the ranges be limited to 10 with 10 units per each?

Yes, with 100 units, you would have 10 columns with 10 units each, since the placement in battle reports will try to place all the units in a big square, same # x same #.

In the case of bigger armies, both vertical and horizontal columns are expanded. Longer vertical columns would have more units = more Range 4 spots = more chances for a ranged unit that can use that spot to take it.

Edited 1 minute later by .
9 years ago Quote
9 years ago Quote

Thank you so much for this! The annotated pictures really helped.

9 years ago Quote
9 years ago Quote

Edit: Pictures came out smaller than expected, if some words are not clear, please hold Ctrl then use the mouse wheel to zoom in/out until words are visible.

Also you can right click on the image and select "open" to see the full size.

9 years ago Quote
9 years ago Quote

Great guide, hopefully now people will understand the battles better, and test them with more thought :)

9 years ago Quote
9 years ago Quote

Great job!!!!

9 years ago Quote
9 years ago Quote

This is very helpful :)  I do have a question that is a bit outside of what was covered, though.  How do you calculate how many siege weapons you would need to destroy an enemy's building, and how does the building armour come into play?   Can someone explain why it is relatively 'easy' to demote buildings, but once they are at level 1, it's extremely difficult? 

I have been attacking an inactive town, and was able to get the promoted residence building down from level 8 (i think), to level 1, but now, i can't seem to destroy this building using my full army (it has an armour of 3).  I should also note, this building is in a second town, not a dwelling. 

8 years ago Quote
8 years ago Quote
Reply to

promoted residence building

Since level 1 buildings cant be demoted to previous age one, and since a level 1 promoted building is equal to a level 10 building of the previous age, in this case the promoted Residence is equal to a level 10 Chieftain hut + half level.

This means that the level 1 promoted building will have as much hp as the level 10 counterpart building of the previous age (Chieftain Hut), and all that hp has to be taken out in one attack.

It's the same for every level 1 promoted building.

As you can see you will need a strong siege to deal this much damage, promoted buildings lose levels easier, but for them to be completely destroyed at level 1, a very strong siege is needed.

When destroying not promoted buildings, they will have more hp per level and can be demoted then destroyed slowly, and will have normal hp at level 1.

Edited 8 minutes later by .
8 years ago Quote
8 years ago Quote

This means that the level 1 promoted building will have as much hp as the level 10 counterpart building of the previous age (Chieftain Hut)

Don't have all the stats to do the math, but this would be the logical explanation and from what i have noticed.

berserker you are welcomed to confirm if this is the way the hp of level 1 promoted buildings is calculated. :)

8 years ago Quote
8 years ago Quote

The complications of destroying level 1 promoted buildings is known. I have modified catapults logic so they will skip promoted buildings when they are level 1 to pursure more reasonable targets and will damage level 1 promoted buildings on if there is nothing else left.

If will be available in the next update.

8 years ago Quote
8 years ago Quote

Thank you so very much, berserker.  I was pretty much 'stuck' with this town with my cats selecting only the level 1 promoted buildings for each attack selection, when i knew there were plenty of other targets available.

8 years ago Quote
8 years ago Quote

Hey,

thanks Arthas for all those Information.

But there is one thing i cant find:

I was attacked by Pirates and i just wondered, why only so few of my Archers did parcipate in the fight:

My Ships attacked twice; i had 30 Archers in the city but only 5 parcipitated in the fight. It goes on in the other rounds too.

Any idea why? Are my Archer useless?

Thanks for the answer

TD

8 years ago Quote
8 years ago Quote
Reply to

 i had 30 Archers in the city but only 5 parcipitated in the fight. It goes on in the other rounds too.

Archers have 4 range, this means they can only attack if they are placed in certain vertical rows. Only your archers that were placed up to 4 cells back can attack, the rest are simply out of range.

Archers placed at 3,2,1 and - rows can attack.

8 years ago Quote
8 years ago Quote

Oh thank you!

I thought it would be counted from the other side.

So its totally Luck if my strong units get to parcipate in the fight or not? And if i let less units stay in the city, the rows will be smaller and therefore less units attacking... strange combat system

TD

8 years ago Quote
8 years ago Quote
Reply to

strange combat system

Game is still in early stages, later we will be able to customize unit placement in the way we like, right now they are placed in random spots, with ranged units having a higher chance of being placed in the back, and 1 range units higher chance for being placed in the front rows.

8 years ago Quote
8 years ago Quote
1 2