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army-management [2022/01/26 15:00]
dude Add title
army-management [2022/12/25 00:19] (current)
dude simpler example
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 ====== Army Management ====== ====== Army Management ======
  
-Disclaimer: The tile numbers are approximate as it seems that there is small variance on how the troops are placed. Especially when stacked. Importantly, formations can "overflow" the placement area which is important for attack rear -order. +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((This can be useful with attack rear -order)).
- +
-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 (70,12and bottom left would be (51,29).+
  
 Majority((Assassinations and duels in arena use smaller battlefield, but there the players have no control on the unit placement there.)) of combat happens in 80 tiles wide ((wide = x-coordinates)) and 40 high((high = y-coordinates)) battlefield. Attacking troops are always left and defending troops on the right side of map. Each side has a deployment zone measuring 17 by 18 squares.  Majority((Assassinations and duels in arena use smaller battlefield, but there the players have no control on the unit placement there.)) of combat happens in 80 tiles wide ((wide = x-coordinates)) and 40 high((high = y-coordinates)) battlefield. Attacking troops are always left and defending troops on the right side of map. Each side has a deployment zone measuring 17 by 18 squares. 
Line 11: Line 9:
   * 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 to attack((or fire)) immediately.+  * Province defence will always spawn at the middle of the defender placement area as a blob. 
 +  * 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. 
 + 
 +From simple observation, it can be seen that combat speeds translates to around 3/4 tiles moved per point. For example, in one combat turn heavy cavalry (speed 20moves about 15 tiles (20*3/4=15).
  
 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.
army-management.1643209252.txt.gz · Last modified: 2022/01/26 15:00 by dude