A guide to the 3.2 battle system.

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    • A guide to the 3.2 battle system.

      This is part one of the guide, I will write more when I have free time and if people find this part usefull.
      Part one:Unit Types
      Part two: Unit Comparison, what to build.
      Part three: Navy?
      Part four: Mechanics, tricks, and strategies.

      The Ultimate Guide To The 3.2 Battle System
      Part one: Unit Types

      Pillaging in the 3.2 version can be a very complex and tedious process, but can also be made simple through various tactics please note that if you are using a battlefield smaller than size three then you should do the math on how many units you can field for your fighting area and scale down my calculations to that size.
      It is important to balance out your army so that you do not end up getting destroyed during your pillages or defences.
      First of all, let's go over the six types of land/air units that we have; there is no "most important" type because they all aid you in a different way and can easily lose you the battle if they are missing.

      Front Line: This is your first and foremost line of assault/defence. It is important to make sure that you have either Hoplites or Steam Giants take up these spaces. You can field a maximum of 210 Hoplites or 70 Steam Giants at any given point in time; this comes out to 10 Steam Giants and 30 Hoplites per open position. These troops are what absorb the damage from enemy front line and back line units. If your front line units do happen to run out, your flanks, support units, and back line units will take their place; this will most likely lose you your battle because these units have a very low amount of hit points and extremely weak front line attacks compared to Hoplites and Steam Giants. On average you will lose anywhere from half to one third of your front line units per round against an evenly matched enemy. It is best for older players to have ATLEAST 420 Hoplites or 140 Steam Giants per battle; having more will only better your chances at winning.

      Back Line: These are your Slingers, Sulfur Carabineers and Archers. No other unit is capable of taking this position other than the ones above. The goal of these units is to weaken the enemy front line so you can cause more damage than the enemy through ranged attacks. Your back line units are immune to all attacks while your flanks and front line are full, if your flanks or front line is empty, you can consider these units as good as dead. You can field 210 Slingers, 210 Archers, or 49 Sulfur Carabineers at any given point during your battle; you may use 30 Slingers or Archers and 7 Sulfur Carabineers per open slot. If you are also using these units for your front line, you are capable of fielding double that amount but it is highly not advisable. These units can come out quite useful in a battle because if they are missing your front line losses will be much higher than that of your enemy. It is best to own 420-840 archers/slingers or 98-196 Sulfur Carabineers depending on your military size.

      Flanks: Composed of Swordsmen and Spearmen, this is generally the position that most people do not take into high consideration which is a grave mistake. Your flanks can be what decide the outcome of the battle since you end up losing them much faster than you do front line units against an evenly matched opponent. You are able to field 30 Spearman or Swordsmen per position which gives you a total of 120 in a large combat field. Generally you will lose around sixty per round which comes out to half of what you field. However, once you have broken through the enemies flank you flankers will be able to destroy their back line and possibly even demolition units; they will then move onto destroying the enemy’s front line! It is actually recommended to have an amount even to the amount even to the amount of Hoplites you have, and three times the number of Steam Giants you may own. This will be the unit that you will need to rebuild the most and always make sure to have a good amount of. If these units happen to end up on the front line they will be torn apart by your opponents Steam Giants and Hoplites.

      Demolition: A key part of your army that cannot be left out by the attacker. This part of your army is composed of Rams, Catapults, and Mortars. If you do not have any of these units, you will not be able to take down any enemy walls; therefore your troops will be sitting there getting massacred by enemy back line and demolition units. You are capable of fielding 6 of any same type of siege unit per slot, bringing you to a total of 18. The better your siege, the better your chances of taking down a high level wall; while it is possible to take down higher level walls with rams and catapults, it is extremely tedious so mortars should be used instead because their damage is a lot higher. Recommendations for hitting walls are: Rams 1-5, Catapults 5-12, Mortars 13+. This part of your army is untouchable by enemy front line and back line units; however it is very vulnerable to enemy Balloons and will be destroyed if you do not own your own flight units which will be mentioned later. Swordsmen are also capable of taking down Catapults and Rams if the enemy flanks are exhausted but cannot destroy Mortars. As these units have very little ammunition it is recommended to have more than 18 due to the fact they run out within a few rounds, or possibly destroyed by enemy balloons. Demolition units cannot be under any spot other than the demolition spots provided for them; Demolition units will automatically flee if they are the last or only units in your army.

      Air Units: This is a part of the military force that is only useful LATE during the game when almost all of your research has been completed, namely Balloons. Balloons are used to take out siege, and Gyrocopters are used to take out enemy Gyrocopters and Balloons. Balloons will move onto enemy back line and front line units after all siege has been exhausted; Balloons cannot combat other units air units; however they are completely vulnerable to Gyrocopter attacks, and that is why it is important to ALWAYS escort them. Due to their high upkeep and limited use it is not recommended to have a large amount of this unit unless you can afford it, the travel time of Bombardiers may also cause problems for you because it takes them 30 minutes to get to any location across land. Gyrocopters can be ignored until you know others have researched Balloons, these will fight amongst each other until either: a.) The enemies Gyrocopters and balloons have been destroyed allowing your Balloons to safely kill off siege, b.) Your Gyrocopters have been exhausted, leaving your Balloons without protection getting them destroyed. You are able to field 30 Gyrocopters and 15 Balloons at one time, it is recommended to have a larger amount of Gyrocopters as these will be the ones that fight in the air first. One must also remember that even if you send Gyrocopters to escort your Balloons you will still lose them because the new update allows the Gyrocopters to go straight for the Balloons without having to take out the enemy Gyrocopters first. This is another reason why Balloons are extremely costly, however they are worth the value because Demolition units are a lot more expensive and will cause the enemy to take greater damage. Large air armies are only recommended for those with militaries well over 10k who can afford the upkeep.

      Support Units: Support units are a nifty way to gain a small advantage against your enemy. This line is composed of Doctors and Cooks, no other unit can take their place; however they will move onto the front line after all other units have been used. Generally, as long you have other units to cover the front line they are completely immune to any attacks. It is recommended to have one Cook per 50 units and one Doctor per 25 units that you field. Doctors help your troops regain health and lower the amount of casualties you may have per battle significantly; one must also take into account that they are only partly effective on mechanical units. Cooks help your units regain stamina and can stop them from fleeing. The effect that these units have is fairly significant and a good amount of each unit is an important part of every defending or attacking force.