Krieg/en: Unterschied zwischen den Versionen
(Die Seite wurde neu angelegt: „So, to jointly attack an enemy, each attacking faction must attack at least one of the enemy's units. To defend together against attackers, all the defending factions do is assist each other (HELP).“) |
(Die Seite wurde neu angelegt: „Against ranged weapons, those being attacked only defend with half their skill level. Units in the front row defend with their full skill level if the ranged combatant is also in the front row.“) |
||
(40 dazwischenliegende Versionen von 2 Benutzern werden nicht angezeigt) | |||
Zeile 14: | Zeile 14: | ||
# The unit ready to fight attacks another unit. In this case, it takes part in the combat in all cases. | # The unit ready to fight attacks another unit. In this case, it takes part in the combat in all cases. | ||
# The unit is attacked by another unit. It then joins the [[Special:MyLanguage/Schlacht|Combat | # The unit is attacked by another unit. It then joins the [[Special:MyLanguage/Schlacht|Combat rows]] according to its combat status. | ||
# A unit whose faction is being attacked. The unit then takes part in the combat if it has not set <tt>COMBAT NOT</tt> or <tt>COMBAT FLEE</tt>. In the latter case, it has no idea of fleeing as it is not directly threatened. | # A unit whose faction is being attacked. The unit then takes part in the combat if it has not set <tt>COMBAT NOT</tt> or <tt>COMBAT FLEE</tt>. In the latter case, it has no idea of fleeing as it is not directly threatened. | ||
# A unit from an allied faction (therefore a faction to which <tt>HELP COMBAT</tt> has been set) is attacked by someone. The unit then takes part in the combat, unless it has set <tt>COMBAT NOT</tt> or <tt>COMBAT FLEE</tt>. Again, a unit with <tt>COMBAT FLEE</tt> will not run away, as it is not exposed to a direct threat. | # A unit from an allied faction (therefore a faction to which <tt>HELP COMBAT</tt> has been set) is attacked by someone. The unit then takes part in the combat, unless it has set <tt>COMBAT NOT</tt> or <tt>COMBAT FLEE</tt>. Again, a unit with <tt>COMBAT FLEE</tt> will not run away, as it is not exposed to a direct threat. | ||
Zeile 22: | Zeile 22: | ||
So, to jointly attack an enemy, each attacking faction must attack at least one of the enemy's units. To defend together against attackers, all the defending factions do is assist each other (HELP). | So, to jointly attack an enemy, each attacking faction must attack at least one of the enemy's units. To defend together against attackers, all the defending factions do is assist each other (HELP). | ||
In theory, anyone to whom <tt>[[Special:MyLanguage/HELFE|HELP COMBAT]]</tt> has been assigned is considered an ally, and who has not attacked anyone to whom <tt>[[Special:MyLanguage/HELFE|HELP COMBAT]]</tt> has also been assigned. | |||
'''Example 1:''' | |||
''' | A helps B and C. C attacks B, which is why A is involved in the battle: B is an ally. Faction C is not considered an ally because it is attacking an ally. | ||
A | |||
B | |||
<br> | <br> | ||
Who's fighting who now? | |||
<br> | <br> | ||
I fight my enemies. My enemies are factions that attack me, that I attack, or that attack an ally (according to the definition I've just given). | |||
'''Example 2:''' | |||
''' | A helps B and C. B and C attack each other. In this situation, A helps neither B nor C, because neither of them is considered an ally and neither is an enemy of A. | ||
A | |||
B | |||
'''Example 3:''' | |||
''' | A attacks B and C. If B and C are not allies, they still help each other against A, because A is a common enemy. So, if B still has front-line troops and C only has archers, B's troops move in front of C to protect him. Exception: If B and C are enemies, e.g. because B is fighting against an additional ally D of C, then they do not help each other, not even against A. | ||
A | |||
'''Example 4:''' | |||
''' | A and B attack C. In this case they help each other against C (even if they are not allied), since they have a common enemy. | ||
A | |||
{{Geruecht|author=|text=In fact, it's even more complicated. See for example [[Special:MyLanguage/Kampfregeln|Discussion here]].}} | |||
{{Geruecht|author=|text= | |||
'''Warning:''' Badly specified help statuses or ATTACK orders have already led to battles with unexpected outcomes. Allies have stood by and done nothing or have even fought amongst themselves. There are a few tips to help you avoid the biggest blunders: | |||
''' | * You should regularly check the help statuses for all your allies. HELP ALL is preferable for anyone you "might" fight with. Mistrust often does damage here. | ||
* | * If possible, there should only be one <tt>[[Special:MyLanguage/GRUPPE|GROUP]]</tt>. | ||
* | * In your faction, either all the combatant units should have the ATTACK order, or none at all. If only some of your units attack, the rest may not take part in the combat if an ally is attacked. | ||
* | * It is recommended that you attack all enemy units. You should attack at least one unit from each enemy faction. | ||
* Note also that faction hiding doesn't always make it clear who really belongs to which faction. Another strategy might be to attack just one enemy unit at a time, hoping that the opponent's HELP statuses create some confusion. We won't judge here whether this approach is honourable. | |||
<span id="Schlacht"></span> | <span id="Schlacht"></span> | ||
== | == The battle == | ||
A battle lasts five combat rounds plus a possible tactician round. In each battle round, the combatants strike in a random order. | |||
Note that persons taking part in a battle (the persons listed in the battle report, i.e. attacked or attacking) cannot, in principle, execute other long orders. The exceptions are [[Special:MyLanguage/Kampf auf Schiffen|combat at sea]] and combat in regions which, ''at the start of combat'', are guarded by at least one unit of its own faction or which has put <tt>[[Special:MyLanguage/HELFE|HELP GUARD]]</tt> with the combatant's faction. In this case, other long orders are possible. | |||
