The Combat Pipeline
Definitions
Precedence Between Groups
Minions' Combat Attributes
Pipelines
Pipeline to Check for All Combats
Pipeline for a Full Combat
Pipeline to Choose Victims Wisely
Combat Damage (Quasi-)Immunities
Pipeline for One Combat Round
Pipeline for One Attack
Questions
If my group is surrounded, in what sequence will it
fight?
Why didn't my attacker apply
her hits give effect to her victim?
Definitions
Precedence Between Groups.
Precedence between two groups is uniquely determined by:
- Owners' initiative: Precedence goes to the initiative
player's group, then to the neutral
player's group, then to the non-initiative player's group, in that order.
Note: This is a non-standard sequence, used only for combats.
- Older group: If both groups belong to the same player, precedence
goes to the older group, i.e. the group that was created earlier (regardless
of their current positions within their owner's group
sequence). (This rule is needed to disambiguate neutral-neutral combats.)
Minions' Combat Attributes.
Each minion (let's call him Joe) maintains these dynamic attributes for
each combat.
- Current armor. This is Joe's remaining armor
for this round. At the start of each round, it
is reset to Joe's maximum
armor stat. During a round, it soaks off
incoming damage until it reaches 0.
- Remaining attacks. This is Joe's remaining
number of attacks for this round. At the start of each
round, it is reset to Joe's attacks per round stat. Each time Joe attacks
his victim, it decrements by 1.
- Victim. Joe's victim is the single
enemy minion whom Joe is currently attacking.
- The victim relation is non-symmetric. Joe's victim could attack
one of Joe's comrades instead of Joe.
- Idle. A minion with no current victim and
1 or more attacks per round is said to be idle. A minion with
zero attacks per round is a non-combatant
instead.
- Misses. This is the number of consecutive
times Joe has attacked and missed
any victim(s) since the last time Joe hit any victim, due to level
differences. The victims could be a single enemy minion, or any combination
of different minions.
Pipelines
Pipeline to Check for
All Combats. During the combat
phase, every orthogonally adjacent
pair of hostile groups will fight
1 combat per pair. All groups check for combats as follows:
- For each player in the player
initiative sequence
(initiative, non-initiative, neutral):
- For each group g in this player's
group sequence, from first to last (approximately oldest to youngest):
- For each of the (up to) 4 squares that are orthogonally adjacent
to current group g:
- If a hostile group
h is in this square, and group g has precedence
over hostile group h:
- A group could fight 4 combats in 1 turn, if it is surrounded on all 4 sides
by hostile groups (and if it survives the first 3 fights).
- Each pair of groups g and h will fight only 1 combat per turn
against each other. If both groups survive, then the group with lower precedence
will usually find the same pair of groups later in the same turn, but it will
skip that fight.
Pipeline for a Full Combat.
Each combat involves two hostile groups. Each combat lasts for 10 rounds, or
until:
- Either group (or both groups!) loses all of its minions
- The two groups are no longer hostile
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Sub-Phase
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Effect
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C1
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Start of Combat
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Both groups animate into their combat poses.
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All start of combat effects
happen, in group precedence order.
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Check for ending combat. Some spell effects cause
combat to end early.
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C2
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Combat round 1 (missile round)
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- All minions use only missile attacks
in this round. A minion that has both hand and missile attacks
uses only its missile attacks in this round.
- All missile attacks are at -1 damage in this round.
- Bashers (minions with only
hand attacks) skip this round.
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C3
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Combat rounds 2-10
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C4
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End of Combat
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All end of
combat effects happen, in group precedence
order.
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Surviving groups animate into their standing poses.
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All after combat effects
happen, in group precedence order.
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Pipeline for One Combat Round.
In each combat round, all minions on both sides strike with all of their attacks,
unless otherwise stated.
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Sub-Phase
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Effect
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R1
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Start of Round
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All minions reset:
- their current armor to their maximum armor
stat
- their remaining attacks to their attacks
per round stat
Note: Any do/does not attack and no
longer attacks effects (even those that were received in the
immediately preceding combat round!) will set a minion's attacks per
round stat to 0, and the minion will be a non-combatant
this round.
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All start of each combat round
and every round effects happen, in group
precedence order.
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If either group has died, or has been displaced, halt.
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If the two groups are no longer hostile,
halt.
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All shooters (minions with 1+
missile attacks) go idle.
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R2
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Choose Victims
(round 1)
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All minions set their misses
to infinite. This ensures that each minion's first attack
will hit, regardless of its victim's level.
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All minions forfeit all of their hand
attacks. Some spells allow all hand attacks in round 1.
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(All shooters remain idle until step R3/R4.)
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Choose Victims
(rounds 2-10)
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Bashers pair up. All idle
bashers on each side pair
up randomly with each other, i.e. each basher becomes the other
one's victim, and vice versa. This usually
locks these two bashers into a duel until one of them dies.
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Compulsion. All idle
minions on both sides check all must attack effects
(which could assign their victim).
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Idles wise up. All minions on both
sides who are still idle now choose victims wisely.
This includes all shooters,
and all unpaired bashers.
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R3
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High- precedence side attacks
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In the group with precedence:
For each minion m with 1 or more attacks remaining,
from first to last in this group:
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Compulsion II. If minion m is idle
(e.g. because its victim already died),
m checks all must attack effects (which could
assign a new victim).
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If minion m is still idle:
- Shooter is wise. If m is
a shooter, m immediately
chooses a new victim wisely.
- Basher retaliates. Otherwise,
m must be a basher. If
m is still the victim of 1 or more enemy minions, m immediately
chooses the first such enemy minion to be m's victim.
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Basher forfeits. If m is
still idle, m forfeits all remaining
attacks this round. (Invariant: m must be a basher
who couldn't retaliate.) Return
to the top of R3.
