Battle (SoW1)

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This page describes in which order the units act in battle, as each units acts on a different time in combat. If a composition is made of many different units attacking in different order, it would be possible to attack units in multiple lines, if units in the front are taken down.

Currently, not all information is collected yet and some of it may be false.

General order

General order adjacent battle.
Order Units acting
Start Everlasting Potion.png Minimap Oracle.png Oracles cast thier shield for the squad, and Items like Everlasting Potion.png Everlasting Potion or Essence of Embor.png Essence of Embor apply their effect
1 Weapon Cannon Minimap.png Minimap Field Cannon.png Field Cannons and Minimap Siege Cannon.pngSiege Cannons in the front row attack
2 Weapon Gunner Minimap.png Minimap Dragoon.pngDragoons and Minimap Gunner.pngGunners in the front row attack
3 Weapon Cannon Minimap.png Minimap Field Cannon.png Field Cannons and Minimap Siege Cannon.png Siege Cannons in the middle row attack
4 Weapon Gunner Minimap.png Minimap Dragoon.pngDragoons and Minimap Gunner.pngGunners in the middle row attack
5 Weapon Cannon Minimap.png Minimap Field Cannon.png Field Cannons and Minimap Siege Cannon.pngSiege Cannons in the back row attack
6 Weapon Gunner Minimap.png Minimap Dragoon.pngDragoons and Minimap Gunner.pngGunners in the back row attack
7 Magic Attack.png

Minimap Siren.png Minimap Sorceress.pngMinimap Apprentice.png Minimap Mage (Fire).png Minimap Mage (Lightning).pngMinimap Mage (Ice).png Minimap Archmage.png Minimap Dark Mage.png Minimap Necromancer.png Minimap Devoa B.png Minimap Lindly B.png Magical Units and Minimap Drakeling.png Minimap Dragon.png Minimap Blue Dragon.png Minimap Blue Dragon Rider.png Minimap Red Dragon.png Minimap Red Dragon Rider.png Minimap Silver Dragon.png Minimap Silver Dragon Rider.png Azure King Minimap Hand of Zanatus Dragon Rider.png Dragons attack

(Or innact Casting actions, or wait, in the case of only 1 attack per round for various magical units. This turn order also only applies to the Hero when they're using their magical attack, their sword or healing attacks have a different turn order)

8 Guerilla Bow.png

Minimap Bowman.png Minimap Archer.png Minimap Warbow.png Minimap Crossbowman.png Minimap Arbalest.png Minimap Horsebow.png Minimap Raider.png Archery Units, along with Minimap Ranger.png Rangers and Mercenary Mercenaries with their crossbow attack, and Minimap Samurai.png Samurai when firing up or down walls at 1 range

9 Weapon Assassin Minimap.png

Minimap Militia.png 07b Swordfighter.png Minimap Swordmaster.png Minimap Rogue.png Minimap Assassin.png Minimap Skirmisher.png Minimap Ranger.png Minimap War Cat.png Minimap War Cat.png Rogue Mirage Mercenary Blademaster Strider Infiltrator Scion of Donar Strider Infiltrator Scion of Donar Light Infantry, Minimap Scout.png Minimap Hussar.png Light Cavalry , and Minimap Samurai.png Samurai attack

10 Weapon Minimap Champion.png

Minimap Fighter.png Minimap Soldier.png Minimap Zweihander.png Minimap Champion.png Minimap Spearman.png Minimap Centurion.png Minimap Sentinel.png Minimap Acolyte.png Minimap Paladin.png Exemplar Titan Captain Lord Knight of Donar Captain Lord Knight of Donar Heavy Infantry , Minimap Cavalier.png Minimap Knight.png Minimap Valkyrie.png Heavy Cavalry , and the Hero as their stage 1 support class ClericCleric Cleric attack.

(Samurai not included. This also assumes the Valkyrie, Paladin, or Cleric aren't holding their action to heal)

11 Skull of Rowdain.png

Minimap Risen Swordsman.png Minimap Risen Spearman.png Minimap Risen Archer.png Minimap Risen Warrior.png Minimap Risen Soldier.png Risen attack

12 Staff Minimap Priestess Diagonal.png

Minimap Medic.png Minimap Priestess.pngMinimap Templar.png Minimap Hospitaller.png Cleric Cleric Savior Savior Avatar of Donar Avatar of Donar General Minimap Paladin.png Link=Valkyrie Healing actions take place.

