Basic GoW Battle Mechanics
The Game of War battle engine is extremely complex. There are many unknown factors that play into who’s going to win and who’s going to lose. But, with time and testing, there are a few things we know for sure.
Scouting allows you to get a glimpse of your opponents troop counts/types, trap counts/types, and once you’ve upgraded your watchtower enough you can actually see boosts your opponent has in place. It’s wise to always try to scout an opponent before you hit them. Be careful if your opponent is running an anti-scout boost – because it usually means they’re hiding something nasty that’s designed to deal you some serious damage if you hit them.
There are various types and classes of troops in GoW. Each has its own strengths and weaknesses.
Troop Types are Cavalry, Ranged, and Infantry
Cavalry is strong against Ranged, which is strong against Infantry, which is strong against Cavalry. Just remember “CRIC” … Cav > Rng > Inf > Cav.
Additionally, cavalry troops have the fastest march speed. Ranged is next fastest and Infantry is the slowest.
Troop Classes are Regular, Strategic, and Wild
The class strengths are not quite as straightforward, but in general Wild beats Strategic beats Regular beats Wild. Some testing indicates there are some nuances to this theory but for a basic overview it’s solid.
Siege troops are strong versus SH Defenses (traps) only – and are weak versus all other troop types. As of this moment, MZ has just released new Wild and Strategic Siege. So as we get more info on these we’ll update.
The best way to think about troop health is as “hit points”. The higher your troop health, the bigger a hit they can take without dying.
For example, let’s imagine a single unboosted t1 troop has 100 health or “hit points” and a single t2 troop has 150. If the t1 player were to boost their troop health by 50%, they would essentially have the equivalent of a t2 troop, health-wise.
Think of attack/defense as the amount of damage your troop can deal or withstand. The higher the defense level the lower the damage that will be done to them. The higher the attack level, the more damage is dealt.
Using a slightly different example let’s imagine an unboosted t2 troop deals 100 “points” worth of damage. If that troop were to attack unboosted t1 troop, it would kill it. However, if the t1 troop were to boost defense by 50% it would effectively lose only 50 “points” and survive.
Likewise, if an unboosted t1 troop were capable of doing 75 “points” of damage and attacked a t2 with 150 health points, it would not kill it. But if that t1 were to boost attack by 100%, damage dealt would be 150, killing the t2 troop.
… no one really completely understands the math rules behind the battle engine. These examples are simply illustrations of the concept… So please don’t go plugging these percentages and numbers into a calculator trying to determine battle outcomes.
There are a variety of ways to boost troop stats – both temporarily and more permanently. You can use boost items from your inventory to temporarily boost attack or defense. You can also craft regular (permanent) gear with offensive or defensive focus. Finally, you can craft cores that massively boost your stats for a set amount of time (cores expire after a certain amount of time).
There are also boosts available in several of the research trees.
Debuffing Enemy Troops
It’s also quite common now for debuffs to play a major role in an attack. You can effectively debuff (reduce) your opponent’s boosts. For example, if you’re being attacked you can debuff your opponent’s attack, effectively weakening their ability to damage you. The same as with boosts, you can achieve enemy debuffs with items, gear, cores, and in many of the research trees.
Wall traps can add some bite to your defenses but in limited numbers. Most players will focus on training troops instead of doing the extra research to unlock wall traps. The only troop type effective against them is siege. The concept of trap health, attack and defense are the same as with troops.