Purpose: This documents is intended to serve as a guide to Player vs Player interactions in the game, including Attacking/Defending works, the function of Power and the leaderboards, and the assets that players lose and recover in-game due to combat.
At its core, The Walking Dead: March to War revolves around player interactions and how they compete or work together. Like in the comic, this world’s biggest threat is other people (or in this case players).
Attacking is the cornerstone of player interaction in The Walking Dead: March to War. In order to attack another player, one must send a raiding party with a Council Member and group of Survivors to attempt to defeat their opponent. Both sides take damage, and some Survivors may even get killed in the process.
When selecting a team of Survivors and a Council Member, it is important to consider their stats. Regardless of whether a player is Attacking or Defending, all of the stats that their Survivors have will come into play. During combat, Attack and Defense will work against each other to determine how much damage can be dealt and Accuracy and Avoidance compete to see how much of that damage is received. As a general rule, consider the following chart to see which Survivors have advantage over others:
However, this chart doesn’t account for the Talents that each Survivor has or how their Council Member might affect their performance. For example, Scavengers generally beat Assaults at the same level because of superior Avoidance and Accuracy. But, if the Assault has talents that boosts the correct stats then they can end up coming out on top.The same types of boosts can come from the chosen Council Member, so nothing is set in stone.
The winner of the battle is determined by the amount of damage each side does as well as the Leadership stat of each party’s Council Member. What happens next depends on where the attack took place:
- The Defender’s Base: If the attacker wins, the defender loses some of their Fortifications and, if they have more resources than their Warehouse protects, the winner will take whatever their party can carry with them (their collective Load stat) on their way back to base, starting with what’s most abundant. If they lose, no Fortification damage is done and the defender’s resources are left untouched.
- A Scavenge Node: Whoever wins the battle will start/continue gathering from the Scavenge Node. The player who lost will have their raiding party sent home with the resources they were able to gather and whatever is left of the Survivors they sent.
Power and Leaderboards
Power is the measurement of a player’s overall progress in how much they’ve built up their base and Survivors. Every building, Survivor, and Council Member has a certain amount of Power associated with them and that number increases every time they are leveled up. In the case of Survivors, their Power will be temporarily reduced when they are damaged and can be restored when they are brought back to full health.
Leaderboards, which exist for both individuals and Communities, associate rankings based on the overall total Power that a player or whole Community has. Since the measurements are cumulative and Power can come from a variety of different sources, a player with higher Power doesn’t necessarily mean that that they are stronger than a player with lower power. One player could devote their resources more to upgrading their buildings and neglect their Survivors, making them more “Powerful” but not as capable when it comes to fighting with other players.
Communities will often times work together internally to combine their efforts against other players or Communities and whittle down their Power. They’ll stage coordinated attacks against others so that they can wipe out their Survivors at their base or defeat them at a Scavenge Node and block their resource intake. Power and leaderboard standings effectively serve as the catalyst for both feuds and alliances between different players and Communities.
Survivors and Spoils
Combat between two results in a few different important outcomes. The first is the damage that both sides’ Survivors sustain. If the defending player is being attacked at their base and one or more of their Survivors are wounded to the point of “near death” (reduced to 0), they are automatically perform an Injury Check. If their Injury Check succeeds, they will automatically recover a portion of their health. However, if they fail the check then they will be put into a Triage state. Triage a state where a Survivor has been taken out of commission, but they aren’t dead yet. A timer will begin and the player gets to choose if they would like to heal that Survivor with one of their Infirmaries or a Triage Kit (a consumable item that restores a portion of health to a targeted Survivor in Triage), or if they want to let them die to free up the space. If the timer expires before they’ve made a decision, then the Survivor will die automatically.
As for the spoils, a player who conducts a successful attack on another player’s base will take however many resources that their raiding party can carrying (up to their total collective Load stat) from the unprotected resources that they have, if any. Any resources that are protected by the Warehouse are safe from being taken by attackers, so there will always be some left to use for rebuilding.