Forge Of Empires Armee VergrГ¶Гџern Inhaltsverzeichnis VideoForge Of Empires - Finish Guild Expedition 4 with Army - Space Age Mars Now, the howitzer is basically a cross between a Colonial Age Heavy Unit and an Industrial Age Artillery Artem Tkachenko. Range stays the same and movement is increased. Heat Blast.
It is here we can select defending units from both the current attacking army and from the available units. If we have unbound units we recommend to use them for defense, or otherwise we risk losing them if they are deployed for attack.
If we want to attack another player or an enemy on the Continent map, well use the units in our attacking army. Alternatively, these are not protected and can therefore be destroyed or damaged and will need replacing; so attack wisely!
Throughout the Forge of Empires Ages, there are five different military buildings. Each will produce different units specific to that era. Each unit will have different strengths and weaknesses:.
Fast units have a good range of movement, but they unable to take much damage. These are great when used to take out ranged classes. Light units are more of an all-rounder: they are fast, inflict considerable damage and can withstand a lot from the enemy.
Light units are best when they are used to intercept enemy fast units. Heavy units are quite slow because they are heavily armoured.
This means that they are formidable opponents and take a lot of damage to be defeated. When they make it into close combat they will outmatch any other unit.
Ranged units are fast and a major benefit is that they attack from a distance. Better yet their attack causes significant damage.
A major downside is that they cannot defend themselves and are easily picked off by any of the enemy units which manage to attack the.
This is particularly true in close combat. Artillery units are lost in close-range combat. There are quite a few downsides to them; they are incredibly slow, have very weak defense, and have only a modest attacking threat.
Their main advantage is their range; they can cover almost the entire battle map and are able to selectively attack almost every unit. When used in numbers, they are able to take out enemy artillery units without receiving any damage.
Forge of Empires Battles are fought in rounds. In essence, each unit moves and attacks once per round. They will move according to their movement points, but each type of terrain will cost a differing amount.
Following movement, if there is an opponent within their reach, the units are able to attack. Melee classes and fast units have to attack into an adjacent field, while ranged classes are able to shoot at an enemy within their range.
Thankfully, we do not have to fear retaliation from ranged attacks and during close-ranged battle, fast units and melee units are able to defend themselves.
The battle process works as follows: first, the attacker will incur damage, then the one receiving damage will be offered a turn to attack back.
It is important to note that in each round, there is only one counter-attack available. Like so, even the strongest unit s can be defeated by a swarm of enemies this way.
Each unit has a certain level of health; a maximum of ten life points. The amount of damage points an attack deals is calculated through a range of factors: the current life points, the attack value of the attacker, the defense value of the attacked, modifiers for terrain, other bonuses some units get bonuses if they fight against units of a particular type and a random factor.
Thus, a unit with a high attack rating is able to deal more damage, and an uninjured unit can inflict more than a wounded one.
It also follows that high defense means good armour — the unit will receive less damage. On the Forge of Empires battle map, there are different types of terrain.
Forests, bushes, rocks, hills, water bodies, plains and swamps are some example of these different terrains. The Terrain offers two different effects in the game: Firstly, it affects movement.
Water areas are impassable, and other types of terrain costs extra movement points when they are crossed. On a more positive note, the terrain can give us battle bonuses: light units receive defense bonuses in bushes and forests, heavy units are better protected in plains, artillery units receive an attack bonus when they shoot from hills, whereas those with ranged units deal more damage standing on rocks.
Only fast units do not receive benefits through the terrain. Rough terrain benefits ranged units that can be strategically placed behind it, as opposed to melee classes who have a movement range that is significantly smaller.
Auf dem Schlachtfeld gibt es verschiedene Arten von Gelände. Wälder, Büsche, Felsen, Hügel, Gras und Sumpf sind einige davon. Der Untergrund hat zwei verschiedene Effekte im Spiel: Erstens beeinflusst er die Bewegung.
Wasser kann nicht passiert werden, und andere Gelände-Typen kosten zusätzliche Bewegungspunkte, wenn sie überquert werden.
Zweitens kann das Gelände Boni für die Einheiten bewirken: Leichte Einheiten erhalten Verteidigung in Büschen und Wäldern, Schwere Einheiten sind auf Gras besser geschützt, Artillerie-Einheiten erhalten einen Angriffsbonus auf Hügeln, Fernkampf-Einheiten verursachen mehr Schaden von Felsen.
