Total War: WARHAMMER III

Total War: WARHAMMER III

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KV_Rules and so will... three?
By goumindong
The third iteration of a general guide to how the game operates in Total War: Warhammer. The purpose of the guide is to explain how units and entities interact based on the rules of the system. So as to give a player a better understanding of what skills and effects are valuable without telling people what to do.
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Introduction
This is a written guide to help you understand the various basic mechanics in Warhammer III so that you can better understand how all of the statistics that define a unit go into its performance on the battlefield. This guide will not cover individual units or specific unit effects as, once the basics are explained, those are fairly self explanatory but i would be happy to answer questions in the comments.

It will however generally cover mechanics that exist but where the numbers are not fully covered.

The reason for the name: KV_Rules is a database file which contains the rules for entity interactions.
Definitions
Some definitions so everyone is on the same page with the specifics.

Entity: A single soldier. This single soldier may be a hero or lord, or may be one soldier of a larger group. This is synonymous with "model".

Unit or Card: Or "Unit Card" a group of soldiers as represented by the card at the bottom of the screen

Rank: The number of rows a card is deep. 100 soldiers 10 ranks deep is 10 files wide.

File: The number of colums a card is wide. 100 soldiers 10 ranks deep is 10 files wide

Veterancy: The number of chevrons a unit has. Typically this is called "rank" but this can be confusing due to rank also denoting the depth of a unit.
The Core Mechanic: Melee Attack Animations
In order to deal damage an entity must complete an attack animation and that animation must be close enough to a hostile entities model to connect. After this the unit must succeed check of its melee attack against the melee defense of the unit that is being attacked. If both of these things happen then the unit will deal damage as from "The Core Mechanic: Damage and Armor" below.

This is very important because whether or not an entity, (yea, each individual solider) completes their animation matters for how well it will deal damage regardless of its statistics. Some entities have very good animations that make them better than you might suspect at dealing damage in certain situations. (As an example, most war dog units are very good at killing routing soldiers because they get a lot of attacks relative to other units).

There are three main things that determine whether or not an entity completes an attack. These are interrupting animations, either due to getting hit by an attack, or general collision. The range of the weapon and the general space and area that the animation hits.

With regards to being interrupted by an attack or general collision i do not know what causes a unit to be interrupted by attacks. But the mass a unit has tends to reduce collision and other interrupt effects. Heavier units tend to be fairly obvious but this statistic is not listed on a units statistics sheet in game.

As such you can think of the DPS that a card does as

number of units in the card that complete an attack animation * percentage of units that hit * damage done for each unit * effect of armor/other damage resistance effects.

A melee attack animation may take place every 2.9 to 6 seconds*. But most units will be around 3.8 seconds. Interrupting a unit does not pause this timer but will prevent an animation from playing during that time. So it is possible for units to get interrupt locked

When hovering over the units damage you will see the damage that each entity does per melee attack. Beside the number will be an indicator telling you the types and effects of the damage.


*6 seconds being the sky junks melee attack. 2.9 seconds being the snow Leapord and Vargulf
Melee Attack Resolution
A melee attack animation that connects with a model will deal damage based on a random chance. This random chance is not always easy to define but there are some important stats that melee units have that relate to this. These are, specifically

Melee Attack, Melee Defense, Splash Damage Radius, Splash Attack Targets

Every entity within an attacks splash damage radius will be forced to make a random check equal to 35% plus the attackers Melee Attack minus their Melee Defense. So if the attacker has an MA of 40 and the defender has a MD of 30 then an attack has a chance to hit of 45%. If this is successful there is a second check to determine whether or not to apply damage by counting the number of units hit by the attack and seeing if this would push that number above the number of splash attack targets a unit is capable of. After this the damage is spread evenly between all hit targets.

That is. If a hero with a limit of 8 splash attack targets makes an attack that has 16 entities within the splash attack radius only 8 of those entities can take damage.

