Combat
From ErfWiki
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''This page is reserved for description of rules and mechanics of combat in [[Erfworld]]. For information on Combat as a [[unit]] stat go to [[Combat_(stat)]]'' | ''This page is reserved for description of rules and mechanics of combat in [[Erfworld]]. For information on Combat as a [[unit]] stat go to [[Combat_(stat)]]'' | ||
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| + | Combat in [[Erfworld]] can occur whenever a [[Side|side]] moves units into a [[Hex|hex]] that contains enemy [[Units|units]]. | ||
=Proposed Canon= | =Proposed Canon= | ||
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| + | A [[Stack|stack]] that is lead by a [[Warlord|warlord]] can selectively target specific enemy [[Unit|units]] <sup>[http://www.giantitp.com/comics/erf0076.html]</sup> <sup>[http://www.giantitp.com/comics/erf0072.html]</sup>. All other units auto-attack. | ||
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| + | While [[Combat|combat]] is resolved based on the combat stats of the [[Units|units]] involved, bonuses can have a large effect. <sup>[http://www.giantitp.com/comics/erf0138.html]</sup> Bonuses stack, so it pays to combine as many of them as possible. | ||
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| + | == Known Bonuses == | ||
| + | * Bonus based on [[Leadership]] stat | ||
| + | ** [[Chief Warlord]] bonus | ||
| + | *** Bonus applies partially to all units in the [[Hex|hex]]<sup>[http://www.giantitp.com/comics/erf0125.html]</sup> | ||
| + | *** Bonus applies fully to all units in a [[Side|side's]] [[Capital|capital]] | ||
| + | *** Bonus applies fully to all [[Units|units]] in the [[Chief Warlord|Chief Warlord's]] stack | ||
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| + | ** [[Warlord]] bonus | ||
| + | *** applies fully to all [[Units|units]] in the [[Warlord|Warlord's]] stack | ||
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| + | * [[Caster]] specific bonus | ||
| + | ** [[Croakamancer]] | ||
| + | *** "Huge" bonus applies to all [[Uncroak|uncroaked]] [[Units|units]] in the [[Croakamancer|croakamancer's]] stack <sup>[http://www.giantitp.com/comics/erf0094.html]</sup>. | ||
| + | ** [[Dirtamancer]] | ||
| + | *** Bonus applies to [[Dirtamancer]] created [[Golem|golems]]. <sup>[http://www.giantitp.com/comics/erf0094.html]</sup>. | ||
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| + | * [[Artifact]] bonus | ||
| + | ** [[Arkentools]] add a bonus to all units in the [[Hex|hex]]. <sup>[http://www.giantitp.com/comics/erf0078.html]</sup> | ||
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| + | * [[Dance Fighting]] bonus | ||
| + | ** Prior to combat starting, each side performs a dance, and the winner gets a bonus. <sup>[http://www.giantitp.com/comics/erf0123.html]</sup><sup>[http://www.giantitp.com/comics/erf0140.html]</sup> Only certain [[Units|units]] can lead the dance. | ||
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| + | == Restrictions == | ||
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| + | Except for [[Archers|archers]], land [[Units|units]] may not attack Air [[Units|units]] | ||
=Speculation= | =Speculation= | ||
[[Category:Erfworld Mechanics]] | [[Category:Erfworld Mechanics]] | ||
Revision as of 12:13, 2 May 2009
This page is reserved for description of rules and mechanics of combat in Erfworld. For information on Combat as a unit stat go to Combat_(stat)
Combat in Erfworld can occur whenever a side moves units into a hex that contains enemy units.
Contents |
Proposed Canon
A stack that is lead by a warlord can selectively target specific enemy units [1] [2]. All other units auto-attack.
While combat is resolved based on the combat stats of the units involved, bonuses can have a large effect. [3] Bonuses stack, so it pays to combine as many of them as possible.
Known Bonuses
- Bonus based on Leadership stat
- Chief Warlord bonus
- Caster specific bonus
- Croakamancer
- "Huge" bonus applies to all uncroaked units in the croakamancer's stack [5].
- Dirtamancer
- Bonus applies to Dirtamancer created golems. [6].
- Croakamancer
- Artifact bonus
- Arkentools add a bonus to all units in the hex. [7]
- Dance Fighting bonus
Restrictions
Except for archers, land units may not attack Air units