Planning three garrisons
Build the strongest squad first and figure out the rest later, and you almost always lose something.
- The calculator splits by type, because the formation bonus depends on type alone. Which individual infantry hero belongs in which squad can only be answered once hero stats are recorded.
One squad alone is simple: five heroes, one type where possible. As soon as two or three squads compete for the same pool of heroes, it becomes a different problem — and the obvious solution is the wrong one.
An example that makes it visible
Five infantry, five tanks, five aircraft. Build the strongest squad first and you take five of a kind: 20 percent. That leaves five tanks and five aircraft — which become two 3+2 squads, 10 and 10. Forty percent combined.
Plan all three at once and you build three pure squads: 60 percent. A third more, with the same fifteen heroes, purely from the order of the decision.
Three goals, because there is no single right one
| Goal | What for |
|---|---|
| Highest total bonus | Defence — what stands in total is what counts |
| All squads equally strong | No squad should be the weak link |
| One strong squad first | Offence — the first garrison hits first |
Calculator
Experience from active play, collected in a running alliance. Not official information from the developer.
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