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?== Morale mechanics ==+#REDIRECT [[Main_Page]]
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?=== Stats involved ===+
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?Morale Flank damage, which represents the moral loss a flank penality caused by this unit can cause. The value is entirely applied with a rear flank. When flanking a side, the morale loss is 66% of the morale flank value.+
?Morale is also intervening here and represents the willingness of your unit to fight.+
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?=== How it works ===+
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?Units have both morale and health. Morale can decrease if the unit is flanked, or if an ability is used on them. It can also increase if the flanks are protected or if an ability is used on them. If their morale is higher than their abse morale value, the unit will enter the Confident state and will have bonuses to their melee attack, melee defence, and charge Deflect. Finally, some units can lock their morale and be unbreakable for a short amount of time.<br/>+
?The abilities which can decrease morale are War Cry, Fear, Hunt (at high tier), Whip, forced March (those two affects the unit using them), Intimidate, Roar.<br/>+
?The abilities that can increase Morale are Battle Cry, Fortify, Wrath of Mars, Infiltration, Oath of Perseverance, Deep Pockets, Unite.<br/>+
?The abilities that make a unit unbreakable are Iron Discipline and Determination.+
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?Each unit possess 3 flanks: a rear flank, a left flank and a right flank. +
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?Surprise attacks: if you cause a morale flank penality less than 2s after being spotted, it will be even more effective.+
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?Death of a commander: it decreases your unit's morale (and you can't use your third ability)+
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?When an ability is used or if the unit is flanked, its morale will drop. If it drops below 0, the unit will rout, and won't be able to fight or use abilities, making it vulnerable to melee attacks. Note that you can still have control on it smovements and order it to flee the enemy.+
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?If a unit has 10 men (or less), it will enter the Wavering state. The unit will lose 80% of its morale and of its View Range. If a unit routs while in the Wavering state, it will shatter and become unrecoverable.+
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?== Vision mechanics ==+
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?=== Stats involved ===+
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?View range : it determines how far your unit can see.+
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?=== How it works ===+
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?Each unit gives vision around them to their team, allowing them to spot enemies or deployables. The higher the view range value, the further you will be able to see. The part of the map you have vision on is highlighted when you play+
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?Some terrain elements, such as light forest, forest, or high grass, will diminish your vision range. Your vision is also blocked by obstacles such as buildings, cliffs or large rocks.+
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?A unit is spotted when it enters a part of the map you have vision on. It will remain visible until you lose vision on them. The same goes for deployables.+
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?Vision can be provided by watch towers, who provide a constant circle of vision as long as it is owned by your team. Note that this vision is not affected by terrain.+
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?== Strikes == +
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?=== Stats involved ===+
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?Melee Weapon Damage,+
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?=== How it works ===+
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?Most units have an ability considered as strike : each men will attack the enemy facing them, dealing a bit of damage to them and knocking them down/back.. If two strikes are activated (yours and your enemy's), the one who activated it first will deal damage and prevent the other from using his strike.+
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?== Charge mechanics == +
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?=== Stats involved ===+
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?The stats involved are charge impact and impact damage+
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?=== How it works ===+
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?Charge impact determines who "wins" a charge, whereas impact damage represents the damage dealt by each unit model and per impact. The impact damage rolls agianst armour upon impact+
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?== Damage dealt to your enemy. ==+
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?=== Hitting the enemy ===+
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?==== Stats involved ====+
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?Melee attack, melee defence+
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?==== How it works ====+
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?The melee attack of a unit is compared to the melee defence and shield of the other.+
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?Some units, like the falxmen, ignores shield defence.+
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?=== Dealing damage ===+
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?==== Stats involved ====+
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?Melee damage, melee weapon penetration damage, armour, shield armour.+
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?==== How it works ====+
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?Once you hit your enemy, you will damage to him. Your melee weapon penetration damage is always applied, whether your enemy's armour, whereas your weapon damage will roll against your enemy's shield armour and armour. The total (melee AP damage+weapon damage vs armour) represents the damage you deal per hit.+
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?== Damage from ranged ==+
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?=== Stats involved ===+
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?Missile damage, missile weapon penetration damage, missile block, armour, shield armour.+
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?=== How it works ===+
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?Similar to melee infantry, ranged infantry's damage is divided in two : missile weapon penetration damage is always applied whereas your "normal" missile damage will roll against armour and shield armour. If you fire on the rear or on the unshielded side, the shield armour of your enemy won't be taken into account, meaning that you will deal more damage.+
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?Your enemy can block your arrows, negating the damage. That happens if you fire at a unit frontally. The missile block is equal to 0 when firing on the rear of a unit. If the missile block of a unit is 100 (or more), it will block all missiles, except artillery shots, which ignores missile block and will always apply their damage.+
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?== Fatigue (only for spear phalanxes) ==+
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?=== Stats involved ===+
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?Phalanx fatigue regeneration rate when moving backwards, Phalanx fatigue increase per attack+
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?=== How it works ===+
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?This mechanic only affects spear phalanxes. When they are attacking, the men in a phalanx get fatigue. You can see the bar on your unit card. When it reaches 100%, the phalanx will lose its frontal combat efficiency and will become way more vulnerable.+
?The fatigue automatically decreases when there are no attacks from you men, and also decreases even more rapidly when your phalanx is moving backwards.+

Latest revision as of 09:15, 25 February 2019