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Coordinating multi-army attacks

http://www.totemtribe.com/bugs/view/attack-timing/ seems to suggest that the only way for multiple armies to attack a single target is by very careful timing. But that thread is a year old, and I can't find anything newer.

Is there some mechanism w/ a Commander in an alliance to manipulate troops not their own, or is synchronization still required?

9 years ago Quote
9 years ago Quote
Reply to

http://www.totemtribe.com/bugs/view/attack-timing/ seems to suggest that the only way for multiple armies to attack a single target is by very careful timing. But that thread is a year old, and I can't find anything newer.

Is there some mechanism w/ a Commander in an alliance to manipulate troops not their own, or is synchronization still required?

Synchronization is still required.

9 years ago Quote
9 years ago Quote

Thank you!

How close, then, does it have to be? All arrive before the first is driven out/cut down/leaves? Or what?

9 years ago Quote
9 years ago Quote

Later there will be a mechanism that will make joint attack very easy.

For better results you would all want to arrive at the exact same time, you can all enter the city at the same time. Also your combined armies would be stronger than individual armies attacking a town, and each one of you would have lower unit losses than if you attacked with a few seconds difference.

Unless for a strategy you want specific armies to arrive after the big combined army.

9 years ago Quote
9 years ago Quote

There is now a Share Army button available, even in Missions L.1. Unfortunately, it doesn't work.

9 years ago Quote
9 years ago Quote
Reply to

There is now a Share Army button available, even in Missions L.1. Unfortunately, it doesn't work.

Oh nicely spotted :D

This is like a preview of what's to come. In the future we'll be able to "share units" so that alliance commanders can control them. I don't believe this is related to your question of timing however.

Basically, you can consider that one battle round takes place every 1-2 seconds. That should give you an idea of how good your timing should be if you want to synchronize.

Also I remember this wasn't clear for me, but you can consider battle rounds to be synchronized with the rest of the world, ie. a battle takes some real-life time (see above), and if additional units arrive while a battle is taking place, they will join the fight for the next battle round.

The total duration of the battle depends on the attack strategy (plunder/onslaught), the size of the army, and charges. For example if you send rams against a city without garrison but towers, your army will stay for 40 rounds (because rams only have 40 charges), so you can expect like 1min of battle. If an army arrives "in-between", it will not generate another report.

Note that it becomes weird if the attackers have different strategies. For example, an army sent on onslaught will leave as soon as there is no unit/building to kill. For this defender scenario, and if at the same time as the onslaught army, another army on plunder arrive, well the onslaught army will just leave after one round while the plundering army will remain to plunder.

9 years ago Quote
9 years ago Quote

Actually, Startouf, sharing armies IS related to the question of timing, insofar as it's got to be simpler for a single Commander to synchronize multiple armies than it is for multiple commanders to synchronize multiple armies!

In any case, that is an extremely useful post on this subject. Thank you!

9 years ago Quote
9 years ago Quote

Commanders will not be able to send attacks, only move reinforcements, so Share Army button has different purpose. Simultaneous attack feature is a different thing.

9 years ago Quote
9 years ago Quote

Ah! Thank you for the clarification.

9 years ago Quote
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