Hambone Joined 27/12/2008 Posts : 329
| Posted : Monday, 7 May 2012 - 00:47 It's been a while and am trying to remember the rules (game mechanics). As I understand it, here are all the things that affect attack and defence:
Attack - - - - - Basic Weapons 1 tech: +5 Basic Weapons 2 tech: +5 Advanced Weapons 1 tech: +5 (manual incorrectly states +10) Advanced Weapons 2 tech: +5 Expert Weapons tech: +5 Commander within 3 hexes: +1 per 1 pop of Commander In Barracks or Tower: +10 In bloody remains: -10 In rubble: -10 Unit above level 1: +(level-1)
Defence - - - - - Basic Armor 1 tech: +5 Basic Armor 2 tech: +5 Advanced Armor 1 tech: +5 Advanced Armor 2 tech: +5 Expert Armor tech: +5 Protector within 3 hexes: +1 per 1 pop of Protector In barracks or tower: +10 In rubble: -10 Unit above level 1: +(level-1)
Have I got these all right? Are there any more modifiers I have forgotten?
Damage done for different troop types in melee: Att. / Def: Rock . Paper Scissor. Melee. Missile. Seige Rock. . .. 100% . . 70% . 140% . 100% . 200% . . . ?% Paper. . . 140% . 100% . . 70% . 100% . 200% . . . ?% Scissor. . . 70% . 140% . 100% . 100% . 200% . . . ?% Melee. . . 100% . 100% . 100% . 100% . 200% . . . ?% Missile . . . 50% . . 50% . . 50% . . 50% . 100% . . . ?% Seige . . . . 10% . . 10% . . 10% . . 10% . . 10% . 100%
By "Melee" I mean, commanders, protectors etc. (I.e. melee units with no Rock/Scissors/Paper speciality)
Last Edited : Tuesday, 8 May 2012 - 18:04 | TaurusRex Joined 14/06/2002 Posts : 9462
| Posted : Monday, 7 May 2012 - 04:20 It's difficult even for an experienced player to answer your question, but there are special abilities of units like: knights get a no loss attack bonus, macemen continue to defend at full strength, squires have a special defence against ranged attacks, while catapults only damage buildings and take damage from ballista.
Then there's the bonus units have against other units like: rock breaks scissors, while scissors cut paper and paper wraps rock.
rex | | Hambone Joined 27/12/2008 Posts : 329
| Posted : Monday, 7 May 2012 - 05:45 I know that, I'm talking things that specifically affect the attack or defence numbers for a unit. Thanks for the answer though, it is useful to summarize for novice players. Specifically, can anyone tell me whether or not Advanced Weapons 1 gives +10 or +5? Is there a castle defence tech that gives a bonus to defence (other than 1/2 reduction in missile damage)? Last Edited : Monday, 7 May 2012 - 05:47 | TaurusRex Joined 14/06/2002 Posts : 9462
| Posted : Monday, 7 May 2012 - 07:52 The following quotes are from the ProvingGround_271 Game:
"Castle Defense - All troops within the Castle take 25% less damage from melee or ranged attacks."
"Basic Weapons 1 - Basic Weapons 1 grants troops a +5 increase in Attack skill. + Basic Weapons 2 - Basic Weapons 2 grants troops a further +5 to Attack skill. + Advanced Weapons 1 - Master Weapons grants troops a further +10 to Attack skill. + Advanced Weapons 2 - Advanced Weapons 2 grants troops a further +5 to Attack skill. + Expert Weapons - Expert Weapons grants troops a further +5 to Attack skill."
rex | | Mog DoCJoined 5/02/2004 Posts : 14358
| Posted : Monday, 7 May 2012 - 12:39 Rubble takes away 10 from attack AND defense as I remember. Blood is only a liability for an attacker. | | Hambone Joined 27/12/2008 Posts : 329
| Posted : Monday, 7 May 2012 - 14:20 Online Manual is wrong about Advanced Weapons 1 - I have Advanced weapons 1 in campaign 30733 and my units are only showing +15 attack, which implies Advanced Weapons 1 only gives +5 attack.
I've edited the original post to reflect this and Mog's info about rubble / remains. | | TaurusRex Joined 14/06/2002 Posts : 9462
| Posted : Monday, 7 May 2012 - 15:29 Yeah, this is from Req's October 2008 Update: "- split the Attack and Defense Techs into 5 techs, each giving +5 Attack or +5 Defense"
rex |
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