Board logo

Subject: Formations and Battle Tactics Guide [Print This Page]

Author: blues711    Time: 7-4-2009 22:44     Subject: Formations and Battle Tactics Guide

Most recent update/change: All sample formation code should work properly on the server the code is labeled for.  If you get an error when saving, then there are spaces somewhere in the formation code that you need to remove. (You must clear formation, get rid of spaces in code, then re-import the formation).

Formations and Battling Guide by Blues711



___________________________

Table of Contents

Note: Sections 1-7 are extremely basic, if you've occupied a castle, you may be past those, however, some of the information in sections 4 and 5 might be beneficial, especially the uses for each unit and defense structure.

1. What is a formation?
2. The Limits to Building Formations
3. How to build a formation
4. The Difference between Defensive and Offensive Formations
5. The Components of Formations: Soldiers
5a. How to upgrade units
6. How to attack
7. Things to Consider before Attacking
8. Rules of Engagement (tips/tricks/little bits of info most people don't realize about the battle system)
9. Sample Formations
10. Credits type stuff
___________________________

1. What is a formation?

A formation is a design for how you plan on setting up soldiers for a fight. Keep in mind, your formation is simply a plan, if you attempt to add things that surpass he limits on your formation (dealt with in the next section), it will not be complete.

____________________________


2. The Limits to Building Formations

The biggest limit on how you set up your formation is your hero. The hero is the most important unit you have. He has three stats that matter in battles: VIT (called Leadership in the Tavern), STR (Bravery), and AGI (Agility). However, your hero's VIT is the only part that matters in formation design. You can have any number of soldiers in your formation, however, your hero's VIT is what determines how many will actually appear in a battle. Your hero can only lead his VIT x 5 + 50 soldiers.  If you're bad at math, take away that last 0 from your hero's HP and add 50. It is a good idea to raise your VIT first if you have the option to raise any stat at a given time, because even a person with bad tactics can win if they have enough soldiers, and a person with good tactics can defeat stronger units with weaker ones.

The other limitation on building a formation is simply the number of soldiers you have available, if you use more soldiers in your formation than you actually possess, then not all of them will show up.

It is VERY important to remember that when you attack another castle, those soldiers are gone until the hero has attacked and returned, so try to make sure you don't send so many soldiers on an attack, that you can't defend yourself.  Just remember to ALWAYS count the number of units you use in your formations. If for some reason, you miscount, the available units will fill in starting at the top left, and moving to the right, and downwards. (not diagonally, row by row)

____________________________


3. How to build a formation

This part is going to be very newb friendly, so if you know the basics, I suggest you skip this.

To set a unit, click its name on the list at the top, and RIGHT CLICK the space you want to place the unit.  You'll notice that in the top left corner of the unit, there is a 10. This is the number of units in that spot. Although it only takes up one space, it has 10 soldiers in it. You can change this number by clicking on the space the unit is in, and going down to the scroll bar to the right of the unit type. It is a good idea to keep this at 10, unless you have a highly limited number of available units. Most effective strategies against overwhelming enemy numbers (mostly in situations against NPCs, however, the NPCs in Leo are MUCH stronger than the NPCs in Aries and Taurus, mainly because they have techs) require some number less than 10 in some spaces.

At the top where the unit types are listed, there is a number next to each name, that is the number of available units you have of that type. (it does not
include units in training or on attacks against other castles). If your formations use more units than you have of this number, not all will show up.

The second number on each unit's square is called the priority. Priority determines the order in which units are placed on the map, lower numbers get set down first. Priority is very useful in situations where you are going to be attacked multiple times, and will not have enough soldiers and will not be able to either change your formation or replenish the destroyed soldiers. In this situation, priority should be set so that your formation remains fairly balanced (don't let loss of units create holes in the bottom of your formation, people will target those holes, well, I will at least).

There is one last feature to formations that has yet to be mentioned, it is also the most important part, the standby command (called Hold in Leo). At the bottom of the formation screen, there is a scroll bar that by default will say "Forward". A unit left unchanged will march forward until it runs into an enemy; it will attack until it is defeated, or defeats its foe, and then will continue to march.  The other option on that scrollbar is "Standby".  This makes the unit stand still. It will attack anything that enters its range, but will never move. The advantages of this will be explained later in the guide for those who don't already realize.


____________________________


4. The Difference between Defensive and Offensive Formations

Your defensive formation is your most important formation. It is the formation that gets used when someone attacks you. The defensive formation is quite different from offensive formations in that it can also contain defensive structures. A defense may have up to 45 points worth of defense structures. Each type of defense structure is worth a certain number of points. Here is a list of the base stats and point value for each defense structure, as well as a little information:


Arrow Tower HP:600 Attack:150 Defense:15 Range:3 defense points: 2

The arrow tower could be called an extra powerful archer, it has decent HP, Attack, and Defense, but is still highly vulnerable to attack from Hoplites, like regular archers.


Catapult HP:400 Attack:200 Defense:5 Range:2-4 defense points: 3

The Catapult has high range and attack, but is VERY easily destroyed. Its attack strength is not hampered against hoplites, so it is a very effective ranged hoplite killer. However, it should always be protected because it only takes one or two attacks to destroy it. It should also be noted that catapults cannot attack units that are adjacent to them.


