Difference between revisions of "Battles at sea"

From Lands & Lords Wiki
Jump to navigation Jump to search
 
(2 intermediate revisions by 2 users not shown)
Line 1: Line 1:
== General information ==
+
== Sea battles (L&L Version 4.0) ==
  
Ships can be moved on the map or in the area selection similarly as armies. Additionally ships can reveive orders that define the tactics during battle: conduct during approaching, attack targets and setting for aiming the catapults (issued with the "GO!"-button).
+
Fleets can be moved similarly to armies on the map or in the field view. In addition, each fleet can receive orders that define its tactic during battle: approaching behaviour and target of attack (confirmation with the GO!-button).
  
'''A newly built ship has "flee" as standard setting.'''
+
'''A newly build ship has the standard setting "flee".'''
  
[[Image:ship_battle.gif]]
+
[[Image:Schiffheld de.jpg]]
  
== The tactics ==
+
== Tactic ==
  
There are two blocks of tactics. To the left is the primary tactic and to the right the secondary tactic. The primary tactic is the default tactic for a ship.
+
The following settings are available:
Players can enter a percentage to the right. This percentage represents the remaining hitpoints (HP). If the ship has only that amount of HP left, the ship's captain changes to the secondary tactic. This allows to define a behaviour for the ships after being damaged, for example "flee" or "attack from a far distance".
 
rnung.
 
  
'''Conduct during approaching:'''
+
'''Approaching behaviour:'''
  
*'''flee:''' The ship tries to leave the combat as fast as possible, without fireing on the enemy. The ship flees 1 field in a random direction on the regular map.
+
*'''Flee:''' Only the slowest ships of a fleet are involved in a battle, should the enemy attempt an attack and his fleet reaches at least the speed of the slowest ships. Because of the flight only a part of the loaded units participiates in the boarding fights. Depending on the fraction of the total cargo size of the escaped ships, the generals and heroes of the transported armies aer on the escaped or on the remeining ships! After the battle the escaping fleet moves onto a neighbouring field. If that fleet has an order to reach a target field, the fleet continues its course to this field after the flight.
*'''keep distance:''' The ship tries to remain outside the firing range of the ordered target (15 fields on the combat map). However, it does not flee from the area of combat.
 
*'''far distance:''' The ship tries to reach firing distance for heavy catapults, but tries to remain outside the firing range of light catapults (8 fields on the combat map).
 
*'''short distance:''' The ship tries to get within 3 fields distance to the enemy on the battle map, so that it can fire its light catapults in addition to the heavy catapults.
 
  
'''Attack targets:'''
+
*'''Distance:''' The fleet does not attack enemy fleets. However, if an enemy attacks, all ships of the fleet participate in the battle.
 +
*'''Ramming: ''' The fleet attempts to ram the enemy fleet, but avoids a boarding battle if possible.
 +
*'''Boarding:''' The fleet attempts to board, but not to ram, the enemy fleet.
 +
*'''Ramming & Boarding:''' The fleet attempts to first ram the enemy fleet, then board it.
  
*'''next ship:''' The ship attempts to reach the set distance to the closest enemy ship.
+
'''Attack target:'''
*'''smallest ship:''' The smallest enemy ship is chosen.
 
*'''greatest ship:''' The largest enemy ship is chosen.
 
*'''few catapults:''' The enemy ship with the fewest catapults is selected.
 
*'''many catapults:''' The enemy ship with the most catapults is selected.
 
  
'''Setting for aiming the catapults: '''
+
This setting defines, which ships of the enemy fleet should be rammed preferably.
  
*'''low:''' Regular damage to the hull, small chance for hitting a mast.
+
*'''nearest ship:''' dromones ram the nearest ship
*'''high:''' Half the damage to the hull, double the chance for hitting a mast.
+
*'''sailors:''' ships with large crews are preferably rammed
 +
*'''cargo space:''' ships with large cargo space are preferably rammed
 +
*'''boarding bonus:''' ships with the highest boarding bonus are preferably rammed
 +
*'''speed:''' ships with the highest battle speed are preferably rammed
 +
*'''Dromone:''' enemy dromones are preferably rammed
  
== When does a battle at sea take place? ==
+
== When does a sea battle commence? ==
  
