The basic concept is that on the Campaign map (the strategic, turn-based world that is run through the website) you have armies.
Each army has a size.
(An army's size is determined by the events on the campaign map.)
(Size has nothing to do with how many players show up. Although, you can never field at one time more than the total size.)
This size is the number of times that army can have a player killed before being destroyed. (e.g. if an army has 50 troops, that army can suffer 50 deaths before losing; those 50 can be spread across any number of rounds - 5 ppl get killed 10 times each, etc.)
So, lets take an example scenario after the jump:
Mandorallin said:
alright, now I'm getting confused with the battle setup as well. Are player numbers ignored? As in regardless of how many players you have available at a given time, you still only have X units available to fight a given battle? Though obviously you can only field as many as you have players...
Let's go with a few scenarios, Balion vs GK just to give some names:
1.
- Both teams have 10 players.
- Both teams field 10.
- Both have 15 reinforcements.
2a.
- GK has 8 players, Balion have 10 players
- Both field 8
- Both have 15 reinforcements (would the +2 players count towards reinforcements for Balion)
2b.
- As above, but Balion field their full 10.
3.
- GK has 12, Balion has 12
- Both field 12
- GK has 10 reinforcements, Balion has 5
How would each team win? So essentially you have X lives available to you at a given fight, regardless of how many people you can field, and when your number of lives reaches 0 (or you retreat [ is that possible?]) your team is defeated... so you just decide beforehand how many lives are being utilized, both teams know how many lives each team has before the fight, then they go until the deaths for one team reaches their limit?
And should I even ask about sieges? lol.
Scenario 1:
A GK army of 15 troops meets a Balion army of 15 troops on the campaign map.
They are hostile to each other so they schedule a battle.
The map is selected by where the armies met on the campaign map.
Spawn is selected by the clan which submitted its movement order first. (more on that later)
On the day of the battle, both clans have 10 players show up. Because 10 is less than their respective army sizes, they each can field up to 10 troops.
They decide independently how many they want to field; both pick 10.
Round 1 is fought using the standard Battle gamemode. Results: GK wins the round (killing 10 Balions) but Balion killed 8 GKians in the process.
After round 1, the army sizes are now GK:7 (The initial 15 minus the 8 casualties) and Balion:5 (15 minus 10).
For round 2, because GK's army size is now 7, they can only field
up to 7 troops. Likewise Balion can now only field
up to 5.
Balion decides to field the entire last 5 of their troops. GK decides it doesn't want to suffer any extra casualties and so only fields its best 5 players.
Round 2 is fought. Results: GK's strategy backfired and Balion won the round (killing 5 GKians) and GK only killed 2 Balions.
Thus the army sizes now stand as GK:2 (7 minus 5) and Balion:3 (5 minus 2)
So, for round 3, GK can field up to 2 and Balion can field up to 3.
Both clans decide to field their whole strength (GK fields 2, Balion fields 3).
Round 3 is fought. Results: Balion wins (killing 2 GKians) but GK still kills 1 Balion
GK's army is completely destroyed (2 minus 2) and Balion's army only has 2 reinforcements left (3 minus 1).
So, there is a Balion army of 2 troops on the campaign map and no GK army.
Ok, that should give you an idea of how it works. HOWEVER, some of that process is moot for the campaign because the campaign will we using much larger numbers for reinforcement counts and an army will be automatically destroyed when it's reinforcements drop below 10. So, if you were to multiply every number in that scenario by 5, you could get something that actually might happen in the campaign.*
Siege is slightly more complicated. You can win a siege by simply killing the entire enemy army through the same rules as battle, but there is a slight twist. If the attackers win three rounds, the gamemode switches to TDM and the armies play TDM inside the castle until one is completely destroyed.
*(Also, if a normal Battle lasts for more than 2hrs, it also imediatly switches to TDM for the remainder of the reinforcements.)
I know that's still kinda confusing, so if you want some more examples, just say so and I'll work a few out when I get back from work.
Cheers,
Ken
P.S. All of the rules will be posted in a cogent manner on July 15th. I'm more than willing to answer any questions until then, but if you don't understand, don't panic; it will be clearer later.