Difference between revisions of "Luria Nova/Events/Melee Event"

From BattleMaster Wiki
Jump to navigation Jump to search
Line 175: Line 175:
 
|-
 
|-
 
| Peasant || 1 || 1 || 50 ||  
 
| Peasant || 1 || 1 || 50 ||  
 +
|-
 +
! Available Tactics || Level || Multiplier || Impact || Note
 +
|-
 +
|
 +
|-
 +
|
 +
|-
 +
|
 +
|-
 +
|}
 +
 +
==Rojak() - 10 Point==
 +
{| class="wikitable"
 +
|-
 +
! Knight || Level|| Effectiveness|| Impacts & Traits || Note
 +
|-
 +
| Swordfighting ||  ||  ||
 +
|-
 +
| Jousting || 0 || 0 ||
 +
|-
 +
| Leadership ||  ||  ||
 +
|-
 +
| Tactical Mind || 0 || 0 ||
 +
|-
 +
! Unit || Offense || Defense || Morale || Status
 +
|-
 +
|
 +
|-
 +
|
 +
|-
 +
|
 
|-
 
|-
 
! Available Tactics || Level || Multiplier || Impact || Note
 
! Available Tactics || Level || Multiplier || Impact || Note

Revision as of 08:58, 6 March 2024

Participants

Lance(Noble) - -1 Point

Knight Level Effectiveness Impacts & Traits Note
Swordfighting 2 1
Jousting 1 1
Leadership 2 1
Tactical Mind 2 1
Unit Offense Defense Morale Status
Available Tactics Level Multiplier Impact Note
⚔Ace(C)(Modified Break Formation) 2 x1.1 🔒(Level)Morale Boost & +2 Advantage

Galandric(Captain)

Knight Level Effectiveness Impacts & Traits Note
Swordfighting 2 1
Jousting 1
Leadership 3 2
Tactical Mind 1 1
Unit Offense Defense Morale Status
Available Tactics Level Multiplier Impact Note
Flanking Maneuver(C) 1 x1.0

Linden(Noble)

Knight Level Effectiveness Impacts & Traits Note
Swordfighting 3 2 Weaponbreaker(Simple Attack Lowering Enemy's Offense)
Jousting 2 1
Leadership 1 1
Tactical Mind 0
Unit Offense Defense Morale Status
Available Tactics Level Multiplier Impact Note

Samson(Noble)

Knight Level Effectiveness Impacts & Traits Note
Swordfighting 2 1
Jousting 1 1
Leadership 2 1
Tactical Mind 2 1
Unit Offense Defense Morale Status
Available Tactics Level Multiplier Impact Note
⚔Dragon Tamer(S)(Modified Charge Attack) 1 x1.0 🔒1 Stun & +1 Advantage Number of Enemies stunned equals to (Lvl of the skill)/3. Minimum 1, Maximum 3.
Strike Together(S) 1 x1.0

Njal(Noble) - 0 Points

Knight Level Effectiveness Impacts & Traits Note
Swordfighting 2 1
Jousting 1 1
Leadership 2 1
Tactical Mind 2 1
Unit Offense Defense Morale Status
Available Tactics Level Multiplier Impact Note
Charge Attack(S) 1 x1.0
Flanking Maneuver(C) 1 x1.0

Lexis(Captain) - 0 Point

Knight Level Effectiveness Impacts & Traits Note
Swordfighting 3 2 First Strike(x2 Effectiveness for the first attack)
Jousting 0 0
Leadership 1 1
Tactical Mind 0 0
Unit Offense Defense Morale Status
Peasant 1 1(+1) 50
Peasant 1 1 50
Peasant 1 1 50
Available Tactics Level Multiplier Impact Note

Rojak() - 10 Point

Knight Level Effectiveness Impacts & Traits Note
Swordfighting
Jousting 0 0
Leadership
Tactical Mind 0 0
Unit Offense Defense Morale Status
Available Tactics Level Multiplier Impact Note

Knight

Based on each level you invest in, your impact improves.

Level Points Effectiveness Impact
1 1 1
2 2 1
3 3 2 Unlocks a Trait(Swordfighting)(Jousting)
4 4 2
5 5 3 Unlocks a Trait(Leadership)
6 6 3 Unlocks an Impact(Swordfighting)(Jousting)
7 10 4
8 12 4
9 15 5 Unlocks a Trait(Swordfighting)(Jousting)
10 18 5 Unlocks a Trait(Leadership)
  • Traits: You can 3 options to choose from when you unlock one.

Swordfighting

Affects your attacks while dismounted.

Traits

Name Level Description
First Strike 3 Your attack during the first turn of each round will be twice as effective(x2 Effectiveness for the first attack)
Inspiring Presence 3 +1 Morale Boost per turn
Weaponbreaker 3 Your simple attacks will also lower your enemy's offense(By 1)
Powerful Impact 3 +2 Impact Advantage

Jousting

Affects your attacks while mounted.

Leadership

Affects your unit stats. The number of troops affected by your leadership is Level/2 rounded up.

