Unit Types:
There are 8 main unit types in World of Battles:
• Light Infantry. Combat role - deals light damage. Dies quickly, but can deal heavy damage to enemy infantry.
• Heavy Infantry. Combat role - heavy defender. Deals slightly less damage than Light Infantry, but can survive longer due to high Armor and Resistance.
• Light Pikemen. Combat role - disarmer. Reduces enemy power, but fragile. Useful against cavalry.
• Heavy Pikemen. Combat role - charge breaker. Very useful against cavalry, heavily armored.
• Light Shooters. Shoot-and-run combat role. Can redeploy quickly when in a critical situation but takes a long time to deal serious damage to the enemy. Useful in masses.
• Heavy Shooters. Combat role - sniper. Slow, but deals a lot of damage and reduces enemy Defense accordingly.
• Light Cavalry. Combat role - flank/rear attacker. Useful when used to encircle the enemy and attack units already engaged in melee, crushing them more easily.
• Heavy Cavalry. Combat role - heavy charger/damage dealer. Deals a lot of damage while charging through enemy ranks.
Unit Stats:
• Power defines the amount of damage dealt by the unit. Increasing this stat can also affect other abilities (see below).
• Defense defines a unit's ability to resist damage.
If a unit's Defense is close to 0, the unit receives twice the normal amount of damage. If the unit's Defense is twice or more that of the attacker's Power, the unit will only receive minimum damage.
• Speed reflects a unit's momentary speed. A unit's speed and weight influences its attack Power, which can play an important role on the battlefield.
• Strength increases a unit's Power (+3 Strength equals +1 Power) and influences the unit's ability to break through enemy ranks.
• Resistance increases a unit's Defense (+4 Resistance equals +1 Defense); it also reduces the efficiency of enemy skills aimed at reducing Defense.
• Movement defines a unit's maximum movement speed.
• HP - number of Hit Points each warrior in a unit has.
• Attack defines the minimum, normal and maximum Power the unit can have.
• Armor defines the minimum, normal and maximum Defense the unit can have.
• Endurance allows units to equip heavier items by reducing the speed penalty caused by the carrying weight
• Weight of the unit decreases unit speed, increases Power when in movement, and affects Pierce and Trample abilities.
• Range of fire defines the maximum firing range for an Archers unit.
Unit Skills:
• Marksmanship - gradually (but temporarily) reduces the Defense of enemy units under fire. [Shooters skill].
• Pierce - increases a unit's Power in melee against heavier enemies. The heavier the enemy, the more Power increase pikemen can get with this skill. [Pikemen skill].
• Fencing - partly blocks some damage dealt by an enemy in melee. The higher the enemy's Attack, the more effective this skill is. [Skill of soldiers with swords and halberds].
• Bludgeoning - partly ignores enemy Defense. The more Armor the enemy has, the more effective this skill is. [Skill of soldiers with hammers and mauls].
• Slashing - breaks enemy armor, reducing its Defense gradually for the duration of the whole battle. [Skill of soldiers with axes, two-hand swords and halberds].
Battle skills (Fencing, Bludgeoning, Slashing, Pierce, Marksmanship) depend on the weapon the unit is equipped with and on the level of skill the unit has. If your unit does not have the required skill or the weapon it's equipped with does not have the corresponding ability, it will not be used in battle and is not counted in unit's AP value.
• Trample - increases a cavalry unit's Power in close combat, depending on difference of Weight between the cavalry unit and the unit it attacks. The heavier the Cavalry, the higher the bonus. [Cavalry ability].
• Charge - is the ability to penetrate an enemy unit's ranks, dealing it instant damage equal to 15 seconds of damage in normal battle. [Cavalry ability].
• Assault - decreases enemy units' Power in melee. The effect can be 15%, 22% or 30% reduction, depending on the unit's Power. [Light pikemen ability].
• Feeble Melee - the unit deals 30% less damage in melee than it does when shooting. [Shooters attribute].
• Run - is a unit's ability to temporarily increase its moving speed. After this ability is used, it cannot be used again right away. A unit's Movement stat defines the speed bonus and run duration, as well as the time it must wait before this ability can be used again. [Light infantry, light shooters and light pikemen ability].
Battle formations like Turtle, Wedge and Square let your units increase some stats in expense of others while the units hold this formation:
• Turtle formation increases Defense and Resistance while reducing Power and Combat skill. The formation gives +13% Defense, +25% Resistance and -10% Power -40% Combat skill. [Only Infantry units can use this formation].
• Wedge formation increases Strength while reducing Defense and Resistance of the unit. The formation gives +30% Strength and -30% Resistance, -15% Defense. [Only Cavalry units can use this formation].
• Square formation allows a unit to fight on the all sides equally, having no flanks or rear. Thus, all attacks, including flank or rear, will have no additional bonuses. It takes -20% Resistance and -33% Piercing skill. [Only Pikemen units can use this formation].
• Stand ground forms the unit into a special formation that keeps the enemy from breaking through the front. The higher the unit's Resistance and the lower the enemy Power, the better the chance the enemy unit will be stopped. [This ability can be used by Infantry and Pikemen units].