Self-Detonating tower HP:0 Attack:400 Defense:0 Range:1 defense points: 1

The Self-Detonating tower is a viciously powerful defense structure. It ignores defense, so its attack also equals its damage. With a high level of Gunpowder Technology, this can EASILY destroy full blocks of 10 units. They are very quick to make, but can get expensive if many are used.


Rampart HP:1200 Attack:0 Defense:50 Range:1 defense points: 5

The Rampart has unrivaled defense strength and HP, but cannot attack. It is an excellent stalling tactic as the Unit AI MUST destroy anything that moves within its attack range *NOTE: this is not the case in Leo, Light Cavalry can bypass them if they do not block its path*, even if it isn't actually blocking its path. This structure can take a VERY long time to build and can become quite expensive at higher levels. On a side note, in game battle reports refer to them as barricades instead of ramparts. This unit also takes up a large number of defense points due to its insane durability.


A good defense uses all 45 points worth of defense structures, but there is no perfect strategy for how many of each to use. I recommend that you keep some extras of all the structures in case you have to deal with multiple attacks. If all your structures are destroyed in one attack, you're left out to dry.

____________________________

5. The Components of Formations: Soldiers


Soldiers are the most important part of any formation. Without them, it is not possible to fight. This section will list the basic types of units and give some info about their advantages and the special hero skills that apply to them.

Note: In Leo, the special skills that level 4 unit types have can be given to ALL units of that type if the hero taught a special skill, these are different from regular skills and do not count as part of the limit to 4 skills that all heroes have. However, a hero can only have 1 special skill at a time.  These skills also DO NOT have predetermined activation rates. The rate can be increased by having the hero adventure and win in the Dark Castle area.


Archer

The archer is the only basic unit that can have range without a special skill (light cavalry can gain ranged abilities if you have the horse archer skill). Archers have a range of 3, and are the unit that the game GIVES you for free for completing the novice quest. Archers have the lowest defense, attack, and HP of all units, however they can be very useful when supported properly by other units. NEVER USE ARCHERS WITHOUT UNITS SUPPORTING THEM. It’s as good as throwing them away. They're fragile, so treat them as such. Archers are more powerful the closer the enemy is, but obviously it isn't good if the enemy is right next to them, because they'll
die, so make sure there's something in front of them. The hero skill that affects archers is called Sniping. Sniping increases archers' range by 1, and at that increased range, they only do 35% damage.  This bonus range also affects the lvl 4 archer unit, the Divine Archer, which gives it a range of 5 spaces, the greatest attack range of any unit. Also, Archers deal extra damage when attacking Pikemen, and less damage when attacking hoplites.


Hoplite

The hoplite has the greatest defense and HP of any unit type. It has the lowest attack strength (other than archer) as a side effect. Hoplites deal extra damage to archers, and take less damage from all types of arrows. Hoplites are very vulnerable to cavalry and light cavalry however. Hoplites are excellent defense units, as even when against cavalry and light cavalry, they can take multiple attacks before being killed. The hero skill that effects hoplites is called Rebound. Rebound deals
damage back to whatever attacks a hoplite. This damage is not related to the strength of the enemy's attack however. The level 4 hoplite, the Grail Guardian (this is the name given in battle and in the formation screen, the name given in the guide is wrong) has the ability to reduce damage taken by half at a 35% rate. This means if attacked by a cavalry, even though the cavalry gets a sizable attack bonus, it could end up doing less than a regular attack if this ability activates. Overall though, this is has little effect on tactics.


Pikemen

Pikemen are the opposite of Hoplites. Pikemen have very high attack strength, but have defense that is barely higher than that of an archer. Pikemen get massacred by archers when not properly protected, and support is necessary to get the real power out of them. Pikemen are highly effective against cavalry and light cavalry, and can dispatch an entire unit in one attack with a fatal blow or a continuous strike (the pikeman's special ability). The hero skill for Pikemen is Combination.
Combination increases the chances of dealing a continuous blow to 35%. (In Leo, it actually says "Pikeman has activated Combination") This is generally considered one of the two most useless hero skills, as most people do not use pikemen for anything other than defeating cavalry units. Level 4 pikemen return 50% of the damage they receive at a certain rate.


Cavalry

Cavalry have fairly high attack, defense, and HP. Cavalry are also faster than most other units. They are weak against pikemen but strong against hoplites. Cavalry are also the most expensive unit to build material-wise, requiring a full plate, pike, and horse for each. The hero ability that affects cavalry is called Ignore. Ignore activates at a 50% rate and allows cavalry to ignore the defense of whatever they attack, this is VERY effective against hoplites but does not work
against defensive structures. Level 4 cavalry retain the same attack strength as a group of 10, even when only 4 or fewer units are remaining in a square. The special technology for cavalry, ambush, allows cavalry to gain an attack boost during the first engagement with a particular enemy unit(not positive about this, it may also be a randomly activated attack boost). This is VERY different from the Ambush (renamed Rush in Leo to avoid this confusion) hero skill, which cuts travel time to enemy castles by 50%.


