Charging

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The Franc Chevalers form a unit with one of the most fearsome charge in the game

This article is only a summary. A cleaner, more detailed article will be posted later.


  • A charge is an action combining a move and an melee attack in the same turn;
  • Charging is the only way to move into an enemy-occupied zone. A unit cannot move into such a zone without attacking;
  • In order to charge, a unit must be unengaged first. It is not possible to bounce from melee to melee. To charge again, a unit must properly retreat from its current melee;
  • Each charge creates a new fight direction depending on the angle it comes from. Each miniature in the zone should be flipped to represent this;
  • Only engaged units have a directional facing. When a melee ends, i.e. every enemy is either dead or routed, the units in the zone no longer have any fight direction.


Contents

Flank Attack

Intimidation Comparison Morale Penalty
1 : 1 and lower No penalty
1.5 : 1 -10
2 : 1 -20
2.5 : 1 -30
3 : 1 -40
3.5 : 1 -50
4 : 1 or more -60
  • When a unit charges on the side of a melee, it is considered to be a Flank;
  • Units attacked from the Flank have 50% less defences (Block, Evade, Deflect) against melee attacks;
  • Units victim of a Flank attack receive a Morale penalty based on the comparison between the charging unit's Intimidation X2 and the flanked unit's Intimidation.


Rear Attack

  • Units attacked from the Rear have 75% less defences (Block, Evade, Deflect) against melee attacks;
  • If the unit charges from the Rear, the charging unit's Intimidation is tripled instead of doubled to calculate the morale penalty.


Charge Reactions

Diff. in priority Chance to perform a Charge Reaction
+3 or more 100%
+2 83%
+1 67%
0 50%
-1 33%
-2 17%
-3 or less 0%
  • The unit receiving the charge is not always passively waiting to be hit. It may perform a Charge Reaction;
  • The charger has a value called Charge Priority; the defender has a Reaction Priority. This determines the Charging Sequence (the unit with the highest value acts first);
  • The defender's chances to perform a Charge Reaction is based on the difference between his/her own Reaction Priority and the charger's Charge Priority;
  • Different actions and the presence of terrain features (obstacles, woods) can increase the defender's Reaction priority;
  • Charge Reactions are "reflex-based" actions: they do not cost any Action Points or Fatigue;
  • When charging in a melee, every unit allied to the charger prevents one defender unit from performing its Charge Reaction. If more than one defender is present, the unit with the most Aggressiveness is denied its Charge Reaction privilege first.


Fight Direction

When a unit charges into a zone where there are unengaged enemies, it sets a fight direction in that zone, depending on the charging unit's zone of origin. It goes as follow:

If the fight direction is diagonal, resulting fight directions are dealt with slightly differently:

Flanking Situations

Once engaged in close combat and the fight direction set, beware of flankers! Whenever a unit sets a new fight direction which is at least perpendicular to the current one, the charge is considered a Flank attack. If the resulting fight direction is the opposite one, it is considered a Rear attack. Determining Flank and Rear situations is different depending on whether the fight is oriented straight or diagonal.


A frontal charge includes every situation ending up with the same fight direction, or neighbouring diagonals.


Flank attacks are situations where the fight direction changes by 90 degrees or more.


Rear attacks are situations where the fight direction is switched by a full 180 degrees.

Fight Directions and Flanking Combined

Here are the results of fight directions and flanking situations merged together for a better understanding:


Here is an explanation of this rule: If a charge comes from a purely diagonal direction, the resulting fight direction will be diagonal. If the fight direction is diagonal, it will become straight only if a unit charges from a straight direction (as if a purely straight charge would count as a diagonal one for a diagonal fight direction).

The front area includes all zones where charges would result in the same fight direction or a 45 degree difference. The flank areas include all zones where charges would result in a fight direction of 90 or 135 degrees difference. The rear area includes all zones where charges would result in a fight direction opposite to the original one (180 degrees).

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