Splash Attack Radius and Splash Attack Targets is a hidden statistic. But it can be gleaned fairly easily by looking at the animations that are used. Additionally most infantry units have a maximum attack targets of 1 while most monstrous infantry have a max attack targets around 4. And most heros and lords have a max attack targets around 6. Some monsters and monstrous hero mounts have upwards of 10 and a handful of specific monsters have 12. (Elemental Bear, Terracotta Sentinel, Rogue Idol, and Dread Saurian)

Some attacks have a "splash attack power multiplier" but i do not know what this does. It may multiply damage when a splash attack occurs. This is also a hidden statistic and there is no way to know whether or not this exists unless you look it up in the database files. In general don't worry too much about this. Notable examples for research include Giant at 1.7 and the Snow Leopard at 1.5
Melee Attack Resolution Modifiers
Some effects, such as the attack angle and fatigue, apply modifiers to a units melee attack or melee defense. These can be quite significant and are listed here for reference.

Being attacked in the rear: Melee Defense is multiplied by .3 [Divided by 3.333]
Being attacked in the flank: Melee Defense is multiplied by .6 [Divided by 1.66]
Exhausted: Melee Attack multiplied by .7. Melee Defense multiplied by .9.
Very Tired: Melee Attack multiplied by .75
Tired: Melee Attack multiplied by .85
Winded: Melee Attack multiplied by .95

Charge Effects
A unit charges when it is given an attack command a sufficient distance from a target. It will accelerate to "charge speed"(a hidden statistic of the unit which is not a set multiple of their max speed) and if it makes it to charge speed it will grant the following three effects. One of them relating to hit probability and damage, one relating to collision damage and speed, and a third related to animations


The Charge Bonus

The first one is the easiest to get into.

A unit which is charging gains their charge bonus as a flat addition to their Melee Attack and Damage(as non-AP). They gain this bonus for 13 seconds decreasing towards zero during that time. (linearly?)

The reason this is a separate section is that its very easy to underestimate the value of a charge bonus. You might think, "it only lasts for 15 seconds". But due to the way armor works this increases in strength amazingly.

Compare the standard Empire Swordsman with one charging into the front of the other and the other bracing. They have an attack of 32, a defense of 32, and a charge bonus of 16, 22/6 damage, and an armor of 30. So in a stand up fight they hit 40% of the time and deal 14 damage per attack. Units have 58 hit points.

For the first attack on a charge, the charging swordsman will hit 56% of the time and deal 30 damage per attack. That is roughly 3 times the damage (after hit probability) that other swordsman unit will deal. Sure it goes back to normal after 15 seconds. But the damage will be done and the charging unit will win the engagement handily.

Contrary to what you might think, this portion of the charge bonus is most important on low damage /low attack infantry. A high charge bonus on Cavalry is great, but because infantry will have more models able to attack and because they will do less to no physics damage the charge bonus itself matters more.

Charge Speed [Note Collision damage may not be working properly as of this time.

The second aspect of charging relates to collision damage. The speed that you see listed on the unit card is NOT the units max speed. Its their run speed. Units charge between 20 to 40% faster than that. This means that they get even more collision and physics damage. Unfortunately this value is hidden to the player so unless you've got a good memory you're going to have a hard time estimating collision damage.

Some things about collision damage that are worth knowing.

Any time a unit knocks another unit back/around/whatever collision damage will be dealt.

It will deal between 0 and 70 damage And 70% of that will be armor piercing. Furthermore there is a 3 second cooldown between collision damage that can be dealt.

A strong collision can knock enemies away from the melee attack animation and so negate the duration you can actually use the charge bonus.What this means is that the best chargers for collision damage tend to have a high number of units and a high mass while the best chargers for charge bonus usage tend to have a high number of units and low mass.

Penetration

Related to charge speed is the animation component. This has good and bad effects but should generally considered to be bad.

When a unit charges into a card and pushes enemy units out of the way they will often end up surrounded by the defenders. Letting them get many more attacks in on the chargers card. At the same time the charging card is often able to get more attacks off on the charge due to being able to get more units into the fight.

