Start with the two questions at the top

The side-by-side summary answers the two most important questions first: how much attack power arrived, and how much resolved defense stood against it? Troop totals are still shown, but raw troop counts do not decide a siege by themselves. The attacker's hero skills are locked into the army when it launches. The defender's soldiers, reinforcements, objective support, and wall condition remain live until arrival.

Next compare starting troops with survivors. A capture requires the attack to breach the wall and then exceed the garrison defense with the power that remains. That is why an army can have more total power than the soldiers behind the wall and still fail: the wall may absorb the difference before the garrison phase begins.

Crownlands battle report with attacker and defender columns, wall result, power breakdown, and losses

Attacker power is fixed at launch

Every attacking troop begins with 1.25 attack power. Swordmastery adds two percent per level, up to sixty percent, which raises the maximum to 2.00 attack power per troop. Personal and clan objective support can add further percentages against the same base where the current objective rules permit it. The report lists those contributions separately instead of hiding them inside one multiplier.

Report lineWhat it meansQuestion to ask
Base attackTroops multiplied by the universal 1.25 starting power.Was the army large enough before bonuses?
SwordmasteryThe attack skill captured when the march launched.Would a different preset have changed the threshold?
Objective supportEligible personal or shared clan attack support.Did the kingdom control the expected objective at launch?
Total attack powerThe sum carried into wall and garrison resolution.How much reached the holding compared with the forecast?
Launch strength does not keep recalculating. Leveling a skill after the army leaves will not strengthen that march. The locked value protects both players from a result changing because the attacker edited a build in transit.

Defense has one wall and one combined garrison

Every defending soldier begins with 1.30 defense power. Shieldwall Discipline adds two percent per level, up to sixty percent. A Defense Stronghold or Crown Citadel effect strengthens eligible defending soldiers; it does not increase wall power. City level never strengthens an individual soldier.

The holding has one physical wall. Stoneworks is the only skill that increases that wall. Allied reinforcements add soldiers and the sender's applicable live soldier-defense package to the garrison, but they do not create another wall or another Stoneworks layer. The report therefore shows the owner and every contributing ally while retaining one wall result.

Wall layer

  • Based on holding level and current integrity.
  • Modified only by Stoneworks.
  • Absorbs attack before the garrison fights.
  • Can remain damaged after a meaningful hit.

Garrison layer

  • Owner troops plus allied reinforcements.
  • Uses 1.30 base defense per soldier.
  • Uses Shieldwall and eligible objective support.
  • Fights only after attack power breaches the wall.

The wall result explains where the attack stopped

Wall integrity before battle tells you how much of the holding's full wall was available when the army arrived. The report then shows damage and remaining integrity. When the wall holds, it absorbs the assault and defender troop losses are capped at ten percent. If it breaks, remaining attack power continues into the garrison phase.

A hit must remove at least five percent of full wall power to persist. Persistent damage adds the same share of the holding's full-breach repair window to the active deadline. That full window is fifteen minutes plus 0.3 minutes per city level, rounded to the nearest minute. Repairs restore integrity continuously, and later meaningful hits preserve elapsed progress while adding only their own proportional time.

Ownership changes do not magically repair a wall. Combat captures, relinquishment, neutralization, and capture level drops preserve the current integrity and deadline. This creates a genuine counterattack window: the new owner may hold the city, but the report can reveal that the inherited wall is still vulnerable.

Separate survivors, losses, and returned troops

“Survivors” are the troops that remained after the battle calculation. “Lost” is the amount removed in combat. Field Medics can return a percentage of eligible attacker losses after the battle, and the report lists that recovery separately so it is not confused with surviving the fight.

Experience is also reported separately from troops. A failed attack can still produce reduced experience, while a capture reflects the larger accomplishment. The useful strategic measure is not simply whether experience increased; it is whether the territory, wall damage, intelligence, or pressure created by the march justified the production time that was consumed.

A returned troop is not a battle survivor. It was counted as a loss during resolution and recovered afterward through the attacker's Field Medics effect.

Use forecast changes as evidence, not excuses

A forecast is created from the latest successful intelligence. The attacker's per-troop power is fixed at launch, but the target remains active. Troops may be produced, allied reinforcements may arrive, a damaged wall may repair, objective ownership may change, or the holding itself may change owners.

The battle report lets you compare the launch forecast with the arrival state. If a predicted capture became a defeat, look for the changed component rather than assuming the calculation was random. Report age, wall integrity, reinforcements, garrison size, and live objective support are the most common explanations.

What the live example teaches

The screenshot on this page records an attack by Explocion200 against Sir Prize at Highden Rise. The attacker committed roughly 232,000 troops for about 465,000 total attack power. The defender began with roughly 100 million stationed troops, received one reinforcement package, and resolved approximately 231 million defense power. The defender lost about 933,000 troops and retained roughly 99 million.

The scale difference makes the defeat unsurprising, but the report still provides value. It proves which skills and objective bonuses were included, shows that the wall remained more than ninety percent intact, records the reinforcement contribution, and separates experience and Field Medics recovery. Even an obvious result becomes a reproducible explanation.

Five checks before the next attack

  1. Confirm the successful scout report is still inside its ten-minute intelligence window.
  2. Compare the wall requirement and garrison requirement separately.
  3. Check whether inbound reinforcements or repair time could change the target before arrival.
  4. Leave a defensive reserve at the source instead of treating the attack as an isolated calculation.
  5. After arrival, read every changed line before repeating the same march.