SAGA
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Combat Guide
By Grumpy
A guide to understanding how to fight in SAGA (and the mechanics behind it)
   
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Command Points
Command points (CP) are a key concept on the SAGA battlefield.
A high level commander can command more troops and the amount of CP you have will increase as you gain levels.

Different troops are assigned different CP values. It is easier to control a single orc (1CP) than it is to control a dragon (25CP) in battle. Each unit you have created has a CP value determined by 3 things:
I) The number of troops in the unit, and
II) The CP value assigned to each troop of that type.
III) Every squad you create has 5CP added to it.
Squads are never able to be more than 30 CP.


Before battle, you will be shown how much CP you will be able to deploy at any
given time. This will be in the top right corner of the War interface.






In battle, you can keep track of CP by noting the sets of three numbers in the top left corner
of your screen. There will be one set for each army involved in the conflict, for allies and enemies alike.

You will find your own CP in the upper left corner of the screen. There are three values
displayed. In order from left to right they:
CP currently used / CP currently available / Total CP available in the battle

An important fact to note is that the amount of CPs used up by a squad does not diminish
as the squad gets smaller from deaths. For example, if an archer squad costs 21 CPs and has a total of 8 archers remaining, it will still use up those 21 CP until it is either completely obliterated or ordered off the field (retreat/garrison), even if but 1 archer remains.
Timely unit retreats can replace a flagging, wounded squad with a fresh squad.

When you start the game at level 1, your standing army is 200 CP total, but you are only allowed to deploy 50 CP worth of troops at a time in an actual battle. You may have a large number of troops in reserve, but you can only control so many on the battlefield.
As your units perish or retreat from the battle, you are able to deploy reserve troops.

For each level your nation gains, you will be awarded 5 extra fieldable command points and
25 command points is added to your standing army total.
Some missions however may still feature a fieldable command point cap regardless of your level.

Squads that join you as part of a story mission can take you above your total fieldable CP at no penalty to you.

When your Total Available CP reaches 0, you will no longer be able to field troops. When
your remaining units have either been defeated or they have retreated and you can’t deploy any more, you will automatically forfeit the battle. Depending on the CP number set for the battle, you may run out of the total CP available, even though you still have units in reserve.

Some cards can summon more units onto the battlefield for a short amount of time (usually 120 seconds), if those units die it will not reduce your Total Available CP however during score based PVP they will count against you if they take damage the same as your regular units.
You cannot retreat or garrison summoned units.

As you capture and control buildings, your ability to deploy and manage troops will increase. Similarly, capturing an enemy’s buildings will reduce the number of Total CP that your foe/AI will be able to deploy, although already fielded enemy units will remain.
Setting Up
Deploy Points
As discussed earlier, your units will become depleted or may be eliminated completely as
battle ensues, freeing up additional command points. At this time, it would be wise to deploy
more troops to the field. Troops deployed this way cannot be arranged, as there is no longer
a deploy area. To solve this problem, there is what is called a deploy point, or a spawn point.
This deploy point is where your reserve units will appear and can be set (and changed) during
battle only at Watch Towers, Keeps, and Strongholds.

To set a Watch Tower, Keep or Stronghold as your deploy point, left-click on the desired
friendly building (including captured buildings) and click on the green flag icon that appears
in the command interface. All reserve troops will now deploy at the specified location.
Beginning the Battle
Once your units are deployed and in position, you are ready for battle. Click on the Start
button in the middle of the screen, or just wait for the timer to run out. Battle will not begin
until all warring parties have clicked start, or the timer has reached 0.

Movement and Combat
Selecting Units
To select a unit, you can left-click directly on the troops themselves or you can click the
unit’s icon in the center panel of the battle screen.
To select multiple units, hold down the left mouse button and drag a box around all of the
troops you wish to move, or hold down shift and left-click multiple unit icons.

Moving Units
With your unit(s) selected, right-click on the position you would like to move them to or the
target you wish to attack.

Charging
Aside from normal movement, it is also possible for your units to charge (run), increasing
their movement speed. To run, select a unit, left-click on the “charge” icon in the lower right
corner, and right-click on your desired target. Double-right-clicking will also cause a unit to
charge.
Charging will cause your units’ stamina to decrease.