If the ships of hostile players meet on a field and at least one of the ships carries weapons, a battle commences. If two hostile fleets meet and all ships are set to "flee" or "distance", no battle takes place and the ships simply sail along.
+
If two fleets of players, that are at war with each other, meet on a fild and is at least one fleet set to battle, a sea combat place. If two enemy fleets meet and both fleets are set to "flee" or "distance", no combat takes place and the ships simply sale on.
Ships of neutral or players at peace / NAP can sail on the same fields. Ships that are currently [[Disembarking armies or spies|dropping off troops]] do not actively attack, but may still be attacked by other ships. If ships of multiple enemies are present on a field, the following rules apply:
+
Fleets of neutral or friendly players can move on the same fields. Fleets, that at the moment [[Disembarking army and spies||drop off troups, do not attack actively but can be attacked. Should fleets of multiple enemy players are on one field, the following rules apply:
  
*The ship of the active player attacks the enemy, those ship has the most movement points. If there are multiple enemies with the same movement points, the enemy is picked at random.
+
*The fleet of the active player attacks the enemy player those fleet has the most movement points. If there are multiple options, the player is selected by random.
*The '''movement points''' of a ship for each turn are defined by its speed (this means, 0-3). Every move on the map costs 1 point and every combat takes another point. Ships may therefore fight more than once each turn. Example: a fleet with ships of speed 3 moves from one field away into a hostile fleet. During the same turn, this hostile fleet will be attacked twice.
+
*Each fleet has as many movement points per tick as it is her travel speed (so 0-6). Every move on the main map costs 1 point and every battle costs 1 point. Fleets can therefore more than once per tick. Example: a fleet with ships of speed 3 moves from one field distance onto an enemy fleet. In the same round the enemy fleet is attacked 2 times.
*Allied fleets attack in a joined way, even if they move from different fields onto the enemy field. It only matters that they arrive at the same time. The diplomatic status of the allies does not matter.
+
*Allied fleets attack jointly, even if they move onto the enemy field coming from different fields. It only matters that they arrive at the same time (= with the same movement point).
*If the ships do not have any movement points left, they will not attack this turn, but at the beginning of the next turn. However, even when all movement points are used up, ships may be attacked by an enemy in the same turn.
+
*When the own movement points are used up, the fleet can't attack in this tick any longer. Then the attack takes place at the beginning of the next tick. <br/>However, the ships can still be attacked by a third enemy player on the same field in the same tick.
*A ship that has no remaining mast can't bring the opponent in range of its weapons and fires therefore no catapults.
 
*If a ship has a speed of 0 because of broken masts, the crew starts constructing emergency masts, until a speed of 1 is achieved again - this takes one or two masts, depending on the ship. The construction of an emergency mast takes 3 turns and costs 2% of the maximum HP of the ship each turn. If there are not enough HP left to build a mast, the ship is forsaken and the armies and spies loaded on the ship are shattered.
 
  
== Course of the battle ==
+
== Course of the battle ==
  
The battle takes place on a combat map with 100 x 100 fields and lasts 50 combat rounds; this combat map is simply the area of the respective water field on the regular map. The order of players is determined at random for every combat round, with all ships of one side moving at the same time. This means that it may happen that in one combat round all ships of the "attackers" move, followed by all the ships of the "defenders". However, in the next combat round, all ships of the "defenders" may move first, followed by all ships of the "attackers".
+
Sea battles follow in principle 2 phases: a ''ramming phase'' and a ''boarding phase''. Whether one or both phases take place depends on the [[tactic|tactics]] of the involved fleets:
  
A combat round in a combat proceeds as follows:
+
* If at least one fleet has selected the tactic "ramming & boarding", both the ramming and the boarding phase take place.
 +
* If at least one fleet has selected the tactic "boarding" and no other fleet has selected the ramming tactic, only the boarding phase takes place.
 +
* If at least one fleet has selected the tactic "ramming" and no other fleet has selected the boarding tactic, only the ramming phase takes place.
  
The crew is distributed: For each fire on board 10 men are selected to fight the fire. After that, the masts are staffed. If not enough crew is present for all masts, the speed of the ship is reduced. At last, the catapults are staffed. Only staffed catapults can fire.
+
==== Ramming phase ====
  
Now each ship uses its movement points. First, all ships do their first movement, then each ships their second movement, and at last all ships their third movement. How many movements a ship can do, depends on the speed of the ship.
+
During the ramming phase the dromones attempt to ram and sink the enemy ships. Based on the tactics, the '''battle speed''' of the ships, the '''reachability''' of the targeted ships in the fleet, the '''experience of the fleets''', the '''levels of the admirals''' and the '''number of the dromones''' participate in the result of the ramming phase.  
  
