Combat Mechanics

The combat mechanics isn't very hard to understand when you break it down into individual rounds. This will help you understand how some of the different TR setups works.

1. In the first round all troops, except siege walls, start separated by the range of the unit with the highest range value.

2. All troops that are alive at the start of the round will participate in each round.

 3. Troops will proceed in order of their combat speed. Generally this will go as; scouts, light cavalry, siege walls, heavy cavalry, bloodthorns, executioners, pikemen, swordsmen, archers, militiamen, supply troops, supply wagons, rams, ballistas, catapults. It should be noted that research levels, fey bonuses, and TR mods can and will cause this order to change.

4. Troops will perform a range check to see if any opponent troops are in range. The 'speed glitch' is actually a glitch in the range check system. Go to the following link for full details: http://community.kabam.com/forums/showthread.php?115133-Speed-glitch-explained

5. If troops do not have an opponent with in the range check they will advance a distance equal to their combat speed.

6. If troops have an opponent with in their range check they will attack. If less then a certain amount of troops (believed to be about 10%) are needed to kill the opponent troops with in the range check the troops will also advance as well as attacking the troops.

7. Siege walls are an exception as they have unique abilities which may not yet be fully understood. The current theory on siege walls is found here: http://community.kabam.com/forums/showthread.php?166588-SW-Cav-and-WMC&p=925375&viewfull=1#post925375

8. Horses and infantry will attack the unit that has advance the furthest distance or in the first round based on combat speed.

9. Archers, ballistas, and catapults follow an attack priority list of: siege walls, wall-mounted crossbows, catapults, ballistas, archers, scouts, light cavalry, heavy cavalry, pikemen, supply wagons, supply troops, militiamen, swordsmen, rams, bloodthorns, executioners.

Calcs
# hits = # troops X accuracy (rounded down to nearest whole number, no partial hits) damage to life per hit = attack - defense (minimum damage = 1) hits to kill = life/damage (rounded up to the nearest whole number) number of troops killed = # hits/hits to kill (no rounding, decreases to life carry over round to round)

accuracy table









*note accuracy values may get updated in the future.