(This assumes Valkyrie, Paladin, or the Hero's Support classes didn't already use their action to attack)

-> The opposing squad is allowed to act, and the order starts over from 1.


Attack Special Action.png Ambush

Squads that have the Light Infantry Light Infantry Movement type are often capable of performing the Ambush action, as long as they're attacking a squad on Ambush Tiles.


Hover Paths.png The options Menu allows viewing the Ambush tiles in each map; by selecting the Hover Paths icon and switching to Showing: Ambush Tiles.


These include Woods, Swamps, Wheat Fileds, Hills, and Town Tiles, among others.


Ambushing a squad disables the target squad's first volley of attacks, so rather than a fight going: 1st Attack < 1st Counter-attack > 2nd Attack < 2nd Counter-Attack;

Ambush instead makes this:

1st Attack > 2nd Attack < 2nd Counter-Attack.


If a Light Infantry Light Infantry has the damage output to kill or nearly kill a squad, this can often result in no to negligible damage taken by cutting out the most important counter-attack an enemy squad has.

This can also be devastating to glass-cannon squads like most Light Infantry Light Infantry squads themselves, if they're caught on the receiving end.


Attack Special Action.png Charge attack

Squads that have either the Heavy Cavalry Heavy Cavalry Movement type or Light Cavalry Light Cavalry movement type can perform a Charge Attack if they move at least 7 tiles to reach their target (6 with Army Stables Alpha.png Army Stables tech), and are attacking into Charge Tiles.


Hover Paths.png The options Menu allows viewing Charge tiles in each map; by selecting the Hover Paths icon and switching to Showing: Charge Tiles.


These include Grassland, Road, Wheat Field, Wall, Ramp, and Bridge tiles, among others.


Charging a squad allows each attacking melee cavalry unit a chance to apply the Shock status with their attacks during the 1st wave of attacks, which disables the Shocked unit's action for 1 round of combat, offering a similar end result to Ambush (albeit units have a chance to resist Shock). Minimap Knight.png Knights can apply Shock to any units their AoE Small Diamond.png AoE attack, which not only enables them to Shock units behind their initial target, but also increases the odds a cavalry squad with multiple Minimap Knight.png Knights will reliably and consistently apply the maximum benefit of charge's associated status effect.


Additionally, the Strategic Maneuvers Alpha.png Strategic Maneuvers tech will allow charge attacks to deal increased Morale.png Morale damage to rival squads. This is applied before the start of the battle in the combat prieview, enabling a squad others would encounter at Morale.png Fair Morale to be dropped to Morale.png Fearful Morale before the battle even starts: oppening up more opportunities to Force Surrender.png Force Surrender an enemy squad. It also means squads with high Morale can be dropped low enough they won't get a 3rd attack, offering good utility through when and how it's applied.


Finally: Polearm Warrior.png Polearm Warrior is a core countermeasure to charge, which bestows immunity to the Shock status to it's bearer. Or immunity to Shocked to it's bearer and any adjacent units, should the Polearm Mastery Alpha.png Polearm Mastery be researched. Enemy factions will research a variety of tech as the game progresses, enabling even 1 hostile lancer to stop cavalry units in their tracks: especially considering Polearm Warrior.png Polearm Warrior also grants a +35% damage bonus against the same Cavalry units that are necessary to perform a Charge.


Attack.png Normal attack

Balanced attack, no special bonuses or penalties.


Force Surrender.png Forced Surrender

Given at the stat of Chapter 3


Attempt to negotiate a surrender. If the attempt fails, enter combat and lose your first turn in the next combat. Enemies defeated in the next combat have a chance to surrender.


Surrendered enemies give Gold.png 50 gold a piece at the end of the chapter, along with more immediate XP, LDR, and Loyalty rewards.

Forcing the enemy squad to surrender also skips combat entirely (when successful), immediately resolving it, and prompting artifacts to drop and XP rewards to go accumulate.


Squads of Morale.png Fair Morale or better provide a 0% chance to surrender before the battle's start, and will instigate a fight. On a failed surrender attempt, the player also looses out on their 1st volley of attacks: essentially suffering the same downsides as though they were ambushed.

