Marching times
How long your troops are on the road and how to speed them up: the slowest unit, tournament field, world speed and the Athanor.
Marching time depends on the distance in fields and on the speed of your troops. Before you send them, the confirmation page shows the travel time and arrival time. For planning, the help section has the Run-time calculator: it works out the time between any two coordinates.
The slowest unit sets the pace
Every unit has its own speed, and an army always marches as fast as its slowest unit. Spies and Paladin are the fastest, cavalry is quick, foot soldiers are slower, and Battering rams and Catapults bring up the rear. A single catapult therefore slows down the whole army. You will find the values for every unit under Troops.
Getting there faster
- Tournament field: every level speeds up your marches – the longer the journey, the more it helps. Your merchants benefit too.
- World speed: on faster worlds all troops march faster (Worlds).
- Athanor: Stormrunner speeds up attacks from this castle (not support or the way home), Pathfinder speeds up marches to bandit camps and dragons (Quintessence).
- Alliance specializations: Attacker speeds up your attacks, Bandit your attacks on bandit camps (Alliance specializations).
Slower on purpose
On the confirmation page you can turn the Speed down. Your troops then take longer, but for attacks and troop moves the sending costs drop. This also lets you time attacks precisely – for example so that several waves land shortly after one another.
Recall and the way home
If you recall troops on their way out, the way home takes as long as they have already marched (Attacking). After a battle, the survivors return home with their loot on their own.