Light Cavalry

Light Cavalry are extremely fast, but are weaker in HP, defense, and attack than standard cavalry. Level 1 light cavalry are faster than ANY OTHER UNIT cavalry. Light Cavalry are excellent for attacking empty castles due to their extremely high speed. An attack of only light cavalry can reach a castle that
is 2 hours away when using hoplites, in only 20-40 minutes. The hero skill for light cavalry is horse archer. This skill allows light cavalry to attack units that are 2 spaces away, instead of the standard 1 space, their attack power is only 75% when attacking enemies two spaces away though. Light Cavalry with the horse archer skill retain the damage bonuses they already have against hoplites and vulnerability to pikemen, and can even attack defense structures from a distance. The only change is the range. Light cavalry are also different from cavalry in that they gain a very large damage bonus against opposing heroes.

____________________________


5a. How to upgrade units

Units can be upgraded by leveling up the technology for the unit to certain levels.  Elite units can be trained by getting both attack and defense technologies to level 5, and having the required materials to train (food, or food and an arion for elite cavalry/light cavalry; Arions can be trained in the stable by getting level 4 in horse training techniques). Level 3 and 4 units can be trained by getting level 8 in attack and defense, and level 5 in the special technology for a unit type, and having the required materials (mithril equipment for the unit, along with kelpies for cavalry/light cavalry, which can be trained by getting level 8 in horse training techniques; and an elite medal which can be obtained through the Daily Zodiac Reward, Pisces, or by purchasing them from the ingame shop with gems). Gems
can be obtained by selling things in the marketplace, or buying them with real money through Paypal, or directly from a credit card.

Note: In the Leo Server, you need level 5 in all 3 techs for that unit type, not just the attack and defense technology.

Note: You no longer need an elite battalion to train units to elite level in Aries and Taurus, they can be trained using mithril equipment once the requirements are met.  However, if you do not wish to pay the extra amount for mithril equipment, units can still be upgraded through the elite battalion.



____________________________


6. How to attack

Note: this section is ridiculously basic and somewhat condescending

First of all, you need to actually put units in an offensive formation to attack. Once you have some units set up, click the menu button on the left side of the screen that says "Map". A list of castle names will show up in either black, green, or red. The names you actually need to worry about are the ones in black, because those are the ones you can attack. The names in red and green are either too strong (red) or too weak (green).

At the end of the row, there are the letters V (View) A (Attack) and M (Message, although this brings you to a message screen and you must enter the username by hand; if you hold your mouse over M and look at the status bar of your browser, the name is at the end of the URL). View is used for scouting, the number (1 by default) next to V is to determine how many scouts you send. More scouts can retrieve more information, but are more likely to get caught. The effectiveness of your scouts is determined by the level of your reconnaissance technology. Having all your scouts captured can be very intimidating and can scare many people away.
It obviously isn't foolproof, but if you have a high reconnaissance level, it can act as a deterrent.

To actually attack, pick a castle with a black name, and click the A at the end of the row in textual or under the name in the graphical map, preferably one that you've already scouted. When you click the A, a list of your heroes will come up, pick the hero you want to attack with and select the formation you want to send, then click send attack. A pop-up message will ask you if you want to send it, and tell you the time it will take and the energy your hero will exhaust. A timer will show up giving you info on when your attack lands, above all the other timers for construction, tech, etc.


____________________________

7. Things to Consider before Attacking

SCOUT!!!! I'm talking about the ones that you use with the view button on the map. Even one scout will tell you if it’s worth attacking someone, if it gets caught, it gets caught, don't worry about it. When you launch an attack, try to make your formation somewhat tailored to the enemy, even if you don't know what their
defense looks like, make guesses. If you DO use one formation for all enemies, at least make sure it doesn't have any obvious gaps or weak points.  One of
the most embarassing things that could happen is for a single enemy unit to waltz past your entire attack formation and defeat your hero because you made your
attack very focused on one side.

Another of the more important things to think about:  make sure you will still have units to defend with; if you launch an attack with a lot of units you use in your defense, and lose, you'll be defenseless.


____________________________

8. Rules of Engagement

Here are a few things most people don't know about battling that, when taken into consideration, can be used to make highly effective formations:

-When there are multiple targets, a unit attacks the one with less HP first.  This is the secret behind the scapegoat defense style I use.  By putting the unit you want to protect in a situation where it will be constantly surrounded by weaker units, the enemy will only attack the weaker units instead of the ones you want to protect. This lets that protected unit deal maximum damage, instead of gradually getting weakened as the enemy damages it. For an example, look at the sample formations below.

-Rebound's damage is determined mainly by the defense of the hoplite. This means that although damage dealt to a hoplite may flucuate greatly depending on the
defense technology of the hoplite; the rebound will be relatively constant depending on what attacks. The only way to COMPLETELY avoid rebound damage is
to attack with cavalry that are supported by the ignore skill, OR light cavalry with horse archer.

-Light cavalry with the horse archer skill can and will attack EVERYTHING from a distance (unless they are attacked directly by another unit that has less HP than
a further away target), including defense buildings which archers cannot attack from a distance. NOTE: This does not occur in Leo Server.  Light Cavalry in Leo do not even stop for direct engagements unless the enemy is blocking the path to the hero, this includes horse archer light cavalry.

-When a unit on defense dies and there is a unit behind it, the unit behind will advance while the attacking unit will not. In other words, the battle will not move in either direction as long as there are units set to forward in a defense line.

