Quick
Links:
Troop Info: http://www.theevonywiki.com/Troops
Range Info: http://www.theevonywiki.com/Range
Calculators: http://www.evocalc.com
or http://dxcalc.com/age1/
Rule One
- Battlefield Range
This is determined by the
longest ranged wall defense (or troop) plus a base range of 200.
XXX + 200
Shortest possible range:
210 (worker or trans attack)
Longest possible range:
5200 (trap, ab or DT present)
http://ww.evonyurl.com/k5l5ws
Range is 1400 per archers
http://ww.evonyurl.com/iudmqs
Range is 1500 per ATs
http://ww.evonyurl.com/mqgsjw
Range is 1600 per D.
ballista
http://ww.evonyurl.com/jyp4wq
Range is 1700 per the O.
and/or D. catapults
http://ww.evonyurl.com/jaovez
Range is 5200 per the
traps, abs and DTs
Rule Two
- How Rounds Work
Each round starts with:
1) Unit movement
2) Unit battle
3) Fortification battle
Troops move first, troops battle, then fortifications battle
Movement
in order, battle all at once.
For example, SBs/scouts
don’t always trigger traps.
http://ww.evonyurl.com/xju0gq
- Non-trap triggering.
http://ww.evonyurl.com/3h6t85
- Trap triggering
Rule
Three - Troop Movement
Troop movement is done in
order from the fastest unit on the field down to the slowest irrelevant of
which side
the unit is on.
If two sides have a tie,
the defender moves first. (A tie refers to the type of unit NOT the quantity of
that
specific unit.)
There are a few
exceptions (regarding ranged units and scouts) but when considering general
movement,
troops get to
move based on their speed, fastest to slowest.
****The most important
thing to remember here is units move according to their speed, regardless of
side,
fastest to slowest unless there is a tie and in that case, defense moves then
offense.
Examples…
http://ww.evonyurl.com/87pa4g
O. Pike, O. Sword, D. Ram
*scouts didn’t count as
see in rules 7 and 8, archers didn’t count as seen in rule 6
http://ww.evonyurl.com/sds3n1
O. Cav,
D. Pike, O. Pike, D. sword, O. sword, etc.
**scouts didn’t count as
seen in rules 7 and 8
http://evonyurl.com/6qdd7v
O. Pike, O. Sword, D.
War, O. War, O. Work, etc.
http://evonyurl.com/eqpv01
O. Cav,
O. Phract, D. Pike, O. Pike, D. Sword, O. Sword, D.
War, etc.
Rule
Four - Movement/Targets
Units do not move if they
have a target in range at the beginning of their movement.
If archers have something
to shoot, they do not move.
If your cavs are hoof to toe with pikes, neither moves.
If your troops move first
and you reach them, then they do not move on their turn because you are
already there.
Rule Five
- Attack Values
When attacking, melee
troops (pike, sword, scout, war, work, cav, phract, ram) attack whatever is in their
range first.
If multiple targets are in range, they will attack the target with the highest
total attack value
(TAV).
Look in the barracks for
attack value and multiply by the number of that unit you have to get the total
attack value
of that troop type.
Example One
Archers have a 120 attack
Warriors have 50
If you had 100 of each
and a cav wave is headed at you, which will it hit, the warriors or archers?
They will pick the
archers because their attack value is 12000 and the warriors are 5000.
Example Two
If you have 100 archers
and 300 warriors, the attack value is 15000 and 12000, respectively therefore
the
cavs will hit the warriors.
A very practical place
you will see this is in SBs. They usually hit the archers because they tend to
have
the highest
total attack value in a given city. You can manipulate this by adding other
large layers to your
defensive
strategy. For example, here you see the swords protecting the archers http://
ww.evonyurl.com/vo64q0
or in this case, cav protecting archers http://ww.evonyurl.com/bhseo0.
**Absolute minimums, add more to buffer and absorb SBs.
Workers are 24:1
Warriors are 2.4:1
Scouts are 6:1
Pike are 0.8:1
Sword
are 1.2:1
Cav are
0.48:1
Phract are
~0.34:1
Trans are 12:1
Ballas are
~0.27:1
Ram are
0.48:1
Pults are
0.2:1
Another good thing to
remember for mech-D is the following:
Scout:ballas coverage = 22.5:1
Scout:pult coverage = 30:1
**Again, these are the
absolute minimums, always have more scouts for buffer
and to absorb SBs. Add
a melee
troop to protect from RSBs (as seen discussed later).
Rule Six
- Ranged Units
When attacking, ranged
units (ATs, DTs, archers, ballistas, catapults)
attack other ranged units first.
If multiple ranged units
are present, they attack ATs first then the target with the highest total
attack
value.
*Note: this is the reason
that mechs can be a target in CD and why ATs come
down first in CD.
*Towers demo’d in CD: http://www.evonyurl.com/zpadfg
*Mechs
getting hit in CD: http://ww.evonyurl.com/afnpzm
If no ranged units are in
range of a ranged unit, they will attack the FASTEST melee unit.
All in all, ranged units
attack each other based on attack value (just like melee) then melee in order
of
speed.
So if archers have no
other ranged units to shoot, they will shoot cav, phracts, pike and so on. Scouts
are fastest
technically but they will only be targeted first in certain cases.
A quick summary of rules
five and six:
Melee attack anything in
range in order of attack value.
Ranged attack other
ranged in order of attack value then melee in order by speed.
Rule
Seven - Offensive Scouts
Scouts on the offense
will stay at the back of the battlefield and not move until there are no other
units
left on
their side at which point they will start moving and attacking.
They will not attack
until they are the ONLY melee thing left then they go for it.
This can be shown in how
an RSB works on a 5k and why scouts as an extra fodder layer can help
increase D.
losses in a mech wave.
Rule
Eight - Defensive Scouts
Scouts on the defense
will not attack or move the whole battlefield. Defensive scouts do nothing, just
sit
back, as can
be seen in the following reports:
http://ww.evonyurl.com/vwa699
http://ww.evonyurl.com/g8tn0y
Rule
Nine - Rounds
One troop type hits one
troop type per round. Archers will never shoot at more than one troop type per
round.
A few examples as
follows:
ATs will not shoot at
pikes AND swords in a round
Pikes cannot attack cav AND phract in a round
They pick their target
and stick to it
for that round. The next round, they reevaluate based on the rules
and
pick a new target if needed.