



War is what Indomitus is all about, so you better get prepared before you even think about stepping onto the battlefield. We recommend that you understand the basics of combat and city sieges before placing your heroes in harm's way.
Combat Rules
- Heroes entering an enemy city will enter battle automatically.
- Squads entering a city during battle will have to wait until the next round to enter, so attacks should be coordinated so that all attacking squads can enter the battle during the first round.
- Squads move one at a time, starting with the highest leadership and progressing down until the hero with the lowest leadership moves last.
- If a squad has high morale (the yellow bar next to the hero portrait at the top), there is a chance to move twice in a row. Conversely, if morale is low there is a chance the squad won’t move at all.
- Squads will automatically deal a low damage counterattack when targeted, if the aggressor is in range.
- Moving does not consume food; only attacking will consume food. Still, a squad cannot move without food provisions.
- Attacking squads cannot move, attack, or counterattack without at least 1 round of food provisions.
- Defending squads with no food will automatically consume food in the city’s food reserves until the food reserves are depleted.
Victory Conditions & Results
- The attackers must eliminate all defending squads within 100 rounds to win the battle.
- If 100 rounds pass and there are still defending squads remaining on, or waiting to enter, the battlefield, all attacking squads will be instantly relocated to the nearest friendly city NOT engaged in battle.
- If all defending squads are eliminated, the attacking tribe will gain control of the city. All manors will be destroyed.
- Manors destroyed in the take-over of a city can be rebuilt for a small silver fee.
|
Formation
|
Icon
|
Inf. Atk
|
Inf. Def
|
Archer Atk
|
Archer Def
|
Cav. Atk
|
Cav. Def
|
March Speed
|
|
Line
|
|
0%
|
0%
|
0%
|
0%
|
0%
|
0%
|
0%
|
|
Wedge
|
|
11%
|
7%
|
1%
|
1%
|
15%
|
9%
|
11%
|
|
Loose
|
|
3%
|
7%
|
17%
|
11%
|
3%
|
7%
|
6%
|
|
Reverse Wedge
|
|
10%
|
8%
|
8%
|
10%
|
8%
|
8%
|
5%
|
|
Cantabrian Circle
|
|
5%
|
8%
|
8%
|
8%
|
14%
|
8%
|
5%
|
|
Oblique Order
|
|
18%
|
7%
|
7%
|
7%
|
8%
|
3%
|
7%
|
|
Cannae
|
|
16%
|
0%
|
16%
|
1%
|
16%
|
0%
|
7%
|
|
Spearhead
|
|
15%
|
3%
|
3%
|
3%
|
20%
|
5%
|
7%
|
|
Testudo
|
|
3%
|
14%
|
5%
|
14%
|
3%
|
14%
|
4%
|
|
Orb
|
|
1%
|
17%
|
1%
|
17%
|
1%
|
17%
|
2%
|
|
Double Line
|
|
4%
|
4%
|
25%
|
12%
|
4%
|
4%
|
6%
|
|
Column
|
|
7%
|
6%
|
6%
|
3%
|
7%
|
6%
|
24%
|

- When a city is attacked, you can only view this interface for the duration of the battle. Squads arriving will appear automatically on the battlefield at the beginning of the round. If there are enemies present (attacking or defending), Squads will automatically enter the battle. Watch the battle unfold before your eyes!
- Various features appear on the battlefield, representing tactical targets for both defending and attacking armies to target.
Pass:
- Any Squads arriving at a city appear at the pass in the same direction as the city they deployed from. It’s important for defending armies to identify which pass attackers will arrive at and adjust Squad positions appropriately.
Market:
- Damaging the Market will reduce Commerce, reducing the silver output of manors in the city and, more importantly, lowering the capacity of the defender’s food reserves.
Post House:
- Damaging the Post House will reduce Transit, lengthening the march time required for defending reinforcements to reach the city.
Watchtower:
- Damaging the Watchtower will reduce Order, reducing efficiency of future city improvements and reducing the city’s deployment limit in the case the defenders deploy a counter-attack.
City Walls:
- City Walls improve the defensive prowess of defenders, especially for defending Infantry or Archer Squads garrisoned on top of the walls. Destroying the City Walls will eliminate this advantage.
Gate:
- Provides city wall bonuses for squads composed of unit types unable to fight atop the city wall (Siege & Cavalry). Squads garrisoned in the city must leave through a gate while the city walls remain standing.
- The battlefield information panel shows a mini map of squad distribution, as well as a colored “Tide of Battle” measure displaying the relative unit numbers fielded by each side. Pay special attention to the “Rank,” if your Rank doesn’t meet the level displayed here you will be unable to view the Squads garrisoned in the city until a battle breaks out.

Copyright 2010-2011 Koram Games Ltd All rights reserved