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⚔️ Combat System Guide

Phase-Based Keyword Combat — Battle for Visby

Combat in Battle for Visby uses a phase-based system inspired by trading card games. When armies clash, the battle unfolds across six sequential phases. Each unit type has keywords that determine when it acts, what special abilities it has, and how it interacts with enemy forces.

Understanding phases and keywords is key to building effective armies and winning battles.

🏁 The Six Phases of Combat

Every estate-vs-estate battle flows through these phases in order. Casualties from earlier phases carry into later ones — units killed by archers in the First Attack phase won't fight in the Main Attack.

🏁

Phase 1 — Enter Battle

Armies arrive on the battlefield. Siege units (catapults and sappers) weaken enemy fortifications, reducing the defensive bonus that forts provide. Siege units suffer a penalty against regular troops. Sappers withdraw immediately after this phase — they skip all combat but can be caught by pursuit cavalry during Withdraw.

🏰 Siege ⛏️ Sapping
📍

Phase 2 — Positioning

Armies jockey for position. Intimidating units (knights) can cause weak or fragile enemy units to rout — fleeing the battle before it begins. Units with Haste are immune to rout. Routed units don't fight but may be hunted down during the Withdraw phase.

💀 Intimidate 💔 Fragile 💨 Haste
🏹

Phase 3 — First Attack

Units with First Strike (archers) fire before anyone else, dealing damage to the enemy army. If the defender has Shield Wall units (vikings, templars), they absorb a portion of this incoming damage, protecting the rest of the army.

🏹 First Strike 🛡️ Shield Wall
🐎

Phase 4 — Charge

Units with Charge (cavalry, knights, spearmen) strike before the main melee. Shield Wall units absorb incoming charge damage. Spearmen with Spear Wall deal +50% bonus damage if the enemy has mounted units.

🐎 Charge 🛡️ Shield Wall 🔱 Spear Wall
⚔️

Phase 5 — Main Attack

The main melee. All remaining units that haven't already dealt damage (militia, vikings, templars, catapults, monks, shamans) fight here. Vigilance (templars) reduces incoming damage, Divine Protection from monks further reduces casualties, and Frenzy on shamans grows stronger for every ally killed in earlier phases.

👁️ Vigilance ✝️ Divine Protection 🔥 Frenzy
🏳️

Phase 6 — Withdraw

The battle ends. Units with Pursuit (cavalry) hunt down enemies that routed during the Positioning phase, dealing bonus damage to fleeing troops. The side with surviving units wins — ties go to the defender.

🐺 Pursuit

📖 Keyword Reference

Keywords define what makes each unit type special. They are shown on unit cards in your army panel. Equipped gear can grant additional keywords to your units — for example, halberds grant Anti-Cavalry and crossbows grant First Strike.

🏹 First Strike Damage Timing

Deals damage before other units in the First Attack phase. Strike first, strike hard.

Active in: First Attack

🐎 Charge Damage Timing

Deals damage in the Charge phase, before the main attack. Strike early and hard.

Active in: Charge

🛡️ Shield Wall Defensive

Absorbs 40% of incoming damage during First Attack and Charge phases, protecting the rest of the army. The shield wall units themselves take casualties from this absorbed damage.

Active in: First Attack, Charge

👁️ Vigilance Defensive

Reduces incoming damage by 25% during the Main Attack phase. A steadfast defense.

Active in: Main Attack

💀 Intimidate Rout

During Positioning, enemy fragile or low-defense units have a chance to rout and flee the battle before it starts. More intimidating units increase the rout chance (up to 35%).

Active in: Positioning

💨 Haste Passive

Immune to rout effects during the Positioning phase. These units are too fast to be scared off.

Active in: Positioning

🛡️ Hardened Buff

+15% defense and 30% reduced chance of being routed during Positioning. Granted to militia trained at a barracks with a drill instructor expert who has studied Squad Tactics.

Active in: Positioning, Main Attack

💔 Fragile Debuff

More vulnerable to rout from Intimidate and takes higher damage priority. Cheap units come at a cost.