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(Invariant: Minion m has a victim, and has 1 or more attacks remaining.)
Minion m attacks its victim
once.
If m now has 0 attacks remaining, return to the top of R3.
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Multi are random. For each of minion
m's remaining attacks this round:
- m sets its victim to a random enemy
minion (with uniform probability).
- m attacks that victim once.
Return to the top of R3.
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R4
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Low- precedence side attacks
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Same as (R3), but for the group without precedence.
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Pipeline to Choose Victims
Wisely. Minions who choose their combat victims wisely
use the following tiebreakers to select a victim.
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Wise Targeting Tiebreakers
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1
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Non-immune
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Prefer the victim who isn't (quasi-)immune
to your damage type.
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2
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Instant kill
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Prefer a victim whom you estimate you (and your fellow group members)
can kill off in this round. You might be wrong!
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3
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Highest armor
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Prefer the victim with highest maximum
armor (regardless of its current armor).
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4
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Lowest HP
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Prefer the victim with lowest current hit points.
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5
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Highest damage
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Prefer the victim with highest hand
damage or missile damage per
single attack (ignoring any multiple attacks).
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6
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Random
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Pick randomly.
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Combat Damage (Quasi-)Immunities.
The following spells give immunity-like effects, so wise targeters
will avoid minions who have them (until nobody else is left). Note: These
effects don't really give immunity to damage. But they are used as the first
(highest priority) tiebreaker, so they tend to dominate wise targeting decisions.
- Against non-magical missile damage: Fae Gift, Karillian Venom
(from Karillian Arrows), Pixie Dust.
- Against non-magical hand damage: None.
- Against magical weapon damage: None.
Pipeline for One Attack.
Each single attack goes through the following steps. Some spells can cause
the attacker to die during this pipeline!
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Sub-step
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Effect
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A1
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Check for Hit
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Attacker decrements its remaining attacks
by 1.
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Compare the attacker's level
+ misses to its victim's level.
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If the victim's level
is greater, the attack misses.
- The victim's minion tile
animates ducking.
- The attacker's misses increases by +1.
- Halt (return to the Pipeline for One Combat
Round).
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Otherwise, the attack hits!
- The victim's minion tile
animates taking a hit.
- The attacker resets its misses to 0.
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A2
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Calculate Damage
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Attacker calculates the total damage quantity for its current attack
type, including all nation
abilities, combat round modifiers, and
active spell effects.
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- If the damage quantity is negative, it rounds up to 0.
- If attacker has any does not deal, nor
deal(s), and no longer deal(s) effects,
the damage quantity is set to 0.
- Each attacker's minion
tile accurately (re)displays its strength (total damage
dealt) for each attack it makes, including all combat round modifiers!
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A3
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Victim Takes Damage
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Victim takes attacker's damage. Go through the
Takes Damage Pipeline,
with the damage type and quantity
from A2 (even if 0), and the attacker. This returns a result of
bounced, damaged, or killed. If this causes either
minion to be buried, skip to A6.
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A4
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Attacker hits
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Attacker applies all when ... hits
and hits give effects. If this causes either minion
to be buried, skip to A6.
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A5
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Attacker damages
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If the result of A3 is damaged or killed,
attacker applies all when ... damages effects. If
this causes either minion to be buried,
skip to A6.
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A6
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Victim died early
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If the victim is already buried (from
a spell effect), halt.
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A7
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Apply damage result
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If the result of A3 is bounced or damaged, halt.
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(Invariant: The result of A3 must have been killed.) If
the victim is no longer dying (because the
victim already applied a dying-cancel
spell effect), halt.
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Otherwise, the victim is now killed,
and the attacker is to blame. Go through the Minion
Death Pipeline. The victim will either cancel this dying, or be
buried.
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A8
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Attacker kills
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If the attacker is itself dead by now, halt.
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Otherwise, the attacker applies all kills
an opponent by combat damage effects.
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If the attacker is a recruit who does not already
have an experience level,
then it qualifies for one. This will be awarded at the start
of the next turn.
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Questions
If my group is surrounded, in
what sequence will it fight? The following map shows what the blue
player would see. For the red player, just turn the map upside-down.
A group at g, with initiative
(regardless of its color!), will fight adjacent hostile
groups in the order shown below.
- The blue player sees this order
as NE, SW, SE, NW.
- The red player sees this order as SW, NE, NW, SE.
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01
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02
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03
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04
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05
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06
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07
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08
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09
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10
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11
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ne
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0
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nw
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se
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1
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sw
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2
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3
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4
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ne
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5
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1
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6
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nw
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4
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g
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3
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se
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7
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2
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8
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sw
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9
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10
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11
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If group g doesn't have initiative,
then it will not have precedence, and it won't be
picking the combats.
Suppose g is a blue group, but red has initiative.
- If groups 1-4 are all red groups,
or all neutral groups, then they
all have precedence over group g. Then group
g's combat sequence is determined entirely by the group
sequence among groups 1-4, regardless of their locations.
- If groups 1-4 include both red
and neutral groups, then group g's
combat sequence is determined by:
If group g and groups 1-4 are all neutral,
then their combat sequence is determined by the neutral
player's group sequence.
In this case, if group g is the oldest neutral
group, then it will have precedence over groups 1-4,
and it will pick the combats in the sequence shown in the diagram.
Why didn't my attacker apply
her hits give effect to her victim? Some defensive spells
or spell combos can cause your attacker
to die (or be killed
by her own victim!) in the middle of her attack, in step
A3, while still inside her victim's Takes
Damage Pipeline. In this case, after your attacker returns to step
A3, she skips steps A4 and A5, so she never applies those effects! Then
she checks step A6, might go through step A7, and halts for sure in step A8.
v2.20.00 Last updated 2009/03/27
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