06.13 · World map and marches

Live city battle

In a world where live battle is on, an attack sent from the 3D game to a player village and an NPC raid arriving at your village turn into a 2-minute clash in which you give orders.

Unlocks: In worlds where live battle is on (Ötüken Diyarı – Season 3); an Attack sent from the 3D game (the app or kairaonline.com/3d) to a player village and an NPC raid arriving at your village.

How it works

  • In Ötüken Land – Season 3, an attack sent on a player village from an up-to-date 3D game is a Kale Önü battle (5 minutes, both sides command their troops; details in the Kale Önü battle topic below). The 2-minute battle with orders in this section is for attackers whose app is not up to date and for NPC raids.
  • Charge beats Hold, Hold beats Flank, Flank beats Charge: the side giving the superior order at that moment fights with +10% strength, the other with −10%; with the same order there is no difference.
  • The tactic sets the opening order: Double Pincer starts with Flank, Feigned Retreat with Charge, other tactics with Hold.
  • An order takes effect immediately; there is a 6 s wait between two orders and no order can be given in the last second of the clash. An order given during preparation is hidden from the opponent and becomes visible when the battle starts.
  • Until you give your first order, the server commander plays your side; defenders playing from the web and the mobile app also defend with the commander. If the village has no saved formation, the commander sets up a formation suited to the tactic.
  • The battle result comes from the same calculation as a normal battle: tribe profiles, archer cover, tactic, wall, garrison and unit experience count exactly as before; orders only multiply this strength.
  • Skills (in the clash in the 3D game, if that unit is in your army): Spear set is fully effective against a flanking opponent, Volley against a charging opponent, Hit-and-run and Breach against an opponent holding their line; under another order the effect drops to a third. Its power is set by the unit's share of your army. The server commander also uses the skill that matches the opponent's order.
  • Both sides get a notification when preparation and the clash begin; in the 3D game, tapping the notification opens that battle. The attacker sees the target village's real wall and buildings while the march is under way.
  • Soldiers fall throughout the clash; the counters show the estimated loss so far, and the exact loss comes from the report when the clash ends.
  • Once the battle has started the march cannot be recalled; the defender's army also cannot leave the village on a march until the clash ends.
  • An NPC raid turns into a live battle 3 minutes before arrival; the preparation and clash notifications go only to the defender. The server commander always plays the NPC side and its tactic changes with every raid. The NPC army brings a ram: the ram forces the passage like a Siege Master and, if unopposed, opens it at about the 80th second; the defender's correct counter-order delays it to about the 100th second, a wrong order pulls it to the 70th. Once the passage opens the battle continues inside the city. Losses and plunder come from today's NPC raid calculation; orders and skills multiply strength.
  • During preparation neither side sees the other's army: the incoming army's soldier count, NPC raids included, appears when the battle starts. The Watchtower does not scout during preparation.
  • An NPC raid that arrives while another live battle is in your village waits for it to end; a player attack likewise queues behind the NPC battle. While a raid is incoming, no unit can leave the village for the 3D field.
  • Plunder marches, scouting, attacks on NPC targets that you send, and attacks sent from the web and mobile do not turn into live battles; they are resolved on arrival as they are today.
  • Hidden Passage (defender): with Sortie, your spearmen and riders closest to the gate come out through the secret door in the wall, strike the attacker's flank and return inside. It is fully effective while the attacker is on Charge, and during that time the pressure on the passage and from the ram stops; under another order the effect is close to a third and the pressure halves. It also works in an NPC raid.
  • Siege Ladders (attacker, must be in the village the attack leaves from): with Ladder, spearmen climb the wall, archers cover from below and the defenders meet them on the wall walk. It is fully effective while the defender is on Flank; it cannot be used after the passage has opened.
  • The equipment must be bought before that battle's preparation starts; one bought during the battle serves the next one. When you are away the commander uses it too: when the opponent gives the matching order, otherwise at the 40th and 80th second of the clash. The enemy sees the secret door at the first sortie.
  • Kale Önü rehearsal (3D game, Trainings › Battle training): try the Kale Önü battle in front of your own city against an army close to your strength. You spread your troops over the wall, towers, gate, courtyard and the ground in front of the wall; you open the gate, fight outside and strike the ram. No losses and no rewards.

Step by step

  1. In the 3D game select the target player village and send an Attack; the confirmation screen shows the preparation and clash times.
  2. When preparation opens, enter the battle screen and check your formation.
  3. In the clash give Charge, Hold or Flank according to the opponent's order; wait 6 s after each order.
  4. If the opponent's order is one a skill is strong against, use that skill from the Skills row at the bottom left; when the opponent uses a skill the screen tells you which order to drop.
  5. If you bought the Hidden Passage or Siege Ladders, the Sortie / Ladder button is at the end of the Skills row; the dots above it show the remaining uses.
  6. When the battle ends, review the result and losses in the report in the Töre Ledger.

Key numbers

Preparation
At most 3 min — The battle starts the moment the army arrives; preparation opens at most 3 minutes before that.
Clash
2 min — The result is calculated when the clash ends; that is why arrival takes 2 minutes longer.
Order effect
At most ±10% — The average of the Charge, Hold and Flank orders over the clash multiplies both sides' strength.
Server commander
4 s — Commands the side that gives no orders of its own and answers each opponent order 4 seconds later.
Beceri
10 s · 30 s — Spear set, Volley, Hit-and-run and Breach last 10 seconds; each can be used once every 30 seconds. With perfect timing at most +6% strength.
Siege gear
2 per battle — The Hidden Passage (Sortie) and Siege Ladders (Ladder), bought from Bazaar › Battle in the mobile app, can be used 2 times per battle for 10 seconds. Each costs 500 diamonds or 280.000 gold from the village; valid in that village for that season.

You do not have to take part in the live battle; if you do not, the commander plays for you. A few correct orders give a small but real edge.

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