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Non-synchronized battle rounds?

I just noticed in a battle of two armies in a meeting engagement that their battle rounds werr not timed equally. I.e. one of the armies attcked before the others in the first round after the initial battle.

The result was that the last army to fire had lost units before it reached the end cycle of its combat round. So it did less damage to army #1 than it would if both fired at the same time. The difference was about 1-2 minutes.

Is this the way it is supposed to work? And what decides which army gets this advantage on time.

I noticed that the first army seemed to get two attacks in the initial round - because army #2 lost 1 unit and shortly after 2 more. Then the count down started. Ormaybe this is just lag? 8|

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Were there any ranged units in one or both of the stacks? If so, one of the stacks could have started attacking before the other, because the other stack was still moving.

Yes, army 2 had artillery, army 1 had not. But army 1 was the one with the earliest combat cycle. Both armies were moving, there was no ranged fire.

Sounds like army 2 was still in the cool down phase after an artillery bombardment when they met, which delayed the combat cycle.

There also can be a difference in the times when each side initiated combat. Close melee combat range is 5 klicks, so it is possible that one side initiated combat at the maximum range and the other army did not initiate combat at that exact time.

Every group has the ability to attack once per game hour (twice per game hour in 1.5)

every group will defend themselves by returning fire with their defensive stats each and every time they are attacked.

It is very unlikely that both units will have an identical combat timer. Even if they are nearly the same one will nearly always be a few seconds after another. In this case army 1 will attack and the other will return fire using the defend stats, and then army 2 will attack and army 1 will return fire using their defend stats. It doesn’t make any difference how long there is between combat cycles.

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VorlonFCW
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VorlonFCW wrote:

Sounds like army 2 was still in the cool down phase after an artillery bombardment when they met, which delayed the combat cycle.

There also can be a difference in the times when each side initiated combat. Close melee combat range is 5 klicks, so it is possible that one side initiated combat at the maximum range and the other army did not initiate combat at that exact time.

Every group has the ability to attack once per game hour (twice per game hour in 1.5)

every group will defend themselves by returning fire with their defensive stats each and every time they are attacked.

It is very unlikely that both units will have an identical combat timer. Even if they are nearly the same one will nearly always be a few seconds after another. In this case army 1 will attack and the other will return fire using the defend stats, and then army 2 will attack and army 1 will return fire using their defend stats. It doesn’t make any difference how long there is between combat cycles.

In my experience, with the exception of naval engagements involving submarines and surface ships, in every melΓ©e engagement the system picks an attacker and a defender where only the attacker has a combat timer.
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VorlonFCW wrote:

Sounds like army 2 was still in the cool down phase after an artillery bombardment when they met, which delayed the combat cycle.

There also can be a difference in the times when each side initiated combat. Close melee combat range is 5 klicks, so it is possible that one side initiated combat at the maximum range and the other army did not initiate combat at that exact time.

Every group has the ability to attack once per game hour (twice per game hour in 1.5)

every group will defend themselves by returning fire with their defensive stats each and every time they are attacked.

It is very unlikely that both units will have an identical combat timer. Even if they are nearly the same one will nearly always be a few seconds after another. In this case army 1 will attack and the other will return fire using the defend stats, and then army 2 will attack and army 1 will return fire using their defend stats. It doesn’t make any difference how long there is between combat cycles.

Both of the two first mentioned options could explain it, thx!

It does matter a lot who fires first, depending on the attacking/defending value. It can actually make all the diffeerence, so this is important to know.

What you also might not be aware of is that players can have units that are locked in combat change from defending to attacking, which will of course start another, asynchronous battle tick.

Agent47 wrote:

What you also might not be aware of is that players can have units that are locked in combat change from defending to attacking, which will of course start another, asynchronous battle tick.
Oh ? How is this done
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You just issue an attack command for your defending unit against the enemy they are currently defending against.

Agent47 wrote:

You just issue an attack command for your defending unit against the enemy they are currently defending against.
Huh, interesting, but I feel like that would not stop the original combat timer. So the end effect is 2 asynchronous combat timers, and the battle resolves at about 2x as quickly.
We're always looking for top players to play together and learn from. Apply to Tokugawa Bakufu ( alliance code : KIOTO ) if you are a like-minded individual and wish to improve your game.
Whenever feasible, one should always try to eat the rude.

Burried in all this is an exploit. That's why I asked this thread in the first place. But I guess Bytro knows about it.

Marechal Saoul wrote:

Agent47 wrote:

You just issue an attack command for your defending unit against the enemy they are currently defending against.
Huh, interesting, but I feel like that would not stop the original combat timer. So the end effect is 2 asynchronous combat timers, and the battle resolves at about 2x as quickly.
You are absolutely right. I worded my first message poorly, my apologies.

While you cannot influnce ongoing combat, being able to insert an additional combat ticket into the fight, making it resolve fast, can be substantial in the right circumstances.

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