Basic Territory Wars Success Rates and Growth Strategies

Although the mechanics are not too advanced, the inner workings of Territory Wars and how we calculate stuff have been a somewhat well guarded secret so far. This article will cover some basic information on success rates of attacks, and a little on possible strategies when playing.

Disclaimer: Formulaes used in Territory Wars are subject to change in the future. This will be done as we see fit to increase the balance and game play of the game.

Attack Success Rates

Territory Wars is a numbers game. It has a hex grid consisting of tiles, as we call them. Each tile has a number, which denotes the number of troops. Attack success is determined based on the number of attacking troops, versus the number of defending troops. On top of that is some adjustments based on tile type, in games with Boosted tiles or Capitals.

The attack success rates are based on a calculated chance. For each attack, we generate a random number, which determines the success of the attack based on the calculated chance. In other words, we do not do like Risk throwing dice and evaluating an attack by multiple smaller battles. It's all one calculation.

When attacking with an equal force, we give the defending force an advantage. Currently, the chance of success when attacking 1vs1, 2vs2, 3vs3, etc. is 45%. From there, it jumps rapidly for small forces. 8vs7 has a quite good chance of success of about 67%, while 6vs7 has a very poor chance of success of about 11%.

As you can see, attacking with a greater force is the best idea, especially early on. Attack from more than one tile at once to make sure the numbers are in your favor.

With bigger forces the changes are smaller. 55vs54 may only have 47% chance, while 53vs54 may have 38% chance.

Special Tiles

Capital tiles have a 25% defence boost. Boosted tiles of the shield type have the same boost.

Boosted tiles of the sword type have a 25% attack boost.

The boost are applied directly to the calculated chances described above. As you can see, a defence boost and an attack boost cancel eachother out if applied to neighbouring tiles.

Cost of Battle

The second component of the battle is the number of remaining troops. The loser of the battle loses all troops affected. So no troops return from the battlefield after a lost fight. Similarly, a won fight eradicates all troops defending the tile. No troops escape.

The formulae for calculating remaining troops are in the defender's favor. The defender is more likely to consume a larger number of the attacking troops than vice versa. However, also an attacking force can have a quite successful raid, even when losing the fight. Up to 50% more than the attacking force may be deducted from the defending tile. Meaning an attack with 40 troops may reduce the defending troop count by up to 60 troops. Likewise, defenders may take up to 50% more than the defending force, meaning attacking a force of 40 may cost as much as 60 troops, even when winning. Defending forces tend to take more, however, so in average of the two examples, the attacking force would take 40 of the defender's force, while the defending force would take 44 of the attacker's force.

Building a Greater Force

To crush your opponent(s), you need to have the biggest force (it helps, anyway). The way you set up your moves count.

Each green tile (that is your tiles) get 1 more troop every time you hit End Turn. This is only the minimum amount, though.

For every 10 troops you have on that tile (after moves are made), you get an additional troop. This means 10 troops get 2 new troops. 40 get 5 new troops, and so on. Concentrating your troops on fewer tiles can be a great way to trigger increased growth, and thus giving you larger armies to crush the opponent(s).

When playing with Boosted tiles, the plus tile type gain extra growth. The basic boost means you'll get a minimum of 2 troops each round. However, the increase in growth is also quicker, so every 7 troops on this tile will give an additional troop! So 1-6 troops gives 2 new troops, but 7 gives 3, and 21 gives 5 new troops! Thus, making tiles with a high number of troops generate new troops crazy fast!

Beware though, the roof is 99 troops. Everything above that will be lost!

I will not spill what the best growth strategy is (as I may not even know what it is, yet), but try chaining plus tiles, and take detours in your repeating moves to build up a chain of high-growth tiles to keep those extra troops coming.

So, what's your strategy?

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