All you need to know about Raids

4 Replies
Administrator
22 March, 2019, 12:17 PM UTC

Lords!


We've put together a detailed guide, in which you will learn about Raid mechanics and some of the less straightforward features that cause difficulties for some rulers. 


Raids are joint attacks by members of one Order. To form or join a Raid, you need to build the Military Camp. Upgrading this building increases the maximum number of warriors in a Raid. 




To build the Military Camp, you need to: 

- Build another building first – the Inn (this can be built when your Palace reaches level 6) 

- Have resources and the special Royal Edict item 


The Raids tab is in the Military Camp window. It contains a list of all the active Raids in your Order. Here, you can find out who has formed a Raid, who its target is, the number of empty and occupied slots for participants, the current maximum number of troops in a joint attack, and the time left until the march starts. 




A Raid is performed in several stages: 

1. Forming the Raid. The Lord who is the initiator sets the target, which can be an enemy Town, the Eternal Stronghold, or the Rampart of the Emperor. Then this same Lord creates a march that is set to begin after a certain amount of time. 

2. Build-up. Before the Raid starts, allies send their troops to the Raid initiator's Town. 

3. Raid. All the troops that gathered during the build-up stage are sent to attack the selected target. 

4. Return. All Lords who participated in the Raid receive a battle report. The surviving troops return to their owners' Towns. 


10 details about Raids: 

1. Lords who don't have a Military Camp still receive information that their clansmen are preparing a Raid. Without this building, however, it is impossible to join an attack or view detailed information about it. 

2. A Raid's target can be either the Town of a Lord who belongs to another Order or the Town of a solo Lord whose Palace level is 15 or higher. 

3. The number of warriors who can participate in a Raid is determined by the level of the Military Camp of the attack's initiator. The maximum number of warriors each participating Lord can send on a march (this depends on the Council Hall level) is also taken into account. 

4. If the ruler has the ability to send two or more marches simultaneously, an additional Raid can only be formed if the build-up stage has finished for all previous Raids initiated by this Lord and the Raids have set off towards their targets. 

5. The troops of Lords who have joined a Raid don't travel to the initiator's Town instantly. They move there at their regular speed, which depends on the speed of the warriors in the troop. 

6. If the Raid initiator has Inquisitor Ann Castlebane's Raid Troop Offense Blessing or a related Hero's Skill active, or if the initiator has Legend Reputation given by the Eternal Stronghold's Overlord, the bonuses will be distributed to all members of the Raid. Remember: these bonuses don't work if the Lord who uses them isn't the Raid's initiator. 

7. If the Hero and/or Inquisitor takes part in the Raid, their Skills/Doctrines, as well as the bonuses of buildings and conducted Studies, are calculated for each Lord individually. The Raid initiator can in no way influence these bonuses. 

8. All allies' troops that have arrived at the Raid initiator's Town and are waiting for the march to start serve as reinforcements and take part in defending the Town. 

9. The Raid initiator loses Inaccessibility when forming a Raid. The other participants lose Inaccessibility the moment they send their troops on a Raid. But the initiator and all participants keep their Inaccessibility when the Raid has been sent from the initiator's Town. 

10. Boosts that increase the military characteristics of your troops should be activated before a battle. If these items expire before the beginning of a battle (even if the boosts were activated when the Raid was being assembled), the bonuses won't work. 


There are special bonuses for Raids. You can increase the characteristics of troops in a Raid with the help of: 

- Hero's Skills 

- Hero's equipment 

- Inquisitor's equipment 

- Ann Castlebane's Doctrines 

- Knowledge in the Hero category 

- Legend Reputation given by the Eternal Stronghold Overlord 


The initiating Lord can also increase the Raid headcount with the help of: 

- Hero's Skills 

- Hero's equipment 

- Inquisitor's equipment 

- Anne Castlebane's Blessings and Doctrines 

- Studies in the Military and Hero categories 

- The Military Camp upgrade 

- Legend Reputation given by the Eternal Stronghold Overlord 

- Studies in the Scholars' Hall 

- The Raid Troop Headcount boost 



Rulers, is there a Lord responsible for forming Raids in your Order? 

UTC +7:00
2
WWO
User
23 March, 2019, 4:22 AM UTC

When an order mate has set up a raid, the order icon gets a number. e.g.


- the first time I saw a number on the order icon I was baffled. It means someone is organizing a raid.


1. Time is: 5m, 15m, 30m, 1h, or 8h.

- You can set a raid to go in 8h, then manually send them off, earlier.


***WARNING***: Your shield drops as soon as you agree to participate in the raid. Long before you've completed your settings for your raid participation. You are warned of this.

- you can immediately re-raise your shield, but you are vulnerable until you complete the participation process and you do so. Don't dally.


Raids can also be used as a trick for keeping additional troops safe for a time when you are unshielded and your order mate's inn is full. e.g. Set a raid to start in 8h (max), upon an empty town at the far side of the map. Just be ready for when the troops inevitably return. Unlike reinforcing, where troops remain until explicitly returned, your troops ARE going to come back on their own - take care if you are unshielded.

- per John's guide, like reinforcements, it takes time for your troops to travel to your order mate. However, upon attack conclusion, your troops come directly back to you, not via your mate's town.


* "8. All allies' troops that have arrived at the Raid initiator's Town and are waiting for the march to start serve as reinforcements and take part in defending the Town." * i.e. Another trick to add additional reinforcements when your mate's inn is full. Set an 8h raid, cancel it before then.


Excellent article John, thank you for posting it!

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UTC -5:00
2
User
27 March, 2019, 12:45 AM UTC
So if i boost my troops before i send them to join a raid and then troops reach the target (Eternal stronghold) before the boosts end the effects will stay on my troops the entire time they are defending the stronghold?
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0
WWO
User
28 March, 2019, 1:19 PM UTC

Anyone know ...


How / Are raid results different than the participants each attacking someone (simultaneously?)?


Or multiple simultaneous raids, for that matter, I suppose.


[Remembering that the Hero and Inquisitor can each only be on one march at one time. e.g. You could send both, or send the Hero with Cav. gear and the Inquisitor with Scout gear separately. Anything beyond that won't have the associated stat benefits.]
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WWO
User
18 April, 2019, 1:56 AM UTC

> 6. If the Raid initiator has Inquisitor Ann Castlebane's Raid Troop Offense Blessing or a related Hero's Skill active, or if the initiator has Legend Reputation given by the Eternal Stronghold's Overlord, the bonuses will be distributed to all members of the Raid. Remember: these bonuses don't work if the Lord who uses them isn't the Raid's initiator.


  1. Does this mean the initiator need only have Ann - she doesn't need to be active?
    - else, the initiator should not participate in their own raids as they will lose their particular troop's Inquisitor's  battle skills? e.g. Canute
  2. Does this mean there is no point to the non-initiator sending Ann?
  3. How does this work when defending castles? e.g. One reinforcer's Ann will bless all defending inhabitants?
    - else all should send Ann, losing their particular troop's Inquisitor's  battle skills in the process? e.g. Canute
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