More about Fighting Units.

Armies

Military Attacks:

The following numbers are the damage/absorption of each troop type in military combat. These numbers allow seeing which kind of troops is better at what. Note that the numbers are for 100% troops (so in military a 200% figher is 2/2 ,a 370% figher is 3.7/3.7, a 400% assassin is 8/0.2, a 350% thief is 2.8/2.8 and so on).

Details:

  • Fighters – They are the generic combat troops. Fighters also help defend against some spells (they reduce the max damage of these spells by a small amount). And they are the most basic part of raids, no matter if you attack with raid or defend against it.
  • Rangers – They have less combat abilities than Fighters. Their offensive power is somewhat greater than their defence, but they defend against assassination and looting, as well as helping you explore for maps and the unknown. They also allow you to Ranger Farm so that you can feed your troops. In raids they fight along with the fighters, though they are not as effective as fighters in damage.
  • Clerics - A 100% cleric is approximately as effective as a 200% fighter on defence, but has virtually no offensive power. Clerics also help resist specific spells (somewhat reduce max damage). They give great amounts of absorption in bombards, but only a small amount in raids.
  • Archers – They have lots of offensive power but their defence is very small. They add great amounts of damage in bombards. Almost ineffective in raids.
  • Thieves – They are a weaker version of the fighters, but their main purpose is to loot gold, scrolls, artifacts and maps from your enemies. In raids they will attempt to loot unprotected gold. They also can spy, and in addition they defend against looting, spying and assassination.
  • Assassins – ‘Sins are offensive troops, and in the same time they are spies (better than thieves) and they can assassinate your enemy. They also patrol along with your rangers and thieves to defend against covert operations of the enemies.
  • Warmachines - These devises created for war participate in combat only when manned by laborers (number of manning laborers per warmachine is connected to your warmachines' % experience and the race of your kingdom). They deal huge amounts of damage but their absorption is almost non-existant. Their value in bombards is gigantic as they add enormous damage (3 times their military one).

In the case of raids and bombards the damage/absorption modifiers for each troop type are not the same as in military attacks, as is apparent from the above troops prescriptions. Some do not even participate in them. In raids fighters, rangers and thieves participate both when you raid or are raided by enemies; archers and assassins add very little dam/abs in a raid. In bombards archers, clerics and warmachines take place in combat when you bombard or are bombarded, while fighters offer some part of their offensive power and a meagre part of their defensive power only when you defend against a bombard. Below are the exact numbers of damage/absorption for troops in bombard and raids. Troops not mentioned do not participate in combat.

Bombards:

Raids:

Covert operations

In covert defense rangers, assassins and thieves always help defend, though each one in a different degree according to the type of covert operation they defend against. To be more specific:

Assassinations:

Assassins are the main defense against assassinations. Rangers defend like 1/4 of an assassin. This means 4 rangers are the same as one assassin of the same % when defending against assassinations. Thieves defend half as well as an assassin. This means 2 thieves are equal with one assassin in 'sination defense.


Looting:

Thieves are the main defense against assassinations. Rangers defend like 1/4 of an thief against looting. This means 4 rangers are the same as one thief of the same % against looting. Assassins defend half as well as a thief in looting. This means 2 assassins are equal with one thief in looting defense.


Spying:

Assassins and thieves defend equally against spying. Rangers defend like 1/2 assassin or thief of the same %. When spying a target kingdom, assassins are spying better than thieves. To be more specific, an assassin equals 2 thieves in spying.


Mages:

As for Mages, they add their % to your other troops, so they dont directly participate in combat. They add their full strength in military, raids and bombards, and half their power when attacking via covert operations.



Back to Military Units



Updated version written by Doom. Article taken from Shadowmere Compendium