Kingdoms of Camelot How Battles Work Guide
Kingdoms of Camelot How Battles Work Guide by BadOmen
Before you can really take full advantage of the Throne Room, you first need to get an idea of how Battle is actually conducted in the world of KoC.
Like many Role Playing Games before it, Kingdoms of Camelot runs on a “turn-based” battle system that is dictated by “rounds”.
Rounds is just what it sounds like. It is just a moment of time in which troops from both sides get to perform an action.
In this case, the troops have two choices as to what they can do in a round:
1. If an enemy troop is within range, they attack.
2. If there are no enemy troops in range, they move forward according to their Speed stat or until they get an enemy troop in Range.
If a troop’s Speed is 100, than the most it can move during its turn is 100 spaces. No more than that. If there is still no enemy troops in Range after it moves those 100 spaces, then it must move again in the next round.
Troops CAN NOT move and attack in the same round. Even if they get an enemy troop in range after moving, they still have to wait until the next round to actually attack them. Unless they already have a troop set in Range and the numbers required to defeat them is minimal. For instance…you send 200,000 Heavy Cavalry and they meet some Pikemen in Round 2, killing 95% of them. In Round 3, they Heavy Cavalry will kill that last 5% AND move forward. I am not sure what the exact number is…but, it is VERY small.
Now, the troops are also pre-programmed with an attack priority list and their main objective in battle is to eliminate the troops highest on the list first. This list, seen below, is primarily arranged by the Range stat…but there are a couple on there that are out of order due to some other sort of reasoning…lol.
The priority order for attackers goes as follows…
– Heavy Cavalry
– Battering Rams
Not sure why Supply Troops and Supply Wagons didn’t make the list, still trying to see where they are in this list…but honestly, neither of them are a major concern.
Okay…like I said, this is the order in which troops WANT to kill off the enemy. BUT, it doesn’t always work out this way and that is because of troop Speed.
An attacker is not going to bypass a troop that is in range to get to another just because it is higher on the attack list. Try sending Cavalry at a city defended by Militiamen and Swordsmen. The Cavalry will kill the Swordsmen off first, even though the Militiamen are higher on the priority list. Why’s that? Because the Speed of the Swordsmen is a little higher than that of the Militiamen…which means that they will get ahead of the Militiamen and basically act as a barrier between the Cavalry and Militiamen.
This is why, a lot of times, you will see Scouts and Cavalry used as a defensive strategy. The Scouts’ outstanding speed ensures that they will reach the attackers first and “keep them occupied” while the Cavalry units move up to attack.
But…when dealing with units that rely on Range (Archers, Ballista and Catapults), they will always target troops according to the priority list, because their Range allows them the ability to do so…at least until other troops begin to attack them back. Since the highest-Range troops sets the distance for the battlefield…they get first shot.
Oh wait…I hadn’t gone over the Highest Range = Starting Distance thing have I? Well, I suppose I should do that now.
Battle does not start until the first shot is fired…and the troop that gets the first shot is the one with the highest Range. Once that first shot is fired, their Range sets the distance of the battlefield…which means nothing more than just the starting distance between the two sides. If the highest-Ranged troop has a Range of 2400, then the troops start off 2400 spaces apart and must move forward in order to get troops in range to attack back.
The troops on the opposite side of that 2400 Range troop will need to move 2400 spaces forward (including their own Range) in order to attack that troop. Does that make sense? I hope so.