Disclaimer of Sorts; Read the Fine Print
While this guide is written with the intention of helpin' and sharin' information about the mechanics, it should be known that our understandin' of said mechanics is ofc limited and not perfect. See this as educated advice given based on the currently known information. Sayin' that, it should be made clear that due to Evony's most awesomest habit of changin' mechanics w/o a single word to the playerbase, any or all of this information could become completely outdated and wrong at any time. Even right now. And although I will do my best to keep this updated w/ current infos, don't expect it to be instant and most importantly don't blame me. No flames, trolls, lawsuits and angry PMs need to be sent becasue you lost troops based on infos written herein that were made outdated while I was sleepin'. Keep in mind that anyone out there who notices flaws or changes in any information given herein can bring it to my attention and I will do my best to prove or disprove any changes and make any appropriate updates. Happy, safe readin' folks.
Key Issues in Combat Mechanics
Firstly, I'd like to note that this is intended to be an beginner-goin'-intermediate level guide. I shudder to think about how much detail would be required to go into any kind of Advanced guide and don't think I'm nearly qualified enough to consider tryin' it. I also don't expect someone who's a complete newstart to come and see this guide and instantly pick up on it. This is aimed at those who are already in the game, advancin' and are either havin' problems in a combat situation or would simply like to further their knowledge of the system to any degree.
There are hundreds of threads askin' for details on why an attack failed, or what exactly would be a better way to deal w/ it.
A lot of responses tend to fall on the same things again and again. Havin' some guide of baseline guide to cover some of the more typical problems and the issues dealin' w/ them or even how to deal w/ them seems like somethin' we're missin' here.
I'm not tryin' to jus' write this up and expect it to be perfect; the mechanics are far too complicated to be explained from a one-man view and w/o several other viewpoints, not to mention how often they change unannounced. There are plenty of people who're more than qualified to read this and comment, criticise, argue or even correct parts and I urge you to do so. Any type of guide like this needs to be as correct as we can get it, as a community.
After readin' it through I feel that it is somewhat lackin'. I understand that the initial write up will be so, and could defintely use some beefin' up and have plenty of additions. Hopefully I will be telt what I've missed and have many other viewpoints and considerations to add.
I'll try start from the ground up.
Terminology and Shorthand~
Scaled Warfare Notes~
Movement in Combat Notes~
Rainbow Formation Notes~
Examples and Breakdowns~
Terminology and Shorthand~
Included stats/icons for wall defences~
Corrected notes on ATs and Catas Ranges~
Added notes on Scout Wars~
Included external guide to advanced scout tactics~
Radically corrected Hero attack formulas and added a note on the hero statistics page~
Edited valley notes~
Clarifed Rainbow notes and included example battle report~
Have begun introducin' various scale warfare example reports for each unit~
Created "Examples and Breakdowns" section~
Added notation on scout layerin' mechanics issue~
Cleaned up some typos and grammar~
Added numerous more battle reports, mainly 'phracts and archers~
Added hero attack difference example report~
Created "How Ranged Units Work" section~
Added fine print...at the top...read it...~
Included Range Deductibles in "Movement" section and am out of characters on that post~
Jus' for those who might read this and not know otherwise.
- AT: Archer Tower
- B'listers/Balls/'Lista: Ballistae
- Cap: Capture/Conquer
- Cav: Cavalry
- Cleaners: A wave of suicide troops sent before the spearhead to remove some traps and otherwise soften up the defence
- DT/Rockfall: Defensive Trebuchet
- HB: Horseback units
- HBR: Horseback ridin'. A technology that increases HB and Seige movement speed.
- Loyalty Spam: Fast, weak attacks in small numbers that hit jus' hard enough to reduce loyalty on a city in preparation for capture
- Nerf: The devs alterin' the mechanics to make somethin' crap for any given reason
- NPC/Barb: Barbarian Town
- 'Phract/Armoured Pony: Cataphract
- Pony/Horse: Cavalry
- Rainbow: As described below
- Spearhead: The main assault wave against someone; will typically contain the heaviest hittin' units in all the waves.
- t/a/d: Traps/Abati/Rockfall
- Valley: Land spaces on the map that are not Cities. These include Flat, Grassland, Swamp, Lake, Forest, Desert and Hill
- Wave: A march of units sent to attack someone
There are numerous scales to warfare. Skirmish, Open, Large and Massive.
Skirmish warfare is almost exclusive to Valleys and beginner players who have a beef w/ each other. This will typically include mainly warriors, pikes, swords and some archers as the elite units. All that can really be done in these types of situations is try to outnumber the enemy. The more archers the better.
Open warfare will be small/large cities and more standard alliance wars. This will see the introduction of HB units and archers will become a more standard troop. Pikes and Swords will taper off and warriorbombs become popular. These fights will be the beginnin' of the usage of rainbow formations and be when folk start learnin' all about the mechanics we're goin' through right now. HB units will be considered an elite unit or a very expensive waste and replaced w/ archers.
Usin' the below mentioned mechanics and the preset actions, one should be able to look at his enemies army and base upon the report whether they should use warriorbombs, archer armies or hit hard w/ ponies.
Large scale warfare is when the rally spot march limits start to restrict your combat ability and force you to consider alternative options than 99k archers + rainbow. This is where HB units start to shine as they can punish enemy swarms of archers w/o needin' to reach into massive amounts of troops. Tactics become an issue here because the rainbow mechanics get more complicated when dealin' w/ such large numbers, ATs tend to be maxed out and have heavy amounts of layers in front of their archers. Seige is viable on smaller scales here, but not often seen as it tends to be late in the game when players can even start trainin' seige and don't always have a large enough amount by this point.
Massive scale warfare is the superwars you hear about. Millions of defendin' troops gettin' hit by 100k rams and three follow up waves of 100k 'phracts; superalliances reinforcin' and packin' heavy in all directions. This type of warfare is also known as Cold Wars, in some situations. Tactics do play a role in this, but less about the mechanics of the game and more about timin' and co-ordination. Numbers become far more important here than comin' up w/ the perfect surgical assault. This isnae the type of warfare I'm really tryin' to discuss.