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

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| Swordfighting || 2 || 1 ||
 
| Swordfighting || 2 || 1 ||
 
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| Jousting || 3 || 2 || Whistle Kick ||
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| Jousting || 3 || 2 || Whistle Kick ||You attack with your horse. Your horse's attacks may break bones.
 
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| Leadership || 2 || 1 ||
 
| Leadership || 2 || 1 ||

Revision as of 02:48, 13 March 2024

Participants

Lance(Noble) - 8 Points

Knight Level Effectiveness Impacts & Traits Note
Swordfighting 2 1
Jousting 3 2 Whistle Kick You attack with your horse. Your horse's attacks may break bones.
Leadership 2 1
Tactical Mind 3 2
Unit Offense Defense Morale Status
💀Hunter(O) 1(+1) -1 44 🩸(by Linden)🩸(by Linden)💀(by Lexis)
💀Hunter(O) 0 -1 54 🩸(by Galandric)💀(by Linden)
Available Tactics Level Multiplier Impact Note
⚔Ace(C)(Modified Break Formation) 2 x1.1 🔒(Level)Morale Boost & +2 Advantage
  • +3 advantage vs Hold Position(F)
  • 🔒(Removed) Suffers 2~5 morale penalty vs Mounted
Strike Together(S) 1 x1.0
  • -3 advantage vs Shield Wall(F)

Galandric(Captain) - 0 points

Knight Level Effectiveness Impacts & Traits Note
Swordfighting 2 1
Jousting 3 2
Leadership 3 2
Tactical Mind 2 2
Unit Offense Defense Morale Status
Orzian Skirmisher(O) 5(+2) 1 48 ⚕Treated
Orzian Skirmisher(O) 3 1 32 ⚕Treated
Available Tactics Level Multiplier Impact Note
Flanking Maneuver(C) 1 x1.0
  • +3 advantage Shield Wall(F)
  • Higher chance of injury vs Mounted
Hold Position(F) 1 x1.0
  • Prevents Morale Damage vs Dismounted

Linden(Noble) - 1 points

Knight Level Effectiveness Impacts & Traits Note
Swordfighting 5 3 Weaponbreaker While dismounted, Attacks Lowering an enemy troop's Offense
Jousting 4 2 Elegant Rider Lasts 1 turn. Dodges up to 3 attacks
Leadership 1 1
Tactical Mind 1 1
Unit Offense Defense Morale Status
Available Tactics Level Multiplier Impact Note
Strike Together(S) 1 x1.0
  • -3 advantage vs Shield Wall(F)

Samson(Noble) - 2 points

Knight Level Effectiveness Impacts & Traits Note
Swordfighting 3 2 Bonebreaker 🩸→🦴
Jousting 2 1
Leadership 2 1
Tactical Mind 2 1
Unit Offense Defense Morale Status
Retired Soldier 1(D) 0 1(+1) 32 🩸(by Lexis)🩸(by Lexis)
Retired Soldier 2(D) 0 0 35 🩸(by Linden)🩸(by Guest Knight)
💀Hunter(O) 0 -1 47 🩸(by Guest Knight)💀(by Lance)
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.
  • 🔒(Removed) -3 advantage vs Countercharge(F)
Strike Together(S) 1 x1.0
  • -3 advantage vs Shield Wall(F)

Njal(Noble) - 6 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
Orzian Skirmisher(O) 5(+1) 1 41
💀Thug 1(O) 0 -2 34 🩸(by Samson)💀(by Samson)
Thug 2(O) 1 -1 37 🩸(by Rojak)
Thug 3(O) 1 -1 25 😟Shaken(<30 Morale) 🩸(by Rojak)
Available Tactics Level Multiplier Impact Note
Charge Attack(S) 1 x1.0
  • -3 advantage vs Countercharge(F)
Flanking Maneuver(C) 1 x1.0
  • +3 advantage Shield Wall(F)
  • Higher chance of injury vs Mounted

Lexis(Captain) - 1 Points

Knight Level Effectiveness Impacts & Traits Note
Swordfighting 3 2 First Strike(+3 Swordfighting Effectiveness for the first attack)
Jousting 3 2
Leadership 2 1
Tactical Mind 2 1
Unit Offense Defense Morale Status
Peasant 1(D) 1 2(+1) 48
Peasant 2(D) 1 1 48
Peasant 3(D) 0 0 45 🩸(by Galandric)🩸(by Galandric)
Peasant 4(D) 1 1 30
Peasant 5(D) 1 1 48
Peasant 6(D) 1 1 30
Peasant 7(D) 0 0 45 🩸(by Galandric)
💀Peasant 8(D) -1 -1 42 🩸(by Njal)🩸(by Lance) 💀(by Lance)
Peasant 9(D) 1 1 33 🩸(by Guest Knight)
Available Tactics Level Multiplier Impact Note
Countercharge(F) 2 x1.1
  • Chance to dismount Mounted(1/20)

