Squad

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Squads are one of key parts of gameplay in Symphony of War. The player can build and command squads of up to 9 units. Squads are usually being lead by one of the many of the story’s main cast of characters, or by an unit assigned by the Hero, and can be thousands of different combinations with over 60 unit classes, along with the assigned Artifacts and leadership traits. The squad leader must be a tier 2 or higher tier unit in order to become a squad leader. War Cats and Behemoths, along with the risen units, cannot be seleced as squad leaders.

Placement

The player can have up to 9 units in 15 squares on the grid (9 base tiles and 6 semi-tiles). Placement determines how much damage units do and take, as well as how the enemy can target them.

From the player perception, the units placed on the right, are the frontline units of a squad. They will take the most damage, as most units can only attack the front row. Placing polearm units in the front row is essential for cavalry charge defense. The center can be targeted after units from the front are taken down. They can also be targeted by AoE-attacks, Centurions and other units who may attack any target target. The rear row (on the left) can be targeted only after units from the front and center are taken down. AoE-attacks can always target the rear, Rogue and Assassin units can attack the rear on the first turn on offense.

In general, the more units you have in the squad, the more flexibility is lost regarding unit placement and preventing AoE-attacks from hitting multiple enemies.

Squad placements

This section describes a few squad formations and their disadvantages. The squad placement determines the following things:

  • Which unit(s) take the brunt of the physical damage, which is usually be dealt to the front line.
  • Enemies at the back are in general, protected very well, but Rogues and Assassins are able to attack the rear column.
  • It also determines how Area-of-Effect (AoE) damage is received. If the squad is spread out, the splash damage may not be able to hit certain units.

Placement of a squad can also be affected by traits which boosts offence and defense. The traits of Rally and Barricade increase those statistics in a row (left to right). Area of effect can also be guided by the traits of Imposing and Unassuming. Placing the latter trait on the central unit, will likely lead that area of effects with a diamond shape, target someone else and might lead to less units being hit by the attack in overall, possible reducing damage. Imposing for that role, can be used to guide attacks away from other units, preferable to an unit at the corner of the 3x3 squad grid.

V-formation

The V-formation consists of an unit placement in the ">" shape, with a single unit in the front. The disadvantage of the placement is that the front-row unit takes the brunt of the damage, while the center is semi-protected. AoE attacks have which target the back or the front row, are missing a lot of units. With two units at the back, thiefs and assassins aren't likely to kill them, if they are decently armored or have enough hp.

Empty center

This formation consists of an empty center (column), with either the front or the rear having two or three units. The advantage is that AoE-attacks are likely to either hit your front or your rear row and not both. If the rear is decent as well, Rogue and Assassin aren't that much of threat. If placing vulnerable units in the rear, the only advantage is the lower likelihood of AoE-attacks dealing damage to both rows.

Single/double row formation

This formation consists of filling one or two rows with units. The front should be a sturdy unit, while the most vulnerable units can be placed in the center or the rear. If placing a vulnerable character in the rear, it's more likely that the unit(s) in the back are taking down swiftly by Rogue and Assassin units. This formation has also the disadvantage that AoE attacks from mages and other units, hit more squad units. Another disadvantage would be lack of utilisation of the Barricade and Rally traits.

Capacity

Capacity of a squad is determined by the leadership stats of the squad leader, it affects how many units and/or artifacts can be place in the squad. This can be improved by using the consumable Medal of Valor, but it has dimnishing returns and beyond leadership score 70, it can no longer be used improve leadership. Leadership can be intentional be lowered with a Dark affinity scroll in order to improve the effect. But it requires switching to a different affinity after that.

The first five units in a squad have no extra capacity cost. Starting with the 6th unit, every unit require 2 more extra capacity than the previous unit to put into the squad. 6th unit require +2 extra capacity, 7th +4, 8th +6, 9th +8 respectively. In New game+ (SoW1), this capacity increase can be adjusted.

The capacity needed per unit is determined by their loyalty progression. The capacity of the leader can be improved with the Technology Grand Army. This will not improve leadership, but gives a bonus of +10 to capacity.

Leadership traits

If an unit with the following leadership traits is appointed as squad leader, capacity for certain unit types is reduced by two points.

These leaderships traits will become less valuable at the end-game, when leadership of squad leaders nears its peak or even outgrows the requirements of squad setups.

Squad types

The game has the following squad types. Each type of squad has a standard amount of movement, movement a certain terrain types and which actions can be performed.

Caption text
Squad type Standard movement Terrain movement adjustments Shuffle Ambush Charge Post-action movement Squad conditions
Slow infantry 5 squares Example Example Example Example Yes Squad consists of 50% or more mages and support units. Is phased out with the Mage Regiments technology.
Infantry (heavy) 6 squares Hindered by woodlands, swamps and hills. Yes No No No Standard squad type if none of the other conditions are met. Less cavalry than infantry.
Light infantry 6 squares Not hindered by woodlands, swamps and hills. Gains one extra movement in dungeons. Yes Yes No No Always one more unit should by a light type, compared to heavy or slow infantry. Less cavalry than infantry.
Cavalry (heavy) 7 squares Gains extra movement on flat terrain. Hindered by woodlands, swamps, hills and towns. No No Yes, after moving 6 squares. Yes More horse units than infantry.
Light Cavalry 7 squares Gains extra movement on flat terrain. Not hindered by by woodlands, swamps, hills and towns. No Yes Yes, after moving 6 squares. Yes More horse units than infantry. There must also be more light units (infantry and horse units combined).
Flying 7 squares Not hindered by terrain and can fly over many types of impassible terrain, but does not benefit from roads No Example Example Example Flying units (dragon riders) must equal infantry or outnumber them. No cavalry and non-flying dragons in squad. The conditions for this squad, lead to less flexibility in squad setups.
Example Example Example Example Example Example Example Example