Fantasy Friday XVIII - Battalion Formations
FANTASY FRIDAY XVIII
Standard Battalion Formations
Thanks for joining us again! Your discussion and feedback is always hugely appreciated in these Fantasy Friday showcases, and we always get a huge morale boost hearing your excitement every week. This Friday we will take a look at the never-before-seen unit formations! As you're probably aware, Dawn of Fantasy simplified gameplay by grouping units into easily-controlled battalions with unique abilities and now, various formations. Each race offers a number of standard formations, in addition to the default formations, that can be applied to every battalion unit except Worker units, Ogres, Wargs, Shamans, Archmages, and Siege Weapons. Orc and Human players will also be able to research unique battalions which are specialized to boost the strongpoints of individual unit types. We will look into some of the unique formations in a later Fantasy Friday, but without further ado, let's look at the standard formations by race:
Humans use a complex battalion system with three standard class formations (available to all battalions of that class) - specializing in defense against melee, in defense against ranged, and in offense.
Human melee and ranged battalions start with ten units, with five for cavalry. Battalions can level up by gaining experience through battle until they reach level ten. With each level, players will be rewarded with three skill points that can be used to boost any stat and one unit will be added to the battalion size.
The race of men start with two standard class formations - Tight and Loose. In addition, players can research one unique formation for each unit (which we will look into in another Fantasy Friday) and a third class formation - the Line formation. The three class formations can be further upgraded - into Improved and Expert formations - to increase their benefits. After switching formations, human battalions will have to wait a couple of seconds before switching
Improved Tight Formation: +30% to all bonuses
Improved Loose Formation: +30% to all bonuses
Improved Line Formation: +30% to all bonuses
Expert Tight Formation: +30% to all bonuses
Expert Loose Formation: +30% to all bonuses
Expert Line Formation: +30% to all bonuses
The statistical formation benefits varies form class to class, but they're all pretty similar so I'll just present you with the melee infantry statistics, and I can post more in reply posts on request.
Formation Bonuses for Human Infantry
Orc armies use a simplified two-level formation system, with their default formation - the Mob Formation, and a fatigue-consuming Battle formation. Orc units are likely to spend most of their time in the Mob formation and form up into the Battle formation when they need heightened performance in key moments of the battle. However, in some combat situations, mainly defense, the Mob formation can be more advantageous than the Battle formation. On top of this, most Orc units feature a unique formation that gives battalions a new unique function. However, specialized formations are even more temporary than the Battle formation.
Orc melee and ranged battalions start with 14 units, with 5 for cavalry and 10 for goblins and wargs, and battalion
Orcs start with no formation available, other than the default Mob formation. However, they can research the Battle formation and one unique formation for each unit. We will look into some of these unique formations in a later showcase. In addition, several military researches improve certain aspects of the Mob and Battle formations.
Battle Formation Research (all research names are subject to change)
Group Charge: Increases Run Speed by 40%.
Discipline: Fatigue drains 50% slower in combat.
Second Breath: Battle Formation can be activated at 20 fatigue/disabled at 5 - instead of 40/20.
Mob Formation Research (all research names are subject to change)
Strong Will - Increases fatigue regeneration by 50%
Heart of Battle - Fatigue regenerates even in battle.
Formation Bonuses for Orc Infantry
The Elven formations are different from the other races as they are more of a strategic gameplay device rather than tactical. Unlike other races, Elven formations cannot be easily switched and force the player to decide on the formations before the battle. Since each formation switch requires 100 fatigue and a 15 second transition, during which elven units can't do anything, it's best left as a pre-battle decision.
There are only two formations for the elves - Wind and Stone modes. Unlike orc and human formations, there are no unique formations that can be researched for individual races.
The Wind formation has the following benefits:
-It turns units incredibly lethal, with incredible boosts to damage and attack ratings
-It allows stealth approaches - allowing use of the Hide ability and greatly increases a battalion's View and Range
-It allows for hit-and-run mobility/guerilla warfare, as units gain a significant 40% spped increase, with very little loss of fatigue.
The Stone formation has the following benefits:
-Units are greatly protected with significant Armor bonuses, a trample defense, and an increased Defense rating.
-Unit Regeneration - battalions receive a boost to their automatic healing rates and fatigue is restored even during combat.
As mentioned earlier, switching formations is a strategic, not tactical, decision. In most cases, players will only be able to switch formations well before combat as the switch drains fatigue (100 points) and makes the unit completely defenseless and immobile for 15 seconds.
However, on higher levels with a greater fatigue reserve, an additional research switch from Stone to Wind becomes available - as in Stone formation, fatigue regenerated even during combat. This strategy could allow the player to make a safe getaway.