Rojak(Captain) - 3 Points

Knight Level Effectiveness Impacts & Traits Note
Swordfighting 3 2 Bonebreaker 🩸→🦴
Jousting 2 1
Leadership 1 1
Tactical Mind 2 1
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 Unlocks Modified Tactics(Tactical Mind)
5 5 3 Unlocks a Trait(Leadership)
6 6 3 Unlocks an Impact(Swordfighting)(Jousting)
7 10 4
8 12 5 Unlocks Custom Tactics(Tactical Mind)
9 15 6 Unlocks a Trait(Swordfighting)(Jousting)
10 18 7 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 Swordfighting attack during the first turn of each round will be more effective(+3 Swordfighting Effectiveness for the first attack)
Inspiring Presence 3 Your commanding aura and charismatic demeanor uplift the spirits of your allies.(+1 Morale Boost per turn)
Weaponbreaker 3 Your keen understanding of combat allows you to target your opponent's weapon, weakening their offensive capabilities.(Your simple attacks will also lower your enemy's offense by 1)
Powerful Impact 3 Your strikes deliver a significant impact, enhancing the effectiveness of your impact skill. (+2 Impact Advantage)
Sharp Edge 3 Your blade is finely honed and razor-sharp, giving you an edge in swordfighting.(+1 Swordfighting Effectiveness)
Bonebreaker 3 Your combat technique is focused on causing debilitating injuries by targeting bones. Instead of inflicting slash wounds, your attacks aim to break bones, incapacitating your foes and disrupting their ability to fight effectively.

Jousting

Affects your attacks while mounted.

Traits

Name Level Description
Elegant Rider 3 Rather than launching an offensive against your opponent, you adopt a strategic approach centered around evading enemy attacks. This option can be exercised once per round, allowing you to elegantly dodge up to three attacks during the chosen turn while on horseback.(Dodge 3 attacks during the turn of its activation - Must specify on which turn to activate it.)
Lance Charge 3 Initiate a powerful charge against an enemy troop. Upon a successful hit, your attack packs more power than the usual impact. It's important to note that this technique is can sometimes instantly kill a troop.(Choose which turn to activate. Seriously wounds a well armoured troop. Instantly kills a poorly armed troop.)
Fire Lance 3 Questionable legality aside, this maneuver involves swapping your lance for a unique alternative. Upon striking the initial target, the lance detonates, significantly increasing the likelihood of dismounting an enemy knight or inflicting substantial harm to an opposing unit. The impactful explosion is sure to demoralize your target. However, it comes with a drawback—once the fire lance is employed, you'll be left without a weapon, necessitating dismounting to join your comrades with your sword.(NOT ALWAYS GUARANTEED. MAY FAIL. Seriously wounds a troop. +3 Jousting Effectiveness against a knight. Choose which turn to use this)
Whistle Kick 3 As you charge into the fray, a well-timed whistle triggers your horse's trained kick, catching your opponents off guard. The simultaneous attack of your lance and your horse adds a layer of complexity to your assaults.(You attack with your horse. Your horse's attacks may break bones.)
Reckless Charge 3 Fueled by an unyielding determination, you charge headlong into battle without regard for your own safety. This reckless attack allows you to strike both enemy knights and troops indiscriminately, but also exposes you to counterattacks from both fronts.
Heavy Armour 3 Donning a heavier, sturdier suit of armor provides enhanced protection, reducing the damage you sustain. However, the added weight exhausts your horse more quickly, impacting its endurance in battle.(Takes 1 less damage. Loses 1 attack turn)

Leadership

Affects your unit stats. The number of troops affected by your leadership is Level/2 rounded up. High tier troops will be affected first. Affected units will remain affected even if higher tier troops get added later.

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

Troop Status

Name Offense Defense Morale Note
🩸Injured -1(xNumber of 🩸) -1(xNumber of 🩸) -3(x Number of 🩸) A minor injury. Will be fine.
🦴Broken ? ? -10 Depending on where, the Stat Reduction may vary.
💫Stunned Temporarily retires a troop for 1 turn.
💔Severely Injured -3 -3 -10 Badly wounded. May not make it.
  • Morale: Panic(<15) / Shaken(<30) / Normal(50) / Confident(>70) / Intrepid(>90)

Healing

Name Description Cost(Points)
🌿Herbalist A local herbalist provides a cost-effective option for treating your wounded soldiers. While her methods may be slow, she offers a budget-friendly alternative. It's essential to note that her reliability might not be absolute, but in the absence of better options, she serves as a viable choice. 1
⚕Healer Seek the aid of a healer from the local house of healing to significantly improve the conditions of your men. However, he is not infallible, and his interventions may, at times, unintentionally hasten the inevitable. Balancing the benefits against the risks is a crucial consideration. 2
🔮Spellcaster A wandering spellcaster possesses the extraordinary ability to pull a man back from the brink of death. Yet, such powerful magic comes at a considerable cost. The question becomes, can you bear the weight of the sacrifices required to wield this extraordinary, life-restoring magic? 3

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.

You can only have up to 5 tactics. If you want a new tactic, you will have to remove one of the existing tactics. You won't get any point back for removing your existing tactic.

