War and Order Battle System Details
War and Order Battle System follows four (4) general Rules.
Rule 1: Individual Attack armies and Defense armies can both be combined INFINITELY
If you send an army to join your Ally’s battle, either as an attacker or defender, you can join as long as you reach the battle before it is over. The reason this is so much easier to do with defense is because allies tend to be closer together, so it’s much easier for extra Defense armies to reach before the battle is over.
- This only applies to individual armies from the same Alliance.
- Individual armies from different Alliances will never combine.
- Individuals cannot combine two of their own armies.
- So, if you send both Army 1 and Army 2, Army 1’s Attack/Defense will be processed first, even if Army 2 arrives before Army 1’s battle is finished.
- Timing is essential here. If you sent an Attack/Defense after the battle started and it seemed like it didn’t do anything, you probably arrived just as the battle ended. Once the system has generated the battle report, that’s it! The battle is over, and any additional Troops arriving will be counted as Wave 2 instead of joining Wave 1.
Rule 2: Battle Damage is processed in REAL TIME
That means that if you send Army 1 and your Ally sends Army 2 to Attack the same Target, but Army 1 arrives first, then Army 1 will take the brunt of the damage before Army 2 arrives. So even though Army 1 and Army 2 ultimately fought together, Army 1 may take greater losses because they faced the Target all alone for a certain period of time.
In a Defense perspective, a Rally is attacking your Ally, the Target. You send Defense 1, but it don’t reach the Target until after the battle starts. You will still enter the Defense, but the Rally may have already delivered substantial damage to the Target in that time. If another Ally then sends Defense 2, both the Target and your Defense 1 may experience extra losses because they arrived so late, even if both Defenses are ultimately successful.
Rule 3: Rallies CANNOT be combined, either with each other or with individaul Attacks
Rallies are always processes in waves. So, Rally 2 will only enter the battle after Rally 1 is finished fighting, even if Rally 2 arrived before Rally 1 is finished. Similarly, individual armies sent to follow the Rally cannot begin battling until after the rally is finished.
The main advantage of a Rally is that it guarantees a certain amount of armies/Troops can arrive together and battle together. You can actually assemble a much more powerful mass army if each ally sends their army individually, but you’ll have a harder time guaranteeing that each army arrives before the battle is over. Because of Rule 2, the individual armies that arrive earlier may also experience heavier losses. A Rally will never have this problem because you will always arrive at the same time. (Although it is noted that your losses still will only be exactly equal if your power and Troops are exactly equal.)
Rule 4: The Embassy limit controls the number of reinforcements that can stay in place outside of Battle. It does not control the total reinforcements that can join the Battle
The Embassy limit is simply the max number of Defense Troops you can guarantee will be in place whether or not you are currently battling. Every other defender has to join after the battle has already begun processing. And because of Rule 2, these late-arriving Defenders may come too late to prevent significant damage from being dealt to the Target and their Reinforcements. As long as the battle is still underway, additional defense troops can join in infinitely. However, when the Battle ends, these additional Defense Troops will ALL be sent back to their Castles automatically. Only Troops Reinforcing via the Embassy (and therefore within the Embassy Limit) will stay in place.
One final note, according to the Rules… your best bet at winning is to be in a GREAT, ACTIVE Alliance.
Some more notes:
Time your reinforcements to arrive just a second after the enemy’s march. If you arrive before the battle begins, you will only be able to fit as many reinforcements as the Embassy can hold. However, time your march to arrive when the battle begins processing, and infinite lords and troops can enter the battle! That’s how you create defenses of 10+ lords to fend off huge marches and massive rallies. You can also use this strategy during Crown Wars to defend the Royal City and Towers above your reinforcement limit!
Rallies aren’t always the best way to attack! Remember that any time you start a rally, your opponent has at least an extra 5 minutes to activate a shield or call up reinforcements. If you and your allies time your marches to arrive together, your attacks will add up to an on-the-fly “rally” that can actually exceed your Hall of War limit. Just note that these single attacks can only combine with each other! They can’t combine with rallies, and rallies can’t be combined at all.