The official Vae Victis guide, covering unit stats, basic gameplay, battle calculations and more!
Guide to Basics
Сrеdit gоеs to Rippo!
Campaign Overview
Stages
The campaign contains 21 stages, each stage has progressively increasing difficulty. Progress is made by attacking, if you lose an attack you will not regain your city and you will lose the units used to fight that battle. If you win the battle you will gain a city which will allow you to generate more money per turn and progress the campaign. Each time you hit next turn you will gain money relative to the amount of cities you have:
- 5 gold per early stage city.
- 10 per middle stage.
- 15 per final stage cities.
You will also have the chance to be attacked when you hit next turn, if you do not have any troops you will automatically lose your most recently captured city. If you successfully defend your city you will not lose it. You will lose any troops that die during this battle (or any battle for that matter).
Generals
To build an army you must first select a general. One is automatically provided to you at the start, each additional general will cost 20 gold. Each general may also be given a special ability for 10 gold:
- Arma – +2 Attack Points, -1 tile of attack range.
- Forward March – +2 movement range, -2 defense.
- Testudo – +2 Defense, -2 Attack.
Units
Units can be purchase for each army, they cannot be transferred. You can remove units from your army by right clicking them but you will not get your money back.
Unit Prices:
- Swordsman – 5 gold
- Spearman – 5 gold
- Archer – 10 gold
- Calvary – 10 gold
- Fire Archers – 15 gold
- Catapult – 35 gold
- Special Unit – 50 gold
More unit details will be covered in later sections.
Combat Basics
Basics
Combat and movement are turn-based, each unit may make one move per turn, an attack or movement will count as this move. Once you press the next turn button and the AI or other player takes their turn you may proceed with your next move.
Movement
Each unit has a specific amount of tiles it can move per turn (movement range). This value may be dependent on faction or general abilities. It can also be increased via a movement upgrade.
Melee Combat
Melee Combat can be initiated by any melee unit attacking any other unit type. If the attacker has more attack points the defender has defense points it will gain an advantage and vice versa. For example a standard swordsman attacking another will have an advantage since it has 10 attack points and 5 defense points (discounting upgrades and faction buffs). The advantage is calculated as the difference between these values. The unit that has the highest percentage of units compared to its maximum size will also gain an advantage. This is of course relative to the units original size, meaning, a Calvary unit with a size of 3 will not be at a disadvantage to a swordsman unit of size 10. There is also an uphill advantage, meaning units at a higher position on the map will gain an advantage.
Ranged Combat
In ranged combat, the defense will not kill any of the attacking units. Ranged units have a much greater chance of hitting their targets from higher up positions on the map, however if your unit is within 2 tiles of the unit it is attacking there will be no disadvantage. Ranged attacks are relative to its defenders current size, meaning you will have a greater chance of doing damage attacking a full size unit compare to one that has already taken damage.
Unit Stats
Please note these are the base unit stats, please refer to the factions section to see units that are buffed based on their faction.
- Swordsman
- 10 Attack
- 5 Defense
- 2 Movement Range
- Speaman
- 5 Attack
- 10 Defense
- 2 Movement Range
- Archer
- 15 Attack
- 0 Defense
- 2 Movement Range
- 5 Attack Range
- Calvary
- 15 Attack
- 6 Defense
- 4 Movement Range
- Fire Archer
- 15 Attack
- 4 Defense
- 2 Movement Range
- 4 Attack Range
- Catapult
- 30 Attack (Including Siege Buff)
- 0 Defense
- 1 Movement Range
- 5 Attack Range
Special Unit
- Faction specific, refer to the faction section.
Factions
Romans
Special Unit: Praetorian Guard (Melee)
- 20 Attack
- 15 Defense
- 3 Movement Range
Buffed Units
- Swordsman
- 10 Attack
- 10 Defense
- 2 Movement Range
- Spearman
- 5 Attack
- 12 Defense
- 3 Movement Range
Barbarians
Special Unit: Executioner (Melee)
- 15 Attack
- 15 Defense
- 10 Movement Range
Buffed Units
- Swordsman (Axeman)
- 15 Attack
- 5 Defense
- 2 Movement Range
Goths
Special Unit: Scramasax (Melee)
- 15 Attack
- 15 Defense
- 10 Movement Range
Buffed Units
- Swordsman
- 10 Attack
- 5 Defense
- 3 Movement Range
- Spearman
- 6 Attack
- 10 Defense
- 3 Movement Range
Celts
Special Unit: Hunters (Ranged)
- 15 Attack
- 10 Defense
- 4 Movement Range
- 8 Attack Range
Buffed Units
- Archer
- 15 Attack
- 4 Defense
- 2 Movement Range
- 5 Attack Range
- Fire Archer
- 15 Attack
- 6 Defense
- 2 Movement Range
- 4 Attack Range
Huns
Special Unit: Hunnic Calvary (Melee)
- 25 Attack
- 15 Defense
- 15 Movement Range
Buffed Units
- Calvary
- 15 Attack
- 10 Defense
- 10 Movement Range
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