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Combat

War is a matter of vital importance to the State; the province of life or death; the road to survival or ruin. It is mandatory that it be thoroughly studied. -- SUN TZU (ca 400 BC)

There are two basic kinds of combat, each with two versions. A unit can either attack or overrun, meaning that it comes to grips with the enemy in some way, or it can fire, meaning that it keeps its position and throws rocks or whatever at a target.

Attack is directed at a particular unit, while overrun is a more complex action where the unit attempts to clear enough units from a given location so that it can move in.

A unit wishing to attack picks a position or unit to attack, Xconq computes the defender's response, then the outcome is computed.

(In future versions of Xconq, units may become locked in a "battle" and unable to do anything else until the battle is over or the unit has disengaged somehow.)

Firing can happen at long ranges, up to the range of a unit. It may or may not involve using a specific material as ammunition; if the game gives you a choice, you will have to choose which, or else all possible types will be used. You can fire at a specific unit if you can see it, otherwise you will have to fire into a cell; perhaps without knowing whether or not you're actually hitting anything in it. Some units may also have a range-min and cannot fire at anything that is closer than that range. (ICBMs and some kinds of artillery are limited in this way.)

Some units are capable of capturing other units, with a probability depending on the types of both units involved, and whether the unit being captured is independent or belongs to a side (capture-chance and independent-capture-chance). If the capture attempt is successful, the capturer will move into the cell if possible, either as occupant or transport. In some games, the capturer may be partially or even completely disbanded, to serve as the garrison. Capture may also occur as a side effect of a normal attack or overrun.

Detonation is a special kind of "combat" available to some units. The action requires a location, either the unit's own position or a nearby cell. Upon detonation, the detonating unit may lose some hp and even die (changing to its wrecked type, if defined, or else vanishing). At the same time, it makes one hit on any units within its radius of effect. Detonation may also be triggered automatically, such as by damage to the unit or even by another unit appearing nearby.


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