Squad
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 in order to become a squad leader. War Cats and Behemoths, along with the risen units, can also not become 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. 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, Thief and Assassin units can attack the rear on the first turn on offense.
Squad placements
This section describes a few squad formations and their disadvantages.
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, 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, Thief 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 Thief 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. 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.
The capacity needed per unit is determined by their loyalty progression.
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.
- Archer Captain, reduces capacity for archers.
- Knight Captain, reduced capacity for cavalry.
- Raid Captain, reduces capacity for light melee units.
- Shock and Awe reduces capacity for firearm units.
- Soldier Captain, reduced capacity for heavy infantry units.
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.
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. |
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. |
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. |
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. |
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 |