Kingdoms of Camelot Applying Throne Room in Battle Guide
Kingdoms of Camelot Applying Throne Room in Battle Guide by BadOmen
You think you have it all figured out, picked a target, attacked and then you look at the battle report to find that their troop stats don’t look anything like what you thought they should be. Must be a new glitch right? Wrong. Well, this IS KoC…so, there is a chance that it could be a glitch…but, more than likely your math is just a little off.
You have to realize how the final stats involved in combat are calculated. Remember, there is more to the stats than just the Base Stat and the Throne Room. You also need to take Research Levels, Knight Scores, Shop Items and Guardian bonuses into consideration…not only that but, you also need to know how each one is used to obtain the final stat that you will see on your reports.
To start with..EVERY Bonus and Debuff is calculated using that particular troop’s Base Stat…the only exception to this is the Guardians.
Here is how it works:
1. Get that troops BASE Stats
2. Calculate the Research Bonus using the Base stat
3. Calculate the Knight Bonus using the Base stat
4. Calculate the Shop Item (blood lust/stone skin) Bonus using Base stat.
5. Subtract opponent Throne Room Debuffs from your Throne Room Bonuses:
- a. If you have a Bonus left over, calculate your Throne Room Bonus using the Base stat.
- b. If your opponent’s Debuffs are greater than your Bonuses…calculate your Throne Room Debuff using the Base stat.
6. Add Throne Room Bonus/Subtract Throne Room Debuff as applicable (up to cap limit).
7. Add Research Bonus
8. Add Knight Bonus
9. Add Shop item Bonus
This gives you your new stat. Now, if a Guardian Bonus is available…that gets calculated directly from this number.
Remember…The Throne Room doesn’t affect anything but Base stats and opposing Throne Room Bonuses/Debuffs…you still get the full value from Research, Knight and Shop Items as if the Throne Room did not exist.
Is this the EXACT formula? No. With the exception of the Defense stat…there are actually two different equations for each stat, dependent upon things like Troop Type and Attack vs. Defend status. Do I have those equations? Yes. And, if you look in Index A of this guide, you will find them.
I almost didn’t include them because of the work we put into trying to figure them all out. But, the whole purpose of this guide is to give you as much information as I can, to help you understand how to use the Throne Room efficiently and exploit the battle system to be able to face whatever anyone else has to throw at you.
So, there is a guy on your domain that has 200% Range Bonus and 150% Range Debuff…you can’t seem to find any decent Range items…he is unstoppable and you might as well quit right? WRONG!!
Despite what you may read in the numerous posts to the contrary in the forums…a major Range deficiency is NOT the end of the world. Remember what I was saying before about there being a balance system in place within KoC? Well…I wasn’t lying. You don’t have to fight Range with Range.
As I have shown you, there are 6 stats that are used to determine the outcome of a battle: Attack, Defense, Life, Speed, Range and Accuracy. To believe that any one of those stats can solely determine the outcome is foolish. Attack opposes Defense, Speed opposes Range. Wait….what did I just say? Range has an opposing force? Yep…sure does. Look at it this way…
RANGE doesn’t make troops any stronger. What makes Range so devastating is the fact that it allows troops to attack from further away and allowing them to continue firing, unscathed, until the other side’s troops can get in close enough to attack back. Considering the Base Range of Archers, Ballista and Catapults compared to all the other troops…you can see why this can wreak pure havoc.
Battle in KoC is turn-based. Just like the old RPG games of yore…each troop gets a turn…and in that turn, they have two options:
- 1. If enemy troops are within Range…ATTACK.
- 2. If there are no enemy troops in Range, move forward according to your Speed stat.
The catch is that the highest-Range troops get to attack first and their Range sets the “starting” distance. So, if you have two sides engaged in battle…SIDE A has a Range of 2000, SIDE B has a Range of 1000.
Since SIDE A has higher Range, they get to attack first and the starting distance is set at 2000 spaces apart.
SIDE B only has a Range of 1000, so they need to move 1000 spaces closer (2000-1000) before they can be close enough to attack back. If their Speed is only 200, this means it will take them 5 turns to close the gap before they can finally start doing some attacking. Unfortunately…this also means that SIDE A gets 5 turns to fire away at SIDE B’s troops before they even have to start worrying about getting attacked. 5 turns is a LONG time on the battlefield and this is where all the death and destruction comes from.
Not really filling you with that warm and fuzzy feeling am I? No worries, like I said…this isn’t Lord Of The Rings and there isn’t “One stat to rule them all.” ;)
Read back a little bit…
A little more…
Yeah, that…right there, where I said…
“Speed opposes Range”
Range’s advantage comes from the gap it creates…so, counter it by making your troops close the gap faster.
Since people are using Archers, Ballista and Catapults to exploit the benefits of Range, let’s look at your troops and figure out which ones to use to exploit the benefits of Combat Speed.
Well…Scouts start off with a BASE Speed of 3000! A little Combat Speed would damn near have them moving at the speed of light! Unfortunately, their other important stats of Life, Attack and Defense are so low…this really doesn’t make them a good option. They just aren’t strong enough. But, they DO make an excellent buffer for your higher-skilled troops. Not to mention they can be replaced so quickly.
So…the next option is your horses…Cavalry and Heavy Cavalry…let’s compare their stats.
Which one do you think would make the better option?
Speed and Range are higher on the Cavalry. But…Attack, Defense and Life are higher (Defense and Life both being about double that of Cavalry).
Honestly…either one of them could be a viable option…depending on the setup of your Throne Room. If you are set up with a lot of Combat Speed Bonuses and were able to manage getting at least a decent amount of Range, Cavalry could work well for you.
If you have a Throne Room Full of Speed, Attack and Life Bonuses…go with Heavy Cavalry. Personally, I would go with Heavy Cavalry either way. They have always fared decently against archers and with a boost from your Throne Room, can fair equally as well against Catapults…even with a remarkable Range difference.
It really is a balancing act…
Is there a set ratio as far as Combat Speed vs. Range is concerned? No, because there are so many other factors involved that it really is nearly impossible to account for them all. But, the key is to figure out how many free shots your higher-ranged opponent will get before your troops can close the gap. The more you can cut that down, the better. Couple that with Attack, Life and Accuracy Bonuses/Debuffs and you can literally put the advantage back in your court…no matter what their Range is.
The main point in all of this is that Range is not the only stat out there and surely isn’t the only one that determines whether you win or lose a battle. You just have to use the other stats to counteract the Range. It works people, trust me…ask around…try it!
Don’t be afraid to test things on your own. If all you are doing is sitting there training troops and searching for Throne Room items…you might as well kill off some troops in the name of research and find what works best for you.
If I missed something in here, which I am sure I did…or, if you just have more questions…feel free to send me a message through the forums or email me HERE. I will answer any question I can.
I sure hope this guide helps you understand the ins and outs of the Throne Room and help shed peoples’ fear of Range.