While normally this would be a technical wash (minus charge bonus/collision damage) the reason its generally disadvantaged is that only physically larger units with lower sized cards tend to over-penetrate. And because they have more area around their units they will suffer more attacks faster infantry and not be able to get as many additional attacks
Rank and File: Effects on Damage and Durability
All entities which have an enemy entity in range of their model will attempt an attack animation. Because of this one simple way to increase the amount of DPS a unit does is by increasing the number of entities which are able to attempt an animation. This can be done by widening a unit so that it has more frontal area.

Similarly reducing the width of a unit generally decreases the number of entities which are able to be attacked at once and so will prolong the life of the unit. Additionally a unit that is impacted from the front while in a unit that is not moving will receive a multiplicative scale to their mass in order to resist charges. This bonus increases until the unit is 7 ranks deep.

If a wide unit encounters an deep unit which one will win the fight, given both are the same strength? Generally the wider unit, as entities will wrap around to the flank and get some more powerful attacks in. In this case its important to note that the number of attacks each unit gets will be the same or similar(minus reaction animations). The wide unit wins due to other bonuses not due to more attacks

Note that the total unit perimeter is the same regardless of the width and so being flanked or attacked in the rear will negate any advantage or disadvantage incurred from widening/deepening your unit.

There are limits to this depending on the unit size selected in the graphics settings. There is a maximum width and depth to units which is fixed regardless of the unit size selected. As a result, if you're utilizing those maximum widths and depths then increasing the battle size may have non-standard effects on the effect of units.

There is a also a special caveat here for ranged defense. Wider units tend to take less damage from ranged attacks from the front. This will be explained further in ranged attacks
The Core Mechanic: Ranged Attacks
Like melee attacks ranged attacks require an animation. Unlike melee attacks there is no "to hit" required. If a projectile hits an entity that entity takes damage so long as it doesn't have a shield. While reloading animations exist they are not required before a unit fires again. An entity may fire, then move, then fire again once its ranged attack timer has reset without sitting still for a reloading animation.

You can see the time it takes for a unit to reload by hovering over their listed damage on their unit card. The before hovering listed damage will be "per 10 seconds per unit".

There are a number of things that modify the probability that a ranged attack hits a target including obvious ones like the accuracy of the entity shooting, the size of the target, the speed of the projectile. As well as less obvious ones like the trajectory of a projectile, the penetration value of a projectile and so forth.

There are generally three types of projectile attacks: Artillery, Explosive, and Small Arms. Small Arms can be blocked by shields and Artillery and Explosive cannot. Artillery attacks tend to have higher penetration and Explosive projectiles may or may not have a high penetration value.

All entities can fire regardless of their position or in or the width of the unit. Each entity has its own range however and "square" units tend to turn better in order to face the enemy.

Explosion Damage

An entity that is hit with an explosive projectile will take both the projectile damage and if the projectile fails to penetrate will also take the explosion damage. The explosion damage further deals the same damage to everything within its explosion radius. The explosion radius of a projectile is a hidden statistic that had to be gleaned from either examining the database or looking at how the unit performs
Shields
Shields Block non-artillery attacks based on the quality of the shield. A shield blocks some percentage of Small Arms projectiles entirely. Stopping the projectile and preventing it from penetrating or dealing damage.

The shield indicator next to the armor listed on a unit card gives you a general idea of the shield quality. Bronze applies between 25% to 40% defense. Silver between 45% and 60% and gold is 65% and above.

Shields only apply to attacks that arrive from the front 120 degrees (60 degrees to either side) of an entities facing regardless of the animation they're showing.
Trajectory and Penetration Effects
Ranged Units come in three types relating to the two types of trajectories

Low Trajectory: Units may only fire in a low trajectory
Fixed Trajectory: Units may only fire in a high trajectory
Dual Trajectory: Units may fire in either low or fixed. They will default to LOW if not obstructed.

