A battle is composed of the succession of several assault in the same place, it being in front of a city wall or on a road. The battleground is created when you first use the attack command against a single player. Providing your units still have Action Points, you can launch another assault on the same battleground after a 30 seconds delay. A battleground dissolves 15 minutes after the last assault, units of both sides regaining their lines. Each assault consists of 5 rounds that last 10 seconds, where each unit in turn react to orders, moves, fires missiles, and/or fights units on the same zone.
The battleground is divided into 5 zones: your Rear Guard (RG), your Defence Zone (DZ), the Battle Field (BF), the Enemy Defences (ED), and the Enemy Field (EF). At the beginning of the battle, your missile units are stationed on your RG, and hand to hand units on your DZ. If you have walls of any kind, they are positioned on your DZ. Note that this description is perfectly symmetric, so that your DZ is the enemy's ED.
(*) marked characteristics values are not available to players (/me sometimes wonders why)
Your character is no field commander, but rather a strategical general. Thus, you can carefully forge battle plans and assign orders to each unit or group of units for the duration of the battle, but once the battle is engaged, dices are cast and you cannot influence the issue anymore.
The battle orders assign the behaviors of the units during combat, providing they don't break orders (remember I mentionned discipline). Units are not very bright, so they can remember at most 4 battle plans, each one corresponding to a specific combat order. When it gets trained, a unit knows 4 standard battle plans. The first one is the most basic, the things the unit does best. The second one is usually more aggressive, and the third more defensive. The last order is the default reaction order, the one that is used when another player attacks you, usually a defensive order. However you can assign new battle plans using the setorders command. Note that you can also delay the moment at which an order should take place, by adding the wished initiative value to the order code. For instance Ma2 will be a missile ambush taking effect at initiative 2. Default (and maximum effective value) is the initiative of the unit.
| Battle Order | Intended behavior |
|---|---|
| E: Engage | Basic tactic to confront the enemy. The unit slowly advance towards the enemy until contact is made then the fight begins. |
| C: Charge | A charging unit rushes itself against the nearest enemy, using all movement capacity to deal additional damage, neglecting defense a bit. |
| D: Defend | A defending unit will wait until the enemy advance, but will engage missile units firing at it if no hand-to-hand units are detected. |
| H: Hold | The unit will hold ground whatever happen until the enemy reaches its zone |
| A: Ambush | Ambushing units will try to lure the enemy into a trap and then make a surprise attack, dealing a lot more damage. However, if the enemy uncovers the ambush, he will retaliate savagedly. Unit take first plan battle order after ambush is completed or has failed. |
| S: Storm | The unit will try to reach the enemy field at every cost, without fighting back on the way. Storming units may crush enemy missile units but will suffer a great attrition rate doing so, especially if ambushed on the way. |
| W: Withdraw | The unit will defend its zone until sustaining damage, then flee. |
| Mb: Missile Basic | Missile unit will follow the advance of the front line and fire preferencially where no frendly fire may occur. |
| Md: Missile Defense | Missile unit won't fire if friendly fire may occur, unless the enemy has infiltrated to front line. They will try to move back to rear guard if possible. |
| Mo: Missile Offensive | Missile unit will try to reach point blank range to deal maximum damage. Friendly fire risk is heightened |
| Ma: Missile Ambush | Like ambush but for missile units. |
Just one last thing: experience enhance the units' characteristics. Not to the point of enabling them to beat units of the next level, but significantly nonetheless.
How it works:
Easy . Your troops hide, either behind your walls, in the nearby woods, behind rocks, whatever. When the enemy come by, they drop on him and double the damages they inflict (roughly). There is one catch. If the enemy detects your troops, they can act accordingly and be prepared when your troops actually jump on them. In this case, the enemy doubles its damages. Units good at laying in ambush are high initiative, disciplined units. Units good at detecting ambushes are high initiative units. Mostly, Nomads and Elves (Dwarves are very disciplined ... well, most of them, not the Beserkers of course ... but they are usually not extremely fast). Usually, the higher the unit's level, the better. Also, if your units have already attacked another army during the battle, there is little point in tying to ambush it, since it'll be a lot more cautious.
When to use the Ambush order