Lediglich schnelle Einheiten erhalten keinen Gelände-Bonus. Die Statuswerte der Einheiten können weiterhin von prozentualen Schüben beeinflusst werden.
Der Kampf ist vorbei und deine Einheiten verletzt? Kein Problem — sie heilen sich mit der Zeit von selbst, Punkt für Punkt.
Vernichtete Einheiten heilen nicht, sondern sind verloren, wodurch ihr Slot im Militärgebäude frei wird und sie neu rekrutiert werden können.
Du hast jedoch die Möglichkeit, im Kampf gefallene Einheiten direkt im Anschluss mit Diamanten wiederzubeleben — dies kann nützlich sein, besonders wenn du eine "freie" Einheit verloren hast, die zu keinem deiner Gebäude zugehört und z.
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Auge in Auge :. Blast :. Drachenatem :. Greift eine Reihe von Feinden an, die sich bis zu 2 Felder weit hinter dem Ziel befinden können, ohne Vergeltungsschaden zu erhalten.
Eingraben :. Fliegend :. Geheimidentität :. Ignoriert den ersten Schaden und verwandelt sich ein eine andere Einheit deiner Armee.
Stirbt, wenn nur Einheiten mit Geheimidentität in deiner Armee übrig sind. Getarnt auf bestimmtem Gelände. Einheiten verstecken sich und können dann nur noch von Einheiten im Nachbarfeld oder mit der Fähigkeit Blast getroffen werden.
Loses the Stealth ability. Gets the special ability Close Quarters, gains attack bonus when attacking an adjacent field.
Both range and movement are increased. Loses the Blast ability. This unit changes the Fast Class. Both attack range and movement increased.
Gets the special ability Dug-in, receives a defense bonus when the enemy is more than two tiles away from it. This ranged unit has same range as Stone Thrower and Cannon.
This unit changes the Ranged Class. Range stays the same and movement is increased. Same special ability as Cannon, Field Gun and Breech Loader.
This unit changes the Artillery Class. Both range and movement are decreased. Gets the special ability Dug-in, receives a defense increase when enemy is more than two tiles away from it.
Loses the Close Quarters ability. Range stay the same, but movement is decreased. Loses Range, but movement stays the same.
Loses the Dug-in ability. Gets two special abilities: Rapid Deployment starts the battle in a random field on the map and acts before any other unit and Stealth when standing in forest, they can be only damaged by adjacent melee attacks.
Gets two special abilities: Close Quarters gaining attack when attacking in adjacent field and Stealth when standing in forest, they can only be damaged by adjacent melee attacks.
Range is increased, but movement is decreased. Loses two special abilities: Rapid Deployment and Stealth. Gets two special abilities: Contact!
Movement stay the same and range is increased. The damage is nearly 2. This light unit works very similarly to the Paratrooper.
Range and movement are the same. Gets the special ability Reactive Armor cannot take more than four damage per attack. Gets the special ability Flying cannot be attacked by artillery units and ignores terrain when moving.
Range is same and movement is increased. Gets two special abilities: MIRV hits targeted unit and between one and three additional units in range and One-Shot is removed from the battle after attacking and dies when battle is lost.
Gets the special ability Contact! This light unit works similarly to MG Teams and Anti-Aircraft Vehicles, but has the lowest speed in the Tomorrow Era, having lower defense than artillery units from the same age.
Loses the Reactive Armor ability. Gets the special ability Stealth. It will hide on plains instead of forests.
It they can be only damaged by adjacent melee attacks. Same special ability as Attack Helicopter.
This fast unit has simple long attack range and can attack any enemy units with ability Contact! Loses the Contact! Gets the special ability Dug-in receives defense bonus if the enemy is more than two tiles from away it.
This unit has the longest attack range of all Tomorrow Era units; it also has the same range as Mechanized Artillery Modern Era artillery unit , but have the lowest defense in the Tomorrow Era.
Movement is increased, but range is decreased. Loses two special abilities: MIRV and One-Shot. Gets two special abilities: Heat reduces attack of target and Blast gains attack bonus for each field closer to the target and ignores stealth.
This Artillery Unit has a shorter range than Ranged Units from the same age. Also has higher defense than light units and ranged units from the same-age.