In general, a low trajectory is better than a fixed trajectory. Not because the projectile does more damage but because each projectile has a higher change of hitting a a unit when cards have more than one rank (or file if attacking from the side). This is because the line segment created by the projectile will spend more time in an area that it could hit an enemy entity. Additionally, projectiles which penetrate entities will deal the same amount of damage to all entities they hit and projectiles on the low trajectory have a much higher probability of hitting more than one entity.

The downsides to low trajectory for non exploding weapons are threefold. First is that there cannot be any allied unit between you and what you're shooting at. Any obstructed entity will not fire. The second is that, if the enemy rank or file you're shooting through is thin then there is a high probability of shooting your own troops who are behind them. And the third is that units which are longer than they are tall tend to be easier to hit by fixed fire. (So large single units like chariots)

For a fixed trajectory, the downsides and upsides are flipped for a low trajectory. You've got a lower probability to hit because the arrows are dropping down instead of dragging through. But you're not going to over penetrate and you can fire with allies between you and what you want to shoot.

Projectiles with Explosions: Projectiles with explosions have opposite advantages (unless they also penetrate a lot, like fireballs) with regards to fixed/low trajectory. This is for two reasons. The first is that a projectile that explodes does not explode until it stops penetrating. So a low trajectory explosive projectile can penetrate (or miss) an entire unit and then explode behind them. Where as a fixed trajectory explosive projectile will hit the ground and then explode.

In general most catapults have Dual Trajectory (but their high spawn point makes them favor a low trajectory more and their) and are explosive. Most guns have a low trajectory. Most bows and crossbows have dual trajectory. Most Cannons have a low trajectory.


Penetration

The penetration of a projectile is a hidden statistic, each time a projectile penetrates it loses speed and has a lower probability of penetrating. Additionally there is a cap on the number of entities in total that a projectile can penetrate (some projectiles can also bounce).

Penetration is generally separated into Very Low, Low, Medium, High, and Very High

Very Low: Never Penetrates
Low: Can penetrate up to 2 very small entities is stopped by small entities
Medium: Can penetrate up to 5 small entities. It is stopped by Medium enemies.
High: Can penetrate up to 10 medium entities. It is stopped by large entities
Very_High: Can penetrate up to 20 large entities. It is stopped by very large entities

There are some special exceptions here but that is the general amount. Additionally projectiles spawned from spells tend to have double that listed penetration.

A good example of the effect that this can have is the Helblaster Volleygun. In Warhammer 1 it had a penetration of low. And in Warhammer 2 it had a penetration of medium. This, including some damage bonuses, make a huge impact on its effectiveness. In Warhammer 1 it would take two hits to kill an infantry entity and each projectile was stopped. In warhammer 2 it drew 9 lines through an infantry unit and killed everything those lines intersected.


Fatigue Effects: Full
All of these fatigue effects are multipliers and apply to the current shown value on the stat sheet.

Active
  • Melee Attack: 95%

Winded
  • Speed: 95%
  • Melee Attack: 95%
  • AP Melee Damage: 90%
  • Reload Speed: 90%

Tired
  • Speed: 90%
  • Melee Attack: 85%
  • AP Melee Damage: 90%
  • Reload Skill: 80%
  • Charge Bonus: 90%

Very Tired
  • Speed: 85%
  • Melee Attack: 75%
  • AP Melee Damage: 90%
  • Reload Skill: 70%
  • Charge Bonus: 75%
  • Armor: 90%

Exhausted
  • Speed: 85%
  • Melee Attack: 70%
  • AP Melee Damage: 90%
  • Reload Skill: 60%
  • Charge Bonus: 70%
  • Armor: 75%
  • Melee Defense 90%

The Core Mechanic: Spells
There are four types of damaging spells. And all are magic damage typed.

Projectile Spells: These spawn a projectile exactly like a ranged attack. It usually has high penetration and often explodes. Some will home in on targets. There are a wide variety of uses for this

Bombardment Spells: These spawn projectiles from the air that fall to the ground. They're usually not very penetrative and explode. Though some are uniquely penetrative(so as to ensure they impact the ground instead of exploding on a monster in the air). There are a wide number of these spells and some behave more like explosions than bombardments. Multiple projectile bombardments are usually best against cavalry or monsters.