#The active ship seeks out an enemy vessel depending on its tactic setting.
+
Relative to the number of sunk ships, the transported armies and sailors are lost. These losses are displayed in the combat report.
#The active ship attempts to reach the distance to the enemy's ship suggested by the tactic. However, the ships never leave the 100 x 100 combat area, except if the tactic "flee" is selected.
 
#The active ship fires its heavy catapults against the selected target. If the target is not in reach, an alternative target in reach is chosen. A catapult can only be fired once during each combat round.
 
#The active ship fires its light catapults against the selected target. If the target is not in reach, an alternative target in reach is chosen. A catapult can only be fired once during each combat round.
 
  
Whether a catapult scores a hit depends on the distance, the crew's experience (= XP of the ship) and good luck. Every hit costs the enemy ship hitpoints (HP). If the HP fall to 0, the ship sinks. The armies and spies loaded on the ship are lost.
+
==== Boarding phase ====
  
== Fighting fires ==
+
The remaining ships now enter the boarding pahse. The boarding phase is identical to combat on land with the following exceptions:
  
*Fires start on ships, when it is hit by a fire projectile coming from a catapult. The stronger the hostile crew and the shorter the distance is, the more propably fire will start.
+
* Sailors have the same basis value as archers.
*The propability for fire to emerge on a ship using greek fire is 3%.
+
* Besides the sailors, transported swordsmen, spearmen and archers fight in the battle.
*Fire causes damage in every turn during the combat and the crew attempts to put out the fire. For each fire 10 men are recruited. Surplus crew does not help to put out any single fire. If there is not enough crew available for all fires, the fire automatically gets out of controle.
+
* Horsemen fight as swordsmen in the boarding phase.
*In every combat turn, the crew has the chance to put out the fire. The more experienced the crew is, the bigger the chance. If the fire is not put out, it expands and the chance to put it out in the next turn is reduced by 5%. If the chance is down to 0%, the fire gets out of control.
+
* Ballistas, trebuchets and siege towers are not used during the boarding battle, but may be destroyed during the fights.
*The ship is lost when a fire gets out of control. It loses HP in every combat turn until it sinks.
+
* Ship catapults provide supporting fire for the sailors. One catapult corresponds to 30 archers with rspect to the bonus.
 +
* Decisive for the course of the combat is the '''boarding factor''' that is determined by tthe various ship types.
 +
 
 +
==== Losses ====
 +
 
 +
As during land battles, the ratio of the combat values of attackers and defenders determines the losses:
 +
 
 +
'''Losses = MIN(1,1-(ratio-ratio_enemies/4)/ratio)'''
 +
 
 +
These losses not only apply to the loaded units, but also the fleets has the same percentage of losses. If a fleet for example consists of 10 koggs and has 30% losses, 3 koggs are sunk. As these losses will not always equal complete ships, left-over losses of the fleet are shown as a reduction in the fitness for action. If for example a fleet of one kogg has a loss of 30%, the kogg is not destroyed but its fitness for action sinks to 70%.
 +
* the fitness for action reduced the cargo size and the number of available sailors during the boarding phase
 +
* the fitness for action can increased by repairs in own and allied harbours
 +
 
 +
==== Honor loss for sunk ships ====
 +
 
 +
If a war is conducted with honor loss, the aggressor will also loose honor when sinking ships. For each opposing ship sunk, the same amount of honor as when conquering enemy fields will be lost.

Latest revision as of 20:38, 10 October 2022

Sea battles (L&L Version 4.0)

Fleets can be moved similarly to armies on the map or in the field view. In addition, each fleet can receive orders that define its tactic during battle: approaching behaviour and target of attack (confirmation with the GO!-button).

A newly build ship has the standard setting "flee".

File:Schiffheld de.jpg

Tactic

The following settings are available:

Approaching behaviour:

  • Flee: Only the slowest ships of a fleet are involved in a battle, should the enemy attempt an attack and his fleet reaches at least the speed of the slowest ships. Because of the flight only a part of the loaded units participiates in the boarding fights. Depending on the fraction of the total cargo size of the escaped ships, the generals and heroes of the transported armies aer on the escaped or on the remeining ships! After the battle the escaping fleet moves onto a neighbouring field. If that fleet has an order to reach a target field, the fleet continues its course to this field after the flight.
  • Distance: The fleet does not attack enemy fleets. However, if an enemy attacks, all ships of the fleet participate in the battle.
  • Ramming: The fleet attempts to ram the enemy fleet, but avoids a boarding battle if possible.
  • Boarding: The fleet attempts to board, but not to ram, the enemy fleet.
  • Ramming & Boarding: The fleet attempts to first ram the enemy fleet, then board it.