-For those with Java programming experience:

while I don't know the exact syntax, the best explanation for unit movement that involves a set up of 3 classes: a controlling class, a grid interface which combines two separate 11 row 8 column grid interfaces (the formations of the attacker and the defender, but reverses the attack formation's grid though) that can return the locations of units spaces using some sort of numbering system (the Location class as I'm using it uses a (int row, int column) constructor where (0,0) would be the very top left corner of the grid), and a unit class, with all the specific types of units as subclasses of this class. The controller class has a method that advances rounds in the battle like this:

public void advanceRound()

{for(int row = 0; row<11; row++)
  {for(int column = 0; column < 16; column++)
    grid.get(new Location(row,column).makeMove();
  }
}

The unit super class has a few methods shared by all subclasses, which vary slightly by unit type, but are mostly the same. The "moveTo(Location) method moves the unit to the Location object that is the parameter. The It works something like this:

public void makeMove()
{if(this.canAttack())
  {attack(); return;}                       - return ends method

super.moveTo(Location.FORWARD);
if(this.canAttack())
attack();
}

While the code is not actually this simple, this is basically how it works. The 'for' statements in advanceRound cause units to be processed from top to bottom and left to right.  Because the defense is always on the left side of the grid, they will always make moves before attacking units in the same row. Also, damage from attacks is only applied after all units have moved, so units that have died during a round will still inflict damage.

____________________________

9. Sample Formations


Simply looking at these formations and considering some of the other things in this guide may help your understanding of how the battle system actually works, which lets you make much stronger formations.  If your hero doesn't have enough VIT to use these formations, I recommend reducing the number of units per square.  The most important thing about most of these formations is the unit placement, NOT the number of units.  Simply changing half the units in a formation from 10 to 8 per square (or even from 6 to 3) will give you much more leeway, without greatly weakening the units.

To use these formations, paste the code below into the box next to the word 'clear' in the formations menu; before importing, make sure there are no spaces in the code. I recommend pasting it into a message or the chatbox so you can easily see where the spaces are (you can't send the message even if you accidentally click send because there is too much text), and putting the entire code on one line because when you paste it, the line changes will show up as spaces.  The formation will show up, however, when you try to save your formation, box that pops up will say "Error".



Defense Formations:

Feel free to edit these however you like, but if you don't understand how the set up works, you may end up actually weakening the formation by adding troops.

The scapegoat formations can decimate unplanned groups (blobs) of enemy units, even when there are many more of them, and their tech levels are higher.


Arrow Tower Scapegoat

This was my original "Super Ultra Defeat-Them-All" defense formation.  It uses the immense number of ranged units constantly attack your foe, while the ranged units themselves are protected for a MINIMUM of 3 turns by the units you set up alongside the arrow towers. The archers in the very back are almost totally unnecessary in many cases, but they do act as back up if your enemy does happen to get past your arrow towers (In Aries/Taurus, they can stall out light cavalry units, but because Light Cavalry can rush past everything in Leo, they aren't quite as effective).  If your hero has the sniping skill, they could end up being quite useful.  This formation is most useful with a horse archer / archer knight hero, because light cavalry placed behind the arrow towers can easily dispatch hoplites that would otherwise pose a problem to the arrow towers and archers, however, the catapults make it possible for hoplites to be taken out even if you're using the "Non-horse archer" version.

The Non-Horse Archer version counters counters the BIGGEST threat to this formation in Aries/Taurus, which is, ironically, Horse Archer light cavalry, which will stop just outside the range of the catapults and attack the arrow towers directly, as they are the ONLY unit which can attack defense structures from a distance. It demonstrates how amazingly changeable this formation is.  As long as you do not put 2 arrow towers in a row against the sides, you can move them around a variety of ways.

There are a couple ways a person could get past this defense(I'm assuming your enemy is close to your strength), but they all involve sacrificing a LARGE number of units, usually by stacking ALL troops towards the center of the formation, which tends to leave their hero totally open.  If you suspect someone will send an attack like this at you, just remove some archers from the back of the formation, and set some light cavalry (recommended due to their extra movement, but you can use any kind of unit I suppose) on the very edges of the formation (top and bottom).

Be VERY CAREFUL when editing this.  The units that you place in between the arrow towers MUST HAVE LESS HP THAN THE ARROW TOWERS. Side Note: Check the guide for unit stats, including the HP, which is VERY IMPORTANT for editing these formations. Also, while the formation code uses 6 hoplites (the maximum number of hoplites you can use without giving them too much HP), the most important thing is NOT to have the maximum number of units in only some of the boxes, it is to have the maximum number of boxes filled ALWAYS. Also: this formation is a strange exception to my rule about defense points.  If you get rid of one arrow tower, and switch the formation to have an arrow tower in the same row as the hero, it becomes much more difficult for a focused attack on the center to defeat, however, it takes more units because you have 6 rows to fill with your 'scapegoats' instead of only 5, as in the version I provided.

