Battle Rules

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Avatar of GavinSuckAtChess

This is the forum in which all battles between tribes are based. These battles only follow these rules. All others are not official. Use dark mode.


How the battles work:

1. Rules for the attacker and the defender.

  1. First, the tribe leader must appoint a general to lead the battle. (The tribe leader can also be the general)
  2. Then the general has to declare how many of his tribe's dragons from Sides Strengths will fight in the battle.
    If an alliance fights, the number of soldiers of each tribe is added together.
  3. The battle is similar to a duel.
    Each general says what attack, or defense the tribe will make.
    Everyone takes turns making moves depending on which attack/defense is used.  I'm going to roll a die (or generate a random number) and depending on what number it shows will be the outcome of this move. This shows how much of the enemy soldiers you have killed or how much of your own you have defended.
  4. The battle goes like this:
    Tribe 1 attacks. Then Tribe 2 can decide whether they want to defend the attack from Tribe 1 or launch an attack themselves.
    If they decide to attack, they lose the soldiers if the previous attack of the opponent was successful, but can inflict damage on the enemy during this time.
    If Tribe 2 chooses the defend option instead, they will take less or no damage, but will not have the option to attack.
    After tribe 2 made their move, it is the move of tribe 1, and everything starts again from the beginning.
  5. Move quickly! If you don't move for 24 hours, you will lose 10% of your tribe members, which will be withdrawn from the Sides strengths, as the enemy armies will overpower your tribe during this time. 

2. The Attacks.

2.1 Storm attack.

  • On a roll of 1: Bloodbath. 1600 own losses, 0 foe losses.
  • On a roll of 2: Failure. 800 own losses, 0 foe losses.
  • On a roll of 3: Slaughter. 800 own losses, 600 foe losses.
  • On a roll of 4: Breakthrough. 400 own losses, 800 foe losses.
  • On a roll of 5: Taking advantage of the situation. 200 own losses, 1000 foe losses.
  • On a roll of 6: Overrun. 0 own losses, 1600 foe losses.

2.2 Flank attack.

  • On a roll of 1: Main force destroyed. 1600 own loses, 400 foe loses.
  • On a roll of 2: Flanking force destroyed. 1600 own loses, 800 foe loses.
  • On a roll of 3: Attack discovered. 800 own loses, 400 foe loses.
  • On a roll of 4 and 5: Complete surprise. 0 own loses, 800 foe loses.
  • On a roll of 6: Roles up the line. 600 own loses, 1800 foe loses.

2.3 Surprise attack.

  • On a roll of 1-2: Plans captured. 800 own losses, 0 foe loses. 
  • On a roll of 3: Attack discovered. 600 own losses, 100 foe losses.
  • On a roll of 4-5: Shock attack. 100 own loses, 600 foe loses.
  • On a roll of 6: Complete surprise. 0 own losses, 1200 foe losses.

2.4 Trap. 

  • On a roll of 1-2: Spies. 1,000 own losses, 250 foe losses. 

  • On a roll of 3-4: Suspecting enemies. 250 own losses, 750 foe losses. 

  • On a roll of 5-6: Successful trap. 0 own losses, 1000 foe losses.

2.5 Tribe Power Attack 

  • On a roll of 1: Spies. -50% own troops involved. -10% of your loss for enemy loss.
  • On a roll of 2: Traitors. -25% own troops involved. Same amount for loss of enemy.
  • On a roll of 3-5:  Decent attack. -10% own troops involved. Double loss for enemy.
  • On a roll of 6: Terrible enemy fighters + luck. -0% own troops involved. 2,000 loss for enemy.
  • IMPORTANT: You must choose a number of troops to use for the tribe power attack.

3. The Defenses.

3.1 Shield.

  • On a roll of 1-2: 10% defense of the damage.
  • On a roll of 3-4: 25% defense of the damage.
  • On a roll of 5-6: 50% defense of the damage.

3.2 Move Camp.

  • On a roll of 1: Chaos! -0% of the damage.
  • On a roll of 2: Sabotage! -25% of the damage.
  • On a roll of 3: Quick attack! -33% of the damage.
  • On a roll of 4: Chatters! -50% of the damage.
  • On a roll of 5: Nearly perfect escape! -75% of the damage.
  • On a roll of 6: Perfect escape! -100% of the damage.
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