<span id="Kampfreihen"></span> | <span id="Kampfreihen"></span> | ||
=== | === Combat rows === | ||
In battle, there are four combat rows. These are only made up of units that are actually participating in combat (see above). For more information on combat status, see [[Special:MyLanguage/KÄMPFE|COMBAT]]. | |||
# Row: This is where you'll find all the units that have set <tt>[[Special:MyLanguage/KÄMPFE|COMBAT]]</tt> or <tt>[[Special:MyLanguage/KÄMPFE|COMBAT AGGRESSIVE]]</tt>. | |||
# | # Row: This is where you'll find all the units that have set <tt>[[Special:MyLanguage/KÄMPFE|COMBAT REAR]]</tt> or <tt>[[Special:MyLanguage/KÄMPFE|COMBAT DEFENSIVE]]</tt> | ||
# | # Row: This is where you'll find all the units that have set <tt>[[Special:MyLanguage/KÄMPFE|COMBAT NOT]]</tt>. | ||
# | # Row: This is where you'll find all the units that are simply trying to escape. So those that have set <tt>[[Special:MyLanguage/KÄMPFE|COMBAT FLEE]]</tt> and those that have lost an appropriate number of Hit Points (see also [[Special:MyLanguage/Die Flucht|escape]]). | ||
# | |||
Only the first two combat rows take an active part in the battle, i.e. they can strike, shoot and be hit. Non-combat-ready units that are directly attacked only take part in the battle when one of the front row is overrun. Fleeing units naturally try to escape (see [[Special:MyLanguage/Die Flucht|here]]). | |||
Units fighting in the 2nd row can only be attacked directly in close combat when they reach the 1st row (this can happen, for example, when the 1st row is overwhelmed, see below). Against opposing ranged attacks, they defend with their best combat skills. | |||
Magicians' combat spells can be cast from behind and from the front line; apart from that, they will arm themselves and fight like everyone else. | |||
< | <span id="Überrennen"></span> | ||
=== | === Overrun === | ||
If a faction and its allies have more than three times as many persons in the front row as their opponents, the 1st row is overrun. All opposing 2nd row units must move up to the first row. The 3rd row then moves up to the 2nd row and takes part in the fight. If there are still not enough people in the 1st row, the following rows move up until there are enough people in the 1st row. This distribution is checked before each combat round. | |||
<span id="Musterung"></span> | <span id="Musterung"></span> | ||
== | == To arms! == | ||
Now, the units arm themselves. Each person in a unit equips themselves with a melee weapon, a ranged weapon and armour, according to their skills. They choose the weapons that give them the highest Attack and Parry scores. Mages who have chosen a combat spell use it to attack. However, for defence, they will need a weapon (and an appropriate combat skill), otherwise they will be considered [[Special:MyLanguage/Boni and Mali|unarmed]]. | |||
'''Beware:''' Unused weapons or armour are not automatically redistributed to unarmed or unequipped units. | |||
''' | |||
During combat, you no longer change weapons, unless it is possible to take a better weapon from someone in the same unit who has already died (the surviving combatants each use the best weapon sets available). | |||
A ranged combatant who suddenly finds himself in the front row must, if attacked, grab a melee weapon (if he has one and if he has the corresponding skill at least at level 1), otherwise he defends himself [[Special:MyLanguage/Boni and Mali|unarmed]]. | |||
'''example:''' | |||
''' | A unit of 20 persons has 15 swords, 10 shields and 5 chainmails. So 5 people will fight with a sword, a shield and a chainmail, 5 others with a sword and a shield, 5 with a sword only and the last 5 fighters will remain unarmed. A unit of 10 people with 10 swords and 10 axes will fight with swords, because they have a better bonus, even if they probably inflict less damage! | ||
<span id="Taktik"></span> | <span id="Taktik"></span> | ||
== | == Tactician's round == | ||
Before the battle, the best [[Special:MyLanguage/Taktik|Tactician]] of all participating units is chosen. A tactician fighting in the 1st row receives a +1 bonus to his "tactics" skill. If he is in the 3rd or 4th row, his level is reduced by 1. In order to leave an element of "form of the day" and luck, each tactician also receives a random bonus which starts at 0 and which, in pure theory, can become very significant, the probability being lower and lower as the bonus increases. | |||
The side with the best tactician can attack on turn 0 (called the "tactician's turn") without the enemy being able to react. The number of attacks made depends on the difference between the best tactics score of the winning side and that of the losing side: For each point's difference, each person has a 10% chance of attacking on the tactician's turn. | |||
'''Example:''' | |||
''' | Camp A has one person with tactics 4 in the first row. Camp B has 10 people with tactics 4 in the third row. Therefore, side A effectively has 5 and side B 3. Without the random bonus, each person on side A would have a 20% chance of attacking during the tactician's turn. | ||
If the person on side A rolls a bonus 0, at least one person on side B must roll a 2. Otherwise, side A has the tactician's turn. Let's suppose that the best result obtained on the roll by camp B is a 5 (this is unlikely, but quite possible). | |||
The difference for side B is therefore (3 + 5) - (5 + 0) = 3. Each person on side B then has a 30% chance of attacking on turn 0. For a group of 10, this can range from 0 to 10 people, but the average is around 3 attacks. | |||
< | <span id="Helden"></span> | ||
== | == Heroes == | ||
Heroes are particularly powerful fighters. They must have been previously designated with the order [[Special:MyLanguage/BEFÖRDERE|PROMOTE]]. Heroes can attack 5 times per combat round. | |||
