For example, on an open field with no other bonuses: Archers have attack strength 3 and attack a Phalanx with defense strength 2. The attacker's chance is relative to its attack strength, while the defender's chance is relative to its defense strength. In each combat round, which unit inflicts damage is based on probability. The damage a unit inflicts with each blow is called its firepower. (An exception is most ancient sea units-they can attack for a maximum of 15 combat rounds.) In each combat round, only one unit succeeds in wounding the other. (See Units for stats on each unit type.) Combat consists of successive rounds of violence between the units, which cannot be interrupted and ceases only when a unit dies by reaching zero hitpoints. There are two types of combat: Standard Attacks, which are the majority of all combat and Special Attacks, which are special tactical engagements.Įach unit begins combat with one or more hitpoints-the amount of damage it can sustain. Spies can harm enemy units by doing sabotage. Archers are able to do Volley Attacks without losing fortified status, but not Standard Attacks. The Phalanx and Marines can do Special Unit Attacks and Standard Attacks without losing fortified status. The exceptions are a few units whose special tactics allow them to preserve their fortified state. Unless specified otherwise, a unit who moves, attacks, or does a Special Unit Attack will lose its fortified status and have to re-fortify over turn-change to gain it back. A unit with no remaining moves can't fortify-it needs remaining move-points to begin the next turn fortified. Once fortified, units enjoy the same +50% advantage as land units in a city. Land units can be ordered to Fortify, which gives an extra defense bonus for the unit if it is attacked next turn and has at least ⅑ remaining move point left to fortify. Sentried units can be reactivated manually by selecting them, or activate automatically if an enemy unit comes into view (or if they have finished healing.) Sentried units will report on the first non-allied unit they see moving within their vision or 3 tiles of their location (whichever is less.) Sentried units get no defense bonus. Marines and Anti-Aircraft Artillery can attack targets from aboard ship or Helicopter other Land units must disembark and wait one turn before engaging enemy units (unless the ship first docks on a tile where Unloading and Deboarding with no move penalty is legal.Ī unit ordered to Sentry remains in place indefinitely and no longer asks for orders each turn. Ships in port cities suffer defense penalties. Fighters and Anti-Aircraft Artillery can attack almost all units.įighters in a city or a Base can be attacked by land. Bombers and Missiles can attack any Land or Sea unit. Helicopters and Marines can attack Land and Sea units and can be attacked by most units. Most ships can attack other ships and also Land units. Most Land units can only attack other Land units. There are limits on which units can attack which others. Defenders with zero defense lose immediately. Some combat rules are obvious-units must have non-zero attack strength to attack. Attacking a tile does not move there - the surviving unit remains where it was. It will also lose moves proportional to damage it suffers. An attack costs the aggressor one move-point. Combat usually locks units in battle until one is destroyed. Instead, it will ask if you want to attack.
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