Disembarking armies or spies: Difference between revisions
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Version L&L 4.0 (currently just on Server 1) |
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However, spies can also leave the island by using their [[Espionage|own boat]]. |
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| ⚫ | Disembarked armies can enter a ship only in a harbor. Therefore you have to carfully consider the [[Harbour#Minimum distance requirements |minimum distance requirements ]] for building habrors when disembarking onto neutral fields. Spies, on the other hand, may use their [[Espionage|own boat]] to leave the island. |
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All other ship types need a harbour to disembark armies or spies. |
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All other ships need a harbour to disembark amries and spies. Kogg, holk and caravalle may enter all harbour fields, dromones, galleys and caracks need a harbour level 6 or higher to disembark units. |
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== Duration of disembarkment == |
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*Spies: <br/>Spies can be disembarked onto any harbour, no matter whether you are at war with the owner or not. |
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Depending on the number of ships of a given type in a fleet and onto which field the units shall disembark, the duration of diembarkment can vary. A fleet that for example consists of 1 rowing boat, 1 kogg and 1 carack can at most disembark 10 units per tick (the capacity of the rowing boat) onto forest and plain fields. The same fleet can disembark 130 units/tick in harbours level 1-5 (capacity of rowing boat + kogg) and even 580 units per tick on harbours level 6 and up (the capacity of the whole fleet). |
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If this army is fully loaded with an army of 580 men, the disembarkment onto a forest or plains field takes therefore 58 ticks, while it takes 5 ticks on a harbour level 1-5. Disembarking onto a harbour level 6 and up takes just one tick. |
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Is it possible from small and medium galleys besides onto harbours also to disembark onto harbour ruins. Armies can be disembarked onto own and allied harbour ruins, spies onto any harbour ruin. The disembarkation from these ship types lasts six turns. The disembarking ship must not be moved during that time, or the disembarkation is canceled. |
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Ordering troops to disembark in an enemy harbour ruin is possible before war actually starts. However, the 6-tick-countdown starts on the first tick of the war. |
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== Attack of field from the sea == |
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When a harbour is restored during the countdown, this does not affect the countdown. It is possible however to [[Disembarking armies or spies#Canceling disembarking|cancel]] the current disembarkation order and give a new order to disembark in the restored harbour in a normal manner. |
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| ⚫ | When you are at war with another player, you can conquer his harbour by disembarking armies onto that harbour. Due to the strong resistance during such a strike, the defenders of the harbour receive a defense bonus againt the attacking armies that depends on the harbour level. This bonus is calculated spearately for each army: defense bonus = 10 + 2 × harbour level. Of course, the defense bonus also applies when armies are disembarked from landing boats onto enemy harbours. <br /> When armies conquer a harbour from land, no harbour bonus is applied against these armies, even if at the same time an attack from sea takes place.<br / >Ships anchoring in the harbour (better said, their catapults) are not involved in the battle. However, troups that are transported on these ships defend the harbour. If a harbour is conquered, these troups return to the ships and sink with them. <br /> The order for disembarkment onto an enemy harbour can be entered already before the war begins. However, the army can leave the ship only in the first tick of the war. If the harbour is teared down, before the army is landed, the order remains aktiv (this means the ship and army blink in the unit overview). No message about the failed disembarkment is given. In this case, you have to [[Disembarking armies or spies#Canceling disembarking|cancel]] the order before the ship can move away. |
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== How to disembark units == |
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Once the order to disembark has been given, the lamp blinks yellow (5); the lamps for that ship and armies also blink yellow in the Unit Summary page. In the case of spies with a disembarking order, their lamp in the unit summary will be green. |
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Landing units costs movement points. Ships that drop off armies can move one field less than their normal maximum that turn. If spies are disembarked, no more movement is possible at all. Disembarking units from a ship takes [[Battles at sea#When does a battle at sea take place?|movement points]]. Because of this, ships that disembark units are can move one field less than their normal speed in that turn. If you disembark spies, your ship is not able to move at all on in this tick. Ships that are armed with catapults can only attack on the movement point on which they disembark. They will, however, always defend themselves if attacked. For more information read the [[Battles at sea]] section. |
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Spies can disembark from each fleet (irrespective of its composition) onto all fields except for mountain fields. Spies may also disembark onto water fields. |
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== Disembarkment == |
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| ⚫ | First select one or more units (1) (hold the CTRL-key to select multiple units) and click on the button "Disembark armies" (2). This opens a popup-window (3) that shows the fields neighbouring your ship. Fields suitable for disembarking are marked in green (4). Select the correct field and the units will leave the ship during the tick. If the target field is a foreign field (neutral or an enemy player), the disembarking armies will attack the field. |
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Following the succesfull enter of a disembarkment order, the status lamp blinks yellow (5). In the unit overview, the status lamps of the respective ship and armies also blink yellow. Spies with disembarkment order show a green status lamp in the unit overview. |
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The disembarkment of units consumes [[Battles at sea#When does a sea battle commence? |movement points]]. Therefore, ships that disembark units can perform one move less in this tick than their regular movement speed. If spies are disembarked, no further movement is possible in that tick. |
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Ships with catapults only perform limited attacks in ticks with disembarkment of units. However, they defend themselves when attacked. Find more about this under [[Battles at sea}}. |
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== Canceling disembarking == |
== Canceling disembarking == |
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As for entering the disembarment order, you first have to press the "Disembark armies" button. To cancel the oder, now select as target field the field of your ship. This stops the blinking status lamp in the unit overview. The ship can move to other fields, or a new disembarkment oder can be entered. |
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Revision as of 21:02, 23 September 2014
Version L&L 4.0 (currently just on Server 1)
Disembarking from landing boats
Landing boats (rowing boats and drakkars) can disembark amries and spies onto every coast field (empty or with buildings), if it is a foest or plain field (not a mountain field). If the landing field has an owner, you have to be at war with the owner.