Vortex Spells: These spawn a moving or stationary circle on the ground or infinite height cylinder that deals damage to every unit in the radius every second. Many spells that are listed as "explosions" like "The Maw" from the Lore of the Maw are more accurately short duration vortexs. "Wind" spells are also coded as Vortex's.

Direct Damage Spells: These effect an entire unit and deal damage directly to health. This is the only source of untyped damage in the game. Direct Damage Spells need the most explaining since they have the least obvious application.

A direct damage spell works similar to a melee splash attack in that there are a maximum number of entities it can apply damage to but each entity is checked for whether or not it will take damage. The difference is that this is applied on a per unit basis. As a result the probability of damage to a unit depends on the number of entities and the damage probability.

Its best to look at examples unfortunately i do not have the exact numbers since they're hidden from me in the database but i can make some assumptions. If the numbers aren't quite right the intent of the numbers is correct

Spirit Leech: Targeted to one unit: 50% probability to do 67 damage every 1 second to a maximum of 1 entity for 13 seconds (14 ticks total)

vs

Flock of Doom: AoE. Applies to every unit in the AoE while its center of mass is still in the AoE. 20% probability to do 5 damage every 1 second to a maximum of 25 entities for 7 seconds (8 ticks total)

If spirit leech is cast on a unit that has 4 entities in it there will be a 93.75% chance that at least one of the entities will be hit each second. If spirit leech is cast on a unit that has 1 entity there is a 50% chance that the single entity will take damage. For Flock of Doom if it is cast on an area that includes 2 units, one of 60 entities and one of 100 entities. Then up to 50 entities total will be able to take 5 damage each second. And it will check each entity to determine whether or not they qualify.



Unit Size Scaling
New to Warhammer 3 there are a number of things that scale with the graphics setting "Unit Size". For the most part this will properly balance spells, effects, and single entity units so that they're not overly strong or weak in any mode. But it is not guaranteed that some types of spells or abilities are not overly weak or overly strong. Some of this will be because of non scaling effects. Some of this will be because of unit health breakpoints.


Unit Size:
Small : Direct Damage Spells and Single Entity Units Deal 25% of normal damage. This will be reflected on their unit statistics

Medium: Direct Damage Spells and Single Entity Units deal 50% of normal damage. This will be reflected on their unit statistics

Large: Direct Damage Spells and Single Entity Units deal 75% of normal damage. This will be reflected on their unit statistics

Ultra: Direct Damage Spells and Single Entity Units deal 100% of normal damage. This will be reflected on their unit statistics

Of particular note is spells like Flock of Doom. Which has a reduced effect against non-full units since it deals damage on a probability and so as unit size decreases the probability of dealing damage goes down significantly. But also the raw damage goes down as well. This may be compensated for by getting more units in the AoE. But its something to consider. You will need to hit more units in order to get value out of this spell and spells of a similar type on medium or lower unit scales.

Other things that are of particular note are unit health breakpoints. Final Transmutation, as an example, does 133 damage every second to at most 1 entity in a unit (with some unknown probability). If this falls under the hit points a unit has then rather than killing one entity per tick it can waste damage by doubling up on a entity.

The final thing to consider is that artillery is generally better on larger unit sizes and cavalry better on smaller. As artillery no longer can hit as many entities due to them not being as grouped, and cavalry having an easier time being mobile and converging on out of position units
Applying Damage: Armor and Resistances
There are three quality types of damage in Warhammer three; Regular, Armor Piercing, and Untyped as well as three effect types. Physical, Fire, and Magic. Untyped damage is relatively uncommon but is functionally equivalent to Armor Piercing. It is only found on some spells, like Flock of Doom or Spirit Leech, which have a specific method of applying damage and is always "magic" damage.