As you capture and control buildings, your ability to deploy and manage troops will increase. Similarly, capturing an enemy’s buildings can reduce the number of CP that they will be able to deploy and manage at the same time.

Combat Interface
The combat interface has several important elements. At the bottom left is a mini-map
which gives a clear overview of the battlefield and can be used to navigate and quickly order
your units to desired locations.
In the bottom center are your units, separated into two tabs: Active and Reserve. Active troops are already on the battlefield and await your orders.

Reserve troops may be brought on as your command points allow. In the bottom right are
your command options which include formation orders, special abilities, movement orders
and the flee option. Your interface may look different depending on what faction you have
chosen, but the arrangement will be the same.

Deployment
The first step in battle is to deploy your initial attack force.
You will have two minutes to deploy and arrange your forces
at the beginning of a battle, so use them wisely. To deploy a unit, first click on the ‘Reserve’ button to display the units currently in reserve.
Then, click the icon of the unit you wish to deploy. When in quest mode, the deploy area will be a highlighted white rectangle on the map. When in PvP mode, you may deploy units anywhere on your side of the battlefield.

To arrange your units strategically, simply left-click on a deployed unit on the field, and
right-click on the intended field inside the deploy area. Good placement and order with unit
positioning can be the deciding factor in a close battle.
Combat Tips
Special Abilities
When you have certain units selected, a faction symbol in the bottom right corner of your
combat command panel will appear. This is the special ability button. It activates your unit’s
special ability.

There are three types of special ability: Passive, Targeted, and Untargeted.

Passive Abilities: A passive ability has no button and is always active. It has no icon or activation process.

Targeted Abilities: Targeted special abilities present a “target ring” which shows you
the area of effect when activated. Left-click on the target you wish to use the ability on
and place the target ring where you wish the area of effect to be.

Untargeted Abilities: Untargeted special abilities generally affect the unit using the
ability and will immediately apply when you click the icon.

Once used, most abilities have a ‘cool down’ period before they can be used again. A timer
on the button shows the cool down process. This is represented by a blue bar over the icon
that slowly fills as the cool down period progresses. When it is fully blue, you can use the
ability again.

Flanking
When a unit is being attacked by Melee units from multiple sides (usually from behind), the unit is considered ‘flanked’ and will suffer a morale penalty, in addition the unit that is flanking the enemy gains +25 Damage and +25%AR. Only Melee units may flank.

Ranged units attacked by Melee units recieve a -25%DR and -25%AR penalty, this penalty can stack with being flanked.

Stances
Stances are a key element in battle. Obviously your armies will fight a phoenix differently
than they would fight a battalion of orcs. Stances allow your units to more successfully
combat different foes. Each stances has its own strengths and weaknesses:

Normal (N): No change

Melee Defense (T): +25% DR vs. melee, -25% DR vs. range, - 35% move speed

Ranged Defense (L): +25% DR vs. range, -25% DR vs. melee, + 25% move speed,

Aggressive (A): +50% AR, -25% DR

You can greatly improve your troops’ survivability by using stances properly. For example,
if you are under attack from archers, Ranged Defense will allow your unit to survive longer.
Similarly, if your archers are not currently under attack, setting them to an Aggressive stance
will increase the amount of damage that they inflict upon enemy armies.

Commands
Flee (delete)
: Your troops immediately run from the field and free up valuable
command points. Once a unit has fled the battle, it can not be re-deployed until
the next battle.

Charge (C)
: Your troops move much faster, but this drains their stamina faster
than normal. Double-right-click on the destination to charge, or simply click the
Charge icon and then right-click at your desired destination.

Halt (H)
: The unit will stop and wait for their next command.

Hold Ground:
The unit will hold its position and attack approaching enemies.

Special Ability (S)
: If the unit has a special ability it is activated by clicking this
icon.

Garrisoning Troops
You can also garrison troops inside of any building that serves as a deploy point. Garrisoning
allows you to remove a unit from the field and return it to your Reserve tab. This frees up
valuable Command Points so that you can deploy other units. To garrison a unit, select
the unit, hold down the ‘shift’ key and right-click on the building you would like to use to
garrison the unit. Garrisoned troops will not be available for re-deployment for 5 minutes.
Garrisoning troops will return a portion of the garrisoned troops’ CP. The amount of CP
regained is dependant upon how damaged the unit is when garrisoned.
Experience Points
As units successfully defeat troops in combat, they will gain experience. As units gain
experience, they will gain levels, topping out at level 10. Each level gained adds 5% to the
base statistics for AR, DR, HP, Stamina and Morale. Thus, a level 10 unit has 45% more HP
than a level 1 unit of the same kind.

