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Divide et Impera Coloseum DEIColoseum
STEAM GROUP
Divide et Impera Coloseum DEIColoseum
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4 February, 2019
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English
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Basics about Different Units
Lets look on the different weapons units can have.
But before we do this, some explanations to different unit categories.


UNIT CATEGORIES

Melee Units: equipped with a sword, axe, falx/rhomphaia or club
Spear units: equipped with a spear
Pike units: equipped with a pike (basically a spear variant ca 6 metres long)
Melee Cavalry: equipped with spears or swords
Shock Cavalry: equipped with a long lance to charge more effectively
Missile Cavalry: equipped with javelins or bows - they have a sword, dagger or spear in reserve
Missile Infantry: equipped with javelins, slings or bows - dagger, sword or rarely spear in reserve
Others: Chariots, Elephants, War dogs.


CLOSE QUARTER WEAPONS

the sword: High damage. Small armor piercing proportion. Sword units usually have a solid attack.

the axe: Low damage. High armor piercing. Axe units have a balance between attack and defense.

the club: Very low damage. Medium armor piercing. Adds 10 Points to "Bonus VS Infantry".

the falx: High damage. Very high armor piercing. Falx units have high attack, very high charge bonus and an extremely low defense. Carries a hidden bonus (15) VS large.

the rhomphaia: Very high damage. Very high armor piercing. Units with Rhomphaia have a very high attack, high charge bonus and an extremely low defense. They have a hidden bonus (20) VS large.

the spear: Low damage. Small armor piercing. Bonus versus "large" (means elephants and horses). Spear infantry units usually have a good melee defense.

the pike: Low damage. High range. Small armor piercing. Pike walls are, theoretically spoken, Very vulnerable to flank/rear attacks. Vulnerable to missiles because they only have a small shield.

the lance: Low damage, high armor piercing proportion. Does very high damage on the charge, but is very bulky to use in prolonged melee combat. Used by shock cavalry.

the dagger: Low damage. Small armor piercing. Used by most foot skirmishers when in melee.

other: Chariots, war hounds and elephants are special and cant be compared this way.


RANGED WEAPONS

Sling and stones: Low damage. Medium armor piercing. High rate of fire. High range of 150m and its single-handed, that means the men can carry a shield.


Bow&Arrows: Can use (depending on unit quality) different arrow types. Unit quality also determines the range, 125 or 150m. Medium rate of fire.

Standard Arrow: High damage, small Armor piercing, standard range and accuaracy.

Flaming Arrow: Very low damage & Armor piercing. Lowers the morale of units and sets buildings on fire if needed.

Javelins: Low to high Damage, depends on unit quality. Low range of 80m and high armor piercing. High rate of fire. Has a bonus VS large. Many melee units also carry javelins. If they have a skirmish/melee function, they have a low range of 80m. If they only have the melee mode, its 40m.


UNIT MASS CLASSIFICATION

Another important attribute is the unit mass classification.
In relation to the armor value, there is a certain mass certification for each unit.
This mainly comes to effect when charging or getting charged.
The heavier a unit, the more enemies are going to get run over by their heavy impact. Heavy units can withstand charges better.
Logically on the other side, a lighter unit cant get make use of their weight this effectively and gets more easily run over when getting charged.
You can look up the unit weight class when hovering over the yellow symbol on their unit card.

circle means: very light & light
diamond means: Medium & heavy
square means: very heavy & super heavy


EXPLANATION OF STAT VALUES

Melee Attack: the probability of hitting another unit in melee

Missile Damage: the damage a hit with a certain missile does

Weapon Damage: the Damage a certain melee weapon does

Range (only skirmishers/Artillery): The range of the unit in meters

Shots per Minute: How fast a ranged unit can fire

Ammunition: How many shots each individual soldier can carry

Bonus versus Large: amount of bonus attack received against Horses & Elephants

Bonus versus Infantry: amount of bonus attack received against infantry

Charge bonus: Bonus received when charging an enemy unit, adds bonus to attack and weapon damage. It reduces over time to zero.

Melee Defense: probability of not being hit in a melee fight.

Armor: mostly determines the mass of a unit. Offers damage absorption both in melee and against incoming missiles.

Health: How many hit points a single man has got

Base Morale: How likely a unit is to stay in a fight or flee when the odds are against them.
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Abbreviations
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Ettiquette and Good Behavior
I. Behavior.

Be fair and friendly to the people you play with / against.

- Write HF GL = Have Fun + Good Luck before a battle starts.
- Write GG = Good Game after a battle.
- Read the rules and keep an eye for the chat window in custom battles.

Constantine Note: I write NEXT TIME! Then bye if people can not play upon request.


II. Take Some Responsibility for Your Results

This is a Strategy game. If your enemy likes watching his horse archers shooting your army into small pieces and you cant do anything.... Then its mainly your fault. This is not an action game where explosions follow explosions and guns and ♥♥♥♥ and firetrucks and etc.
So please don't be mean just because someone's tactics are a bit slower or rely on falling back.


III. Over Powered (OP) units

It's easy to get insulted countless times when when using Elephants or Cataphracts:

First: Every unit can be countered somewhat efficient. If you fail to do so, the enemy is going to profit from your mistake.

Second: Think of it, you get what you pay for, and pay a huge price. it's good to get some brutal tools. Every unit has its price, and this reflects their skills.

In essence, if your enemy managed to kill your troops more efficient than you killed his then he was the better player in this battle. If he uses elephants, horse archers or chariots to do so then it doesn't matter. Accept it, and learn to use all tools - because this is how real balance works.

Every defeat gives you valuable experience to enhance your abilities in the next battle!
Do not insult your opponent - he deserves credit for his skills instead of childish insults.


IV. Gets Some Valuable Data fro Your Replays

One recommendation is to: SAVE ALL YOUR REPLAYS!

Put them into an archive.
You won't lose anything if you don't watch every single one again.
But especially the close battles or the ones you got destroyed badly are important.
Watch them over and over again and focus on single fights between units, or micro mistakes.

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The Gladiator Training Guide
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Divide et Impera Discord Server Link
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Getting set up in Constantine, Rise of Christianity
Showing 11-16 of 16 entries