![]() Also see: Terrain bonuses and base bonuses. The Base bonus page gives a chart for the bases above. ** Land units able to fortify get a 1.5x "automatic fortified" bonus in a city, regardless if fortified or not. These factors are combined: Each factor that qualifies as true is multiplied into the final bonus. Land unit in Fortress against Armor I, Helicopter, or Air units Land unit/Heli in Fortress against Land or Sea units (except below.) Non-Sea unit in Naval Base - **same as Fortress (below)įighter in Fortress against Land or Sea units (except Armor) Land unit/Fighter/Helicopter in Fort against Land or Sea units (not Armor) In city with City Walls against Land unit (not Howitzer) In city with Coastal Defense against Sea units In city with SAM battery against Stealth Air units In city with SAM battery against Air units (not Stealth). Phalanx or Pikemen attacking and attacker owns the Agōgē of Sparta Unit is veteran 6th level (elite-4, " champion") Unit is veteran 5th level (elite-3, " master") Unit is veteran 4th level (elite-2, " crack") These are summarized in the tables below:Ĭombat Strength Modifications Veteran Bonus There are other factors which affect combat strength. If they have ⅓ move-points, they will attack with ⅓ strength, and so on. If they have ⅔ move-points, they will attack with ⅔ strength. Only a fraction of their attack strength is used. When units attack with less than one full move-point, they are penalized because of tiredness. For each round, the Archers will have ⅗ odds of inflicting damage, while the phalanx has ⅖ odds. 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. ![]() (The 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. Spies can harm enemy units by doing sabotage.Įach unit begins combat with one or more hitpoints-the amount of damage it can sustain. A unit with no remaining moves can't fortify-it needs remaining move-points to start the next turn fortified. Once fortified they enjoy the same +50% advantage as land units in a city. 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.) Land units can be ordered to Fortify, which spends a fractional move-point preparing to be attacked. show universal_unload and u )Ī unit ordered to Sentry remains in place indefinitely and no longer asks for orders each turn. 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 inside a native or allied city, or default game settings were changed. 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 nonzero 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. 7 Stack-Kill, Stack-Escape Cities, Forts, FortressesĪ unit can't enter a tile occupied by an enemy unit.
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