Combat Basics: Difference between revisions

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'''Combat Basics''' describes the default combat system used in War.app.   
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| http://gae.warlight.net/Content/CombatBasicsAnimation.gif
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| This animation is also available on [http://www.youtube.com/watch?v=oetKMO8-gWk YouTube]
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The attack system is very simple. Each army that attacks has a 60% chance at killing one defending army. If all the defending armies are killed, the territory is captured and all the attacking armies move to occupy the destination territory.


For example, if you attack with 10, you will kill, on average, 6 armies. This is why you generally want to attack with at least double the number of armies the defender has.
By default, combat contains no randomness. Every battle will always produce the same result given the same number of attacking and defending armies. For games that use randomized combat, see [[Random Combat]].
Defenders also get an opportunity to kill attacking armies. Each defending army has a 70% chance at killing one of the attacking armies. The defender's kill roll does not impact whether or not the territory is captured.


Generally, you always want to have overwhelming numbers in every battle you participate in. Clearly, however, this isn't always possible, so you must pick and choose your fights to make the most effective use of your armies.
== Attacks and Transfers ==
==Examples==


===Animation Example===
Attack/transfer orders become transfers if the destination territory is owned by you or one of your teammates.


In the animation shown in the upper-right right, 7 armies is shown attacking a territory defended by 4 armies.  Note the left territory had 8 armies to start with, but it can only attack with 7 since one army must remain on all territories.
Otherwise, the order becomes an attack.


Each of the 7 attacking armies has a 60% chance at killing one defending army.  Each of the 4 defending armies has a 70% chance at killing one of the attacking armies.
== How Combat Works ==


In this case, the attackers killed 4 and the defenders killed 3.  Since all of the defending armies died, the territory is captured by the attacker.  7 armies were attacking, and 3 were killed by the defenders, leaving 4 to occupy the newly captured territory.
Combat is simultaneous. During an attack, both the attackers and defenders deal damage to each other at the same time.


===Another example===
By default:


Let's say that 15 armies attack a territory that has 6 armies.
* Each attacking army kills 0.6 defending armies.
* Each defending army kills 0.7 attacking armies.


The attacking 15 armies could have killed between 0 and 15, but on average they will kill 9 (60% of 15). Let's say they kill 9 armies.
Since there is no randomness, the result can always be calculated in advance.


The defenders could kill between 0 and 6 of the attacking 15 armies, but on average they will kill 4 or 5 (70% of 6). Let's say they kill 5 armies.
For example:


5 of the attacking armies die and all 6 of the defending armies die. Since all the defenders died, the remaining 10 attacking armies take control of the defending territory.
* 10 attacking armies kill 6 defenders.
* 20 attacking armies kill 12 defenders.
* 50 attacking armies kill 30 defenders.


===Failed attack example===
If all defending armies are eliminated, the territory is captured and occupied by the surviving attacking armies.


Let's say that 25 armies attack a territory that has 20 armies.
If at least one defender survives, the attack fails and the surviving attackers remain on their original territory.


The attacking 25 armies could have killed between 0 and 25, but on average they will kill 15 (60% of 25). Let's say they kill 15 armies.
== Examples ==


The defenders could kill between 0 and 20 of the attacking 25 armies, but on average they will kill 14 (70% of 20). Let's say they also kill 15 armies.
=== Capturing a Territory ===


15 of the attacking armies die and 15 of the defending armies die. Since 5 defenders lived, the territory is not captured. The remaining 10 attacking armies retreat back to their territory of origin.
Suppose 10 armies attack a territory defended by 5 armies.


==Analyze Graphs==
* The attackers kill 6 defenders.
* The defenders kill 4 attackers.


Within the game, WarLight supplies [[Analyze Graphs]]. These provide an easy way to understand the odds of any attack succeeding without needing to understand all of the math presented on this page.
Since all 5 defenders are eliminated, the territory is captured.


==Analysis==
The 6 surviving attackers move into the conquered territory.


Calculating how many armies will be killed can be done with the [http://en.wikipedia.org/wiki/Binomial_probability binomial probability] formula.  If we run this formula on 100 attacking armies, we get a bell curve like this:
=== Failed Attack ===


http://blog.warlight.net/Images/BinomialDistribution.png
Suppose 10 armies attack a territory defended by 10 armies.


We can see that the most likely number of armies that will be killed by 100 attacking armies is 60, which will happen about 8% of the time. 75% of the time, the rolls will fall between 55 and 65 armies.
* The attackers kill 6 defenders.
* The defenders kill 7 attackers.


==Luck Modifier==
Four defenders survive, so the territory is not captured.


The calculations on this page assume that the game's [[luck modifier]] is set to 100%.  Most games use a lower value, which reduces the amount that randomness affects the game.  To see how the this changes the calculations, see the [[Luck Modifier|Luck Modifier Page]].  
The 3 surviving attackers remain on their original territory.


