Battle mechanics guide

WOS Battle Mechanics

How troops, stats, skills, and widgets become round-by-round battle results.

INF
LANC
MARK
ROUND
INF
LANC
MARK

Battle dynamics

Every round is resolved for both sides together

A battle advances in rounds. Both armies choose targets, apply active bonuses, and deal damage during the same round.

1Count remaining troops

Each side starts the round from last round survivors.

2Resolve skills

Chance checks, round timers, attack counters, duration and lag.

3Choose targets

Front enemy type first, unless attack order is changed.

4Apply kills

Both sides deal their round damage before moving on.

Formation

Troops stand one behind another

Each side has a front line, a middle line, and a back line: infantry first, lancers second, marksmen third.

INF
FrontInfantry
LANC
MiddleLancers
MARK
BackMarksmen
Enemy units face the same structure: infantry, then lancers, then marksmen.

Attack order

Everyone targets the enemy front line

If enemy infantry is still alive, infantry, lancers, and marksmen all attack that infantry line.

Marks, lancers, and infantry attack enemy infantry with curved arrows.

Target progression

When infantry dies, lancers become the front

The target is not tied to matching troop type. It is tied to whichever enemy line is currently closest to the front.

After enemy infantry is defeated, all friendly troop types attack enemy lancers.

Special targeting

Ambusher is the exception

When Ambusher triggers, lancers bypass the living front and middle lines and attack enemy marksmen directly.

Lancers bypass living enemy infantry and lancers to attack enemy marksmen.

Simple damage core

Damage compares attack pressure against defensive bulk

The presentation version of the formula is intentionally simple.

Damage = troop attack x troop damageopponent defense x opponent health

Attack side: troop attack and troop damage create pressure.

Defense side: opponent defense and health absorb that pressure.

Crowding effect

More troops help, but not linearly

The battle uses square roots so a larger army gains pressure without every extra soldier adding full damage.

effective count = sqrt(unit count) x sqrt(min(total A, total D))

Going from 1,000 to 4,000 doubles pressure, not quadruples it.

Bonus sources

Stats come from the battle role and chosen heroes

The important part is knowing whose bonuses are active for that battle situation.

Rally attack

The rally caller is the main source for rally stats and rally widget bonuses.

Caller statsMain heroesRally widgets

Garrison defense

Defense uses the strong participant concept for the defending side's active bonus source.

Strong participantDefense heroesDefense widgets

Skills

Skills are conditions that create benefits

Each skill has timing rules, trigger rules, and a benefit scope.

ChanceRolls probability before activation.
Non-chanceActivates when timing and target conditions match.
Round basedEvery N turns, first-round gates, duration, lag.
Attack basedEvery N attacks or after an attack counter threshold.
All troopsBenefit can apply to every troop type.
Specific typeCan require infantry, lancers, or marksmen to be alive.

Effect math

Benefits multiply the base damage result

Attack effects and defense effects are grouped, multiplied, then converted into one damage coefficient.

DamageUp
OppDefenseDown
over
OppDamageDown
DefenseUp
= bonus coefficient
extra attack extended damage dodge pause stun

Widgets

Widgets are role-specific stat amplifiers

Rally widgets and defense widgets are separate families. Use the family that matches the battle context.

Rally widgets

Used by the rally caller. Can boost attack, lethality, health, or other mapped attributes.

Defense widgets

Used for garrison defense. They support the defending bonus source.

Lv. 1Lv. 10

Useful details

Small rules can change the battle shape

Fatigue

Round kills are slightly reduced as rounds advance.

Survivor cap

Kills cannot exceed remaining troops in the target lane.

Joiners

Joiner hero skills can be added with separate prefixes.

Troop skills

Unlocked from troop categories and conditions.

Permanent effects

Can stay active across rounds until their validity ends.

Formation matters

Targeting changes as front lines disappear.

Mental model

Battle = lanes x stats x crowding x skills

A battle is not just one army number. It is three troop lines repeatedly choosing the current front target, applying stat ratios, then layering skills and widgets over the result.

Troop lanes + Stat ratios + Crowding + Skills