Wind Formation Strategies:
The following are viable strategies that are encouraged by the Wind Formation:
-Ambush - using preset hidden melee and ranged units.
-Infiltration - sneaking hidden units inside enemy ranks and attacking, taking advantage of their increased Damage.
-Targeting strong units - using their increased Damage boost, the elves can surprise elite enemy units with their surprising power and stand a better chance at taking them down.
-Long ranged attack - in this formation, ranged units will outrange units even on enemy walls, providing
Stone Formation Strategies:
The following are viable strategies that are encouraged by the Stone Formation:
-Fighting off numerous, but weaker, hordes - thanks to their increased Defense and Armor which allows them to absorb many hits before falling.
-Regenerating battalions, with health and fatigue regeneration bonuses.
-Protecting a location or object - again, making use of their heavy Armor.
-Cavalry break-through - Stone formation elves can break cavalry lines and protect other elven troops thanks to their reduction in trample counter-damage.
Improved Wind Formation (working title)
-Increases view by an additional 30%
-Fatigue is no longer consumed during running
-50% reduction to units' range of fire, instead of 100%
-Increases damage by 50%
Stone Research (working title)
-Crash Armor increased by an additional 20%
-Fatigue doesn't stop regenerating during combat.
-80% damage reduction from cavalry charges
-Heal skill efficiency increased by an additional 50%
-The Hide ability can now be used in this formation
Switch Research Level 1 (working title)
-Reduces switch time from 15 to 10 seconds
-Reduce Fatigue consumption to 80 points.
Switch Research Level 2 (working title)
-Reduces switch time from 10 to 5 seconds
-Reduce Fatigue consumption to 60 points.
Formation Bonuses for the Elven Sentry, a standard melee unit.
Very nice post! I'm excited to see how the orc players will micromanage their formations. A 40% bonus is an absolute ton. Plus having 30 wargs with a level 10 battalion is absolutely amazing.
Looks pretty cool, but as far as elves, IF I read that correctly it says 100 fat +30sec immobility and then 100 fat 15 sec immobility.
Pretty nice Fantasy Friday, very detailed, and gives players a great look at strategies availiable. I will say that making elven units completely helpess is a bit harsh in regards to formation-may be a 5 second immobility instead of 30? But keep the cooldown? I would'nt think it'd hurt as much and gives elven players a bit more mobility and adaptivity on the battlefield, but if you don't want to do that, I'd suggest special mercenaries that are easily capable of switching formations, just to let diehard elven players experience real-time formation switching a slight bit.
I do like the formations, and they certainly seem fairly balanced to me. I can't tell which would win between line and tight/loose. Sorta hard to tell, which means it's a good balance, most certainly. Also- on one of the pics, it said the reavers were fully upgraded, but I thought it was a bit hard to tell. Just pointing it out, although I did notice (I think? I didn't pay much attnetion to orc infantry looks) some slight differences, I felt they could've been shinier.
The 30 seconds was a typo, I fixed it. It is actually 15 at the moment.
And think of it as more of a transformation/transition than just being helpless. Something like the way templars formed archons in Starcraft, for example.
As to the upgrades - if you knew the looks of the units a bit better the differences would be immensely obvious. Once you play a little bit it is easy to see the difference between the orc upgrades.
Wow, it's wonderful to see how unique each race is, even in their formation styles. As far as I see it, men are fairly "standard", orcs are "wild, screaming horde" (:D) and elves are "Taste my blade!".
Curse you, now the elves are competing for my favourite race! Men still hold the title, though:p . I love it how men are so versatile, even in their battle tactics! I'm guessing the bane of any large battalion of men is gonna be an elven hit-and-run assault.
EDIT: What is the "sparkling" effect on the human knights?
Formations are my baby right now :o. We're saving all the specials for another showcase I believe, they're even more powerful and distinctive looking. Some of these obviously require adjusting, but it's a cool system we've got going. Those knights, my bad of course, the lines are too close some overlap.
As I've spent a ton of time working on these in the past few weeks I'd be happy to answer any questions that I can regarding them between working.
These formations aren't bad at all ;p.
Wow, this is definitely a more elaborate formation system than I expected to see. Well done guys. :)
Thank god elves have only 2 formation and not being so useful to change it. Damn i hate micro situational management =P. Whats wrong with just changing to x position, why must they get also strong special bonuses?=). Beside loving how special each rase is and have 1000 little unique details =). Usually balancing kills uniqueness, hope that doesnt happen here =/. And taking my personal experience of "formations where you have to think more =)" (which have also biiiger impact), they are great.
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