Warning! This does not apply to magic attacks or to crossbows and catapults. | |||
For more information, see [[Special:MyLanguage/BEFÖRDERE|PROMOTE]]. | |||
<span id="Kampfattacken"></span> | <span id="Kampfattacken"></span> | ||
== | == The fight between two persons == | ||
In each battle, armies face each other person by person, regardless of their number. The procedure is as follows: | |||
In | |||
* The attacker's attack and the defender's parry are (initially) as high as their weapon skill level. | |||
* | * Add bonuses and penalties: Add any [[Special:MyLanguage/Boni and Mali|bonuses and penalties]] to the attacker's attack and the defender's parry. | ||
* | * If the attacker is a ranged fighter, the opponent's modified parry value is halved. | ||
* | * The basic hit probability (BT) of an attacker is 30%. | ||
* | * Subtract values from each other: For every point difference between the attacker's attack and the defender's parry, the BT is now increased or decreased by 5%. The real chance of hitting is therefore calculated as follows: (Attack(attacker)-Parry(defender)) * 5% + 30%. | ||
* | * Beginner's luck: If the attack fails, the attacker has an additional 10% chance of converting his attack after all: He can strike a second time with a 90 to 99% (chance) increased chance of hitting. This gives severely disadvantaged fighters the opportunity to get at least a few random hits. | ||
* | |||
Each person attacks once per combat round (except [[Special:MyLanguage/BEFÖRDERUNG|Heroes]] and some monsters). | |||
When a fighter manages to hit his opponent, he inflicts damage. Different weapons inflict different amounts of damage (damage points, see [[Special:MyLanguage/Kriegstabellen#Waffeneigenschaften|Weapon characteristics]]). It's also worthwhile having high levels of skill in weapon mastery: if you have more skill levels than your opponent, the damage inflicted by a hit increases by one point for every two skill levels difference. Only skill levels are considered, and the bonuses provided by horses, castles, etc. do not count. This applies to both ranged and close combat. In addition, there is a certain chance, depending on the level difference, of receiving a critical hit that can cause up to five times more damage. | |||
If a person has received more damage than he can "take", he dies (see [[Special:MyLanguage/Kriegstabellen#Rasseneigenschaften| | |||
Racial skill modifiers | |||
]] the different hits taken during the fight are added together). | |||
When a fighter wears armour, it can absorb some (or all) of the damage points. However, armour makes the fighter less mobile and increases his chances of being hit (see [[Special:MyLanguage/Kriegstabellen#Rüstung|this]] table). Against crossbows, armour is only half effective (rounded down). | |||
Some creatures or weapons are also able to cause magical damage. Normal armour is ineffective against magical damage. Only the [[Special:MyLanguage/Kriegstabellen#Magieresistenz|Magic Resistance]] counts, which can be increased by specific items and spells. | |||
There's also the Endurance skill, which allows you to harden your body and take more damage before dying (see [[Special:MyLanguage/Kriegstabellen#Ausdauer|this table]]). | |||
< | <span id="Fernkampf"></span> | ||
=== | === Ranged combat === | ||
Ranged weapons and catapults can be used effectively in the second row. There, they will be protected from your opponent's hand-to-hand combatants by your front row. | |||
Ranged fighters can also fire into the opposing second row. They choose a target at random from among all the enemies in the first or second row. | |||
Crossbows can also pierce armour: against a crossbow shot, the armour is only half effective (rounded down). | |||
The table below shows the differences between ranged weapons. Bows are very difficult to use, but can be used in every round of combat. Crossbows are much easier to use, but can only fire every third round of combat. Catapults fire randomly once in the first five combat rounds and inflict heavy damage. | |||
Against ranged weapons, those being attacked only defend with half their skill level. Units in the front row defend with their full skill level if the ranged combatant is also in the front row. | |||
<div lang="de" dir="ltr" class="mw-content-ltr"> | <div lang="de" dir="ltr" class="mw-content-ltr"> |
Aktuelle Version vom 17. April 2024, 17:08 Uhr
Conflict is bound to arise in Eressea. There will be quarrels over money, over regions, over taxes, over trade routes and so on. That's why you should always look for friends and allies, because "friends come and go, enemies multiply".
The sides in battle
The order ATTACK launches the attack against the opponent. ATTACK orders are executed in random order. During an attack, units from all sides gather in the area and fight each other individually (person by person). A battle lasts a maximum of six turns: five regular combat turns and possibly still turn 0 (zero), the tactics turn
The attacking side consists of all units that have given ATTACK orders against one or more units of the defenders.
The defenders' camp is made up of the units that have been attacked, on which the opponent has therefore given the order ATTACK unit-id, and with all the units of the attacked faction that are ready to fight (therefore those in COMBAT, COMBAT AGGRESSIVE, COMBAT REAR or COMBAT DEFENSIVE). In addition, all combat-ready units of factions allied to the factions under attack, i.e. those that have put HELP COMBAT with the faction under attack, help out.
There are therefore different reasons why a unit takes part in combat. These are listed in order of priority:
- The unit ready to fight attacks another unit. In this case, it takes part in the combat in all cases.
- The unit is attacked by another unit. It then joins the Combat rows according to its combat status.