Uses 11 catapults and 6 arrow towers

For horse archer heroes:

Aries/Taurus Servers:

0|10|1|1#1|10|1|1#22|1|1|2#5|10|1|2#21|1|1|2#0|10|1|1#0|10|1|1#0|10|1|1#0|10|1|1#1|10|1|1#22|1|1|2#3|6|1|1#3|6|1|1#3|6|1|2#0|10|1|1#0|10|1|1#0|10|1|
1#1|10|1|1#22|1|1|2#5|10|1|2#21|1|1|2#0|10|1|1#0|10|1|1#0|10|1|1#0|10|1|1#1|10|1|1#22|1|1|2#3|6|1|1#3|6|1|1#3|6|1|2#0|10|1|1#0|10|1|1#0|10|1|1#1|10|
1|1#22|1|1|2#5|10|1|2#21|1|1|2#0|10|1|1#0|10|1|1#0|10|1|1#0|0|0|0#1|10|1|1#22|1|1|2#3|6|1|1#3|6|1|1#3|6|1|2#0|10|1|1#0|10|1|1#0|10|1|1#1|10|1|1#22|1|
1|2#5|10|1|2#21|1|1|2#0|10|1|1#0|10|1|1#0|10|1|1#0|10|1|1#1|10|1|1#22|1|1|2#3|6|1|1#3|6|1|1#3|6|1|2#0|10|1|1#0|10|1|1#0|10|1|1#1|10|1|1#22|1|1|2#5|
10|1|2#21|1|1|2#0|10|1|1#0|10|1|1#0|10|1|1#0|10|1|1#1|10|1|1#22|1|1|2#3|6|1|1#3|6|1|1#3|6|1|2#0|10|1|1#0|10|1|1#0|10|1|1#1|10|1|1#22|1|1|2#5|10|1|
2#21|1|1|2#0|10|1|1#0|10|1|1#0|10|1|1

Leo Server:

0|10|1|1#1|10|1|1#17|1|1|2#5|10|1|2#16|1|1|2#0|10|1|1#0|10|1|1#0|10|1|1#0|10|1|1#1|10|1|1#17|1|1|2#3|6|1|1#3|6|1|1#3|6|1|2#0|10|1|1#0|10|1|1#0|10|1|
1#1|10|1|1#17|1|1|2#5|10|1|2#16|1|1|2#0|10|1|1#0|10|1|1#0|10|1|1#0|10|1|1#1|10|1|1#17|1|1|2#3|6|1|1#3|6|1|1#3|6|1|2#0|10|1|1#0|10|1|1#0|10|1|1#1|10|
1|1#17|1|1|2#5|10|1|2#16|1|1|2#0|10|1|1#0|10|1|1#0|10|1|1#0|0|0|0#1|10|1|1#17|1|1|2#3|6|1|1#3|6|1|1#3|6|1|2#0|10|1|1#0|10|1|1#0|10|1|1#1|10|1|1#17|
1|1|2#5|10|1|2#16|1|1|2#0|10|1|1#0|10|1|1#0|10|1|1#0|10|1|1#1|10|1|1#17|1|1|2#3|6|1|1#3|6|1|1#3|6|1|2#0|10|1|1#0|10|1|1#0|10|1|1#1|10|1|1#17|1|1|2#5|
10|1|2#16|1|1|2#0|10|1|1#0|10|1|1#0|10|1|1#0|10|1|1#1|10|1|1#17|1|1|2#3|6|1|1#3|6|1|1#3|6|1|2#0|10|1|1#0|10|1|1#0|10|1|1#1|10|1|1#17|1|1|2#5|10|1|2#16|
1|1|2#0|10|1|1#0|10|1|1#0|10|1|1


For non-horse archer heroes:

Aries/Taurus Server:

0|10|1|1#0|10|1|1#1|10|1|1#22|1|1|2#3|6|1|1#3|6|1|1#3|6|1|2#0|10|1|1#0|10|1|1#0|10|1|1#1|10|1|1#22|1|1|2#1|10|1|1#21|1|1|2#0|10|1|1#0|10|1|1#0|10|1|1#0|10|
1|1#1|10|1|1#22|1|1|2#1|10|1|1#21|1|1|2#0|10|1|1#0|10|1|1#0|10|1|1#0|10|1|1#1|10|1|1#22|1|1|2#3|6|1|1#3|6|1|1#3|6|1|2#0|10|1|1#0|10|1|1#0|10|1|1#1|10|1|1#22|
1|1|2#1|10|1|1#21|1|1|2#0|10|1|1#0|10|1|1#0|0|0|0#0|10|1|1#1|10|1|1#22|1|1|2#3|6|1|1#3|6|1|1#3|6|1|2#0|10|1|1#0|10|1|1#0|10|1|1#1|10|1|1#22|1|1|2#1|10|1|
1#21|1|1|2#0|10|1|1#0|10|1|1#0|10|1|1#0|10|1|1#1|10|1|1#22|1|1|2#3|6|1|1#3|6|1|1#3|6|1|2#0|10|1|1#0|10|1|1#0|10|1|1#1|10|1|1#22|1|1|2#1|10|1|1#21|1|1|2#0|10|
1|1#0|10|1|1#0|10|1|1#0|10|1|1#1|10|1|1#22|1|1|2#1|10|1|1#21|1|1|2#0|10|1|1#0|10|1|1#0|10|1|1#0|10|1|1#1|10|1|1#22|1|1|2#3|6|1|1#3|6|1|1#3|6|1|2#0|10|1|1

Leo Server:

0|10|1|1#0|10|1|1#1|10|1|1#17|1|1|2#3|6|1|1#3|6|1|1#3|6|1|2#0|10|1|1#0|10|1|1#0|10|1|1#1|10|1|1#17|1|1|2#1|10|1|1#16|1|1|2#0|10|1|1#0|10|1|1#0|10|1|1#0|10|
1|1#1|10|1|1#17|1|1|2#1|10|1|1#16|1|1|2#0|10|1|1#0|10|1|1#0|10|1|1#0|10|1|1#1|10|1|1#17|1|1|2#3|6|1|1#3|6|1|1#3|6|1|2#0|10|1|1#0|10|1|1#0|10|1|1#1|10|1|
1#17|1|1|2#1|10|1|1#16|1|1|2#0|10|1|1#0|10|1|1#0|0|0|0#0|10|1|1#1|10|1|1#17|1|1|2#3|6|1|1#3|6|1|1#3|6|1|2#0|10|1|1#0|10|1|1#0|10|1|1#1|10|1|1#17|1|1|2#1|
10|1|1#16|1|1|2#0|10|1|1#0|10|1|1#0|10|1|1#0|10|1|1#1|10|1|1#17|1|1|2#3|6|1|1#3|6|1|1#3|6|1|2#0|10|1|1#0|10|1|1#0|10|1|1#1|10|1|1#17|1|1|2#1|10|1|1#16|1|
1|2#0|10|1|1#0|10|1|1#0|10|1|1#0|10|1|1#1|10|1|1#17|1|1|2#1|10|1|1#16|1|1|2#0|10|1|1#0|10|1|1#0|10|1|1#0|10|1|1#1|10|1|1#17|1|1|2#3|6|1|1#3|6|1|1#3|6|1|2#0|10|1|1

Hoplite Scapegoat

This is very similar to the original scapegoat formation (I made minimal changes).  I don't know who originally used this, because there were two or three castles using it at the same time, however, I am 100% certain that the creator did not know the formation would work the way it does.

How to edit this formation without messing it up:  Basically, you want the units standing in front of the catapults to be the ones with the highest HP.  Hoplites have the highest HP out of all units (other than Griffin Knights and ramparts), so that's why they're in that spot by default.  All the units that are in blocks of 1 can be changed to be greater numbers of units as long as you make sure those main units have the most HP. I recommend placing the strongest units towards the back, so that hopefully by the time they have to fight, the enemy will be weakened enough for them to break through and attack the enemy hero.

This formation has only one "weakness", yet this weakness is very hard to take advantage of.

Uses 15 catapults

Leo Server:

1|10|1|1#3|10|1|1#3|1|1|1#5|1|1|1#4|1|1|1#2|1|1|1#3|1|1|2#0|10|1|1#0|10|1|1#0|10|1|1#17|1|1|2#17|1|1|2#17|1|1|2#3|10|1|2#0|10|1|1#0|10|1|1#1|10|1|1#3|10|1|1#3|
1|1|1#5|1|1|1#4|1|1|1#2|1|1|1#3|1|1|2#0|10|1|1#0|10|1|1#0|10|1|1#17|1|1|2#17|1|1|2#17|1|1|2#3|10|1|2#0|10|1|1#0|10|1|1#1|10|1|1#3|10|1|1#3|1|1|1#5|1|1|1#4|1|1|
1#2|1|1|1#3|1|1|2#0|10|1|1#0|0|0|0#0|10|1|1#17|1|1|2#17|1|1|2#17|1|1|2#3|10|1|2#0|10|1|1#0|10|1|1#1|10|1|1#3|10|1|1#3|1|1|1#5|1|1|1#4|1|1|1#2|1|1|1#3|1|1|2#0|
10|1|1#0|10|1|1#0|10|1|1#17|1|1|2#17|1|1|2#17|1|1|2#3|10|1|2#0|10|1|1#0|10|1|1#1|10|1|1#3|10|1|1#3|1|1|1#5|1|1|1#4|1|1|1#2|1|1|1#3|1|1|2#0|10|1|1#0|10|1|1#0|
10|1|1#17|1|1|2#17|1|1|2#17|1|1|2#3|10|1|2#0|10|1|1#0|10|1|1#1|10|1|1#3|10|1|1#3|1|1|1#5|1|1|1#4|1|1|1#2|1|1|1#3|1|1|2#0|10|1|1


Aries/Taurus Servers:

1|10|1|1#3|10|1|1#3|1|1|1#3|1|1|1#3|1|1|1#3|1|1|1#3|1|1|1#3|1|1|2#0|10|1|1#0|10|1|1#0|10|1|1#22|1|1|2#22|1|1|2#22|1|1|2#3|10|1|2#0|10|1|1#1|10|1|1#3|10|1|1#3|
1|1|1#3|1|1|1#3|1|1|1#3|1|1|1#3|1|1|1#3|1|1|2#0|10|1|1#0|10|1|1#0|10|1|1#22|1|1|2#22|1|1|2#22|1|1|2#3|10|1|2#0|10|1|1#1|10|1|1#3|10|1|1#3|1|1|1#3|1|1|1#3|1|1|
1#3|1|1|1#3|1|1|1#3|1|1|2#0|0|0|0#0|10|1|1#0|10|1|1#22|1|1|2#22|1|1|2#22|1|1|2#3|10|1|2#0|10|1|1#1|10|1|1#3|10|1|1#3|1|1|1#3|1|1|1#3|1|1|1#3|1|1|1#3|1|1|1#3|
1|1|2#0|10|1|1#0|10|1|1#0|10|1|1#22|1|1|2#22|1|1|2#22|1|1|2#3|10|1|2#0|10|1|1#1|10|1|1#3|10|1|1#3|1|1|1#3|1|1|1#3|1|1|1#3|1|1|1#3|1|1|1#3|1|1|2#0|10|1|1#0|10|
1|1#0|10|1|1#22|1|1|2#22|1|1|2#22|1|1|2#3|10|1|2#0|10|1|1#1|10|1|1#3|10|1|1#3|1|1|1#3|1|1|1#3|1|1|1#3|1|1|1#3|1|1|1#3|1|1|2



