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| This section combines the different military units hired on the Hire screen, equipment built in the Build screen, and all warfare options save spells. While Forgotten World is not a war game—it's a strategy game, and strategy is not just warfare—warfare is a very important part of the game. Once their experience is raised, military will contribute the largest part of your score by far. |
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| Weapons and armor augment the overall fighting capabilities of military units who can use them—fighters, rangers, and clerics. Weapons additionally cause more enemy losses and armor reduces your losses. Dwarves have the best weapons and armor by far. |
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| Warmachines are essentially a straight military unit. Each warmachine requires an engineer for it to be usable in combat, except for Rock Lords—the racially evolved form of dwarves—who require 1 engineer per 2 warmachines. Dwarven wms dominated on the battlefield before the addition of dires and they're still a powerful force and the primary component of their military. Humans are better off with wms than fighters as well.
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| Fighters are the primary military unit in Forgotten World. Arm and armor them if you can, but high quality and quantity fighters should be your priority. For races with great fighters, such as dire wolves, ogres, and orcs, training fields are a good investment early, even moreso now with the cap on experience earned per turn from fields lifted. |
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| Rangers do attack and defend, but they are not a very effective fighting force. They're primary purpose is searching for land, plus gold, food, and locs as needed. Rangers are also your primary defense against covert ops. Wood elves and ogres have the best rangers. |
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| Clerics primary military role is in keeping your other troops alive, reducing their losses when attacking or defending.
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| Mages are primarily an offensive unit and are fairly worthless for defense. They're supposedly good attackers for races with high mage bonuses like high elves, but I've never had the nerve to try them in combat. Mages also increase the effectiveness of your spells. |
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| Thieves are obviously required for the looting options in Warfare and play no offensive or defensive role in military attacks. Stealing research is their most powerful attack, as it costs the target the most and gives you the best results. The only exception is immediately following a reset when no one has much research to steal.
Thieves and ninjas are both put to use when you spy on another kingdom. Unlike every other unit, which has a maximum experience rating of 1000%, thieves and ninjas can rise as high as 5000%. Quicklings and dark elves have the best thieves. |
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| Ninjas are your other unit for covert ops, sharing spying duties with thieves. Their main purpose is assassination, which includes sabotaging warmachines. As previously states, ninjas, like thieves, have 5000% max exp.
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| All methods of attack described below, besides Spying, are possible only against targets within your attack range, which is ±20% of your score, or 80-120%. Whichever target is selected in the menu in the lower left hand corner of the bar with the warfare options will have his current score shown in the window to its left. In general, the lower the target is in your range, the greater your possibility of success. Being attacked will lower a kingdom's score, however, so getting your full five attacks may be a problem against targets too close to 80%.
A maximum of five total attacks may be made on any one target within a 24 hour period. There is no ettiquette regarding attacks and attacking the max five times is standard, but expect retal. Again, spying is the exception. To attack anyone in any way, you must have their location.
Military attacks are defended by warmachines, fighters, rangers, clerics, including those of a kingdom's defensive allies, and outposts and castles. Covert attacks—looting, assassination, and spying—are defended by rangers, guard towers, and castles. In addition, armories protect military equipment from theft or sabotage and vaults protect gold from theft.
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| The military attack is the fastest method of gaining land. A successful attack (an attack in which you kill "people") will earn you 10% of the target's land. Five attacks will net almost 41% of his land. The defender losing more military than you does not guarantee a victory—he may just have more fighters or warmachines of lower quality than yours. If you win your first one or two attacks and then lose a couple, it's probably due to reinforcements sent by defensive allies. A failed attack is guaranteed on your next attempt, so don't bother. Each ally's pledged percentage of his military arrives immediately following every attack and they don't return until he uses a turn.
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| Spying requires at least one thief or ninja. More thieves and ninjas of higher quality will give you better and more accurate results, but spying is never very accurate and you will have many "Unknowns".
I don't recommend spying before attacks. If you have enough thieves and ninjas to get a useful report, you probably don't have enough fighters and warmachines to break the target's defenses. Trying an attack will give you the information you're looking for without wasting a turn spying.
The most recent spy report of any selected target will be shown in the large window. |
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| The most profitable looting option is stealing research, except when you first start and no one in range has much research to steal. Looting can be frustrating. One failed attempt can cost you a huge number of thieves. As you get higher in rank, looting becomes increasingly difficult, as potential targets tend to have more and better rangers.
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| Assassination is the most limited warfare option. It's really only useful for retaliation and in concert with other attacks, i.e. assassinating rangers before thieving and fighters before attacking, though you may be better off with extra fighters or thieves than you are with the ninjas necessary to have an impact on the target's fighters or rangers.
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| Today's Wars shows all military attacks and failed covert ops since the previous midnight server time (CST/GMT-6).
If you want to find a specific attacker or defender, e.g. an ally whom you see in your news has been attacked, the easiest way is to copy the entire screen to WordPad and search for the kingdom.
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