Tactical Mind

Affects the number of tactical options and their impacts. You need to which tactic to focus on(Offensive or Defensive).

Units

Backgrounds

  • Cost is per man.
  • (O) = Leadership bonus applies to the offensive stat of the unit
  • (D) = Leadership bonus applies to the defensive stat of the unit
  • (C) = Leadership bonus applies to the chosen stat of the unit

Tier I

Backgrounds Offense Defense Morale Formation Chaotic Cost
Peasant(D) 1 1 50 1 -3 1
Thug(O) 2 0 40 -2 2 2
Hunter(O) 2 1 60 2 -1 3

Tier II

Backgrounds Offense Defense Morale Formation Chaotic Cost
Retired Soldier(D) 2 2 55 2 0 4
Orzian Skirmisher(O) 3 1 60 0 2 5
Sallowtown Spearmen(D) 3 3 50 4 -2 7

Tier III

Backgrounds Offense Defense Morale Formation Chaotic Cost
Aylwinic Auxiliary(O) 4 4 45 4 -1 9
Margarethan Axemaster(O) 6 4 55 1 5 12
Baelrican Blademaster(C) 9 9 65 3 3 15

Tactics

Tactics are triggered randomly in each round, influenced by your tactical mind points, providing a higher likelihood of performing specific tactics based on your choices. Having more points invested increases your chance of triggering and succeeding in performing the tactics.

Tactic Type Description
Strike Together(S) Offensive Enhances your chances of inflicting injury or demoralizing enemies with a single attack.
Hold Position(F) Defensive Attempts to stand firm against advancing enemies, reinforcing your defensive stance.
Break Formation(C) Offensive Strives to disrupt the enemy formation. If successful, their formation breaks down, but failure risks breaking your own formation.
Charge Attack(S) Offensive Executes a straightforward charge attack. Success results in a melee engagement with the enemy. However, failure leads to the complete breakdown of your formation.
Flanking Maneuver(C) Offensive Attempt to outflank your opponents, attacking from the sides or rear for increased chances of success. However, if the maneuver fails, you risk exposing your own flanks.
Shield Wall(F) Defensive Form a defensive shield wall, providing increased protection against enemy attacks. Effective against frontal assaults, but vulnerable to flanking or attacks from behind.
Countercharge(F) Defensive Anticipate enemy charges and respond with a countercharge, disrupting their momentum. Requires precise timing and can be highly effective when executed correctly.
Custom Tactic(?) ? You can create your own tactic to counter any existing tactic.
  • Offensive and Defensive tactics use your unit's associated stats.

Tactical Advantage

(S)imple tactics are more effective against (C)hotic tactics. (C)haotic tactics against (F)ormation tactics. (F)ormation tactics against (S)imple tactics.

  • S > C > F > S

Each tactic has specific usage conditions. (S)imple tactics are available at any time, except when your unit is in a state of panic. For (F)ormation tactics, your unit must maintain a stable morale state within the range of 31 to 89. (C)haotic tactics require your unit to be above 50.

Advantage Calculation:

  • Tactic Type Check(S, C, F)
  • Level Difference Check
  • Offensive or Defensive Tactic. For Offensive, add Unit's Offensive number. For Defensive to the opposite.
  • For (C) and (F), add unit numbers associated.
  • Advantage Added
  • = Final Total

Impact

Offensive and Defensive impact trigger chances are separate.

Level Tactical Points Impact Multiplier Unlock Impact Type
1 1 x1.0 Morale Damage
2 2 x1.1 Morale Boost
3 3 x1.2 Lower Enemy Defense
4 4 x1.3 Lower Enemy Offense
5 5 x1.4 Cause Injury to Unit
6 7 x1.5 Cause Injury to Knight
7 9 x1.6 Stun(Knight gets dismounted when stunned)
8 11 x1.7 Critical Hit(Chance)
9 13 x1.8 3% Instant Kill(Chance)
10 15 x2.0 Change Tactics

Points

After each round, depending on your performance, you will receive game points. You can use them to either improve your knight's stats or your unit stats. Or you can improve your tactics.

Rounds

Melee Event Announcement

With everyone now prepared, we are excited to officially commence the event. Each round will feature a distinct format, ranging from free-for-alls to unexpected team-ups with participants you may not prefer. Throughout the event, the number of turns per round will vary, demanding strategic decisions on whom to attack and which tactics to employ. The rest will be left to chance.

Our inaugural round kicks off as a free-for-all, spanning three intense turns. The last participant standing will secure an additional 5 points. Following this round, all participants will receive a baseline of 5 points. Furthermore, the individual chosen as the crowd's favorite will earn an extra 3 points. Remember to captivate and entertain your audience. You have one day to craft your strategy for the upcoming round. Best of luck to all participants! May the melee unfold in your favor!

Round 1 - Free-For-All, 3 Turns

Basic Reward: 5 points
Last Man Standing Reward: 5 points
Crowd's Favourite: 3 points