Group Attack Total War Warhammer

Combat is the art of using units to kill or rout enemy units during battle. In the context of this article, it's determining accuracy and damage of units in combat - just what does Melee Attack, Defense etc. do?

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I see youtubers selecting a locked control group and attacking one unit, but the group attacks the closest unit to them. Its a great way to reduce micromanaging and especially when battles get crazy. I have tried both locked and unlocked groups, holding alt and ctrl and still the group will only attack a single unit, not the closest enemy.what am i missing here? The Chaos Invasion is an end-game event that occurs in The Old World and Mortal Empires campaigns. It involves the forces of Chaos under Archaon, descending south to attack most other races. As of the December 3rd update, the Chaos Invasion now has different levels the player can set at the start of campaign. These are 'On' 'Off' 'Hard' 'Very Hard' and 'Legendary'. This scales the number of.

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Accuracy[edit | edit source]

Accuracy or chance to hit is determined by the following calculation (attacker's attack skill vs. target's melee defense):

Group Attack Total War Warhammer
Chance to hit = 35% + ( Melee attack - Melee defense)

Each unit has a minimum 8% chance to hit after applying modifiers and a maximum of 90% (or 10% chance to miss). Stats are modified by fatigue levels before the calculation.

Example
Temple GuardsfightRat Ogres
  • Melee attack 32
  • Melee defense 38
Lizard chance to hit →
35 + (32 - 26) = 41%
← Rat chance to hit
35 + (26 - 38) = 23%
  • Melee attack 26
  • Melee defense 26
In short
A higher attack skill makes units more likely to hit, while a higher defense makes them more difficult for the enemy to hit. However, since pure random number generation is used, it's entirely possible to have a string of hits or misses. Higher skills levels merely reduce the chance of that occurring.

Damage[edit | edit source]

So, the units hit each other and deal damage. What happens? They deal damage to one another.

  • The base damage value is fixed according to the weapon equipped:
Total damage = 1 + Damage + Armour-piercing damage
  • Units charging the enemy will also deal impact damage, calculated according to their speed and mass. The resulting damage is 70% armor piercing, though it's largely academic as impact damage ignores any armor.
  • Armour reduces incoming non-impact damage. It is a randomized percentage-based reduction, where the minimum value of damage reduction is determined by the armour_roll_lower_cap value (0.5 by default):

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Max damage reduction = Damage * (1 - Armour * random(0.5, 1)%)
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  • Shields provide a flat percentage chance to deflect missiles, but do not affect armor values.
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Example
Temple GuardsfightRat Ogres
  • Damage 13
  • Armor-piercing damage 29
  • Armour 85
Lizard maximum damage →
1 + (13 * (1 - 30*0.005)) + 29 = 41.05
Lizard minimum damage →
1 + (13 * (1 - 30*0.01)) + 29 = 39.1
← Rat maximum damage
1 + (22 * (1 - 85*0.005) + 58 = 71.65
← Rat minimum damage
1 + (22 * (1 - 85*0.01) + 58 = 62.3
  • Damage 22
  • Armor-piercing damage 58
  • Armour 30
  • A word of note: Attack intervals matter. The 3.8 intervals common to most units are the baseline. Units with larger intervals, such as Great Weapons variants of units and cavalry formations, will have reduced damage outputs despite having superior stats. To determine the effective damage, divide their interval by 3.8. (this is incorrect, the attack intervals are a way of 'balancing' different animations. Those units with higher interval, are actually faster/better at attacking, so by increase the time, brings it into line with other animations. Those with 3.8 don't actually attack at 3.8, as the animation MAX speed is around the 6 second mark, so setting faster does nothing.

Total War Warhammer 2 Map

Takeaway[edit | edit source]

Total War Warhammer 40k

  • Melee attack and defense are responsible for accuracy and increasing them according to the units' purpose (more defense for tanks, meat shields, and tar pits, more attack for those who are supposed to take down the enemy) is generally a good idea.
  • Armour is essentially capped at 200, providing the maximum (near 100%) damage reduction against regular attacks. As such, AP is strictly necessary.
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