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Combat Actions

Xconq combat is somewhat abstract; the attacking player decides what sort of attack to mount and perhaps when to retreat, but all else happens automatically.

Combat may last longer than a single action; it is then called a battle and divided into rounds. The battle exists until one participant has a commitment of zero. Units in a battle need not attack, and no damage will occur if none do so, but they cannot move away until no longer committed.

The attacker/defender distinction applies only to a single action.

ActionType: attack unit [commitment]

This action is a direct attack on the given unit. The unit must be known to the attacking unit's side.

ActionType: overrun x y z [commitment]

Overruns are a sort of combined attack/capture/move action. The basic theory of an overrun is that the actor will attack, capture, or co-occupy the given destination. The exact effects depend on the types and sides of units in the destination.

Table: acp-to-attack u1 u2 -> acp

This table is the number of action points used up by the attacker. Defaults to 1.

Table: acp-to-defend u1 u2 -> acp

This table is the number of action points used up by the defender. Defaults to 1.

Table: attack-range-min u1 u2 -> dist

This table is the minimum distance at which a unit can attack another. Defaults to 0.

Table: attack-range u1 u2 -> dist

This table is the maximum distance at which a unit can attack another. Defaults to 1.

One round of combat consists of an attack, a reaction, and a calculation of effects.

The defender's reaction is completely automatic, and occurs as part of the attack action. The defender's side does not get a chance to decide what to do until the next round, although doctrine can constrain the randomness somewhat.

Table: surrender-chance-per-attack u1 u2 -> n%

This table is the chance that u2 will surrender to u1 immediately upon being attacked. Defaults to 0.

Table: withdraw-chance-per-attack u1 u2 -> n%

This table is the chance that u2 will retreat from u1 immediately upon being attacked. Defaults to 0.

Table: acp-for-retreat u1 u2 -> acp

This table is the extra acp that u2 can get in order to make a withdrawal possible. Defaults to 0.

In an overrun action, if all the defending units are destroyed, the attacker has sufficient acp and mp, and the destination is safe to enter, then the attacker can move into the defenders' cell.

Firing is a kind of attack that can take place at a distance, involves no commitment or counterattack, and for which the type of ammo may be selected.

ActionType: fire-at unit [m]

This is the action of firing at a given unit. If m is given, then that type will be used as ammo, otherwise all available types will be used together.

ActionType: fire-into x y [z] [m]

This is the action of firing into the cell at x,y. If z is given, then the fire will be concentrated on units at that elevation. If m is given, then that type will be used as ammo, otherwise all available types will be used together.

UnitTypeProperty: acp-to-fire acp

If this property is greater than 0, this type may attack by firing. Defaults to 0.

Table: acp-to-be-fired-on u1 u2 -> acp

This table is the acp lost when a unit is being fired upon. Defaults to 1.

UnitTypeProperty: range dist

This property is the maximum distance to which a unit can fire. Defaults to 1.

UnitTypeProperty: range-min dist

This property is the minimum distance to which a unit can fire. Defaults to 0.

UnitTypeProperty: elevation-at-max-range dist

[elaborate calc to interpolate while rising and falling, basically approximating a parabola]

Both attack and fire combat calculate hits and damage in the same way. Table: hit-chance u1 u2 -> n%

This table is the basic chance that a unit of type u1 will actually hit a unit of type u2. If the hit chance is 0, then the unit may never attack or fire at a unit of that type. Defaults to 0.

Table: attack-terrain-effect u1 t -> n%

Table: defend-terrain-effect u2 t -> n%

These tables specify the effect of attacker's and defender's respective terrains on hit-chance. These chances are multiplied with the basic hit chance. Default to 100.

Table: hit-cxp-effect u1 u2 -> n

This table is the effect of combat experience on hit chance. Its value is interpolated according to actual experience (so that n is the effect when u1 is at its maximum experience), then multiplied with the hit chance. Defaults to 100.

Table: hit-falloff-range u1 u2 -> n

This table is the maximum range at which the effectiveness of combat is not affected by distance. Defaults to 1.

Table: hit-at-max-range-effect u1 u2 -> n%

This is the multiplier for the effectiveness of combat at the maximum range possible. Defaults to 100.

Table: damage u1 u2 -> hp

This table is the basic amount of damage caused by a successful attack. The value is a "dice spec" [explain somewhere] Defaults to 1.

The damage in an attack is always prorated by commitment; the table value is for attacks at full commitment.

Table: damage-cxp-effect u1 u2 -> n

This table is the effect of combat experience on damage. Its value is interpolated according to actual experience (so that n is the effect when u1 is at its maximum experience), then multiplied with both the dice size and the addend of the damage spec. Defaults to 100.

Table: hp-min u1 u2 -> hp

This table is the lowest hp possible for u1 from attacks by u2. Further attacks by u2 are still valid, but have no effect. Defaults to 0.

You can set a unit to use a material as ammo.

Table: consumption-per-attack u1 m -> n

Table: hit-by u2 m -> n

These tables specify material consumption in combat. For each material m, the min of these two values is the amount of u1's supply used up in an attack on u2. Both default to 0.

Table: material-to-fight u m -> n

This table is a minimum of each material that is necessary to either attack or defend. Defaults to 0.

Transports can protect their occupants, and vice versa.

Table: protection u1 u2 -> n%

Transport's destruction may leave occupants stranded on hex, will do some sort of auto-escape or die if terrain is hostile. [use ferry-on-leave to decide]

Table: stack-protection u1 u2 -> n%

Several other side-effects of combat may also be defined.

Table: retreat-chance u1 u2 -> n%

This table is the chance that u2 will retreat if hit by u1. Defaults to 0.

Table: cxp-per-combat u1 u2 -> cxp

This table is the number of combat experience points gained by u1 by surviving a combat round with u2. This applies equally to attackers and defenders. Defaults to 0.


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