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BRIGANDINE ABYSS

Right of Attack

BRIGANDINE ABYSS Right of Attack — Whole-Force Strength & Priority

Why a higher-level invasion can still lose Right of Attack: whole-force strength, Hard difficulty stat inflation, RNG evidence, and the community Battle Power working model.

BRIGANDINE ABYSS Right of Attack — Whole-Force Strength & Priority
Deciding factor
Whole-force strength
Level alone
Not enough
Battle Power equation
Community working model

Quick answer

Right of Attack is not decided by average leader level alone. Current-release testing points to whole-force strength plus a random roll. On Hard, enemy stat bonuses can push their hidden force strength higher, so a high-level but thin/expensive squad can still lose priority. Treat any published Battle Power equation as a community working model, not a confirmed exact formula.

Right of Attack — BRIGANDINE ABYSS — why a stronger-looking force can still lose

Section titled “Right of Attack — BRIGANDINE ABYSS — why a stronger-looking force can still lose”
  1. What Right of Attack means and when it triggers
  • When both sides plan an invasion of the same Stronghold in the same season, only one side actually executes that invasion: the winner of the Right of Attack. Losing that contest wastes the season’s Attack Phase opportunity for that plan.
  • The in‑game guide reportedly describes the winner as the “stronger invasion force,” but the old visible single-strength number used in earlier Brigandine releases is not exposed in Abyss.

Evidence: Verified.

  1. What current-release testing supports
  • Visible leader level alone does not determine Right of Attack; players have been ahead on levels/promotions yet still lost priority. Evidence: Verified.
  • Whole-force/aggregate unit stats appear to matter more than just leader level. Testers report that a full cheaper formation can outscore a thin, expensive one. Evidence: Verified.
  • There is a random component layered over force strength: multiple testers report a separate roll, and at least one player changed the result by reloading. Evidence: Verified.
  • Hard difficulty increases the enemy’s effective hidden strength via stat bonuses, making Right of Attack harder to win for an otherwise stronger-looking force. Evidence: Verified.
  1. Community Battle Power working model (explicitly labeled — not official)
  • The following is a community reverse‑engineering observation, not an official formula. Treat any published Battle Power equation as a community working model, not a confirmed exact formula.
  • Components reported by community testers:
    • HP × 0.2
    • MP × 0.2
    • nine combat stats × 1.0 each
    • plus an unexplained additional value
    • final result then compared with a separate/random roll for Right of Attack
  • The tester did not isolate the extra value or the exact random weighting; this is a working model used by players to approximate whole‑force strength.

Evidence label: community working model.

  1. What remains unknown
  • The exact production-code formula for hidden Battle Power. Unknown.
  • What the unexplained additional value represents. Unknown.
  • Exact RNG probability or weighting used in the final roll. Unknown.
  • Whether faction aggression/invasion chance is decided in the same roll as Right of Attack or separately. Unknown.
  • Whether every difficulty uses the same underlying formula before difficulty stat modifiers. Unknown.

Evidence label: unknown (these are explicitly unverified).

  1. Practical force-building advice (what to do before you submit an invasion) Follow these steps in player order to improve your chance of winning Right of Attack:
  1. Improve the whole invading formation, not just the leader level. Focus on team stats across all units that will participate in the invasion. (Verified)
  2. Fill available monster/unit slots when your command budget allows. A partially filled expensive squad can lose to a full cheaper formation. (Verified)
  3. Prioritize gear and stat upgrades that raise aggregate unit totals across the formation — these help offset enemy stat inflation on Hard. (Verified)
  4. Balance unit cost vs. slot fill: if you must choose between a single expensive unit and multiple cheaper ones that let you fill the formation, the fuller formation can be stronger in hidden Battle Power. (Verified)
  5. If you suspect a narrowly lost Right of Attack and the cost of trying again is acceptable, a reload has been observed to sometimes change the outcome (see Reload observation). Treat reloading as an observed workaround, not a guaranteed mechanic. (Verified / observed)
  1. Hard difficulty note
  • On Hard, enemy stat bonuses have been reported to increase the enemy’s hidden force strength, making it more likely that a thinner or partially-filled high-level squad will lose Right of Attack. Improve aggregate stats and equipment to help compensate. Evidence: Verified.
  1. Reload observation (labeled)
  • Multiple player tests report a random component to Right of Attack. At least one player reloaded and obtained attack priority on a later try, and other testers describe a random roll layered over army strength. This supports that reloading can change the result in practice, but it is not a guaranteed mechanic. Evidence: Verified.
  1. Related links
  • More on the Organization Phase and how your invasion is set up: Organization Phase
  • If you’re worried about long-term seasonal planning: Difficulty & 30 Seasons
  • For combat-level tactics that help in the Attack Phase: Combat Tips
  • For equipment and stat improvement options (useful to raise whole-force totals): Equipment

Evidence legend (used above)

  • Verified — reported and corroborated in current-release player testing.
  • Community working model — reverse-engineering observation from testers; useful but not official.
  • Unknown — explicitly not verified; remains to be isolated or confirmed.