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Infantry, war beasts, and most artillery crews are small. Units are either considered large or small.
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Ammo: The current ammunition of a ranged unit.Charge Bonus: Boost to melee attack that fades over a short period of time after a unit charges.Melee defence: Likelihood of a unit not being hit when an enemy attacks.Melee attack: Likelihood of a unit hitting when it attacks.When this goes to zero, most units will rout or crumble. Leadership: The current leadership (morale) of the unit.Some units such as Skavenslaves have as many as 200 soldiers, while most characters and large monsters only have 1. Unit size: The number of soldiers/models in the unit.Health: The current health of the unit, divided up between the remaining models in the unit.Lances: Cavalry armed with lances (as opposed to swords or spears) they generally have increased damage when they charge.Shields: Shielded units are able to block some portion (variable percentage depending on the unit) of the incoming missiles from the front.Great weapons: Large, heavy melee weapons that often have armour-piercing damage.Polearms: Spears, halberds, and similar weapons usually give the unit a bonus against large units, but are a disadvantage versus swords or axes.Swords, axes, dual-weapons etc: These generally perform poorly against armoured units or large units, but do well against polearms.Some have ranged attacks they can use while airborne. Kislev has many hybrid infantry units, such as Streltsi.įlying units can fly across the battlefield, above other troops and above terrain.
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While all units can attack in melee, some units such as Lothern Sea Guard, Free Company Militia and Quarrellers are designed to be good both in melee and at range. Ranged units can also attack in melee, though they are usually not very good at it. In battle, ranged units can be set to skirmish mode, where they will automatically run away if enemies come close. Each will have a different range and amount of ammunition. Ranged units, aka missile units, can fire projectiles to damage the enemy from afar. Guard mode is an important button for melee units, as it prevents them chasing fleeing enemies if the player doesn't want that. Melee units are made for fighting in close combat (melee). New units can be summoned using spells, items, and abilities, or they can appear as reinforcements during battle. Units may have active and passive abilities, spells, and breath attacks. Unit behaviour is influenced by leadership and vigour levels. On the campaign map, units can gain experience and rank over time and get stronger so long as they are not completely destroyed or disbanded.īanners are displayed above units on the battlefield and indicate the unit’s type, strength, and allegiance. More advanced control-methods are also available to maneuver selected units. Movement orders are issued to all selected units. One or more units may be selected at any time. Each unit is independently controllable and represented on the battle interface by a Unit card.