Pike/Cavalry Butterfly (don't ask about the name; it just seemed right)

Basically, this entire formation is a lure.  It looks like the middle section is the weakest part, when in reality, a focused attack on the center will just be destroyed by the catapults.  The outside section also appears to be appealing, but the ranged units simply tear anything that attacks from those sides apart as well.  Most of the units in this formation should be placed in front of the defense structures to prevent them from being attacked. The Leo version of this formation is slightly different from the Aries/Taurus one. I changed the locations of a few of the defense structures to make it more secure against light cavalry attacks. Note: I have no idea how effective this is in a serious battle because I haven't gotten to test it much, the testing I HAVE done told me that focused attacks on a single half of the formation can take it out if the defense buildings are not adequately protected.

Uses 4 ramparts, 1 SD Tower, 8 catapults

Leo Server:

0|10|1|1#0|10|1|1#0|10|1|1#0|10|1|1#0|10|1|1#0|10|1|1#0|10|1|1#0|10|1|1#0|10|1|1#2|10|1|2#4|10|1|2#0|10|1|1#0|10|1|1#0|10|1|1#0|10|1|1#0|10|1|1#0|10|1|1#2|
10|1|2#17|1|1|2#1|10|1|1#1|10|1|1#3|10|1|2#0|10|1|1#0|10|1|1#0|10|1|1#17|1|1|2#17|1|1|2#17|1|1|2#1|10|1|1#4|10|1|2#3|10|1|2#0|10|1|1#18|1|1|2#2|10|1|2#18|1|
1|2#4|10|1|2#4|10|1|2#0|10|1|1#0|10|1|1#0|10|1|1#0|0|0|0#19|1|1|2#0|10|1|1#0|10|1|1#0|10|1|1#0|10|1|1#0|10|1|1#0|10|1|1#18|1|1|2#2|10|1|2#18|1|1|2#4|10|1|
2#4|10|1|2#0|10|1|1#0|10|1|1#0|10|1|1#0|10|1|1#17|1|1|2#17|1|1|2#17|1|1|2#1|10|1|1#4|10|1|2#3|10|1|2#0|10|1|1#0|10|1|1#2|10|1|2#17|1|1|2#1|10|1|1#1|10|1|
1#3|10|1|2#0|10|1|1#0|10|1|1#0|10|1|1#2|10|1|2#4|10|1|2#0|10|1|1#0|10|1|1#0|10|1|1#0|10|1|1#0|10|1|1#0|10|1|1#0|10|1|1#0|10|1|1#0|10|1|1#0|10|1|1#0|10|1|
1#0|10|1|1#0|10|1|1

Aries/Taurus Servers:

0|10|1|1#0|10|1|1#0|10|1|1#0|10|1|1#0|10|1|1#0|10|1|1#0|10|1|1#0|10|1|1#0|10|1|1#2|10|1|2#4|10|1|2#0|10|1|1#0|10|1|1#0|10|1|1#0|10|1|1#0|10|1|1#0|10|1|1#2|
10|1|2#22|1|1|2#1|10|1|1#1|10|1|1#4|10|1|2#3|10|1|2#0|10|1|1#0|10|1|1#2|10|1|2#22|1|1|2#22|1|1|2#22|1|1|2#2|10|1|2#4|10|1|1#3|10|1|2#23|1|1|2#23|1|1|2#4|10|
1|2#4|10|1|2#0|10|1|1#0|10|1|1#0|10|1|1#0|10|1|1#0|0|0|0#24|1|1|2#0|10|1|1#0|10|1|1#0|10|1|1#0|10|1|1#0|10|1|1#0|10|1|1#23|1|1|2#23|1|1|2#4|10|1|2#4|10|1|
2#0|10|1|1#0|10|1|1#0|10|1|1#0|10|1|1#0|10|1|1#2|10|1|2#22|1|1|2#22|1|1|2#22|1|1|2#2|10|1|2#4|10|1|1#3|10|1|2#0|10|1|1#2|10|1|2#22|1|1|2#1|10|1|1#1|10|1|1#4|
10|1|2#3|10|1|2#0|10|1|1#0|10|1|1#2|10|1|2#4|10|1|2#0|10|1|1#0|10|1|1#0|10|1|1#0|10|1|1#0|10|1|1#0|10|1|1#0|10|1|1#0|10|1|1#0|10|1|1#0|10|1|1#0|10|1|1#0|10|
1|1#0|10|1|1


____________________________

10. Credits

Legacy of Holy Castle is currently owned by "Ray Flame Entertainment". I claim no rights to it. I do however claim that I, 'Blues711' am the creator of this guide, and that if anyone says otherwise, they're wrong. Currently, I have only given permission for guide to be on the Ray Flame forums or frontpage and the Saints alliance forums, if its anywhere else, may the perpetrator suffer a terrible fate, such as, but NOT LIMITED TO: diarrhea.

