Tactical Battle & Combat Simulator
Simulez les issues de batailles dans Mandate Order. Calculez les contres d'unités, l'élévation du terrain, la défense de siège et la physique de recul du moral.
Inputs
Outputs
4800
Attacker Effective Power
7560
Defender Effective Power
39%
Projected Win Rate
37
Attacker Losses (est.)
23
Defender Losses (est.)
Key Battle Factors:
0.60×
Counter modifier
1.00×
Terrain modifier
0.80×
Morale modifier
Guide stratégique
Unit Counter Triangle
Mandate Order's combat rests on a counter matrix rather than raw stats. Chariots crush infantry (mass + knockback), archers outrange and punish chariots (large target bonus), and infantry swarms archers once they close distance. The bed crossbow is the siege-anchor — it deals devastating damage to stationary targets but is itself immobile and vulnerable to flanking cavalry.
The simulator above computes effective combat power as: Power = Stats_base × CounterMatrix(AtkType, DefType) × TerrainMod × (Morale/100). The win-rate projection integrates both sides' total power and outputs a percentage with an expected casualty ratio. The Key Battle Factors panel highlights which input swung the result most — useful for diagnosing why a battle you expected to win instead went sideways.
A frequent beginner mistake is reading unit stats in isolation. A 100-power chariot into a 60-power archer looks like a win on paper but the counter matrix gives the archer a 1.8× multiplier vs chariot, flipping the effective power to 108 vs 100 — the archer wins. Always read counters before committing to an engagement.
Height Elevation & Knockback Physics
The game's pseudo-physics knockback system is unique among city-builders. Melee and ranged attacks have a chance to displace the target tile — pushing enemy units backward, often off walls or into unfavorable terrain. Units in Hold orders (above the soldier token) resist knockback, making them anchor points for defensive lines. A wall defender with Hold order on a high tile is nearly unshakeable.
Terrain height is asymmetric: low attackers hitting high defenders deal reduced damage (the defender has cover), while high attackers hitting low defenders deal bonus damage (gravity + exposed target). City wall defenders firing down at siege troops get the largest elevation bonus in the game — a +25% damage modifier that makes wall garrisons punch far above their raw stats.
A national policy unlock grants all friendly units a knockback-on-attack chance. Stack this with Hold-order front lines to pin enemies in place while archers punish them — the canonical 'anvil and hammer' formation that wins field battles without chariot investment.