- A unit whose faction is being attacked. The unit then takes part in the combat if it has not set COMBAT NOT or COMBAT FLEE. In the latter case, it has no idea of fleeing as it is not directly threatened.
- A unit from an allied faction (therefore a faction to which HELP COMBAT has been set) is attacked by someone. The unit then takes part in the combat, unless it has set COMBAT NOT or COMBAT FLEE. Again, a unit with COMBAT FLEE will not run away, as it is not exposed to a direct threat.
Allies therefore only automatically help defenders and "only if the defender has not attacked himself". Attacked units defend themselves with all the units of the faction, unless they explicitly stay out of the fight. For the attacker, combat status is irrelevant: apart from defenders, only units that have given an order ATTACK are engaged in combat. However, units that have set COMBAT NOT or COMBAT FLEE cannot attack.
So, to jointly attack an enemy, each attacking faction must attack at least one of the enemy's units. To defend together against attackers, all the defending factions do is assist each other (HELP).
In theory, anyone to whom HELP COMBAT has been assigned is considered an ally, and who has not attacked anyone to whom HELP COMBAT has also been assigned.
Example 1:
A helps B and C. C attacks B, which is why A is involved in the battle: B is an ally. Faction C is not considered an ally because it is attacking an ally.
Who's fighting who now?
I fight my enemies. My enemies are factions that attack me, that I attack, or that attack an ally (according to the definition I've just given).
Example 2: A helps B and C. B and C attack each other. In this situation, A helps neither B nor C, because neither of them is considered an ally and neither is an enemy of A.
Example 3: A attacks B and C. If B and C are not allies, they still help each other against A, because A is a common enemy. So, if B still has front-line troops and C only has archers, B's troops move in front of C to protect him. Exception: If B and C are enemies, e.g. because B is fighting against an additional ally D of C, then they do not help each other, not even against A.
Example 4: A and B attack C. In this case they help each other against C (even if they are not allied), since they have a common enemy.
In fact, it's even more complicated. See for example Discussion here. |
Warning: Badly specified help statuses or ATTACK orders have already led to battles with unexpected outcomes. Allies have stood by and done nothing or have even fought amongst themselves. There are a few tips to help you avoid the biggest blunders:
- You should regularly check the help statuses for all your allies. HELP ALL is preferable for anyone you "might" fight with. Mistrust often does damage here.
- If possible, there should only be one GROUP.
- In your faction, either all the combatant units should have the ATTACK order, or none at all. If only some of your units attack, the rest may not take part in the combat if an ally is attacked.
- It is recommended that you attack all enemy units. You should attack at least one unit from each enemy faction.
- Note also that faction hiding doesn't always make it clear who really belongs to which faction. Another strategy might be to attack just one enemy unit at a time, hoping that the opponent's HELP statuses create some confusion. We won't judge here whether this approach is honourable.
The battle
A battle lasts five combat rounds plus a possible tactician round. In each battle round, the combatants strike in a random order.
Note that persons taking part in a battle (the persons listed in the battle report, i.e. attacked or attacking) cannot, in principle, execute other long orders. The exceptions are combat at sea and combat in regions which, at the start of combat, are guarded by at least one unit of its own faction or which has put HELP GUARD with the combatant's faction. In this case, other long orders are possible.
Combat rows
In battle, there are four combat rows. These are only made up of units that are actually participating in combat (see above). For more information on combat status, see COMBAT.
- Row: This is where you'll find all the units that have set COMBAT or COMBAT AGGRESSIVE.
- Row: This is where you'll find all the units that have set COMBAT REAR or COMBAT DEFENSIVE
- Row: This is where you'll find all the units that have set COMBAT NOT.
- Row: This is where you'll find all the units that are simply trying to escape. So those that have set COMBAT FLEE and those that have lost an appropriate number of Hit Points (see also escape).
Only the first two combat rows take an active part in the battle, i.e. they can strike, shoot and be hit. Non-combat-ready units that are directly attacked only take part in the battle when one of the front row is overrun. Fleeing units naturally try to escape (see here).
Units fighting in the 2nd row can only be attacked directly in close combat when they reach the 1st row (this can happen, for example, when the 1st row is overwhelmed, see below). Against opposing ranged attacks, they defend with their best combat skills.
Magicians' combat spells can be cast from behind and from the front line; apart from that, they will arm themselves and fight like everyone else.
Overrun
If a faction and its allies have more than three times as many persons in the front row as their opponents, the 1st row is overrun. All opposing 2nd row units must move up to the first row. The 3rd row then moves up to the 2nd row and takes part in the fight. If there are still not enough people in the 1st row, the following rows move up until there are enough people in the 1st row. This distribution is checked before each combat round.
To arms!
Now, the units arm themselves. Each person in a unit equips themselves with a melee weapon, a ranged weapon and armour, according to their skills. They choose the weapons that give them the highest Attack and Parry scores. Mages who have chosen a combat spell use it to attack. However, for defence, they will need a weapon (and an appropriate combat skill), otherwise they will be considered unarmed.
Beware: Unused weapons or armour are not automatically redistributed to unarmed or unequipped units.
During combat, you no longer change weapons, unless it is possible to take a better weapon from someone in the same unit who has already died (the surviving combatants each use the best weapon sets available).
A ranged combatant who suddenly finds himself in the front row must, if attacked, grab a melee weapon (if he has one and if he has the corresponding skill at least at level 1), otherwise he defends himself unarmed.
example: A unit of 20 persons has 15 swords, 10 shields and 5 chainmails. So 5 people will fight with a sword, a shield and a chainmail, 5 others with a sword and a shield, 5 with a sword only and the last 5 fighters will remain unarmed. A unit of 10 people with 10 swords and 10 axes will fight with swords, because they have a better bonus, even if they probably inflict less damage!