Disembarked armies can enter a ship only in a harbor. Therefore you have to carfully consider the minimum distance requirements for building habrors when disembarking onto neutral fields. Spies, on the other hand, may use their own boat to leave the island.
Disembarking from other ships
All other ships need a harbour to disembark amries and spies. Kogg, holk and caravalle may enter all harbour fields, dromones, galleys and caracks need a harbour level 6 or higher to disembark units.
Duration of disembarkment
Depending on the number of ships of a given type in a fleet and onto which field the units shall disembark, the duration of diembarkment can vary. A fleet that for example consists of 1 rowing boat, 1 kogg and 1 carack can at most disembark 10 units per tick (the capacity of the rowing boat) onto forest and plain fields. The same fleet can disembark 130 units/tick in harbours level 1-5 (capacity of rowing boat + kogg) and even 580 units per tick on harbours level 6 and up (the capacity of the whole fleet).
If this army is fully loaded with an army of 580 men, the disembarkment onto a forest or plains field takes therefore 58 ticks, while it takes 5 ticks on a harbour level 1-5. Disembarking onto a harbour level 6 and up takes just one tick.
Attack of field from the sea
When you are at war with another player, you can conquer his harbour by disembarking armies onto that harbour. Due to the strong resistance during such a strike, the defenders of the harbour receive a defense bonus againt the attacking armies that depends on the harbour level. This bonus is calculated spearately for each army: defense bonus = 10 + 2 × harbour level. Of course, the defense bonus also applies when armies are disembarked from landing boats onto enemy harbours.
When armies conquer a harbour from land, no harbour bonus is applied against these armies, even if at the same time an attack from sea takes place.
Ships anchoring in the harbour (better said, their catapults) are not involved in the battle. However, troups that are transported on these ships defend the harbour. If a harbour is conquered, these troups return to the ships and sink with them.
The order for disembarkment onto an enemy harbour can be entered already before the war begins. However, the army can leave the ship only in the first tick of the war. If the harbour is teared down, before the army is landed, the order remains aktiv (this means the ship and army blink in the unit overview). No message about the failed disembarkment is given. In this case, you have to cancel the order before the ship can move away.
Disembarking spies
Spies can disembark from each fleet (irrespective of its composition) onto all fields except for mountain fields. Spies may also disembark onto water fields.
Disembarkment
First select one or more units (1) (hold the CTRL-key to select multiple units) and click on the button "Disembark armies" (2). This opens a popup-window (3) that shows the fields neighbouring your ship. Fields suitable for disembarking are marked in green (4). Select the correct field and the units will leave the ship during the tick. If the target field is a foreign field (neutral or an enemy player), the disembarking armies will attack the field. Following the succesfull enter of a disembarkment order, the status lamp blinks yellow (5). In the unit overview, the status lamps of the respective ship and armies also blink yellow. Spies with disembarkment order show a green status lamp in the unit overview. The disembarkment of units consumes movement points. Therefore, ships that disembark units can perform one move less in this tick than their regular movement speed. If spies are disembarked, no further movement is possible in that tick. Ships with catapults only perform limited attacks in ticks with disembarkment of units. However, they defend themselves when attacked. Find more about this under [[Battles at sea}}.
Canceling disembarking
As for entering the disembarment order, you first have to press the "Disembark armies" button. To cancel the oder, now select as target field the field of your ship. This stops the blinking status lamp in the unit overview. The ship can move to other fields, or a new disembarkment oder can be entered.