Loses two special abilities, Rapid Deployment and Contact!. Gets two special abilities Close Quarters gains attack bonus when attacking an adjacent field and Blast gains increased damage output for each tile closer to the target and ignores Stealth.
It is the only melee unit of all Future Era units. Gets the special ability Rapid Deployment starts the battle in a random field on the map, acts before any other unit.
Ranged is decreased, but movement is increased. Gets the special ability Heat reduces attack of target. Loses two special abilities: Heat and Blast.
Gets two special abilities: Recharge fires every other turn only and Power Shot ignores defensive skills and terrain. It has huge improvements in attack, defense and range over the Microwave Blaster.
It has the highest attack after the Fast Unit, the highest defense and the longest range of all Future Era units, but it is still very slow and it is still vulnerable to both Fast Units and Ranged Units.
Range is decreased, but movement speed is increased. Loses two skills: Close Quarters and Blast. Gets two skills: Flying cannot be attacked by artillery unit and ignores terrain when moving and Dragon Breath attacks a row of enemies up to two tiles behind the target enemy without receiving retaliation.
Very Fast, especially for a Light Unit and is the only melee unit of all units of Arctic Future. Range is decreased, but movement stays the same.
Its reactive armor skill changes from four to three maximum damage. Loses two special abilities: Flying and Rapid Deployment.
Both range and movement speed are decreased. Loses the Heat ability. Gets two special abilities: Close Quarters gains attack bonus when attacking an adjacent field and Stealth hides on plains.
Movement are increased, but range stays the same. Loses two skills: Recharge and Power shot. Ignores stealth. With its Attack, it can one-hit any unit with less than 10 Defense.
Its ability is annoying, though. If it gets hit, it does not die if you have a non-Rogue unit. Instead, it randomly transforms into one of your remaining units that is not a Rogue.
If you do not have a non-Rogue member, it will die in one hit. This can work out nicely if the Rogue transforms into a Knight against an army of Crossbowmen, but not very nicely if it is far out and gets transformed into a Trebuchet, resulting in a quick death.
It takes no resources to train, but it takes 24 hours to train in a Rogue Hideout. It is similar to the fast unit above it with chivalry enabled, or just a fast unit in the current age with identical stats.
This makes all friendly units start a battle with one point of armor and does not stack, meaning one extra hit point per friendly unit and a total of 11 hit points for this unit.
It can be killed with two hits. This special unit costs coins and supplies, and takes 24 hours to train. In lower eras only special units have special skills, however those skills are common in regular units in higher ages.
Secret Identity Ignores first damage and transforms into another unit of your army. Dies instead, if you have no unit without secret identity remaining.
Morale All friendly units start a battle with 1 point of armor. Does not stack. Games Movies TV Video Wikis. Explore Wikis Community Central Start a Wiki.
This wiki. This wiki All wikis. Sign In Don't have an account? Start a Wiki. These bonuses are often similar for all units of a similar class but this is not always true especially in the Industrial Age Some classes gain bonuses against other classes, giving great advantage against them.
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Defense Boost. Continent Maps. Province Owners. Hit Points."The Terracotta Army was built to honor the Chinese emperor Qín Shǐhuángdì. These days, it has been enhanced with virtual overlays to show lifelike animations and additional information for tourists." The Terracotta Army comes with the new Advanced Tactics skill that boosts the attack and the defense values for both attacking and defending armies! It requires a road connection. 1 Levels 2. From Forge of Empires - Wiki EN. Jump to: navigation, search. Contents. 1 Bronze Age; 2 Iron Age; 3 Early Middle Ages; 4 High Middle Ages; 5 Late Middle Ages;. Forge of Empires – An Online Strategy Game playable in your browser! Good strategy online games are what Forge of Empires stands for. As a chieftain who founds his settlement anno B.C. in the Stone Age with little more than a few tents, it is your task to show your online strategy game skills and develop your city through the ages of. Whoever wants to forge an empire must fight. In Forge of Empires, the military plays an important role. You can use your units to attack other players or conquer provinces on the Continent map. To go into battle, you first need units. You put these into slots in your military buildings. In your Army Management you can manage the units and add your attacking army or defending army. 1 Strategies. SturmhohenSpätestens wenn die Hauptquest dazu auffordert möchte man die Provinz Sturmhohen erobern, denn mit ihr erschließt man sich das zweite Vorkommen des.