Tactician's round
Before the battle, the best Tactician of all participating units is chosen. A tactician fighting in the 1st row receives a +1 bonus to his "tactics" skill. If he is in the 3rd or 4th row, his level is reduced by 1. In order to leave an element of "form of the day" and luck, each tactician also receives a random bonus which starts at 0 and which, in pure theory, can become very significant, the probability being lower and lower as the bonus increases.
The side with the best tactician can attack on turn 0 (called the "tactician's turn") without the enemy being able to react. The number of attacks made depends on the difference between the best tactics score of the winning side and that of the losing side: For each point's difference, each person has a 10% chance of attacking on the tactician's turn.
Example: Camp A has one person with tactics 4 in the first row. Camp B has 10 people with tactics 4 in the third row. Therefore, side A effectively has 5 and side B 3. Without the random bonus, each person on side A would have a 20% chance of attacking during the tactician's turn. If the person on side A rolls a bonus 0, at least one person on side B must roll a 2. Otherwise, side A has the tactician's turn. Let's suppose that the best result obtained on the roll by camp B is a 5 (this is unlikely, but quite possible). The difference for side B is therefore (3 + 5) - (5 + 0) = 3. Each person on side B then has a 30% chance of attacking on turn 0. For a group of 10, this can range from 0 to 10 people, but the average is around 3 attacks.
Heroes
Heroes are particularly powerful fighters. They must have been previously designated with the order PROMOTE. Heroes can attack 5 times per combat round.
Warning! This does not apply to magic attacks or to crossbows and catapults.
For more information, see PROMOTE.
The fight between two persons
In each battle, armies face each other person by person, regardless of their number. The procedure is as follows:
- The attacker's attack and the defender's parry are (initially) as high as their weapon skill level.
- Add bonuses and penalties: Add any bonuses and penalties to the attacker's attack and the defender's parry.
- If the attacker is a ranged fighter, the opponent's modified parry value is halved.
- The basic hit probability (BT) of an attacker is 30%.
- Subtract values from each other: For every point difference between the attacker's attack and the defender's parry, the BT is now increased or decreased by 5%. The real chance of hitting is therefore calculated as follows: (Attack(attacker)-Parry(defender)) * 5% + 30%.
- Beginner's luck: If the attack fails, the attacker has an additional 10% chance of converting his attack after all: He can strike a second time with a 90 to 99% (chance) increased chance of hitting. This gives severely disadvantaged fighters the opportunity to get at least a few random hits.
Each person attacks once per combat round (except Heroes and some monsters).
When a fighter manages to hit his opponent, he inflicts damage. Different weapons inflict different amounts of damage (damage points, see Weapon characteristics). It's also worthwhile having high levels of skill in weapon mastery: if you have more skill levels than your opponent, the damage inflicted by a hit increases by one point for every two skill levels difference. Only skill levels are considered, and the bonuses provided by horses, castles, etc. do not count. This applies to both ranged and close combat. In addition, there is a certain chance, depending on the level difference, of receiving a critical hit that can cause up to five times more damage.
If a person has received more damage than he can "take", he dies (see Racial skill modifiers the different hits taken during the fight are added together).
When a fighter wears armour, it can absorb some (or all) of the damage points. However, armour makes the fighter less mobile and increases his chances of being hit (see this table). Against crossbows, armour is only half effective (rounded down).
Some creatures or weapons are also able to cause magical damage. Normal armour is ineffective against magical damage. Only the Magic Resistance counts, which can be increased by specific items and spells.
There's also the Endurance skill, which allows you to harden your body and take more damage before dying (see this table).
Ranged combat
Ranged weapons and catapults can be used effectively in the second row. There, they will be protected from your opponent's hand-to-hand combatants by your front row.
Ranged fighters can also fire into the opposing second row. They choose a target at random from among all the enemies in the first or second row.
Crossbows can also pierce armour: against a crossbow shot, the armour is only half effective (rounded down).
The table below shows the differences between ranged weapons. Bows are very difficult to use, but can be used in every round of combat. Crossbows are much easier to use, but can only fire every third round of combat. Catapults fire randomly once in the first five combat rounds and inflict heavy damage.
Against ranged weapons, those being attacked only defend with half their skill level. Units in the front row defend with their full skill level if the ranged combatant is also in the front row.
Achtung! Wenn ein Fernkämpfer in die erste Reihe gerät (z.B. weil diese überrannt wurde), muss er sich mit einer Nahkampfwaffe verteidigen. Wenn er diese nicht hat oder nicht damit umgehen kann (also sein entsprechendes Talent kleiner als 1 ist), verteidigt er sich unbewaffnet!
Katapulte benötigen Munition. Diese kann mittels MACHE Katapultmunition durch einen Steinbauer mit Talent 3 aus Steinen produziert werden und wiegt 10 Gewichtseinheiten. Eine Munitionseinheit entspricht dabei einer Salve.
Der unter Probe angegebene Wert ist der Malus, den der Fernkämpfer beim Angriff hat.
Waffe | Talent | Probe | Nachladen |
---|---|---|---|
Armbrust | Armbrustschießen | 0 | 2 |
Katapult | Katapultbedienung | 4 | 5 |
Bogen/Elfenbogen | Bogenschießen | 2 | 0 |
Dabei ist unter Nachladen angegeben, wie lange es dauert, die Waffe wieder schussbereit zu machen. Ein Katapult kann also in jedem Kampf nur einmal eingesetzt werden. Eine Armbrust kann demnach jede dritte Runde schießen, Bögen sogar jede Runde.
