← Back to Ironhold Empire

Combat

Every attack is a real-time march followed by a scripted battle. Understanding resolution order is the difference between profit and disaster.

Mission Types

  • Scavenge — PvE, no combat. Guaranteed small loot from abandoned camps.
  • Bandit — PvE. Bandit force scales to your army and is usually slightly weaker; highest reward-per-troop.
  • Raid — PvP. Attempt to steal unprotected Gold, Grain, and Stone.
  • Sack — PvP at −15% attack. If defender is wiped, destroys a random building.

March Time

Every mission has a minimum march of five minutes. Distance, army speed (limited by the slowest unit), honor, and faction titles adjust it by up to ±10% each. Writs can shorten a march mid-flight — a decisive counter to a shielded enemy about to log off.

Resolution Order

  1. Ranged pre-fire (archers, crossbowmen) — a small opening exchange.
  2. Melee clash — attack vs. defense with troop-type modifiers.
  3. Cavalry chase — routed enemy troops take extra casualties from surviving cavalry.
  4. Siege phase (Sack only) — surviving Sappers apply building damage.
  5. Loot calculation (Raid only) — after warehouse, loan, and bank protections.

The full timestamped resolution timeline is included in every battle report, so you can review exactly what happened at each step.

Fog of War

If your entire attacking army dies, you cannot see how many defenders you killed or how many survived. Surviving attackers return with a full casualty breakdown. This is a deliberate cost of losing — scouting first is always worth the coin.

Honor

Honor ranges from −200 to +200 and adjusts march time by ±10% at the extremes. Attacking much weaker keeps drains honor; defending against larger attackers raises it. High-honor players scavenge more efficiently; low-honor players raid faster but pay a defensive penalty.

Ready to build your empire?

Play Ironhold Empire