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units-attributes [2022/07/02 11:25]
wigglefig Removed unverified claim that morale is checked for attack rear commands
units-attributes [2022/11/19 09:00] (current)
naaira [Squad Morale]
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 Resources are often the primary number which determines how many of a unit can be recruited in a single provinces, and are especially relevant during expansion. They are determined primarily by a unit's weapons and armor, each of which have a resource value. Resources are often the primary number which determines how many of a unit can be recruited in a single provinces, and are especially relevant during expansion. They are determined primarily by a unit's weapons and armor, each of which have a resource value.
  
-Resources represent the materials such as wood and steel available in a region. The number in a province is basically random but heavily modified by [[province]] type. Recruitment points are transferred to provinces with forts from surrounding provinces according to the Administration value of the [[fort]].+Resources represent the materials such as wood and steel available in a region. The number in a province is basically random but heavily modified by [[province]] type. Resources are transferred to provinces with forts from surrounding provinces according to the Administration value of the [[fort]].
  
  
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 === Attack Skill=== === Attack Skill===
  
-The attack skill is used to make a melee attack roll, and is the number added to DRN to determine when an attack hits. The attack skill is most often a relevant consideration with regards to infantry, as infantry spend the greatest portion of time in a melee slog where these calculations have the mot +The attack skill is used to make a melee attack roll, and is the number added to DRN to determine when an attack hits. The attack skill is most often a relevant consideration with regards to infantry, as infantry spend the greatest portion of time in a melee slog where these calculations have the most impact. 
 + 
 +Attack skill is also used to determine if you succeed with a repel against an attacker.
  
 Because weapons modify attack rolls as well, it is generally only useful to look at the attack number in the unit attribute screen when planning [[thugs and supercombatants]]. Instead, look at the attack values associated with each weapon that the unit wields, which already include those modifiers. These numbers are also shown if you click on the Attack score in the attribute list. Because weapons modify attack rolls as well, it is generally only useful to look at the attack number in the unit attribute screen when planning [[thugs and supercombatants]]. Instead, look at the attack values associated with each weapon that the unit wields, which already include those modifiers. These numbers are also shown if you click on the Attack score in the attribute list.
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 Defense is subject to a harassment penalty when a unit us outnumbered: They receive one point of harassment per turn, which is subtracted from defense. Mounted units only take half this penalty and often have high defense to begin with, so contrary to real history, they're unusually at home being bogged down by melee. This can be considered an abstraction as the game's [[scripting]] engine is not sufficiently sophisticated to represent breaking away for subsequent charges. Defense is subject to a harassment penalty when a unit us outnumbered: They receive one point of harassment per turn, which is subtracted from defense. Mounted units only take half this penalty and often have high defense to begin with, so contrary to real history, they're unusually at home being bogged down by melee. This can be considered an abstraction as the game's [[scripting]] engine is not sufficiently sophisticated to represent breaking away for subsequent charges.
-Note also that some units have [[unsurroundable]] and are immune to this penalty.+Note also that some units have [[unsurroundable]] and recieve reduced harassment penalty.
  
 === Strength === === Strength ===
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 More on natural protection and armor stacking [[stacking-effects#protection|here]]. More on natural protection and armor stacking [[stacking-effects#protection|here]].
  
-Because protection directly counters the damage of all attacks, it is especially useful in making troops unstoppable, and therefore in the creation of thugs and supercombatants.+Because protection directly counters the damage of all attacks, it is especially useful in making troops unstoppable, and therefore in the creation of thugs and supercombatants. The downside of many units with high protection is that the heavy armor they wear incur high encumbrance.
  
 === Precision === === Precision ===
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 For more details: [[Experience]] For more details: [[Experience]]
  
-===== Leadership Types =====+===== Leadership ===== 
 +Leadership, Magical Leadership, and Undead Leadership are commander only attributes. Commanders are able to lead an amount of units equal to their Leadership rating. Leadership impacts, squad morale and squad formation,  
 + 
 +Only Commanders with base Leadership of 80 or more can put squads into formations other than Skirmish. 
 + 
 +====Squad Morale====  
 +^ Leadership ^ Effect ^ 
 +| 10 | automatic -1 to morale for a single squad. An additional -1 to all squads for every squad beyond the first (Five Squads = -5) | 
 +| 40 | No morale penalty if leading one or two squads. -1 penalty for every additonal sq. | 
 +| 80 | +1 morale for all squads if three or fewer. -1 penalty to morale for every squad above three | 
 +| 120 | +2 morale for up to 4 squads, -1 penalty to all if fifth squad added | 
 +| 160 | +3 morale for all five squads((Previously 240 was listed in the table, but according to the manual 160 is the maximum)) | 
 + 
  
-Leadership constitutes three attributes only available to commanders, which indicate how many troops they can lead, how those troop can be organized and what formations are available to them. It also typically has an effect on moraleThe three types of leaderships differ in what types of units they apply to.+The morale effects of leadership rating are based on the base leadership rating of the commander. 
 +Commanders gain more leadership with experience, so a highly experienced commander with a base 
 +leadership of 40 might be able to lead up to 85 units or more, but the morale bonuses still stay the same
  
-=== Normal Leadership ===+===Leadership ====
  
-Leadership of generic troops. This stat determines Inspiration and the total amount of Squads a Commander can have. A Commander with under 40 (Normal) Leadership is a cruddy leader who //reduces// the morale of their troops by 1, while a Commander who has enough (Normal) Leadership to command three Squads also gets to organize their Squads into line formations(Normal) Leadership is greatly increased by Experience levels; [[Fire]] paths will also increase commanders' leadership by 5.+Leadership of non-magical and non-undead units. Leadership is increased by Experience levels; [[Fire]] paths  increase leadership by 5.
  
-=== Magic Leadership ===+==== Magic Leadership ====
  
-Troops with the Magic Being trait fall into this category. Note that your Normal Leadership stat still impacts their Morale. Magic Leadership is increased by magic paths (+5 per path other than death or astral; +10 per astral path). Magic beings will rout if no allied leader has magic leadership. Some magic beings are mindless; they will dissolve instead of routing.+Units with the Magic Being trait can only be lead by a commander with Magic Leadership. Magic Leadership is increased by magic paths (+10 per astral path; +5 per path other than death). Magic beings will rout if no allied Commander has magic leadership. Mindless Magic Beings will dissolve instead of routing.
  
-=== Undead Leadership ===+==== Undead Leadership ====
  
-This stat is for undead and demonic troops. Mages gain +30 undead leadership per death path and +5 per blood path. As with magic beings, they will rout if no allied commander is around who can lead them. Many common undead troops are mindless; they will dissolve instead of routing.+Units with the Undead or Demon trait can only be lead by a commander with Undead Leadership. Mages gain +30 undead leadership per death path and +5 per blood path. As with magic beings, they will rout if no allied Commander has Undead Leadership. Many undead troops are mindless and will dissolve instead of routing.
units-attributes.1656761142.txt.gz · Last modified: 2022/07/02 11:25 by wigglefig