Boni und Mali
Verschiedene Faktoren können die Chance, jemanden zu treffen (Attacke) oder einen Treffer abzuwehren (Parade), modifizieren. Alle Boni und Mali wirken sich direkt auf das Talent aus und werden vor einer eventuellen Talent-Halbierung durch Fernkämpfer angerechnet. Die Schadenspunkte, die eine Person austeilt, werden durch die Boni und Mali nicht verändert, hier zählen die unmodifizierten Talentwerte. Siehe verkürzt auch diese Tabelle.
- Unbewaffnete
- Als unbewaffnet gelten auch Personen, die kein passendes Waffentalent zu ihrer Waffe haben.
- Unbewaffnete Personen kämpfen mit einem Talent von -2.
- Fernkämpfer, die in einen Nahkampf geraten und nicht auf eine Nahkampfwaffe (und ein entsprechendes Talent) zurückgreifen können, verteidigen sich mit einem Talent von -2. Sie können aber noch mit ihrer Fernkampfwaffe angreifen.
- Das Talent, mit dem Orks in den unbewaffneten Kampf gehen, bestimmt sich aus der Stufe ihres besten Nahkampftalents -3.
- Burgenbonus
- Personen in Burgen sind zusätzlich geschützt. Burginsassen erhalten je nach Größe der Burg einen Bonus bei der Parade, wenn sie zur verteidigenden Seite gehören und die Burg groß genug ist, um sie zu beherbergen. Dabei gibt eine Befestigung +1, ein Turm +2 usw. bis zur Zitadelle, die +5 gibt. Greifen die Burginsassen selber an, erhalten sie den Burgenbonus zur Parade nicht mehr. Der Burgenbonus gilt auch gegen Fernkämpfer!
- Pferdebonus
- In Ebenen, Wüsten und Hochländern können Nahkämpfer in der ersten Reihe auf freiem Feld ein Pferd benutzen. Um ein Pferd in den Kampf zu reiten, braucht man ein Reiten Talent von mindestens 2. Reiter bekommen einen Bonus von +2 auf Attacke und Parade, weil sie schneller und wendiger sind. Keinen Pferdebonus erhalten Personen, die innerhalb einer Burg stehen, vom Burgenbonus profitieren und attackiert werden. Trolle können Pferde nicht im Kampf nutzen!
- Lanzenbonus
- Berittene Speer- und Lanzenträger erhalten einen weiteren Bonus von +1 zur Attacke.
- Pikenbonus
- Speer- und Hellebardenträger, die kein Pferd benutzen, erhalten gegen berittene Truppen einen Bonus von +1 zur Parade.
- Waffenmodifikatoren
- Auch Waffenmodifikatoren gelten in diesem Sinne als Boni und Mali.
- Eine Hellebarden-Einheit hat also (zusätzlich zu eventuellen anderen Boni oder Mali) +2 auf ihre Parade. Wenn sie selbst nicht reitet und gegen einen Reiter kämpft, wird ihr Paradewert für diesen Moment noch einmal um +1 erhöht.
Beispiele:
- Basiswert des Angreifers: BT = 30%
Angreifer mit Talent 3, Verteidiger Talent 4 -> Trefferchance=25%
Verteidiger steht in Zitadelle -> Parade +5 -> Trefferchance=0%
Der Angreifer hat also nur eine Chance von 10% ("Anfängerglück"), überhaupt noch einen zweiten Versuch zu bekommen, und dann nochmal eine 90 bis 99%ige den Treffer zu landen. Insgesamt hat er also lediglich 9 bis 9,9% Chance, den Verteidiger zu treffen. Er ist ja auch (durch die Zitadelle) wirklich stark im Nachteil.
- Diesmal steht der Verteidiger nicht in der Zitadelle:
Basiswert des Angreifers -> BT = 30%
Angreifer mit Talent 3, Verteidiger Talent 4 -> Trefferchance = 25%
Angreifer mit Pferdebonus -> Attacke +2 -> Trefferchance = 35%
- Eine Schwertkämpferin mit Hiebwaffen 3 gegen einen Reiter mit Reiten 1 und Stangenwaffen 2: Sie kämpft mit Attacke 3 (Talent 3) gegen Parade 2 (Talent 2, ohne Pferdebonus - der Reiter kann nicht gut genug reiten).
Die Angreiferin hat also eine Trefferchance von 35%.
- Ein Bogenschütze mit Talent 9 greift aus der 2. Reihe eine Lanzenreiterin mit Reiten 3 und Stangenwaffen 9 an. Er attackiert mit 7 (Malus von 2 durch den Bogen) gegen eine Parade von 5 (der Paradewert wird halbiert und abgerundet: Talent 9, +2 Pferdebonus -> (9+2)/2=5)
Der Angreifer hat also eine Trefferchance von (7 - 5) * 5% + 30% = 40%
- Eine Lanzenreiterin mit Reiten 3 und Stangenwaffen 9 greift einen Bogenschützen mit Talent 9 in der 1. Reihe an.
- Sie attackiert mit 12 (Talent 9, +2 Pferdebonus und +1 Lanzenbonus) gegen eine Parade von -2 (Schütze ohne Waffe für den Nahkampf).
- Sie attackiert mit 12 (Talent 9, +2 Pferdebonus und +1 Lanzenbonus) gegen eine Parade von -2 (Schütze ohne Waffe für den Nahkampf).
