Combat Mechanics

## Scouting

Scouting another player will give you access to information in regards to a player's fortress, encampment, or occupied tile. Players, typically, receive notification of an incoming scout and a successful scout against any of their occupied locations. Higher scouting levels, through Rituals, will give you more or more accurate information. Max rank of the Scouting Ritual will penetrate the Illusionary Army buff that an enemy player may use to otherwise double the units seen by the scouting player.

Currently, you cannot scout the same player multiple times in a row. There is a 10 second innate cooldown for scouting a player, and you can have multiple scouts outbound or returning at a single time.

## Permanent Losses

In Warhammer: Chaos and Conquest, troop deaths typically result in filling up your Sawbones for healing. In PvE all lost units go to your sawbones until you reach your sawbones capacity.

Perma-Loss Scenarios:
 Attacking a Player
 Defending while holding a City
 Defending without holding a City
 PvE

\*In any scenario where you reach your sawbones capacity, any additional troop loss will result in permanent losses of 100%. For example: If your sawbones capacity is 2 million troops and you lose 3 million troops (over any number of battles without healing), you will lose 1 million troops permanently even if you are defending out of a city.

It's important to note that when you reach sawbones capacity, units first on the combat order will be killed off permanently to make troops later in your combat order. This means your lower tier units will be culled to make room for your higher tier troops. This also causes scenarios where the only troops you're left with after being zeroed are all your ranged units.

If you are holding a city, the 15% loss penalty still applies to any Units stationed at allied fortresses.

## Combat Rounds

Combat is typically resolved in 3 rounds, except in cases of Fortress Combat where there is a fourth special round that precedes the normal rounds that follows its own rules (listed below).

Each round is resolved in two phases - an attacker's damage step and defenders damage step. In each phase, the respective player's troops damage will be dealt to the remainder of the opposing player's troops.

### Fortress Combat

Fortress Combat has 4 rounds.

In the first round of combat, the defenders Defences hit the attacker's forces before regular combat ensues; the attacker's army does not attack in this round. The Hellcannon Emplacement applies their hit during this phase as well so long as you have defenders present.

The preceding 3 rounds get an attacker damage phase followed by a defenders damage phase.

## Combat Order

Combat Order of troops in combat is determined in three steps.

1. Sorted by Tier
	* Tier 1 > Tier 2 > Tier 3 > Tier 4 > Tier 5
		+ Lowest Tier will deal/take damage before Higher Tier units.
2. Sorted by Melee/Ranged
	* Melee Units deal/take damage before Ranged Units
		+ Most units can be both melee and ranged, some units can only be melee.(ranged units will go melee once there is no other units before them)
		+ A unit will prefer Melee or Ranged depending on which is higher (after all bonuses applied)
3. Sorted by Morale
	* Defenses will always go before other units
	* Higher morale units will go before lower morale units.

## Damage Calculation

### Damage per Unit (DPU)

Each Unit's damage is calculated per round with the following:

* (Unit Base Attack \* Attack Bonus) \* (Unit Base Damage \* Damage Bonus) / 200

The calculation above will generate the Damage per Unit (DPU) of each troop. The DPU is then summed up for each troop type and then dealt to the enemy in combat order.

Example: If you have 100,000 units that have 2500 DPU, they will do a combined 250,000,000 damage assuming they're still alive to do it. The 250 million damage is then applied to the enemy according to the opposing player's unit combat order.

### Effective HP (EHP)

Each Unit's Effective HP (EHP) is the amount of damage a unit can soak before it is killed, and potentially sent to your sawbones.

Each unit's EHP is calculated per battle with the following:

* (Unit Base Armour \* Armour Bonus) \* (Unit Base Health \* Health Bonus) / 40

Example: If you have 1m units in your tank wall that have 75k ehp each, you will have a soak of 75,000,000,000 (75b).

## Broken Units

In combat, your units will be separated into Squads. Each Unit has a specific Squad Size and when a Squad of your units take more than 25% casualties of it's Squad Size, it will have to pass a morale test equal to its morale. For example, if your Unit has 50 morale it will have a 50% chance to succeed or if your Unit has 75 morale, it will have a 75% chance to succeed its test. Any squad that fails its morale test will be Broken for the following round of combat.

Broken Units can only be damaged by ranged attacks, take bonus damage for being broken, and cannot deal damage during the round they Broken. Certain Rituals can increase the bonus damage done against enemy broken troops as well as reduce the bonus damage against your own broken troops.

Increasing your Unit's morale to 100 or higher makes them immune to this mechanic and they will be unbreakable.

## Victory Conditions

During combat an attacker or defender will gain a Total Annihilation if all the enemy troops are killed. A victory can be determined before all three rounds, or four rounds in fortress combat, take place. In the case that all the troops of the attacker or defender are killed, the combat will end.

You will score a victory:

* Kill all the opposing enemy troops at the location
* Kill more Unit Power than you lose in the combat.

Actual quantity of Units does not matter for victory/loss conditions.

If a player scores a victory against another player's keep, they will raid a certain number of resources equal to the total load of surviving units. The more units that survive the attack, the more resources are brought home.

If a player scores a victory against an occupied resource tile, any remaining occupying Units will return back home.