Each effect type of damage is resisted by Ward Save + Type Resist. These are additive such that an attack that is Magical and Fire will be resisted by Ward Save + Fire Resist + Spell Resist. An attack that is non-magical and fire will be resisted by Ward Save + Fire Resist + Physical Resist. And an attack that is non-magical will be resisted by Ward Save + Physical Resist. An attack that is created by a projectile, but not an explosion, is also resisted by "missile resistance". The maximum resistance is 90%

Regular Damage: Regular Damage takes into account an entities armor. Each instance of damage that is applied will pick an evenly distributed random value between 50% of the targets armor and 100% of the armors value and reduce the damage by that percentage and then reduce by the amount of resistance. If a target has 100 armor they will take between 50% and 0% final damage from regular damage. If a target has 120 armor they will take between 40% and 0% final damage from regular damage. 33% of the time they will take 0 damage. If a target has 200 armor or more, they are immune to regular damage.

Regular Damage Applies applies the formula

Final_Damage = Base Damage * Max(1-Rand(.5 * armor/100 , armor/100) , 0) * 1-Resistance Type

Armor Piercing Damage: AP damage does not take into account an entities armor but still take into account resistances.

Armor Piercing Damage Applies applies the formula

Final_Damage = Base Damage * 1-Resistance Type

Untyped Damage: Untyped damage behaves as Armor Piercing Damage. The reason for the distinction is that some spells will not have an icon showing the percentage of armor piercing damage they do. These spells effectively deal 100% armor piercing damage.
Comparative Takeaways
In general the proportion of AP damage to regular damage that a unit does is about 75%/25% if they've got an "AP" symbol on their unit damage and about 25%/75% if they do not.

As a result you can generally view 1 point of armor as .55% damage resistance against all units that do not have an AP symbol and .1875% damage resistance against units that do. If your armor is over 100 when adding this these numbers fall

Because each point of Melee Defense adds 1% to the probability of missing the value of Melee defense is strictly 1% (in the same frame of reference as armor) until your MD is 27 points higher than the enemy melee attack (as the minimum attack value is zero) or if the enemies MA is 61 points higher than your MD.

As a result, having more Melee Attack or Melee Defense is almost always better than having more Armor. And having more specific resistances in terms of ward save or physical resistance is often better than having more armor as well.
The Core Mechanic: Morale
Morale is generally an "on" or "off" mechanic. A unit that is wavering does not appear to take any combat penalties. While a unit that has broken cannot fight. Similarly on the side of units that do not break but rather crumble a unit that is broken will take a small amount of damage per second and a unit that has shattered will crumble to dust more or less instantly.

The point at which this happens is at 0 morale.

As a result we can simply sum all the bonuses and penalties to determine how much of a leadership impact you can have and when leadership shocks are valuable and when they're not.

A unit must go under -50 leadership to shatter OR have been broken and rallied three times OR meet specific casualties taken after having broken and rallied the first or second time. Its generally very hard to shatter a unit outright but not impossible. Its also generally hard to break high leadership troops without "shock" effects like having killed a lord recently or breaking their allies or having dealt significant damage to a troop. The maximum non-casualty related impact you can have is about -70. And that requires surrounding an exhausted troop while shooting it with ranged weapon and artillery fire while its losing combat with a dead general.

Difficulty Modifiers:
Easy : -4 for AI, + 4 for Player
Normal; 0 for AI, 0 for Player
Hard: +4 for AI, -2 for Player
Very Hard: +8 For AI, -4 for Player

As the battle difficulty goes up these apply to all units. Its harder to cause units to break for the player and easier for their units to break.

Combat Prowess
Losing Combat: -3
Losing Combat Significantly: -8
Winning Combat Slightly: +3
Winning Combat: +6
Winning Combat Significantly: +8

A unit is losing combat if it is engaged with at least one other enemy unit that is taking less damage in combat than it is. A unit is winning combat if it is not losing combat. There are breakpoints for the relative speed at which units are losing and winning but i do not know those ratios. Nor would it be feasible to utilize that information in game.