Die Angreiferin hat eine Trefferchance von 100%; sie wird also in jedem Fall treffen...
- Sie pariert mit seinem vollen Paradewert (also Waffentalent+Pferdebonus=11) gegen die Fernkampfwaffe, da der Schütze in der 1. Reihe steht, und der Schütze muss auf seinen Talentwert den Malus 2 (durch den Bogen) hinnehmen.
- Sie pariert mit seinem vollen Paradewert (also Waffentalent+Pferdebonus=11) gegen die Fernkampfwaffe, da der Schütze in der 1. Reihe steht, und der Schütze muss auf seinen Talentwert den Malus 2 (durch den Bogen) hinnehmen.
Der Schütze greift also effektiv mit einer Attacke von 7 gegen die Reiterin mit einer Parade von 11 an. Er hat also eine Trefferchance von (7 - 11) * 5% + 30% = 10%.
- Eine Speerträgerin mit Stangenwaffen 3 in einer Burg greift eine Reiterin mit Reiten 2 und Stangenwaffen 3 an.
- Sie attackiert mit 3 (Talent 3, kein Pikenbonus bei der Attacke; kein Burgenbonus, da sie den Angriff begonnen hat) gegen 5 (Talent 3, +2 Pferdebonus, kein Lanzenbonus bei der Parade).
- Sie attackiert mit 3 (Talent 3, kein Pikenbonus bei der Attacke; kein Burgenbonus, da sie den Angriff begonnen hat) gegen 5 (Talent 3, +2 Pferdebonus, kein Lanzenbonus bei der Parade).
Die Angreiferin hat eine Trefferchance von (3-5)*5%+30%=20%.
- Sie pariert mit 4 (Talent 3, kein Burgenbonus, da sie selbst angegriffen hat; +1 Pikenbonus) gegen 6 (+2 Pferdebonus und +1 Lanzenbonus).
- Sie pariert mit 4 (Talent 3, kein Burgenbonus, da sie selbst angegriffen hat; +1 Pikenbonus) gegen 6 (+2 Pferdebonus und +1 Lanzenbonus).
Die Angegriffene hat eine Trefferchance von (6 - 4) * 5% + 30% = 40%.
- Ein Reiter mit Reiten 2 und Hiebwaffen 2 gegen einen Speerträger mit Stangenwaffen 3:
- Er attackiert mit 4 (Talent 2, +2 Pferdebonus) gegen 4 (Talent 3 und +1 Pikenbonus).
- Er attackiert mit 4 (Talent 2, +2 Pferdebonus) gegen 4 (Talent 3 und +1 Pikenbonus).
Der Angreifer hat also eine Trefferchance von 30%.
- Der Speerträger schlägt zurück mit 3 gegen 4 (der Pikenbonus gilt nur bei der Parade, nicht bei der Attacke).
- Der Speerträger schlägt zurück mit 3 gegen 4 (der Pikenbonus gilt nur bei der Parade, nicht bei der Attacke).
Der Speerträger hat also eine Trefferchance von 25%.
- Ein Lanzenreiter mit Reiten 2 und Stangenwaffen 3 greift eine gleich gute Kollegin an. Er kämpft mit 6 (Talent 3, +2 Pferdebonus, +1 Lanzenbonus) gegen 5 (Talent 3, +2 Pferdebonus)
Der Angreifer hat damit eine Trefferchance von 35%.
Hieraus folgt, dass man eine Burg relativ gut halten kann, dass man aber aus einer Burg heraus möglichst keine Angriffe starten sollte, denn damit verliert man seinen Bonus bei der Verteidigung. Hieraus folgt auch, dass Speerträger ein wenig wirksamer gegen berittene Truppen sind als Schwertträger.
Die Flucht
Personen, die KÄMPFE FLIEHE gesetzt haben und attackiert werden, versuchen zu fliehen. Dies tun sie vor jeder Kampfrunde, es kann also sein, dass sie erst (weitere) Treffer hinnehmen müssen, bevor die Flucht gelingt.
Personen mit KÄMPFE oder KÄMPFE HINTEN, die nur noch 20% ihrer Trefferpunkte haben und Personen mit KÄMPFE DEFENSIV oder KÄMPFE NICHT, die nur nur noch 90% ihrer Trefferpunkte haben, versuchen ebenfalls zu fliehen, aber erst, wenn sie im Kampf einen Treffer abbekommen haben. Dabei zählen auch Treffer, deren Schadenspunkte vollständig von der Rüstung aufgehalten wurden und fehlgeschlagene Trefferversuche. Das soll verhindern, dass Einheiten, die schon vor dem Kampf angeschlagen waren, fliehen, obwohl sie nicht tatsächlich in Gefahr waren.
Die Grundchance für die Flucht beträgt 25% (50% für Halblinge), dazu kommen 10%, wenn man ein Pferd hat und je 5% pro Stufe im Talent Tarnung; der Maximalwert ist aber 75% (bzw. 90% für Halblinge).
Fliehende Einheiten entziehen sich dem Kampf, verbleiben aber in sicherer Entfernung zum Kampfgeschehen in der Region. Befand sich die Einheit in einem Gebäude oder auf einem Schiff an Land, verlässt sie dieses, sobald eine Person aus der Einheit während des Kampfes geflohen ist.
Hinweis: Es kann deshalb sinnvoll sein, Burgen- oder Schiffsinsassen zu befehlen, ihr eigenes Schiff wieder zu betreten, was sie nach dem Kampf evtl. tun können. Zu beachten ist, dass auch das Kommando wieder an die richtige Einheit übergeben werden sollte.
