Each unit has 3 general characteristics: attack, health and defence.
In battle "attack" reduces "health" of enemy units.
"Defence" reduces damage from "attack". Maximum Defence value - 50. Defence Bonuses above this value will be cut; in such case the percents will be written in yellow.
EXAMPLE: Units with Defence value 20 will receive 20% less damage. Units with Defence value 1 will receive 1% less damage, and so on.
Before battle the "Fortifications" round takes place.
In this round Fortifications of Defender kill certain amount of enemy troops.
Damage from Fortifications is distributed proportionally to the amount of units of each type, regardless of the units health, attack and levels (except for Mercenaries).
Battle rounds
In further battle interaction amount and parameters of units of both Attacker and Defender are considered, as well as Pursuer-Victim system.
Logic of Attack distribution:
1. Army Attack (including Attack Bonuses and Penalties) + Towers Attack + Magic Towers Attack,
2. Считаем пропорцию по группам по количеству юнитов в группе.
Шаг 3. Раздаём всем порции урона.
Шаг 4. Считаем атаку, наносимую дополнительно Преследователями.
Damage calculation:
Pursuer-Victim.
In every round Pursuers inflict damage to their Victims twice.
% of losses,
that's to be reached for your army retreat can be specified in the Main Building for Defender and in the Mission Launch Window for Attacker.
Whether the limit of losses reached - is checked after each round. If the limit is reached - squad retreats and does not take participation in next round. If all squads of one of the parties retreated - battle rounds end.
Winner:
- Player who didn't reach the limit of losses when other player have reached it is considered a Winner.
- Maximum number of rounds in battle - 20. If attacking army didn't win in course of 20 rounds - the Attacker is the one who lost.
In the and of Battle round of Ressurection takes place
Healers that survived resurrect fallen in battle units from their troops first, and then - units of the ally troops.
The process begins from the left and is exercised by one unit for each group. That is, 1 Carrier is to be resurrected fist, 1 Warrior - next, 1 Cavalary unit - next, and so on. After 1 Mage is resurrected, another Carrier is in the queue. Ressurected healer do not resurrect units in current battle.
EXAMPLE: If 10 Warriors and 100 Carriers fell in the battle, and only 20 can be resurrected, then 10 Carriers and 10 Warriors will be the resurrected units.
Assistance
Если в бой вступают две или более армии с одной стороны, то получаемый урон делится пропорционально между группами юнитов суммарно во всех армиях, с учетом преследователей-жертв. Атака армий складывается.
На подмогу не распространяется бонус защиты от Укреплений.
Bonuses / Penalties.
В бою учитываются бонусы-дисбонусы: 1. по расе/фракции, 2. бонус родной земли, 3. бонус других террайнов.
2.Бонус родной земли - на своем расовом террайне бонус к защите войск, ед.
Волшебные леса | Проклятые леса | Священная земля | Мёртвая земля | |||||
| | |||||||
Эльфы | +25 защиты | |||||||
Темные эльфы | +25 защиты | |||||||
Рыцари | +25 защиты | |||||||
Демоны | +25 защиты |
3.Бонус других террайнов - бонус к атаке войск,%:
Горы | Пустыня | Лес | Степь | Подземелье | ||||||
Воин | -50% | 50% | ||||||||
Всадник | -50% | 50% | ||||||||
Летающий | 50% | -50% | ||||||||
Стрелок | 50% | -50% | ||||||||
Наёмник | -50% |
Информация о вражеском гарнизоне.
Атакующий не видит в боевом отчете войска защищающегося, если :
- у атакующего все войска погибли на укреплениях,
- или на начало 1-го раунда у атакующего оставалось количественно в 20 раз меньше войск, чем у защищающегося, и атакующий проиграл бой за 1 раунд и потерял все войска.