Units will still continue to recieve experience points beyond level 10 however they will no longer level up.

Any experience gained is also transferred to your kingdom, allowing you to level up to a maximum of level 40.

Defeat
When your troops’ HP is reduced to 0, they will leave the battlefield. When troops are
defeated, they will likely be injured, meaning that though they won’t be available for the rest
of this current battle, they will be ready for combat again in your next battle.

The Temple plays no role in the game and troops no longer need to be resurrected.
This also means the University upgrades for the Temple are also obsolete.


Retreating
It is sometimes wise to retreat you runits when they have taken heavy damage to minimize
the risk of troops dying. You can do this in one of two ways: You can garrison your troops
inside any building that functions as a deploy point or you can
select the unit and then click on the Flee command. Fleeing will
permanently retreat a unit for the remainder of the battle, and the unit will immediately
leave the battlefield. Retreating frees up valuable CPs to bring on new spells or troops to
counter your opponent’s strategies.
Battle Calculations
AR vs. DR
In combat, a successful attack against an enemy unit is determined by AR and DR values.
The attacker’s AR value will be added to a random number between 1 and 50. The defender’s
DR value will also be aded to a random number between 1 and 50. If the attacker’s total is
higher than the defender’s total, the attack is successful.

Also, all attacks that receive a random number of 46 or greater will automatically succeed in
their attack, even if the defender’s number is greater. In this way, even comparatively weak
units have a 10% chance of successfully dealing damage.

Attack Strikes
Some units such as large single units may have 2 or more strikes per swing. Each strike will target a different unit within the squad however if a unit had low enough HP that the attack would overkill it then the excess damage is transfered to another unit. In this way it is never possible to 'waste' an attack strike.

Morale
Morale can have an enormous effect on a battle’s outcome. When units are flanked
(surrounded by enemy units), when they have sustained high amounts of damage or when
they are alone without allies nearby them, there is an ever-increasing chance that they
will flee from battle, regardless of orders. When the pink morale bar on the unit banner is
depleted, the unit will flee.

Units regenerate morale constantly after it has been broken but will be unresponsive until it has stopped fleeing of its own volition.
A unit that is suffering the effects of a negative spell that deals damage over time will also lose morale regardless of if the spells states so or not.

Troop Stats
Command Points (CP): How many CP are used per troop.

Attack Rating (AR): Determines the likelihood of each attack the troop makes successfully hitting its target.

Defense Rating (DR): Determines the likelihood of a troop successfully defending against
an attack. DR(m) and DR(r) are defense against Melee and Ranged attacks, respectively.

Hit Points (HP): The amount of life a troop has. More HP means a troop can take more
damage before either being wounded or dying.

Damage: The range of damage in hit points that a successful attack will inflict.

Range: The maximum distance at which a ranged unit is able to attack.

Stamina: Determines how long a troop can run or fight without slowing.

Speed: Determines the speed at which the troop moves.

Morale: Determines the likelihood of a troop fleeing battle, beyond a commander’s control

Strikes per Attack (S/A): Number of targets potentially affected by each attack the
troop makes.

Attacks per Second (Att/S): Describes the frequency of attack for the troop.
4 Comments
Griede Starless 2 Jul, 2016 @ 6:14pm 
also, i think the level cap is over 40 now.. cant remember. how old is the information in this guide?
Griede Starless 2 Jul, 2016 @ 6:13pm 
wanted to add a small note, spells are deployed as units, so they use CP. they also use up GF which is accumulated during battle.
a small downside to useing damageing spells is that you dont gain exp for enimies killed if they are killed by the spell effect.
also, when killing an enimiy unit, you are awarded exp for each individual enimy killed, so say you are useing archers to kill mercenaryies, your archers recive experience, each time a single mecenary dies in their unit.
✪☭Denton72☢☮ 23 Aug, 2015 @ 7:09am 
+1 :demoneye::demoneye:
PyranaK0NG0 12 Aug, 2015 @ 1:28pm 
10/10 guide would bang