==Overridden kill rates==
== Rounding ==


The default [[offense and defense kill rates]] are 60% and 70%, but these can be overridden by game creators.  Therefore, it's a good idea to check the settings on your game to be sure.
Combat calculations do not always result in whole numbers.


==See Also==
For example, 7 attacking armies deal 4.2 kills, while 3 defending armies deal 2.1 kills.
 
By default, War.app uses '''Straight Round''' rounding, which rounds values to the nearest whole number.
 
Under these settings:
 
* 4.2 rounds to 4.
* 2.1 rounds to 2.
* 4.7 rounds to 5.
 
Some games may use different rounding methods. See [[Random Combat]] and [[Rounding Mode]] for details.
 
 
== One Army Must Stand Guard ==
 
Some games enable the '''One Army Must Stand Guard''' setting.
 
When enabled, at least one army must remain on every territory. This means you can attack or transfer with at most one fewer army than are currently stationed on the territory.
 
For example, a territory containing 10 armies may attack with at most 9 armies.
 
=== Mutual Destruction ===
 
If all attacking and defending armies are eliminated in the same battle, the attack fails and one defending army is resurrected.
 
This most commonly occurs when attacking a territory defended by a single army with a single attacking army.  Because of this rule, attacking a 1 with a 1 is ineffective when One Army Must Stand Guard is enabled.
 
 
== Analyze Attack ==
 
Use the '''Analyze Attack''' button from the game menu to preview the exact outcome of attacks under the current game settings.
 
Because default combat is deterministic, Analyze Attack can show the precise result of every battle before it occurs.
 
== See Also ==
 
* [[Random Combat]]
* [[Luck Modifier]]
* [[Luck Modifier]]
* [[Offense and defense kill rates]]
* [[Rounding Mode]]
* [[Analyze Graphs]]
* [[Analyze Graphs]]


[[Category:Gameplay]]
[[Category:Gameplay]]

Latest revision as of 02:53, 13 June 2026

Combat Basics describes the default combat system used in War.app.

By default, combat contains no randomness. Every battle will always produce the same result given the same number of attacking and defending armies. For games that use randomized combat, see Random Combat.

Attacks and Transfers

Attack/transfer orders become transfers if the destination territory is owned by you or one of your teammates.

Otherwise, the order becomes an attack.

How Combat Works

Combat is simultaneous. During an attack, both the attackers and defenders deal damage to each other at the same time.

By default:

  • Each attacking army kills 0.6 defending armies.
  • Each defending army kills 0.7 attacking armies.

Since there is no randomness, the result can always be calculated in advance.

For example:

  • 10 attacking armies kill 6 defenders.
  • 20 attacking armies kill 12 defenders.
  • 50 attacking armies kill 30 defenders.

If all defending armies are eliminated, the territory is captured and occupied by the surviving attacking armies.

If at least one defender survives, the attack fails and the surviving attackers remain on their original territory.

Examples

Capturing a Territory

Suppose 10 armies attack a territory defended by 5 armies.

  • The attackers kill 6 defenders.
  • The defenders kill 4 attackers.

Since all 5 defenders are eliminated, the territory is captured.

The 6 surviving attackers move into the conquered territory.

Failed Attack

Suppose 10 armies attack a territory defended by 10 armies.

  • The attackers kill 6 defenders.
  • The defenders kill 7 attackers.

Four defenders survive, so the territory is not captured.

The 3 surviving attackers remain on their original territory.

Rounding

Combat calculations do not always result in whole numbers.

For example, 7 attacking armies deal 4.2 kills, while 3 defending armies deal 2.1 kills.

By default, War.app uses Straight Round rounding, which rounds values to the nearest whole number.

Under these settings:

  • 4.2 rounds to 4.
  • 2.1 rounds to 2.
  • 4.7 rounds to 5.

Some games may use different rounding methods. See Random Combat and Rounding Mode for details.


One Army Must Stand Guard

Some games enable the One Army Must Stand Guard setting.

When enabled, at least one army must remain on every territory. This means you can attack or transfer with at most one fewer army than are currently stationed on the territory.

For example, a territory containing 10 armies may attack with at most 9 armies.

Mutual Destruction

If all attacking and defending armies are eliminated in the same battle, the attack fails and one defending army is resurrected.

This most commonly occurs when attacking a territory defended by a single army with a single attacking army. Because of this rule, attacking a 1 with a 1 is ineffective when One Army Must Stand Guard is enabled.


Analyze Attack

Use the Analyze Attack button from the game menu to preview the exact outcome of attacks under the current game settings.

Because default combat is deterministic, Analyze Attack can show the precise result of every battle before it occurs.

See Also