[ Last edited by blues711 at 10-4-2009 19:56 ]
Author: esa    Time: 8-4-2009 00:47

rofl blues you own !!!
Author: zeoxz    Time: 9-4-2009 16:11

theres already a formation guide..
check log in page..
somehow the formation guide got transfered there by RAY FLAME.^^

________________________________
edit part:-
url:- http://holy.webmmo.com/

[ Last edited by zeoxz at 10-4-2009 04:57 ]
Author: blues711    Time: 9-4-2009 21:46     Subject: Reply 3# zeoxz's post

They never changed that page after Ray Flame took over.  Also, this guide deals with a LOT of stuff not mentioned in that guide.  This is less of a tutorial and more of a strategy guide.
Author: zeoxz    Time: 9-4-2009 21:52

=/ really? couze i rmembered i wrote it. n posted it in forum. =p
^^ so many things happen in holycastle
since i played it last year.
T.T cant edit it couze its stuck there ^^
Author: GM01    Time: 10-4-2009 01:15

Legacy of Holy Castle is currently owned by "Ray Flame Entertainment". I claim no rights to it. I do however claim that I, 'Blues711' am the creator of this guide, and that if anyone says otherwise, they're wrong. Currently, this guide should only be on the Ray Flame forums and the Saints alliance forums, if its anywhere else, may the perpetrator suffer a terrible fate such as diarrhea.

Dear blues, can we issue your guide to our official site? :)
Author: deathvonduel    Time: 10-4-2009 04:55

"-When a unit on defense dies and there is a unit behind it, the unit behind will advance while the attacking unit will not. In other words, the battle will not move in either direction as long as there are units set to forward in a defense line.
if(defenseunit.canAttack()==false)
defenseunit.move();
if(attackunit.canAttack()==false)
attackunit.move();

defenseunit.launchAttack();
attackunit.launchAttack();
"
This is right on basic concept, but wrong on detail. The actual mechnism is this:
From up to down and then left to right(so one row at a time, from left to right) unit will perform action. For non-light calvalry, the action is
Action1()
{
If (targetAviliable)
Attack();
else if(canMove)
{
move();
if(targetAviliable)
attack();
}
}
(so if it can attacks, it will attack, if not it will move and then try again.
for LC, the first if else part does not exist, so it is simply
Action()
{
if(canMove)
move();
if(targetAviliable)
attack();
}
The battle mechnism simply loop through all the unit on the field in above stated order(up to down, left to right) and call on Action()

Notice that damage calculation is done AFTER all the action have been called.  That is a "dead" unit will attack anyway.
This is what gives the defender "prioirty" on moving, as it is called first.

Reason for believing this is the proper code:
1. If you read the stuff on the right(the damage/action messages) you will notice that the unit do stuff in that order.
2. If your computer lags horribly(as I sometimes do with 15+ windows open) you will notice each turn the unit doesn't actully move at same time, but chuck by chuck(usually a few row at a time from up to down, but worst case I actully saw unit move by 2 and 3s...) So the report actully, if slowed down enough via lag, show EVERY action one by one.

Note: although action is looped in this order and in this fashion, I'm not sure how many action method there actully is... I suspect that action is called twice or more, first time for inintal attack, and then for attempted move+attacks etc for units that didn't attack. Reason for this is certain details in battle.... hopefully the GM will reveal the exact combat order.
Author: blues711    Time: 10-4-2009 11:49     Subject: Reply 6# GM01's post

I'd be honored, I actually made this guide back in August for an event PKVE was having about writing reviews, but they didn't accept it due to a misunderstanding with one of the forum admins at the time, so it's nice to get some recognition for it finally.

EDIT: Will I stil be able to make changes to it once it's been put on the main site?

[ Last edited by blues711 at 10-4-2009 20:04 ]
Author: blues711    Time: 10-4-2009 12:00     Subject: Reply 7# deathvonduel's post

I agree with you that the unit movement order is a little different than I mentioned, but I don't think your theory about how actions actually work is right, I'd like to continue this discussion, but not in this thread.  

For the purposes of explaining how my scapegoat formations work, what I said was viable.  I think I have a pretty good idea of how the entire battle system is set up, but I'm out of time now, so I'll post it in the General Forums later.

EDIT: Not gonna write it all out because it's too involved, and I'm not in the mood for something like that right now.  I'm just going to edit my explanation a bit so it's more specific.

[ Last edited by blues711 at 10-4-2009 17:26 ]
Author: GM01    Time: 11-4-2009 04:42     Subject: Reply 8# blues711's post

Thanks for your reply.
http://holy.webmmo.com/article_i ... &category_id=24

P.S. Of course you can change or edit your post.
Author: babalook1234    Time: 20-4-2009 18:17

Nice guide, thanks




Welcome to Ray Flame (http://forum.webmmo.com/) Powered by Discuz! 6.0.0