Local Combat Effects
Enemies Routing: ? (depends on the number and quality of enemies that are routing, positive). Units that are crumbling do not apply this penalty to allies
Friendlies Routing: ? (depends on the number and quality of friendlies that are routing, negative)
No friendly units close to any flank: -6
Friendly Units close to one flank: -3
Friendly Units entirely surrounding: +5

Individual Unit Combat Effects
Is being attacked in a flank: -6
Is being attacked in the rear: -14
Is being attacked by ranged fire: -5
Is being attacked by artillery: -8
Is being damaged by artillery: -10

Global Combat Effects
Unprepared for Lightning Strike Battle: -5
Lord is Dead: -10
Lord has died or fled recently: -16
Massive Army Losses Inflicted: -120

Fear and Terror
Under a Fear effect while neither being immune to psychology OR also emitting a fear effect: -8
Under a terror effect while neither being immune to psychology or also emitting a terror effect: Broken [this lasts for 13 to 14 seconds and then has an 85 second immunity)

Charge Bonus
Charging: +15

A unit gets +15 morale when they charge. This seems to last for 60 seconds.

Fatigue Effects
Very Tired: -2
Exhausted: -8

Penalties for Casualties:

Casualty penalties would be a very long list that isn't terribly valuable. So i will explain in words instead. The more damage a unit takes relative to the amount of hit points they started combat with, the larger the penalty to leadership is. This penalty to leadership applies in total from 10% damage taken with a -2 penalty to 90% damage taken with a -74 penalty. Additionally on top of this there is another penalty that is applied based on whether or not that damage was taken recently or in an extended period of time(and i am unsure on the exact frame of these). The recent penalty runs from having dealt 6% damage imposing a 6 leadership penalty to having dealt 50% imposing a -80 leadership penalty. And within the extended duration from 10% to 80% imposing a -4 to -60 penalty.

Additionally these penalties increase in severity very quickly at the end. The "recent 33% damage taken" penalty is "only" -44 and the "total damage taken totals 80%" is only a -47 leadership penalty

It appears that this penalty applies to the hit points of units and not to the casualties taken. But this may change in the future.

I have probably missed a few leadership effects and if you know what i did please let me know and i will update. Do note that this does not include spells or other effects like that, just the general effects you're likely to run into that aren't explicitly defined in a tool tip.



Closing Comments
Hope this helps you make informed decisions. If you have any corrections or comments please let me know and i will get around to updating the guide when i can. If there is anything you think i have missed. Like... Morale ♥♥♥♥♥♥♥♥♥ i missed morale. I will do that in a day or so. Uhh let me know and i will see if i can get around to it.

If you have a question and i think its a worthwhile one i will attempt to reply to it in this section.
5 Comments
goumindong  [author] Apr 28, 2022 @ 8:13am 
There may be an uphil modifier I am not sure what it is. Thanks for reminding me. Attacked in the flank/rear applies only to that entities attacks (aside from the morale penalty obvs). The morale penalty stacks. The bonus only applies to attacks and is on a per entity basis and so cannot stack
Roumba Apr 27, 2022 @ 3:15pm 
I have a few questions about the "being attacked in the rear" and "being attacked in the flank" modifiers:
Does the modifier affect ONLY the flanking unit's attacks or is it applied to ALL attacks the flanked unit receives, regardless of engagement direction?
Do the flank and rear modifiers add/stack in some way if both apply or does it only apply the better of the two?

Unrelated, but are there any high ground or uphill sort of modifiers in TW:WH3? I think there's a range bonus or something?
Baring Mar 19, 2022 @ 5:54am 
This is good stuff.
goumindong  [author] Mar 18, 2022 @ 11:47am 
Nice catch
Quasimodo Mar 18, 2022 @ 9:21am 
Nicely written, never even realised was different shield effectiveness will have to look for different colour icons! :)

There is one small error i see under damage reduction.

'If a target has 120 armor they will take between 60% and 0% final damage from regular damage'

Should be 40% and 0%