Battles in Ikariam occur when a player or alliance attacks the city of another player, who may be reinforced by their alliance.
Start of the Battle
A Land Battle happens in these situations:
-
A raid
-
An Occupation mission.
Battles are divided into rounds. Each round lasts 15 minutes, and the battle only ends when one of the participants achieves victory through one of these situations:
-
All of the enemy's units are killed.
-
The attacker or defender surrenders and retreats their troops.
-
The morale of either side reaches 0%.
Land Battles
The battle doesn’t officially begin until the defensive wall is breached, so it is highly recommended (almost essential) to bring artillery units to the battle. Mortars are the most destructive, followed by Catapults, and then Battering Rams.
-
The Wall has defensive power, and it can damage attacking units.
Naval Battles
Naval battles do not include walls, so there is no defensive bonus for warships.
Since Version 0.4.5, the Naval Battlefield size varies depending on the highest level Port or Shipyard of the defender’s city. Each side in a naval battle has 6 lines:
-
Melee Line (Flame Ships and Steam Rams)
-
Flanks (Ram Ships)
-
Ranged Combat Line (Ballista Ships, Catapult Ships, and Mortar Ships)
-
First Strike Line (Missile Ships and Submarines)
-
Cargo Ships Line (Balloon Ships)
-
Anti-Cargo Ships Line (Rowboats)
The higher the defender's port level, the more spaces in each line and the greater the number of ships per space.
-
Ships that do not fit in the battlefield remain in reserve, along with maintenance ships that never enter combat.
You can consult the Naval Battlefield Guide.
Battle Strategy
-
If possible, recruit a lot of Steam Giants. If not, Hoplites, as both serve for the first line of combat (melee).
-
Ranged fighters will combat behind the wall or behind melee troops. For this, use Rifles. If not, use Archers or Slingshots.
-
Keep in mind that units have a maintenance cost, so try to have a good number of units to defend the city but not so many that you go bankrupt.
-
Cooks and Medics are very useful. If possible, take them to the battle since they keep morale high and reduce casualties. However, if you have Steam Giants, they cannot be healed by medics.
-
Swordsmen are key to winning long battles with a large number of units. The side that runs out of swordsmen will lose the battle.
-
Gyrocopters are the swordsmen of the air. If you have enough to take down all the enemy’s gyrocopters, you will gain control of the air, and your Bombing Balloons will decimate the enemy army. Swordsmen and Bombing Balloons can kill dozens of enemy units per turn if there is no opposition.
Morale in Battles
Morale is one of the ways a battle can end.
-
At the start of the battle, both sides have 100% morale. However, morale will decrease by 10% each round if there are no Cooks. Additionally, due to various factors like side size, casualties, etc., morale can decrease even more each round.
You can see the morale percentages of players involved in the battle in the Combat Reports. You can also track how and how much morale each side loses or regains each round.
Each Cook reduces morale loss by 1% each round. So, by having 100 Cooks, morale will remain at 100%, eliminating the possibility of losing the battle due to lack of morale. From an experience standpoint, it is typically sufficient to have between 40 and 50 cooks to maintain high morale for your troops.
When attacking or defending a city, your different waves will share cooks (each wave doesn’t need its own cooks). However, your army will not share cooks with your allies, so each player must send their own cooks.
Battlefield Layout
The city’s Supply Office size affects the size of the battlefield. The larger the battlefield, the more troops you can deploy at once. The remaining units stay in reserve to replace fallen troops.
-
If the enemy breaks your Heavy Infantry Line (Steam Giants and Hoplites) and you don’t have more of these in reserve, your Light Infantry (Lancers and Swordsmen) and ranged fighters (Rifles, Slingshots, and Archers) will take their place in the front line, but they will quickly perish against the enemy’s Hoplites and Steam Giants.
This means that, to ensure that light infantry and ranged fighters do their job, you must always keep the front line filled with Heavy Infantry.
Good Battle Examples
-
Take enough Steam Giants, Swordsmen, Rifles, Mortars, and auxiliary units (Medics and Cooks) to fill all the spaces, all of them with the highest possible unit improvements in attack and defense, and also have Reserves, especially Rifles, as they only have ammo for 3 rounds (Archers for 5 rounds).
-
Your Heavy Infantry will create a solid defense, while your Swordsmen try to break the enemy’s flanks and attack their Heavy Infantry. Your Rifles will attack from a distance with their muskets, while auxiliary units will help recover health points and morale.
-
If your enemy has no Bombing Balloons, your artillery will remain safe to destroy the enemy’s wall.
Bad Battle Examples
Attacking a city with a basic army, composed only of a few Lancers, Swordsmen, and Hoplites, is likely to fail due to the lack of artillery and weak heavy infantry.
Battle Tips and Tricks
-
If you want to attack a large city and can’t fill all the spaces but know from Spies that it has no defending units (common with inactive players), send Heavy Infantry to protect your artillery while it destroys the wall.
Notes on the Battle
-
All units that don’t fit on the battlefield stay in Reserve until there are casualties.
-
Units that rely on ammunition (Slingshots, Archers, Rifles, Catapults, Mortars, Gyrocopters, and Bombing Balloons) will leave the battlefield when they run out of ammunition.
-
Units that run out of ammo will never return to the battlefield. For example, if you have 36 Catapults attacking a city (18 in the battlefield and 18 in reserve), the first group will have ammo for 5 rounds, will withdraw, and be replaced by the second group with 5 rounds of ammo. After 10 rounds, you will have no Catapults in the battle, though other artillery units (Battering Rams or Mortars) can replace them.
Unit Placement in the Battlefield
There are 8 formation areas:
-
Auxiliary Units – Can contain an unlimited amount of units (Medics and Cooks).
-
Bombers – Can only contain Bombing Balloons.
-
Artillery – Can only contain Battering Rams, Catapults, or Mortars.
-
Ranged Fighters – Can only contain Slingshots, Archers, or Rifles.
-
Front Line – Initially only filled with Heavy Infantry (Hoplites and Steam Giants). If not enough, it’s filled with Light Infantry (Lancers and Swordsmen) and ranged units without ammunition.
-
Flanks – Can only contain Light Infantry (Lancers and Swordsmen).
-
Anti-Air Defense – Can only contain Gyrocopters.
-
Reserve – Contains all units that do not fit on the battlefield.
