Армия и сражения

Материал из Forge of Empires - Wiki RU
Перейти к навигации

Тот, кто хочет ковать свою империю, должен сражаться. В Forge of Empires военная составляющая играют очень важную роль. Вы можете использовать свои военные подразделения, чтобы атаковать других игроков или для завоевания провинций на Карте Провинций. Для того, чтобы отправиться в бой, для начала вам понадобятся военные юниты. Вы должны нанять юнитов в слотах военных построек. В окне управления армией, вы сможете выбирать армию обороны и атакующую армию.

Управление армией

Окно управления армией необходимо для эффективного управления вашей армией. Вы можете отметить юнитов, которые будут защищать ваш город а так же этих юнитов можно использовать и для атаки. Юниты отмеченные синими рамками - это ваша защитная армия, эти юниты будут защищать ваш город во время атаки на вас. Всегда старайтесь ставить на защиту как можно больше юнитов. Соседи должны будут победить эту армию когда нападают на вас. Но не бойтесь, даже если нападающий побеждает вашу армию, она тут же полностью восстанавливается для защиты вашего города от будущих атак.

Attack!

Если вы хотите атаковать другого игрока или сразиться на Карте Континентов, вы должны, для начала, выбрать атакующую армию. Вы можете использовать для атаки и юнитов, которые стоят в защите города. Но помните, эти юниты не защищены так же как и в защите города, по этому во время атаки они могут быть ранены или даже уничтожены, по этому будьте осторожны!

Unit Types

In each age, there are five different military buildings that produce the different units of that time. The units differ in their type: There are fast units, light and heavy units and units with short or long ranged attacks.

  • Fast units have a good range of movement, but they cannot take much damage. They are a great way to take out ranged units.
  • The light units are genuine all-rounders: they are fast, inflict good damage and can withstand a lot. They are best at intercepting enemy cavalry.
  • The heavy units are slow and heavily armored. They are formidable opponents when they make it into close combat; there they outmatch any other unit.
  • Short ranged units are fast and can attack from a distance, and their attack does significant damage. However, they cannot defend themselves and are easy prey for all units which manage to attack them in close combat.
  • The artillery units are lost in close-range combat. They are very slow and have a weak attack. Their big advantage is that they can cover almost the entire battle map with their attack and are able to selectively attack almost every unit.

Movement and Attack

Battlefield

The battle is fought in rounds. Basically, each unit moves and attacks once per round. They move according to their movement points, but each type of terrain will cost a differing amount. Directly after movement, if there is an opponent within their reach, the units can attack. Melee and fast units have to attack into an adjacent field, while ranged units can shoot at an enemy within their range.

There is no retaliation to fear from ranged attacks; however, in close-ranged battle, attacked fast and melee units can defend themselves. It works like this: First, the attacker does its damage, then the one being attacked hits back. However, there is only one counter-attack per round: even the strongest unit can be defeated by a swarm of enemies this way.

Damage

Each unit has a maximum of ten life points. The amount of damage points an attack deals is calculated using the current life points and the attack value of the attacker, the defense value of the attacked, modifiers for terrain, other bonuses (some units get bonuses if they fight against units of a particular type) and a random factor. Thus, a unit with a high attack rating deals more damage, and an uninjured unit inflicts more than a wounded one. On the other hand, high defense means good armor – the unit takes less damage. If a unit loses all its life points, it is destroyed.

Terrain

On the battle map, there are different types of terrain. Forest, bushes, rocks, small hills, plains and swamps are some of them. Terrain has two different effects in the game: Firstly, it affects movement. Water areas are impassable, and other types of terrain costs extra movement points when they are crossed. On the other hand, terrain can give battle bonuses: light melee units get defense bonuses in bushes and forests, heavy melee units are better protected in plains, long-range units receive an attack bonus when they shoot from hills, whereas those with short range attacks deal more damage standing on rocks. Only fast units do not receive benefits through the terrain.

Buffs

Military Boosts

The stats of units might get further influenced by a percentile boost. While on some provinces of the Continent map all enemy units in it gain a percentage bonus to their attack and defense stats (easily seen in the sector view as small shield icons on top of the unit images), there are two different buffs that can affect the armies of the players, both of which are accumulated from certain buildings like a few of the Great Buildings:

  • Fierce resistance: All units in the defending army of this player get a bonus to both their attack and defense stats, which means they take less damage and deal more.
  • Military boost: All units in the attacking army of this player get a bonus to both their attack and the defense stats, which means they take less damage and deal more.
  • Defense bonus: All units in the defending army of this player get a bonus to only their defense stat, which means they take less damage.
  • Attack bonus: All units in the attacking army of this player get a bonus to only their attack stat, which means they deal more damage.

Special Skills

There are some units in the game that add a further layer of tactical options to the players by featuring special skills. Right now the following skills are in the game:

Blast

This skill is only found on units with ranged attacks. A unit with blast deals more damage for every field it is closer to its target.

Hides in (terrain)

A unit with this skill can only be attacked from adjacent fields, as long as it stays in the specified terrain.

Secret Identity

A unit with this skill completely ignores the first attack it takes. Instead, it transforms into an undamaged copy of another unit of your army, that does not have secret identity. If no such unit is left, the attacked unit gets removed from battle instead.

Chivalry

The skill is used by the High Middle Age Knights and Late Middle Age Heavy Knights (with Chivalry values of 3 and 5 respectively). The skill increases attack and defense when this is the only unit with chivalry in the army.

Last Stand

A unit with this skill gains attack and defense bonus for every unit with Last Stand that has been killed in the same battle.

Dug in

Units with this skill gains defense bonus if the attacker is a certain amount of fields away. The distance varies upon the unit.

Rapid deployment

Units with this skill start the battle in a random location towards the center of the map and act before any other unit.

Flying

Units with this skill cannot be attacked by artillery units and ignore terrain costs while moving.

Reactive armor

Units with this skill cannot take more than a certain amount of damage per attack

Power shot

Ignores defensive skills (like flying) and terrain

Close quarters

This unity gets an attack bonus when attacking units in an adjacent field

Healing

Is the battle over and your units have been damaged? No problem – they heal automatically over time, one life point at a time. Units that were destroyed in battle do not heal. Their corresponding slot in military building is freed again and you can recruit a new unit there.

Y

Healing

ou also have a possibility to heal your units in your Army Management screen using Diamonds.

You have a chance to resurrect a fallen unit right after a battle, using Diamonds. It can be worthwhile, especially if you've lost "unattached" units that are not from slots in military buildings but obtained through quests or events - a unit that you can't replace otherwise.