Tactic Type Description Bonuses & Penalties
Strike Together(S) Offensive Enhances your chances of inflicting injury or demoralizing enemies with a single attack. -3 advantage vs Shield Wall(F)
Hold Position(F) Defensive Attempts to stand firm against advancing enemies, reinforcing your defensive stance. Prevents Morale Damage vs Dismounted
Break Formation(C) Offensive Strives to disrupt the enemy formation. If successful, their formation breaks down, but failure risks breaking your own formation. +3 advantage vs Hold Position(F) & Suffers 2~5 morale penalty vs Mounted
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. -3 advantage vs Countercharge(F)
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. +3 advantage Shield Wall(F) & Higher chance of injury vs Mounted
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. Reduces chance of injury vs Mounted
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. Chance to dismount Mounted
Custom Tactic(?) ? You can create your own tactic to counter any existing tactic.
Modify Tactic(?) ? You can modify one of your current tactics to behave differently.
  • 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.

If you use (F)ormation and (C)haotic tactics while not meeting the above usage conditions, your unit will suffer 5~10 morale damage.

Advantage Calculation:

  • Tactic Type Check(S, C, F) = Winner gains 5 + (Round Number) Advantage
  • Pick the most suitable troops in the unit.
  • 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(Both from stats & Tactical Advantage)
  • = Final Total(Damage to one of the troops or spread around depending on the circumstance)

Impact

Offensive and Defensive impact trigger chances are separate.

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

Turn 1

The exhilarating first turn of the round kicks off with all participants thundering towards each other on their mighty steeds.
Lance skillfully thrusts the tip of his lance at Linden, who retaliates with a perfectly timed strike of his own. The clash sends shockwaves through Lance, but Linden's lance leaves a mark on Lance's weapon.
Seizing the opportunity, Njal exploits the moment and delivers a powerful blow, almost sending Lance tumbling off his horse.
Quick on the draw, Samson seizes the chance to strike at Njal. In the midst of the chaos, Galandric and Lexis engage in a fierce exchange. With a single, expertly aimed blow to Galandric's chest, Lexis dismounts him in a spectacle of skill. However, Galandric's counterattack lands on one of Lexis' hired peasants, leaving the unfortunate soul wounded in the midst of the thrilling battlefield.

Turn 2

The second turn of the round erupts into utter chaos as the battlefield becomes a flurry of swift movements and clashes.
Lance, seizing the moment, shifts his focus to Galandric, who is still recovering from Lexis' brutal initial strike. Lance's lance collides with Galandric's shield, forcefully pushing him back.
Undeterred by Lance's assault, Galandric swiftly pursues Lexis, managing to strike him with his sword just as Lexis attempts to ride away.
In a surprising turn of events, Linden switches targets and charges after Samson. With precision, he lands a clean blow that momentarily throws Samson off balance.
Recovering swiftly, Samson retaliates, directing his attack at Galandric, who had just finished engaging with Lexis. Despite Samson's forceful strike, Galandric's shield proves resilient and withstands the assault.
Meanwhile, Njal redirects his attention to the closest target, which happens to be Linden. Riding after him, Njal times his attack perfectly, striking Linden as soon as he completes his maneuver. Despite the impact, Linden skillfully regains his balance.
Not to be outdone, Lexis turns away from Galandric and charges at Samson. With finesse, Lexis delivers a powerful and clean attack on Samson, who manages to cling to his horse, at least for the time being. The battlefield pulses with the intensity of each rider's maneuvers and the clash of weapons.

Turn 3

As the final turn of the round unfolds, the battlefield is charged with anticipation. Lance charges at Samson, delivering a swift blow that nearly dislodges him from his horse. However, Samson retaliates with equal vigor, countering Lance's attack and almost causing him to lose balance on his mount.
Undeterred by his earlier dismount, Galandric persists in chasing Lexis. Catching up just before Lexis initiates his charge, Galandric lands a forceful blow directly to Lexis' body. The impact is powerful enough to almost dismount Lexis, but he skillfully regains his balance, swiftly returning a blow to Galandric.
Linden changes course, riding toward Njal with remarkable speed. Upon catching up, he delivers a strong blow to Njal, who resiliently shakes it off. In a surprising turn, Njal retaliates with a hit that catches Linden off guard.
Despite the intense exchanges, everyone manages to survive the round. Although Galandric got dismounted early on, he valiantly endured with sword and shield in hand, earning the admiration of the cheering crowds.
In a show of respect for the surviving participants, the last man standing points are evenly distributed among them. Each participant gains 1 point in addition to the 10 basic participation points. Galandric, overcoming his dismount, earns an additional 3 points for being the crowd's favorite player of the round, receiving a well-deserved ovation from the spectators.

Round 2 - Pair Teams, 4 Turns

Basic Reward: 5 points
Last Man Standing Reward: 5 points
Crowd's Favourite: 3 points
Teams
Galandric & Njal
Samson & Rojak
Linden & Lexis
Lance & Guest Knight 

Turn 1

Turn 2

Turn 3

Turn 4