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army-management [2022/01/26 14:58] dude Unify battlefield page here |
army-management [2022/12/25 00:19] (current) dude simpler example |
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+ | ====== Army Management ====== | ||
- | Disclaimer: | + | The army management tool is used to deploy your forces, deciding |
- | The army management tool is used to deploy your forces, deciding the arrangement in which you armies will enter battle. This interface is also used to assign orders to squads and commanders, and to put squads into formations.The formations can overflow this area and for example very long line formation can fill the whole battlefield. Troops can be placed farthest in top left coordinate where troops can be placed is (10,12) and bottom right is (27,29). For defending player, the pre-battle placement is mirrored so that the units at the top stay at top and the top right coordinate would be (70,12) and bottom left would be (51,29). | + | Majority((Assassinations and duels in arena use smaller battlefield, |
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- | Majority((Assassinations and duels in arena use smaller battlefield, | + | |
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* Rear to retreat: 10 tiles | * Rear to retreat: 10 tiles | ||
* Rear to enemy rear: 60 tiles | * Rear to enemy rear: 60 tiles | ||
- | * Rear to enemy front((and Front to enemy rear)): ~43 tiles | + | * Rear to enemy front: ~43 tiles |
+ | * Front to enemy rear: ~43 tiles | ||
* Front to enemy front: ~26 tiles | * Front to enemy front: ~26 tiles | ||
- | * Province defence will always spawn at the middle of the placement area as a blob. With command | + | * Province defence will always spawn at the middle of the defender |
+ | * Sieges use the same size map, but there are walls in the middle of the map, equal distance from attacker and defender, that limit the battlefield width to units. Ethereal units can pass through the walls, however. | ||
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+ | From simple observation, | ||
The Table below shows the layout, with the X's indicating the corners of the deployment zone. | The Table below shows the layout, with the X's indicating the corners of the deployment zone. |