04-24-2025, 10:57 PM
(This post was last modified: 04-24-2025, 10:59 PM by uncledarkseid.)
All credit to senior Tach
Ignore the values listed on your turn result
Find the base value of your brigade. Any type of brigade, they all have different values. So say you are the giants and your third Group has one brigade of Giants in it and one captain and the value listed on your turn sheet is 4500, you know the captains 5% of that value, so your base group value is roughly 4250.
Ex: if you are the sorcerer and you start with two sorcerer brigades in your first group and an ogre and the value of that group is 6200 with leader bonuses of a general and a captain you can safely assume the brigades values are roughly 5400 (subtracting the leader bonuses to get the base value) If you look at your third sorcerer, you’ll see that it’s probably worth about 1600 or 1700 points meaning it may have a 1500 value if you reduce the captain out of it. So two sorceror brigades would equal 3000 and that ogre brigade could be roughly 2400. if you were recruit an orc brigade into a group use the same formula to get your base value you have to strip the leader bonuses out of it, and the morale bonuses if you’re in a friendly region and have achieved some morale benefits
After you find your base value of your troops, and this will take some playing in some experience to determine them, add them together to get your base group value.
Say you come up with 100,000 (16kingdom brigades, bunch of recruits)
Note that your 4,250 point giant group is now elite which yields a 35% multiplier to the base value and that group is now close to 5,700. While it may seem daunting in the early stages, get those groups fighting, and add some morale to that giant brigade (example 45%), and now that one single giant brigade is worth 8,500 before any other factors affect it.
All bonuses listed below will affect that base value
Now you add in all of the factors that could affect that positively some of these do not apply to all kingdoms and I’m sure I’m missing a few
Leaders bonuses
Morale bonuses(or subtraction if negative)
Artifact bonuses
Kingdom attack bonuses such as flying brigades versus pop centers being 20%
Seasonal Kingdom attack values such as a summer attack for the Amazon
Valor spells
Declaring a kingdom and enemy +5%
Attacking with your first group is +5%
Terrain bonus if you’re fighting a group I’m just
Equipped weapons is 25%
Brigade bonuses (orcs can add up to 35%!!!)-war machines can add a ton to the missile phase, etc…
Dont forget attrition!! Subtract it from the base value
Ex: Your group base valued at 100,000
3 warlords each add 25% =75,000
Standard of valor add 10%=10,000
Spear of laerix or whatever it’s called 10%=10,000
135 morale adds 35,000
Power five wiz valor adds 25,000
Equip weapons adds 25,000
Add those into the base group yields a group now valued at 280,000
This is before spells, and wizard presence
That Legendary castle has a defense of 230,000 points tho, right?
Now you start to work on that defense with the same strategy. The fights are based on percentages, so the bigger the castle, the bigger affect your group striking fear into it at 10% will have.
Fear from kingdoms that strike it=10%. (23,000)
Fear from a spell (total fear is capped at 35%=(57,000)
Subtract the fear from the original total and you only have to overcome 150,000 points
I am sure there are many other factors (please chime in) that affect the battles, especially the defense portion.
Senior is more eloquent with words, but this is the gist of it.
Ignore the values listed on your turn result
Find the base value of your brigade. Any type of brigade, they all have different values. So say you are the giants and your third Group has one brigade of Giants in it and one captain and the value listed on your turn sheet is 4500, you know the captains 5% of that value, so your base group value is roughly 4250.
Ex: if you are the sorcerer and you start with two sorcerer brigades in your first group and an ogre and the value of that group is 6200 with leader bonuses of a general and a captain you can safely assume the brigades values are roughly 5400 (subtracting the leader bonuses to get the base value) If you look at your third sorcerer, you’ll see that it’s probably worth about 1600 or 1700 points meaning it may have a 1500 value if you reduce the captain out of it. So two sorceror brigades would equal 3000 and that ogre brigade could be roughly 2400. if you were recruit an orc brigade into a group use the same formula to get your base value you have to strip the leader bonuses out of it, and the morale bonuses if you’re in a friendly region and have achieved some morale benefits
After you find your base value of your troops, and this will take some playing in some experience to determine them, add them together to get your base group value.
Say you come up with 100,000 (16kingdom brigades, bunch of recruits)
Note that your 4,250 point giant group is now elite which yields a 35% multiplier to the base value and that group is now close to 5,700. While it may seem daunting in the early stages, get those groups fighting, and add some morale to that giant brigade (example 45%), and now that one single giant brigade is worth 8,500 before any other factors affect it.
All bonuses listed below will affect that base value
Now you add in all of the factors that could affect that positively some of these do not apply to all kingdoms and I’m sure I’m missing a few
Leaders bonuses
Morale bonuses(or subtraction if negative)
Artifact bonuses
Kingdom attack bonuses such as flying brigades versus pop centers being 20%
Seasonal Kingdom attack values such as a summer attack for the Amazon
Valor spells
Declaring a kingdom and enemy +5%
Attacking with your first group is +5%
Terrain bonus if you’re fighting a group I’m just
Equipped weapons is 25%
Brigade bonuses (orcs can add up to 35%!!!)-war machines can add a ton to the missile phase, etc…
Dont forget attrition!! Subtract it from the base value
Ex: Your group base valued at 100,000
3 warlords each add 25% =75,000
Standard of valor add 10%=10,000
Spear of laerix or whatever it’s called 10%=10,000
135 morale adds 35,000
Power five wiz valor adds 25,000
Equip weapons adds 25,000
Add those into the base group yields a group now valued at 280,000
This is before spells, and wizard presence
That Legendary castle has a defense of 230,000 points tho, right?
Now you start to work on that defense with the same strategy. The fights are based on percentages, so the bigger the castle, the bigger affect your group striking fear into it at 10% will have.
Fear from kingdoms that strike it=10%. (23,000)
Fear from a spell (total fear is capped at 35%=(57,000)
Subtract the fear from the original total and you only have to overcome 150,000 points
I am sure there are many other factors (please chime in) that affect the battles, especially the defense portion.
Senior is more eloquent with words, but this is the gist of it.