Besonderheiten gelten für Einheiten mit dem Status FLIEHE. Diese Einheiten können sich nach dem Kampf noch bewegen, auch wenn sie sonst keinen langen Befehl ausführen dürften. Weiterhin können diese Einheiten keine Regionen bewachen. Eine durchgeführte Bewachung wird automatisch aufgelöst, wenn die Einheit den Status FLIEHE einnimmt. Dies geschieht zu Beginn der Runde, womit alle Effekte von BEWACHE sofort aufgelöst werden.
Kampf auf und von Schiffen
Seeschlachten werden wie Schlachten zu Land ausgefochten: Die Schiffe entern sich gegenseitig und die Einheiten fallen übereinander her. Nach der Schlacht ist es den Einheiten möglich, weitere lange Befehle auszuführen.
Ist ein Schiff in eine Schlacht verwickelt, so bekommt es pro Kampfrunde 5% Schaden, wenn mindestens eine Person Schaden erleidet, die auf dem Schiff ist oder zu Beginn der Runde auf dem Schiff war. Es hilft also nicht, das Schiff vor Kampfbeginn zu verlassen. Die Taktikrunde und die erste Runde wird nicht mitgezählt, so dass es immer nur maximal 20% Schaden geben kann.
Zu größeren Schäden kann es kommen, wenn Seeschlangen in den Kampf verwickelt sind. Diese Monster haben, wie auch einige Vertraute, einen Angriff der jede Kampfrunde Strukturschaden an Schiffen verursachen kann.
Ist das Schiff nach der Schlacht unterbesetzt oder leer, treibt es ohne Kontrolle im Ozean und nimmt weiteren Schaden.
Will man mit einem Schiff Truppen in einer feindlich bewachten Region anlanden, so müssen diese erst das Schiff VERLASSEN und können erst in der folgenden Runde den Angriff starten oder sich bewegen. Dadurch hat der Gegner die Möglichkeit, entsprechend zu reagieren.
Von Land aus kann man Schiffe an der Küste sofort angreifen. Auch reihen sich Truppen auf Schiffen normal gemäß Kampf- und HELFE-Status in die Kampfreihen ein, falls sie oder Verbündete angegriffen werden.
Piraterie
Mit Piraterie hat ein Schiffskapitän die Möglichkeit, Schiffe anderer Parteien in Nachbarregionen aufzubringen.
Der Kapitän legt sich auf die Lauer nach Schiffen, die nach ihrer Bewegung in einer Nachbarregion liegen. Dort angekommen, kann die Mannschaft in der kommenden Runde ganz normal agieren. Mit Hilfe von FOLGE SCHIFF könnte man zum Beispiel seine Opfer auch erstmal verfolgen. Bei der ganzen Geschichte sind einige Sachen zu beachten:
- Als Ziele werden nur Parteien erkannt, mit denen man nicht mit HELFE KÄMPFE alliiert ist.
- Werden Parteinummern angegeben (PIRATERIE <parteinummer> ..., so werden nur Kapitäne der angegebenen Parteien als Ziele erkannt.
- Der Mechanismus funktioniert auch, wenn das Piratenschiff an Land ist. Er bietet also eine effektive Möglichkeit zum Küstenschutz.
- Piraten segeln auch in Landregionen, sofern das Schiff dort landen kann. Falls es nicht landen kann, nimmt es Schaden.
- Piratenkapitäne sind dumm wie Brot. Sie können nicht einschätzen, ob ein Ziel ihnen möglicherweise überlegen ist, und werden fröhlich auch mit einem einzigen Schiff in einer feindliche Flotte von 100 Schiffen hineinfahren. Das Piratendasein hat eben seine Risiken.
- Stehen mehrere potentielle Ziele zur Auswahl, wird der Kapitän eines nach dem Zufallsprinzip aussuchen.
- Piratenflotten bleiben zusammen. Genauer gesagt: Hat bereits ein alliiertes Schiff (zu dem der Kapitän HELFE KÄMPFE gesetzt hat) aus der eigenen Region ein Opfer erkannt, so segelt unser Schiff auch in die betreffende Region, vorausgesetzt, das vom ersten Schiff erkannte Opfer ist ebenfalls ein potentielles Opfer für uns.
Das Ende
Nach der Schlacht werden die Toten gezählt, und alles brauchbare Material von ausgelöschten Einheiten wird zusammengetragen und unter den Überlebenden verteilt.
Einheiten, die im Kampf verletzt wurden, bleiben verletzt. Dies wird im Report mit angezeigt.
Im Laufe der Zeit erholen sich die verletzten Einheiten wieder. Dabei regenerieren Einheiten normalerweise 5% (einige Rassen mehr) ihrer maximalen Trefferpunkte pro Runde hinzu, mindestens aber je einen Punkt pro Person in der Einheit. Untote Einheiten regenerieren nicht.
Einheiten, die am Kampf teilnehmen (die also im Kampfreport auftauchen), können ihren langen Befehl ausführen, wenn die Region bei Kampfbeginn von einer Einheit bewacht wurde, die zur eigenen Partei ein HELFE BEWACHE gesetzt hat. Nach Kämpfen auf See kann man stets noch lange Befehle ausführen.
Einheiten mit dem Kampfstatus KÄMPFE FLIEHE können sich nach dem Kampf noch bewegen (mit NACH, ROUTE, FOLGE).
Siehe auch
Continue reading: | Allianz |