Active in: Positioning

🏰 Siege Passive

Reduces the effectiveness of enemy fortifications (forts). However, siege units deal less damage against regular troops (-25%).

Active in: Enter Battle

⛏️ Sapping Passive

Digs through enemy fortifications before retreating. Participates only in Enter Battle (applying siege effects), then withdraws — skipping all combat phases. Vulnerable to pursuit cavalry during Withdraw.

Active in: Enter Battle, Withdraw

✝️ Divine Protection Buff

Each monk reduces incoming damage by 10% during Main Attack (capped at 30% with 3 monks). A blessing upon your army.

Active in: Main Attack

🔥 Frenzy Buff

Gains +3% offensive power per allied casualty in prior phases (capped at +50%). The more your army bleeds, the harder shamans hit.

Active in: Main Attack

🐺 Pursuit Damage Timing

Hunts down enemy units that routed during Positioning, dealing bonus damage to fleeing troops.

Active in: Withdraw

🔱 Spear Wall Damage Timing

Deals +50% bonus damage against armies containing mounted units. The bane of cavalry charges.

Active in: Charge, Main Attack

🗡️ Anti-Cavalry Damage Timing

Deals +50% bonus damage against mounted units. Granted by equipping halberds — turn your infantry into cavalry-killers.

Active in: Main Attack

⚔️ Double Strike Damage Timing

Attacks twice in the unit's damage phase, dealing double damage. Granted by equipping long bows to archers.

Active in: First Attack

🐴 Mounted Passive

Fights on horseback. Vulnerable to Spear Wall and Anti-Cavalry units, which deal bonus damage against mounted troops.

Passive tag

🙏 Convert Passive

After combat against bandits, each monk or shaman gives an 8% chance to convert surviving enemy units to your cause (capped at 30%, max 5 per unit type). Does not work against warlords.

Post-combat (bandits only)

🗡️ Unit Keywords at a Glance

Every unit type has inherent keywords that define its role on the battlefield. Choose your army composition wisely.

Unit ⚔️ 🛡️ Damage Phase Keywords
🛡️ Militia 5 4 Main Attack
💔 Fragile
🗡️ Spearman 8 12 Charge
🐎 Charge🔱 Spear Wall
🏹 Archer 15 6 First Attack
🏹 First Strike
🐴 Cavalry 20 10 Charge
🐎 Charge💨 Haste🐺 Pursuit🐴 Mounted
⚔️ Knight 35 30 Charge
🐎 Charge💨 Haste💀 Intimidate🐴 Mounted
🎯 Catapult 50 5 Main Attack
🏰 Siege💔 Fragile
⛏️ Sapper 3 4 Enter Battle
🏰 Siege⛏️ Sapping
📿 Monk 5 15 Main Attack
✠️ Divine Protection🙏 Convert
🔮 Shaman 15 5 Main Attack
🔥 Frenzy🙏 Convert
⚔️ Viking 18 14 Main Attack
🛡️ Shield Wall💨 Haste
✝️ Templar 14 18 Main Attack
🛡️ Shield Wall👁️ Vigilance

💥 How Damage Works

In each damage phase (First Attack, Charge, Main Attack), participating units deal damage based on their offensive power. Damage is then distributed across the enemy army — weaker units (lower defensive stat) take proportionally more casualties.

Phase Damage = Total Unit Offensive × 0.15 (scaling factor)

The scaling factor ensures battles aren't instantly lethal. Defensive keywords, rituals, gear, and fortifications all reduce incoming damage before casualties are calculated.

Defensive Layers (applied in order)

When damage comes in during a phase, it passes through these filters:

1. Shield Wall (First Attack & Charge)

Vikings and Templars absorb 40% of incoming damage, taking losses themselves to protect the rest of the army.

2. Vigilance (Main Attack)

Templars reduce incoming damage by 25% during the Main Attack — damage simply vanishes.