Still: units "killed" during the fight are allowed a surrender attempt, enabling squads with solid kill-potential even in the face of being ~ambushed to muscle through and capture units regardless.


Squads often need to be Morale.png Fearful Morale or worse for Force Surrender.png Force Surrender to be the optimal play, and only a few maps start squads with such low Morale.png Morale initially.

Which often means the Force Surrender.png Force Surrender option is a 2-squad endeavor, were one will attack the squad in an effort to lower their Morale.png Morale (or try to kill them outright), and another will clean up with the Force Surrender action.


It should also be noted that Squads with Morale.png Fearless Morale will often always have Morale.png Fearless Morale regardless of how bad things are going for them, and will always resist a Force Surrender.png Force Surrender attempt, and never surrender even when KOed during a combat following directly thereafter. Such squads are often led by Minimap Dark Mage.png Dark Mages or Minimap Assassin.png Assassins, belonging to the Cult of Zanatus.


Attack Target Leader.png Target leader attack

Unlocked from the Identify Command Structure Alpha.png Identify Command Structure tech.
Enhanced with the Optimized Tactics Alpha.png Optimized Tactics tech.


Attack the Squad Leader or anyone blocking the Leader. +35% hit rate, -25% / -10% evasion until the start of the next Player Phase.


Useful for lowering a squad's Morale.png Morale in tandem with the Phych Warfare Alpha.png Phych Warfare tech.


Also a good option to encourage units with AoE attacks to center their AoE attacks, given opposing squad leaders heavily favor being in the center of a group rather than the corners. A good option for squads featuring Minimap Zweihander.png Zweihander (AoE 1x3.png), Minimap Sorceress.png Sorceresses and Minimap Mage (Ice).png Ice Mages ( AoE Big Diamond.png ), and Minimap Dragon.png Dragons and Minimap Knight.png Knights ( AoE Small Diamond.png ); discouraging such units from striking the far corners of a squad and wasting a lot of potential damage from poor targeting.


This also has some utility when a squad has a lot of Minimap Medic.png Medics, Minimap Priestess.png Priestesses, Minimap Hospitaller.png Hospitallers, or Minimap Templar.png Templar remaining; as these units will all voluntarily surrender if there are no units left capable of doing damage: and can be in an awkward spot were a squad will otherwise spend all their energy targeting the healers (and everything that isn't the squad leader), which can result in a squad remaining at Morale.png Fair Morale or better with it's core combat units still standing, rather than being eliminated and giving the player captured unit revenue.


Finally: the +35% Hit Rate is a good way to get around more evasive squads. Those occupying Wall Chunk.png Walls, squads with Guerilla.png Guerilla, or units with noteworthy SKL.png SKL totals like Minimap Archmage.png Beatrix when she's an enemy unit.


Attack Aggressive.png Aggressive attack

Unlocked from the Adaptive Battlefield Command Alpha.png Adaptive Battlefield Command tech.
Enhanced with the Optimized Tactics Alpha.png Optimized Tactics tech.


Target weak and low HP enemies. Deal +15%/+25% damage and take +35% damage until the start of your next Player Phase.


A good option for any archery or cannon squad in most occasions, a good option for any squad that won't get attacked the following turn, a good way to add more offense to a bulky squad.

Can be high-risk, high-reward: though this is often offset by the fact dead enemies deal no damage, and any enemies killed in the initial volley of attacks usually more than offset it's downsides in the initial fight.

Any squad that's removed from the map will also be incapable of capitalizing on the downsides of Aggressive Attack.


Attack Cautious.png Cautious attack

Unlocked from the Adaptive Battlefield Command Alpha.png Adaptive Battlefield Command tech.
Enhanced with the Optimized Tactics Alpha.png Optimized Tactics tech.


Spread damage between targets as much as possible. Deal -15% Damage and take -25%/-35% damage until the start of the next Player Phase.


A good option to enable a squad's healers some breathing room in a fight, enabling encounters to end with more HP than they started with.


Also a strong option to survive Firearms, generally deadly squads, or chains of cavalry units.


Against any squad that require 2 or more squads to wear down, this can also be an effective option and minimizing HP losses (or unit losses), or maximizing the remaining enemies in the event a Force Surrender.png Force Surrender is desired.