Attack target:

This setting defines, which ships of the enemy fleet should be rammed preferably.

  • nearest ship: dromones ram the nearest ship
  • sailors: ships with large crews are preferably rammed
  • cargo space: ships with large cargo space are preferably rammed
  • boarding bonus: ships with the highest boarding bonus are preferably rammed
  • speed: ships with the highest battle speed are preferably rammed
  • Dromone: enemy dromones are preferably rammed

When does a sea battle commence?

If two fleets of players, that are at war with each other, meet on a fild and is at least one fleet set to battle, a sea combat place. If two enemy fleets meet and both fleets are set to "flee" or "distance", no combat takes place and the ships simply sale on. Fleets of neutral or friendly players can move on the same fields. Fleets, that at the moment [[Disembarking army and spies||drop off troups, do not attack actively but can be attacked. Should fleets of multiple enemy players are on one field, the following rules apply:

  • The fleet of the active player attacks the enemy player those fleet has the most movement points. If there are multiple options, the player is selected by random.
  • Each fleet has as many movement points per tick as it is her travel speed (so 0-6). Every move on the main map costs 1 point and every battle costs 1 point. Fleets can therefore more than once per tick. Example: a fleet with ships of speed 3 moves from one field distance onto an enemy fleet. In the same round the enemy fleet is attacked 2 times.
  • Allied fleets attack jointly, even if they move onto the enemy field coming from different fields. It only matters that they arrive at the same time (= with the same movement point).
  • When the own movement points are used up, the fleet can't attack in this tick any longer. Then the attack takes place at the beginning of the next tick.
    However, the ships can still be attacked by a third enemy player on the same field in the same tick.

Course of the battle

Sea battles follow in principle 2 phases: a ramming phase and a boarding phase. Whether one or both phases take place depends on the tactics of the involved fleets:

  • If at least one fleet has selected the tactic "ramming & boarding", both the ramming and the boarding phase take place.
  • If at least one fleet has selected the tactic "boarding" and no other fleet has selected the ramming tactic, only the boarding phase takes place.
  • If at least one fleet has selected the tactic "ramming" and no other fleet has selected the boarding tactic, only the ramming phase takes place.

Ramming phase

During the ramming phase the dromones attempt to ram and sink the enemy ships. Based on the tactics, the battle speed of the ships, the reachability of the targeted ships in the fleet, the experience of the fleets, the levels of the admirals and the number of the dromones participate in the result of the ramming phase.

Relative to the number of sunk ships, the transported armies and sailors are lost. These losses are displayed in the combat report.

Boarding phase

The remaining ships now enter the boarding pahse. The boarding phase is identical to combat on land with the following exceptions:

  • Sailors have the same basis value as archers.
  • Besides the sailors, transported swordsmen, spearmen and archers fight in the battle.
  • Horsemen fight as swordsmen in the boarding phase.
  • Ballistas, trebuchets and siege towers are not used during the boarding battle, but may be destroyed during the fights.
  • Ship catapults provide supporting fire for the sailors. One catapult corresponds to 30 archers with rspect to the bonus.
  • Decisive for the course of the combat is the boarding factor that is determined by tthe various ship types.

Losses

As during land battles, the ratio of the combat values of attackers and defenders determines the losses:

Losses = MIN(1,1-(ratio-ratio_enemies/4)/ratio)

These losses not only apply to the loaded units, but also the fleets has the same percentage of losses. If a fleet for example consists of 10 koggs and has 30% losses, 3 koggs are sunk. As these losses will not always equal complete ships, left-over losses of the fleet are shown as a reduction in the fitness for action. If for example a fleet of one kogg has a loss of 30%, the kogg is not destroyed but its fitness for action sinks to 70%.

  • the fitness for action reduced the cargo size and the number of available sailors during the boarding phase
  • the fitness for action can increased by repairs in own and allied harbours

Honor loss for sunk ships

If a war is conducted with honor loss, the aggressor will also loose honor when sinking ships. For each opposing ship sunk, the same amount of honor as when conquering enemy fields will be lost.