combat speed explained
TRANSCRIPT
Combat Speed Explained “If not in range and still alive, your troops move forward according to their Combat Speed. The enemy troops do the same, at the same time.”
As there are 7 important stats in place we all know 3 by heart.
1) Defense
2) Attack
3) Range
Remaining 3 stats are overlooked by many but are nevertheless important.
4) Life
5) Combatspeed
6) Accuracy
7) SpellPower
*For now spell caster rules have not been added to the 6 rule principle.
Combat Speed explained in Buff & Debuff: “Battle starts with each opposing forces facing each other at a distance set by the side with the
highest range troops or wall defenses.
At the beginning of each turn, the system checks to see if each of your troop types are in range
of the closest enemy. If they are in range, they attack. The enemy troops do the same, at the
same time.
The closest enemy is decided not just by distance but also by their threat of range. This means
The highest range enemy is always targeted first in the first round of combat. The exception
to this is if Siegewalls are present
If not in range and still alive, your troops move forward according to their Combat Speed. The
enemy troops do the same, at the same time.
This continues until all troops on one side are dead or until 100 Combat Rounds have been
fought. Any surviving troops go home.
Combat Speed does nothing except move the troops forward. It is not involved in the battle
calculation for any other reason. It’s effectiveness is limited solely to slowing the enemy troops
down (CS Debuff) or speeding yours up (CS Buff).
You would normally only use Combat Speed Buff if your enemy has higher range and you
want to close the gap between you and them fast. This has the benefit of cutting the number
of rounds your troops get attacked without your troops being able to engage the enemy.
Obviously, if you are the higher range player, then you want to add as much Combat Speed
Debuff to slow your enemy down for the opposite reasons.
When you have Range advantage, slowing your enemy’s advance can also be done using troops
as blockers. Blockers are troops that are sent in front of the range troops to stop the enemy in its
tracks, the enemy must kill these troops before they can move further forward. This allows your
range troops to continue killing.
The reason you want to avoid your range troops getting in range of the enemy is that they tend
to have low Life and Defense stats. This means they die fast once in direct contact.
Troops with high Defense and Life Stats are more effective blockers and the higher the
numbers, the more likely they are to hold off the attackers. Blockers are combated best by high
troop numbers with high attack stat.
The cap for Combat Speed is currently set at between 375% and -50% but the higher the better
as long as it does not compromise the rest of your Throne Room.”
(combatspeed txt by Giantari)
So You can use Combat Speed to counter range? Yes. The Combat speed CAP is TWICE the
size of the RANGE CAP. Realistically you can apply Combatspeed in BUFF or DEBUFF in ANY
TR. Using CS to your advantage end even enhance the TR to have better results in battle.
Again some simple examples.
1) You attack with Horsed Troops ( Lcav/Hcav/Hussar). You want to apply CS Buff
2) You Defend with Range Troops you want to apply CS Debuff.
3) You defend with Scouts/Cav you want to Apply CS Buff.
So Where do you find Combat Speed in Cards. What we show is GENERAL combat speed, that
applies to ALL troops. Horsed Combat Speed is a UNIT Specific combat speed that ONLY
benefits Horsed Troops ( Lcav/Hcav/Hussar). You can mix them.
2000 combat speed + 2000 Horsed Combat Speed will give you:
2000 Cs for ALL troops
4000 cs for Horsed Troops ( 2000+2000)
The combinations are endless, but you should use as much GENERAL combat speed as possible
and COMPLIMENT with Specific Combat Speed.
Troop Specific Combat Speed
Of Course CS also exists in Champion Cards. So having CS in champion is a beneficial factor too.
But we will address the Champion & CS in another tutorial. Lets just concentrate 1st on CS in
the Throne Room Stats.
Combat Speed Debuff
Combat Speed Debuff + Buff
There are a lot of cards as well with just 1 line of CS buff or Debuff. Useful also and they can
add to the overall count combined with these cards.
Basic Combat speed per troop Combat Speed Order by Speed of troop
(Fastest to slowest, based on basic CS)
If troops are not following the Troop Priority list based on Range then they engage other
troops based on the troops Combat speed.
Below is a collection of Graphs and stats that BadOmen did, explaining combat speed vs
other troops: ( These graphs use the older caps that were in place then)
In the charts below are the Combat Speed vs. Range comparisons for Cavalry versus Archers,
Ballista and Catapults. The numbers under the column labeled "Number of Rounds To Close
Gap" are the numbers of rounds spent JUST MOVING. Your troops would attack in the
following round. This also equates to the number of "free shots" that your opponent would
get while you move...plus one extra as they would attack first in the round that your troops get
to attack back.
Notice, that pre-Throne Room(0% bonus for both sides), the best you could hope for was
facing a minimum of 3 rounds of attacks before you could attack back (2 spent traveling and
one during your attack round). HOWEVER, with the Throne Room...you have the ability to
knock one of those free shots off...and, thanks to the cap system..you can eliminate their
ability to get any more than 2 free shots...meaning that Range has actually been made less-
effective by the Throne Room.
Cavalry have a Range of 100...and a Speed of 1000.
To figure out how many rounds it would take before you can attack back, you have to consider
both values. The Speed attribute gets them so far...and then the Range gives them an extra
100 spaces.
Look at the line where the Cavalry have a 0% Bonus, leaving their Speed at 1000...and the
Archers have a 75% Bonus, making their Range 2100.
In the first round, the Archers attack and the Cavalry move forward 1000 spaces. Leaving them
still 1100 spaces away. Even with the extra 100 spaces for their Range...they are still 1000
spaces away...too far to attack back.
In round 2, the Archers attack again, and the Cavalry move forward another 1000 spaces,
which puts 100 spaces away from the Archers...with a Range of 100...this means that the can
attack in the next round.
In round 3, the Archers get to attack first again, but this time...the Cavalry get to attack back.
= 2 rounds to close the gap...they attack in 3rd.
SPEED vs. RANGE: Heavy Cavalry vs. Archers, Ballista and
Catapults
when dealing with Heavy Cavalry vs. Ballista/Catapults, without any Range modifiers at
all...you can still reduce their Range advantage to what it was pre-Throne Room(2). In order to
drop them below the pre-Throne Room value...you would need to Debuff them to a 100%
Range difference.
Last Note : Combat speed only determines targeting if the attacker is a
non-Range unit and more than one unit is within striking distance. So for
an Archer, combat speed isn't used and it goes the ranged priority list. For
a Cavalry unit, it only looks at combat speed if two different enemy types
are within the Cavalry's attack range.
Sharing is knowledge, and a lot of players are not sharing. Yes, it gives you and edge, or advantage, but
it leaves also many people clueless. The objective of these tutorials, is to teach, learn, educate players so ALL players have
a better under understanding of the game. The more players participate, the better the overall experience is for all players.
More attacking and defending means “lively” domains full of activity.
http://www.slideshare.net/Aderik/documents