Total War: WARHAMMER Wiki
Advertisement
Total War: WARHAMMER Wiki

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?

Much of this article is possible thanks to ferriswheel9ndam9 on Reddit.

Accuracy[]

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

Chance to hit = 35% + (Icon stat attack.png Melee attack - Icon stat defence.png 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 Guards fight Rat Ogres
Wh2 main lzd inf temple guards.png
  • Icon stat attack.png Melee attack 32
  • Icon stat defence.png Melee defense 38
Lizard chance to hit →
35 + (32 - 26) = 41%
← Rat chance to hit
35 + (26 - 38) = 23%
  • Icon stat attack.png Melee attack 26
  • Icon stat defence.png Melee defense 26
Wh2 main skv mon rat ogres.png
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[]

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 + Icon stat damage.png Damage + Modifier icon armour piercing.png Armour-piercing damage
  • Units charging the enemy will also deal impact damage, calculated according to their speed and mass.
    • Collision power: This represents the momentum difference between entities. Collision power = relative speed delta * mass ratio. In more detail the formula is (entity 1 speed + entity 2 speed) * (entity 1 mass / entity 2 mass). This speed is 1/10 of the speed shown on the unit card and includes charge velocity which is also not shown on the unit card.
    • Collision damage: the amount of damage dealt when a large entity collides with a small entity. This follows the formula of (collision power ^ collision damage normaliser) * collision damage modifier. The normaliser and modifier are factors that are used to modify the output of collision power into collision damage. Collision damage is 70% armour-piercing. Collision damage is maxed at 70.
    • Bracing: when infantry is standing still and facing the enemy, they will get a bracing multiplier to their mass. A braced entity can have significantly improved mass, reducing the collision power and damage considerably. A unit of troops has a 3.5 mass multiplier when braced with 6 ranks facing the enemy. Also, charge defense will lend an additional 1.75 multiplier. There is a 160 degree wide arch of facing from which bracing will be successful. Flank and rear charges will ignore bracing.
    • Knockdown: Collisions by large units may cause knockdown based on the velocity and mass at play. The game has a random delay for how long entities will stay on the ground before getting up following a knockdown.
    • Charge Bonus: Stat units use to receive additional accuracy and damage on charge attacks. Charge attacks replace collision damage when they hit. See charge bonus for more details.
  • 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):
Max damage reduction = Icon stat damage.png Damage * (1 - Icon stat armour.png Armour * random(0.5, 1)%)
  • Shields provide a flat percentage chance to deflect missiles to the front 120 degree arch of facing, but do not affect armor values. You may note shielded units generally have a higher MD than unshielded units.


Example
Temple Guards fight Rat Ogres
Wh2 main lzd inf temple guards.png
  • Icon stat damage.png Damage 13
  • Modifier icon armour piercing.png Armor-piercing damage 29
  • Icon stat armour.png 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
  • Icon stat damage.png Damage 22
  • Modifier icon armour piercing.png Armor-piercing damage 58
  • Icon stat armour.png Armour 30
Wh2 main skv mon rat ogres.png
  • 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.

Takeaway[]

  • 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.
Advertisement