3. Divine Protection (Main Attack)

Each monk reduces incoming damage by 10%, up to a maximum of 30% with 3 monks.

4. Ritual / Legendary Casualty Reduction

Active rituals and legendary abilities can further reduce damage before it's distributed.

🏆 Determining the Victor

After all six phases resolve:

Surviving Units Rule

If one side has surviving units and the other doesn't, the side with survivors wins. If both sides have survivors, the side that dealt more total damage across all phases wins. If both sides are wiped out, the defender wins.

⚒️ Gear-Granted Keywords

Crafted weapons from the Armory can grant powerful combat keywords to your units. Only units equipped with the gear gain the keyword — if only some of your units have the gear, the army splits: equipped units fight with the keyword, unequipped units fight without it.

Gear Applicable Units Granted Keyword Effect
🗡️ Halberd Militia, Spearman, Viking 🗡️ Anti-Cavalry +50% damage vs mounted units
🏹 Crossbow Militia, Spearman, Archer ⚡ First Strike Attack in First Attack phase
🏹 Long Bow Archer ⚔️ Double Strike Attack twice (2x damage)
Partial Gear Splitting

If you have 50 militia but only 30 crossbows, the 30 equipped militia will fight in the First Attack phase while the remaining 20 fight in the Main Attack phase as normal. Craft enough gear to equip your full army for maximum effect.

🧠 Strategy Tips

Counter Archers with Vikings or Templars

Shield Wall absorbs First Strike damage. Without shield wall units, archers will devastate your fragile militia before they can fight back.

Spearmen Counter Cavalry

Spear Wall gives spearmen +50% bonus damage against mounted units. If the enemy relies on cavalry or knights, a wall of spears will tear them apart during the Charge phase.

Knights Rout Militia

Knights have Intimidate — cheap militia armies with lots of fragile units will lose troops before the battle even starts. Back up militia with haste units like cavalry or vikings.

Cavalry Punish Routs

Cavalry have Pursuit — if your knights rout enemy militia, your cavalry will hunt them down during the Withdraw phase for bonus kills. But beware spearmen.

Vikings: Aggressive Shield Wall

Vikings combine Shield Wall with Haste — they absorb damage for your army while being immune to rout. Higher offense than templars makes them a strong frontline for Aesir players.

Templars: Defensive Fortress

Templars combine Shield Wall with Vigilance — they absorb early damage AND reduce Main Attack damage by 25%. The ultimate defensive unit for Christian players.

Monks Are Force Multipliers

2-3 monks provide up to 30% damage reduction via Divine Protection, plus their defensive aura. They don't deal much damage, but they keep your army alive.

Shamans Reward Sacrifice

Frenzy means shamans hit harder the more allies have died. Pair shamans with expendable militia — the militia absorb damage in early phases, powering up the shaman's offense in the Main Attack.

Siege Units: Catapults vs Sappers

Catapults have the highest offensive stat (50) but are Fragile and slow (speed 3). Sappers are fast (speed 10) and reduce fortifications before withdrawing, but deal minimal damage. Use catapults for heavy assaults on fortified positions; use sappers for quick raids where you want to soften defenses without committing slow siege engines.

Crossbow Militia: Cheap First Strikers

Equip crossbows on militia to give them First Strike — they'll deal damage before the main battle begins. A swarm of cheap crossbow militia can soften the enemy before your main force engages.

Halberds Counter Cavalry Rushes

Facing a cavalry-heavy opponent? Equip halberds on your spearmen for Anti-Cavalry on top of their inherent Spear Wall — that's two separate +50% bonuses stacking against mounted units.

Long Bow Archers: Double the Pain

Archers with long bows gain Double Strike, attacking twice in the First Attack phase. Combined with their inherent First Strike, they become devastating ranged damage dealers before the enemy can close in.

Read Your Battle Reports

After every battle, check the Combat Log. It shows a full phase-by-phase breakdown including which keywords triggered, damage dealt per phase, and casualties at each step. Use this to refine your army composition.

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