reserved.... need to re edit..

^^ Hits pikeman

^^ Hits Swordsman
So as you can see, my theory of hitting archer towers first, then highest total missile unit attack power then fastest unit is correct, however I said it works in both attack and defence.
So this time we’ll see what the DEFENDING archers hit against the ATTACKING wave.

^^ Hits Catapults, 1k archer total attack = 180000, 1k Ballista total attack = 675000, 1k Catapult total attack = 900000. So as you can see it still targets the highest total ranged attack unit. Here is another report.

^^ Hits ballista being highest total attack ranged unit

^^ Hits archers being highest total ranged attack unit remaining. I will not show you more on this matter because as you can see I am correct. So my statement about what missile units targets in attack vs defence and defence vs attack being the same is correct as well.
Removing The Dead
Removing the dead is the 3rd and final phase of all the phases. Just remember that even though you may have shot the enemy doesn’t mean they don’t get to fire back.
The removing the dead phase happens twice, after the close combat phase, and after the shooting phase. Basically just remove all casualties.
Recap
Lets recap on what we have learnt so far. So far we have learnt that to determine the range of the battlefield we must add the base range + 200 of the highest ranged missile unit.
A Narrow Range has: No Traps, No Abatis, No Defensive Trebs, No Ballistas and No Catapults. A Narrow Range defence MUST have at least ONE archer. It has 1400 Yards.
A Short Range has: No Traps, No Abatis, No Defensive Trebs, No Archers, No Ballistas and No Catapults. It must however have one archer tower. It has 1500 Yards.
A Close Range has: No Traps, No Abatis, No Defensive Trebs and No Catapults. A Close Range Defence MUST have at least ONE Catapult (Please note, the catapult, archer or ballista can be on either side, attacking or defending, just so long as there is one in a battle). It has 1600 Yards.
A Wide Range has: No Traps, No Abatis, No Defensive Trebs and must have at least ONE Catapult, so be it either attacking or defending. It has 1700 Yards.
A Long Range has: Either 1 or more traps, 1 or more abatis or 1 or more defensive trebs. Just to make sure you fully understand, you can have 1 trap and its long range or 1 abatis or 1 treb, or you can have 2 of them etc etc, you get the idea hopefully.
Movement:
Attackers start at point 0 and move UP the battle field, or in a right direction (l→), Defenders start at the furthest point of the battle field, be it 1400, 1500, 1600, 1700 or 5200 and move DOWN the battle field, or in a left direction (←).
The fastest unit in the entire battle will move first, if there are two of the same type both being on the attacking side and the defending side, the defending side is dominant and moves first, then the attacking unit moves first. Everything else moves in speed order.
Scouts and Transporters do not move until everything else in the army that they are in (either attacking or defending) is dead.
If a Missile unit is in range of any other unit, it will effectively, “SAS” (Stand and shoot) as they would in real life.
Close Combat:
When you are trying to determine whether a melee unit is able to attack a unit, you add its range to the distance of its reach, EG (Cavalry have 1500 movement, you move it up 1500, if a unit is at 1600 it can still attack it even though its 100 yards away, because it has a range of 100).
Melee units, (Workers, Warriors, Scouts, Pikeman, Swordsmen, Cavalry, Cataphract and Battering Rams) are NOT affected by the Archery Technology.
Order of Operations
1) Targets highest ranged stack (highest total attack power of missile units) (Archers, ballista and catapults).
2) Targets highest melee stack (highest total attack power of melee units) (Workers, Warriors, Scouts, Pikemen, Swordsmen, Cavalry, Cataphracts, Battering Rams).
3) Targets highest speed (NOT speed stack).
Another thing, if an attacking unit and a defending unit are locked in combat, BOTH get to strike at each other, not just one.
One other thing, if one of the sides (defending or attacking) have 2 units locked in combat (or more), the fastest unit strikes first, then to determine what it targets, use the order of operations, if for some reason the fastest unit does not kill the one its targeting, the next fastest unit will target that unit as well, so on so fourth.
Ranged Combat
There are only 3 ranged units in the game (Missile units), Archers, Ballistae and Catapults.
Battering Rams are not Ranged Units (Missile units).
Defending Ranged units receive a range bonus of 5% per level of wall. IE: Level 10 walls give an archer 2400 range if you have level 10 archery.
If ANY ranged unit, attacking OR defending is in range of shooting at an enemy unit, the ranged unit will not move, it will “Stand and shoot”. (SAS)
If two or more ranged units are locked onto one target, the unit with the highest speed fires first, if the unit was killed, check if the other unit that was locked onto the same unit can lock on to a different unit.
Long Ranged battles follow all of the SPEED regulation rules of the short ranged battle rules.
Missile Units in Short Defence:
1) Will target Archer Towers
2) Will Then target Highest total MISSILE (Ranged) attack power (Will target either archers, ballista or catapults depending on which unit has the highest attack stack)
3) Will THEN target the highest Speed unit (Besides Scouts).
Characteristics Table Attacker
|
Attack |
Defence |
Range |
Speed |
Load |
Life |
Food |
Population |
Worker |
7.5 |
15 |
15 |
360 |
400 |
150 |
1 |
1 |
Warrior |
75 |
75 |
30 |
400 |
40 |
300 |
1 |
1 |
Scout |
30 |
30 |
30 |
6000 |
10 |
150 |
2 |
1 |
Pikeman |
225 |
225 |
75 |
600 |
80 |
450 |
3 |
1 |
Swordsman |
150 |
375 |
45 |
550 |
60 |
525 |
3 |
1 |
Archer |
180 |
75 |
1800 |
500 |
50 |
375 |
4 |
2 |
Cavalry |
375 |
270 |
150 |
1500 |
200 |
750 |
9 |
3 |
Cataphract |
525 |
525 |
120 |
1125 |
160 |
1500 |
17 |
6 |
Transporter |
15 |
90 |
15 |
225 |
10000 |
1050 |
5 |
4 |
Ballista |
675 |
240 |
2100 |
150 |
70 |
480 |
25 |
5 |
Battering Ram |
375 |
240 |
600 |
180 |
90 |
7500 |
50 |
10 |
Catapult |
900 |
300 |
2250 |
120 |
150 |
720 |
125 |
8 |
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